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Post by Daos on Mar 16, 2023 11:33:05 GMT -8
First and foremost, I suppose the question is, what is Lost Souls?
Lost Souls is a campaign setting I came up with originally when I was a kid, around fifteen or so. Hence the rather unoriginal name. It is the setting of Amtar, a world of my own devising.
It was terrible. I mean, just awful. But then again, I was only fifteen and had no idea what I was doing. While most D&Ders start as players and then, when ready, possibly become DMs...I started as a DM from day one. None of my friends who played wanted to DM, so it was left up to me to take up that mantle.
In 2002, I opened up a roleplaying chatroom based on Amtar. It failed. But I did manage to acquire enough members to start running an online campaign game set on the world. I 'rebooted' the world, discarding a lot of the stupid stuff I had ripped off from whatever I liked back as a kid, and we wound up running six campaigns there.
But then, in 2008, I put aside the world and started work on a new campaign. Different world, different concepts. We ran two campaigns there, and started a third...but it never got very far. By that point, I guess I was just burned out. I don't know. The game was put on hiatus, I wound up getting focused on my Dragonlance games at another site, and before I knew it, over a year had passed.
I wound up rebooting the world (again) for that other site, and ran a game there. The results were...mixed. I had hoped to take what I learned from that game and use it to make another, better Lost Souls game. Unfortunately, I failed to take into account just how slow pbp games are. I ran one game for over 6 years and another for over 4 years. But now I hope to take the slowness of pbp games into account and make for a better game overall.
What is Amtar? I'll be up front with you. It's a pretty standard, generic high-fantasy AD&D world. Don't expect anything particularly ground-breaking or revolutionary here. It's got the usual races and classes. It might be a little different, in that I've been rather influenced by Planescape (Amtar has a strong elemental bent, and I like having lots of factions and belief systems). The main appeal to Amtar is that it's open-ended and the consequences of the party's actions matter. In Amtar, each campaign shapes the next. For instance, if the party topples a government in this game, then the consequences of this (civil war, anarchy, whatever) will have a strong impact on the second game. If your character starts a new religion, it may spread to different nations later. And so on.
Furthermore, players have some creative control over the world. A player can make up details about the world, filling in the blanks (with DM approval, of course).
My games are dangerous, but not overly lethal. I am not a killer DM, nor am I a coddling one. I think of myself as being a neutral entity. Deep down, I may want the PCs to win, but I will not intervene to save them. The dice fall where they land, and the consequences of any action play out logically.
This thread will be dedicated to all of the lore and information that a player will need to know in order to successfully run a character in a game here. I actually have a website I was going to use, but it's easier to just post it all here. I will only be posting stuff relevant to the campaign at the time, so it doesn't get too bulky.
Lost Souls is comprised of five different continents, and each one provides a completely different gaming experience:
Gontoria - This is the standard pseudo-medieval European setting, with knights in shining armor, wizards with pointy hats, etc., etc. It has a focus on roleplay, politics, court intrigue and such. It's a very civilized land, with cities and kingdoms and nobles and commoners, and all that jazz. Basically, this is the most traditional setting, and probably the most familiar.
Octhania - This is the 'high seas adventure' setting, with more of an Age of Exploration flavor. Ships, firearms, sea monsters, pirates, and so forth. It's very romantic, swashbuckling and has a heavy emphasis on exploration, managing a ship (or fleet) and charting your own course through the various diverse islands.
Renosia - This is the 'dark fantasy' setting. It's gritty and nihilistic and grim. Think the Witcher or Dragon Age; a setting where ultimately, the Darkness is going to consume everything in the end. People can't be trusted; everyone is out for themselves. The players are either one of the few good ones, doing their best to make a difference or they're just as bad as everyone else and are just trying to survive.
Rabbah - This is the Eastern setting, both Middle and Far. The central area is mostly desert, and is essentially 'Arabian Nights' flavored, with flying carpets, genies, pyramids, ancient curses, mummies and so forth. The coastal regions around the edge, though, is more Asian in flavor; think Samurais, Monks, Ninja and such.
Crizzara - This is the 'points of light' setting. Crizzara has no nations, borders or even cities. People live in small nomadic tribes, trying to eke out a living in the frozen wastes. Life is harsh and often short. There's heavy emphasis on survival, like acquiring food and supplies (can't just head into a general store and buy these things; you want arrows, you have to craft them yourself or loot them off an archer's body; you want food, better learn to hunt/trap/fish/gather, etc.) and climate hazards (freezing cold, snowstorms, etc.).
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Post by Daos on Mar 17, 2023 15:29:47 GMT -8
This is a complete list of rules and house rules that I use in my game.
Core Rules Character Generation - I prefer using Method V (4d6, drop the lowest, arrange to taste). Height/Weight/Age - Players need not roll for these, unless they want to. They can just choose them. Starter Spells - A player with a Mage character can start with 6 spells. Three of those are chosen by the DM, and the other three are chosen by the Player (no rolls needed). When XP is Given - Characters earn XP (and level up automatically upon receiving enough to do so) at the end of a thread. Threads are usually called chapters, and generally will end when the party rests for the night. Initiative - I use Individual Initiative during combat. I also use all of the modifiers that come with it, including casting times and weapon speeds. Characters with multiple attacks don't use them until the end of the round (except for those who are dual-wielding). I also only roll initiative once, at the beginning, instead of every round, for simplicity.
Optional Rules (The rules in blue found in the PHB/DMG) Intelligence Bonus to Proficiencies - For every language slot a character gets from INT, they get an extra proficiency slot, as well. Maximum Spells per Level - Based on their INT score, wizards have a limit to how many spells they can learn each level, total. Racial Adjustment to Charisma - I actually apply lots of extra modifiers to Charisma when taking into account race, class, ethnicity, and so forth. For instance, a Cleric of Good proudly bearing his icon in a land of evil is likely to get a big penalty to his reaction adjustment. Detection of Pick Pocketing - I use the optional rule that allows a thief a lesser chance of being caught pickpocketing when the victim is lower level than the thief. Nonweapon Proficiencies - I use both weapon and nonweapon proficiencies in my game, not secondary skills. Unless stated otherwise, a character must train to learn a new proficiency slot once it becomes available. Encumbrance - I do use (basic, not specific) encumbrance in my games. I also rule that magical armor does not count toward one's encumbrance. Horse Traits - I do use horse traits for flavor, but don't usually enforce them. Armor Made of Unusual Metals - I do allow this. Spell Components - I do use these. Material components that are rare and expensive must be in the caster's inventory to work. For more general components, like sand, gum, cloth, etc., a caster needs a 'component bag' that costs 1 gp per spell level to refill (a 1st level mage would need to spend 1 gp, a 3rd level mage would need to spend 3 gp, etc.) at a mageware shop. The component bag must be refilled between adventures (or once a month, whichever comes first). Researching Extra Wizard Spells - I allow that any spell researched by a wizard does not count against his/her limit of spells per level. Individual Experience Awards - I use these, and group awards, too. Training - I do not require a character train to advance in level. Weapon Type vs Armor Modifiers - I do use these rules. Thus, a piercing weapon is more effective against leather armor, whereas a bludgeoning weapon is better against chain mail. Parrying - I do allow this. Multiple Attacks Against Weak Opponents - I do allow warriors to make a number of attacks equal to their level against opponents who have 1-1 or less HD. Polearms/Shields and Weapon Frontage - I use both of these rules. Critical Hits/Misses - I use both. A natural 20 is a critical hit, and the character is allowed to roll for double damage (the rules state you are supposed to roll twice, but I find it easier in pbp to just roll once and double it). On a natural 1, the character fumbles. What this means is up to the DM, but it can involve a weapon breaking, accidentally hitting oneself or an ally, dropping a weapon or falling down to the ground. It depends on the situation. Specific Injuries - I do not use this rule. Hovering at Death's Door - I do use this rule. At 0 HP, a character becomes unconscious and bleeds out (losing 1 HP per round) until they reach death at -10 HP. A character who is bleeding out can have their wounds bound (no check or roll needed) to stop the bleeding. Magical healing spells only restore an unconscious character to 1 HP and no more can be used until the character has rested for at least 6 hours (exception--the Heal spell). Aerial Combat - I use all of these rules, too. Degrees of Darkness Modifiers - I use these, yep. Moving/fighting in moonlight is not as bad as total darkness, etc. Jogging and Running - I use these rules. Terrain Effects on Movement - I use these rules. So traveling through water, snow, heavy forest/brush, rocky ground, and in darkness slows the party down. Terrain Modifiers for Overland Movement - I use these, too. Command Words - Rods, wands and staves use them, yep.
Splatbooks Used Kits - I do allow some kits, but not others. If you are interested in a kit, just ask the DM to find out more. The Complete Fighter's Handbook The Complete Paladin's Handbook The Complete Ranger's Handbook The Complete Barbarian's Handbook The Complete Wizard's Handbook The Complete Priest's Handbook The Complete Druid's Handbook The Complete Thief's Handbook The Complete Bard's Handbook The Complete Book of Dwarves The Complete Book of Gnomes and Halflings The Complete Book of Elves The Complete Book of Humanoids Of Ships and the Sea Dungeoneer's Survival Guide Wilderness Survival Guide Tome of Magic Player's Option: Spells and Magic - The Cure Moderate Wounds and Sunscorch spell only.
House Rules Max HP at 1st level - At first level, HP is always the maximum amount (including CON modifier) without needing to roll. Natural Healing - The effects of natural healing and the healing proficiency are stacked. Firing into Melee - This rule is largely ignored. You can only hit an ally during melee with a projectile weapon if you roll a fumble or if they move directly into your line of fire (and are larger than or the same size as your target). If you try and fire a projectile weapon at a target while someone else is meleeing you, the opponent gets a free attack.
Forum/Posting Rules Present Tense - Keep your posts in present tense, please. Three Day Rule - The DM will wait for any given player at least three days before moving on. Name Your Targets! - When in combat, make sure to specify who you are hitting or where you are centering any spells. AWOL - If a player vanishes (stops posting, doesn't even log in) for at least a month without giving any prior explanation or warning, they are dropped from the game and their character becomes a permanent NPC. Dialogue - Please place all dialogue in quotation marks. Spamming - Don't spam or double-post. Nothing is sadder than someone trying to inflate their post count like it actually matters.
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Post by Daos on Mar 18, 2023 14:20:24 GMT -8
A Brief History of Amtar
Eons ago, the two dominant societies were the elves and dwarves. Both formed massive empires that stretched over the known world. They did not conflict, as the elves took the overworld and the dwarves took the underworld. Thus did they both coexist without entrenching on each other's territories. The elves were highly magical, and the dwarves highly technological.
As the empires expanded, other, more primitive species were discovered. Gnomes and goblinoids were discovered by the dwarves, and halflings and humans discovered by the elves.
The gnomes were integrated into dwarven society, but were largely treated as second-class citizens with few rights. The goblinoids were outright driven out and slaughtered in a war. Eventually, they managed to fall back to what is now the land of Renosia and hold up there. They formed their own empire after a few centuries.
Halflings were 'allowed' to live on elven lands, but were made to 'earn their keep.' They had to work the many farmlands as serfs, making almost no money at it. Humans were first discovered in the Octhanian islands as savages. Elves saw the potential in them, and 'adopted' them. That's how the elves put it. In their minds, they saw themselves doing the humans a favor. They were providing them a roof over their heads, food, and education. All they asked for in return was that the humans serve them, to earn their keep.
The elves may have called it adoption, but to the humans, it was slavery.
The goblinoids, meanwhile, started building up armies of any species they could find that had been driven back by the elves and dwarves. Not only goblins, hobgoblins and bugbears, but also ogres, gnolls, kobolds, and some escaped human slaves. They attacked the elven empire, but were badly beaten. Their forces were no match for the elves' magic. And so the goblins fell back.
The goblins realized that the only way to fight magic was with magic. They spent the next few centuries studying it, learning as much as they could. They discovered a process that allowed them to contact powerful beings from the Lower Planes. These beings would offer the goblinoids power, which was a much faster and efficient way of learning magic than studying tomes for years and years.
Now armed with the knowledge of demon summoning, the goblinoids attacked the elves again. This time, they were not driven back. The dwarves were forced to ally with the elves, and even then, the war ended in a stalemate with all three empires brought to the brink of destruction.
The humans, who had learned so much from their 'guardians' saw that the time to act was now. They led an insurrection against the elves, who were too weakened by the war to put up much of a fight. The humans enlisted the gnomes and halflings in the fight, as well. When it was over, the humans had managed to conquer the elves entirely, enslaving them in a tragic sense of irony.
This was not enough, though. Inheriting the magical powers of the elves, the humans then turned their gaze toward the dwarves and goblinoid empires, which were also very weak from the war. It did not take long to conquer them, as well. Thus did humans inherit the white magic of elves, the black magic of the goblinoids, and the technology of the dwarves. Combining these three powers together, they formed the Eonian Empire, the most powerful political force the world had ever known.
Indeed, the humans were so powerful, they even managed to rip a large island out of the sea and lift it into the air. They founded their capital city on this flying island, known as Infinity. For humans, this began an age of enlightenment. For the other species, this was certainly a dark age. For the humans were no more fair or merciful toward the 'lesser species' than the elves or dwarves had been to them.
The Eonian Empire was not to last, though. The goblinoids, furious that they had nearly defeated one enemy only to inadvertently create a new, even more powerful one, started searching for ways to thwart the humans. Eventually, they discovered a powerful summoning ritual. It was said to summon a creature that would have the power to destroy even Eonia. Never once did the goblinoids stop to consider the consequences of their actions. By the time they realized that the beast they had summoned was too strong for them to control, it was too late.
Legends say that the beast, known only as Carnage, was originally created by the gods. It was meant as a 'reset button' to end the world should the gods ever decide it was no longer worth maintaining. Carnage rampaged across the known world, destroying everything in its path. It killed without mercy or prejudice. It did not care about species, creed, nationality or bloodline. Not even the Eonians could stand against him. Infinity was knocked into the sea and sank to the bottom, killing millions.
All of the species were forced to ally themselves against this threat. Using everything they had, they managed to banish Carnage back to the pocket dimension he had been summoned from, putting him back to sleep to wait for the gods to call him back when the end of the world had arrived. But the victory came at great cost. The Empires had fallen, all of them. The world had been left in ruin.
The next few centuries were a time of darkness, as the races tried to rebuild. Small nations were formed, which battled each other for what meager resources remained. All of the magical and technological power of the old days was forgotten. Every species was now on equal ground.
This brings us to the present day.
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Post by Daos on Mar 22, 2023 12:25:37 GMT -8
The Gods There are two sets of gods on Amtar. The Guardian gods were the originals, or so they claim. The story goes that they created the world and populated it with life and energy. However, this act exhausted them so that they all went into a deep slumber.
While they slept, a new set of gods appeared and took over their creation. These are often known as the Imperial gods (as they were at their peak during the times of the largest empires). These are the gods who created the sapient species and spread them over the world.
When Carnage was summoned and the world was torn asunder, the Imperial gods vanished. Some say they fled in fear of the demon, others say Carnage destroyed them outright. Whatever the case, followers of the Imperial gods lost all of their divine-given powers and all divine magic vanished. The sundering of the world also served to awaken the Guardian gods. They discovered their creation infested with lifeforms and in total chaos. They have since stepped in, creating new priesthoods and doing their best to get things back on track. The Guardian gods are Crizza, Gonto, Octhanus, Renos, and Rabbah.
All priests, at third level, become an anointed priest and may perform all of the duties expected of them (prior to that, they are acolytes). At ninth level, the priest becomes a patriarch/matriarch and may build a stronghold and collect followers. The highest ranking priest in the church is the High Priest/Priestess.
Druids worship the elemental aspects of the gods only. They may choose a specific deity (earth, wind, water, fire or spirit) or worship them all as a single entity.
CRIZZA (Crusader) Crizza is often depicted as a large white bird. He is the god of art, freedom, travel, trickery and luck. Sometimes he is known as the Crusader. The old stories claim that after the world was forged, he flapped his mighty wings to cool it, and consequently, created the atmosphere and wind currents.
The priesthoods of Crizza teach that an individual’s fate is of his own creation. They preach that a single person can change the world and that power should never be hoarded by a few. To a follower of Crizza, a person’s choices are what shape their future and they are encouraged to always take responsibility for their own actions. Crizza also promotes the idea that life is short and one should always take chances and live it to the fullest.
Priests of Crizza often travel the world, and so are found just about everywhere. Followers of Crizza pray by stretching their arms skyward, like a bird spreading its wings. This is to remind them to appreciate their freedom and always pursue it.
Duties: Priests are expected to provide guidance and council when asked. They encourage those who exhibit artistic/musical abilities and participate in events where artists’ works are displayed. They are to be vigilant against forces (usually society) that make people too responsible too young, that mature them too quickly.
Priests of Crizza are not required to take oaths of chastity; but are not allowed to marry.
The vestments of a cleric of Crizza are yellow and orange. Acolytes have simple yellow robes, and as they advance in rank, more orange is added to them. The High Priest wears white robes with yellow trim. Their holy icon is a bird with its wings spread. Priests are not required to wear their vestments and icon while traveling, but do need to wear them for official ceremonies and while at temple.
The church of Crizza has no official holy canon.
GONTO (Arbiter) Gonto is often depicted as a blind mole. She is the goddess of crafts, commerce, structure, knowledge, and fate. Sometimes she is known as the Arbiter. The old stories claim that she helped forge the world from a large chunk of amethyst found in the ether. The sparks that flew from her hammer formed the stars in the sky. After she was done, she padded down the world with earth. A later story claims she was once scared so badly by the trickster, Crizza, that her eyes popped from her head and remained stuck in the sky, becoming the moons.
The priesthoods of Gonto teach that justice, like their goddess, is blind. They believe that everyone is born with a destiny, and it is up to that person to figure out what it is and follow it. Followers are taught to always tell and seek the truth and promote the idea that only by building the optimal civilization can sapient life find peace and prosperity. Without law and justice, people inevitably fall into anarchy. Only by people working together can the world be rebuilt to its former glories.
Priests of Gonto tend to be found in more civilized areas, but it’s not uncommon to find them out in the wild frontier, helping to spread civilization. Followers of Gonto pray by holding hands with other followers, forming a circle. If there are no others, the priest simply clasps their hands together, making a circle of one. This is to remind people that only by working together can prosperity be made for all.
Duties: Priests are expected to provide guidance and council when asked, particularly in the doctrine of acceptance of the will of Gonto. They can perform marriages, but discourage members of their flock to marry for love if it means alienating the families and living in poverty. They are to educate those on craftsmanship and promote craftsmanship in the community. They are to show vigilance against those who would censor knowledge or spread misinformation.
Priests of Gonto are not required to take oaths of chastity or celibacy.
The vestments of a cleric of Gonto are green. As they advance in rank, the trim of the robes changes color. Copper is the lowest, then bronze, silver, gold and finally platinum. The High Priestess has robes that are trimmed with purple, representing the amethyst core of the world. Their holy icon is a mole rolled up into a ball. Priests of Gonto are required to wear their vestments and icon whenever in public.
The church of Gonto has a rather hefty and convoluted canon known simply as The Doctrine. There have been multiple editions over the centuries, and the most recent version is the fifth edition (although there is a rumor that a sixth edition is in the works). A copy costs 850 gold pieces and all clerics are expected to have one sometime between third and fifth level.
OCTHANUS (Nurturer) Octhanus is usually depicted as a dolphin. She is the goddess of love, compassion, and peace. She is sometimes called the Nurturer. The old stories claim that she filled the oceans and lakes after the world was forged.
The priesthoods of Octhanus are dedicated to the virtues of love, compassion and peace. They believe that all living things have value and should be treated with respect. They are well known for their knowledge of the healing arts, both magical and mundane. Followers are taught to love their neighbors and forgive all wrong-doings against each other. They focus heavily on helping the weak, sick and downtrodden.
Priests of Octhanus can be found anywhere people are suffering or need help. Followers of Octhanus pray by placing their hands on their hearts. This is to remind them that when in doubt, one should always listen to their heart.
Duties: Priests are expected to provide guidance and council when asked. They can perform marriages and in fact, are encouraged to help others celebrate love (they oppose the idea of marriages of convenience or politics). On occasion, priests are sent on missions of diplomacy, mercy, or aid. They must heal the sick and injured whenever asked. They are expected to educate others in the arts of healing when requested. A cleric of Octhanus must never willingly take the life of a sapient, mortal being unless there is no other option available.
Priests of Octhanus are not required to take oaths of celibacy or chastity; in fact, they are expected to get married at some point in their careers (usually before 7th level).
The vestments of a cleric of Octhanus are varying shades of blue; the darker the blue, the higher the rank of priest. An acolyte wears a very light powder blue robe. The High Priestess wears a very deep, dark blue. Their holy icon is a crescent-shaped dolphin. Priests of Octhanus are expected to wear their vestments and/or holy icon (at least one or the other) in public wherever they go, marking them as priests.
The holy canon of Octhanus is a book known as the Virtue Edicts. A copy costs 450 gold pieces and all clerics are expected to have one sometime between third and fifth level.
RENOS (Harbinger) Renos is depicted as a wolf normally. He is the god of vengeance, passion, strength and war. He is sometimes called the Harbinger. The old stories claimed that he heated the world up, so that it could be forged. A later story claims that after being hassled by the trickster, Crizza, he breathed a ball of flame at the avian god. The fireball missed, but became stuck in the sky, becoming the sun instead.
The priesthoods of Renos teach that one must find strength within. If you want something in life, you must fight for it. Having everything handed to you teaches you nothing, except to be weak and dependent on others. True strength can only be obtained through suffering. Those with power make the rules, so you should always seek more power; otherwise, you will never get what you want in life. One should never show weakness to others, or else they will seek to exploit and take advantage of you. Slights must not go unpunished for the same reason. Consequently, followers of Renos are big on vengeance.
Priests of Renos are fairly common, especially in places where life is difficult. Followers of Renos pray by balling up their fists and crossing their arms over their chest, forming an ‘X’. This is to represent that they are on their own, save for the grace of Renos, and cannot rely on others.
Duties: Priests are expected to provide guidance and council when asked. They can perform marriages. They are to show vigilance against complacency and tide of philosophies of peacefulness; if a land is too peaceful for too long, they must shake things up.
Priests of Renos are not required to take oaths of chastity or celibacy.
The vestments of a cleric of Renos are red. As they advance in rank, various emblems that represent their place in the hierarchy are sewn onto their robes. Their holy icon is a lone wolf. Priests of Renos are not required to wear their vestments and icon when public; but they usually do, as it is a great source of pride for many of them.
The canon for the church of Renos is known as the Burning Commands. It’s a fairly thin tome, as canons go, so a copy usually only runes 250 gold pieces. Clerics are expected to acquire one between third and fifth level.
RABBAH (Preserver) On occasion, Rabbah is known as the Preserver. The old stories claim that Rabbah is the energy that was utilized to grant life to all living things when the world was created. It is often depicted as a rabbit, although some scholars think this is just a mistranslation of its name and that Rabbah has no physical form, but rather is the embodiment of nature itself.
Followers of Rabbah have a strong non-interference bent in life, generally wanting nothing to do with politics. Many find secluded places in nature, far away from any civilization, and live isolated lives of meditation and prayer. Rabbites believe that since mortalkind was not created by the Guardian gods, that we are trespassers. And although we cannot be blamed for the actions of the Imperial Gods, we should do our best to have as little effect on the world as possible. The world belongs to the Guardians and we are their 'guests' and so should act as such.
Priests of Rabbah are extremely rare and tend to hide away from the world, so are almost never encountered. Suffice to say, this priesthood is not popular among adventurers. Also, little is known about their rituals and beliefs, as they tend not to speak of such things to outsiders.
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Post by Daos on Mar 23, 2023 12:21:35 GMT -8
Organizations
Church of Renos The church of Renos is all powerful in Renosia. Other faiths are legally allowed, and some are even tolerated. But followers of Octhanus are an exception to that. Anyone who follows Octhanus would wisely hide their beliefs, lest they face painful consequences.
There are five main factions within the church, and acolytes are expected to join one when they become full fledged clerics. The factions are the Inquisitors, Harvesters, Wildfires, Apocalyptics, and the Radiants.
The Inquisitors are those who focus on Renos' aspects of war, strength and honor. Inquisitors believe that might makes right and that the weak must be controlled by the strong. They are also the church's missionary branch, as they believe all other faiths are weak and so must be made to walk the right path or outright culled. They are always focused on building up power and spreading over the land, often compared to lava--slow, but eventually will cover everything.
The Harvesters are the original branch of the church. They don't emphasize any one of Renos' values, but follow all of them equally. They can be found anywhere, and can fulfill any role, but most serve as administrators for the church.
The Wildfires focus on Renos' aspects of power, revenge and destruction. Renos is fire, after all, and fire consumes. But sometimes that's a good thing; the old must be cleared away to make room for the new. The Wildfires believe the status quo must be shaken up from time to time, or things grow stagnant. But they tend to be fairly extreme about it, usually with violence. They also believe that might makes right, and if you have the power to do something, including murder, then you have the right to do it, as well. The weak must perish so the strong can grow stronger.
The Apocalyptics are sort of a radical offshoot of the Wildfires. Like the Wildfires, they believe the flame of Renos will consume everything, but they stop short at the rebirth part. Rather, they are a death cult focused on burning the entire world, until nothing remains but ash. Apocalyptics are often considered mad, even among other Renosians. They have a strong affinity for undeath, as they view life as a weakness. The living, after all, are limited by their need to eat, drink, sleep, and other physical limitations, whereas the dead are not shackled by these restrictions. Therefore, they see death as a mercy, in a way--a way to free a person from the restraints of life itself.
The Radiants are a fairly new sect, an offshoot of a rebel organization known as the New Dawn. They believe that real strength comes from community, not individual selves. "Stronger together" is their motto. Instead of the standard 'you vs. me' attitude most Renosians hold, it's closer to 'you vs. us.' As their name suggests, they have a strong 'sun' motif, and are one of the only Renosian sects that do not employ undead, and in fact, have a strong distaste for necromancy in general.
New Dawn An organization dedicated to overthrowing the Overlord of Bloodtooth, Quar'toth and bringing peace and freedom to the sector. It was founded by Psyche Autumnleaf, Christophe Viperstaff, and Lon Marhad.
Agents of Bloodtooth The Agents of Bloodtooth (normally known simply as the "Agents") are the Overlord's most trusted men and women. They are something of a personal cabinet to the Bloodtooth Overlord, advising him, protecting him, and carrying out his will. Many operate in secrecy, although one or two may make themselves known. They are considered extremely dangerous and usually very intelligent.
Bloodguard The Bloodguard are the personal army of the Bloodtooth Overlord. They generally only guard his stronghold in Dan'gen, although he occasionally will send a few out to perform special missions for him. A small group of them are known as the Bloodguard Elite--these are the Overlord's personal bodyguards. Bloodguards often wear scale mail with a red skull insignia on the chest. Elite usually wear plate mail with a similar insignia.
Black Hart Pirates Ever since the war, Renosian pirates have been a problem. They are the worst kind of pirates, because they always have excellent ships, are well armed and manned, and they fight like devils from Baator.
The Renosian nations deny any ties to these pirates. However, the flag bearing a black hart's head on a red background has become almost as synonymous with pirates as the ever-infamous skull and crossbones insignia.
Upon defeating a ship (usually smaller, merchant vessels), the pirates will capture any surviving crew and transport them back home for the slave trade.
Whispering Ink The Whispering Ink is said to be a large thieves' guild that operates in Dan'gen right under the Overlord's nose. These thieves generally specialize in forgeries, but also run protection rackets, heists, and various cons. The Overlord denies publicly that they even exist.
Archdukes of Flame This is a small group of fire genasi that have banded together. They have a secret base in the mountains, supposedly, but little is known about what goes on there. There are many conspiracy theories about them, that they control the world secretly, or they have insane parties and orgies up there.
The Resistance/The Rebels Unknown to any but the Overlord of Bloodtooth, there was a group of rebels before the Rebels--they are simply known as "The Resistance." These men and women fought against the Overlord in secrecy, although not as well as the Rebels. They were discovered and many executed. The previous Overlord covered up their existence. He, in effect, erased them from history.
The Rebels work to bring freedom, justice, and order to Renosia. They want to overthrow the Overlords and the Tyrant, and end the Civil Wars forever. They operate in small cells that communicate with signals or secret messengers. Although good-aligned, they are not necessarily Lawful, and often operate outside the law. They are not above lying, forgery, stealing, smuggling, or whatever it takes to help people.
The Rebels formed in 300 when the Overlord, Quar'toth, completely destroyed a village that it was believed harbored a spy from the Daemon sector. Among the survivors was a man named Hauss Felltree, a simple logger. Outraged to have his home and family destroyed, he became even more incensed when he learned that there was no spy in the village in the first place--it was just a piece of misinformation.
Gathering up a few like-minded men, he marched down to Dan'gen and demanded an audience. However, the Overlord would not see him. So Hauss and his fellowship stayed at an inn and waited for a week. Each day, they would approach the stronghold and ask to see the Overlord, and each time, they were sent away. On the eighth day, Hauss and his men staged a protest outside the stronghold's front gates, hoping to get some attention. They did.
Each one was taken and beaten by the guards--two men were killed. Hauss and the others were each thrown into the dungeon for a month, and when they were released, the Overlord had his men use hot pokers to blind Hauss. The Overlord wanted to make sure to take the fight out of their leader, but not make him a martyr by killing him.
Returning to the remains of their village, the fellowship was unsure of what to do next. Hauss spent a week in seclusion, and when he returned, he decided that he would find a way to pay back Quar'toth for what he did. He and his men became the first Rebels.
For the most part, they really did nothing all that note-worthy. Now and again they would anonymously spread propaganda pamphlets throughout Dan'gen against Quar'toth. However, since most people can't read, this did little good. Another tactic was to help free slaves or kill the occasional livestock, hoping to hurt the Overlord's life of luxury. Unfortunately, for all their efforts, the Overlord never even learned of the group, much less considered them any kind of threat.
That all changed in 313 when a warrior from Gontoria arrived named Jerros Soulstaff. He and some companions of his had been secretly searching the area for some magical weapon for a great quest. They happened upon the Rebels completely by accident while exploring an old cave.
Although determined to finish his quest, Jerros could not turn a blind eye to the Rebels' plight. He agreed with their philosophy, and wished to help. So he and his men joined their ranks.
Jerros is a powerful warrior and a good tactician. He really helped whip them into shape. He called on old friends from Gontoria to come, including priests and paladins and even the occasional elf. Teaching the Rebels about Azedeth and His ways helped inspire them to keep fighting the good fight. He showed them there were some Good gods out there, and they wanted the Rebels to succeed.
It was in that year that Hauss passed away, and the remaining Rebels voted Jerros to take his place. He quickly organized them into small cells, citing that if they are all in a big group, it makes it easier to find and destroy them all in one fell swoop. He showed how to hurt the Overlord and help themselves at the same time, by forging papers to get supplies from Quar'toth or raiding supply wagons going toward the Borders.
Jerros himself, in fact, was so strong and friendly, that he inspired many young men and women to join the Rebels, thus boosting their numbers even more. By the end of the year, Quar'toth knew the name of Soulstaff and the Rebels and realized how grand a threat they really were.
However, in the year 314, Quar'toth and the Mistress of Shadows created an elaborate ruse that tricked the Rebels into revealing their home base's location. The Mistress of Shadows destroyed the base and scattered their members, effectively ending their rebellion. The remaining remnants of the group formed the New Dawn.
The Brotherhood A secret cabal of black-cloaked wizards that were believed to be associated with the Mistress of Shadows. They helped the Overlord create mutated monsters for the purpose of using them as super soldiers in war.
Krimson Kobolds The Krimson Kobolds are a tribe of kobolds that dwell deep in the mountains and are said to worship a powerful red dragon. This dragon has bestowed upon the tribe its powers, granting them the ability to breathe fire and fly. Fortunately, they usually keep to themselves, but one can never be sure when they may be sent by their god to raid a town.
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Post by Daos on Mar 25, 2023 13:28:01 GMT -8
Here is some information on the six kingdoms of Renosia.
Bloodtooth The western nation of Renosia is Bloodtooth, which is where the bulk of the orcs, goblins and hobgoblins dwell. For the most part, the hobgoblins are the culturally dominant people, so Bloodtooth is a land of war, honor and glory.
Government: Bloodtooth is ruled by an Overlord, but most of their reigns rarely last longer than a month. This is because every warrior who believes they are the best will challenge the current Overlord in a duel. The Bloodtooth Overlord probably spends more time answering challenges than actually governing. The current Overlord is a very large hobgoblin named Quar'toth. He is said to be an honorable but no-nonsense man, and a very strong warrior--rumors are he has some kind of troll blood, as they say his wounds heal extraordinarily fast. Bloodtooth's capitol city is Dan'gen.
Ecology: Most of Bloodtooth is vast, flat grasslands and veldt. It's a tropical climate and tends to be quite hot most of the year.
History: When the Carnage War ended, the various cities and towns in what is now Bloodtooth were cut off from each other. Each was forced to do their best to survive against the new onslaught of monsters as well as the sudden changes in climate and terrain. Many were wiped out, but a few thrived and grew stronger. Those few then began expanding their territories, conquering their neighbors, as well. These wars were near constant, and only served to spill more blood and damage the land further. Eventually, though, power was fully consolidated and a new nation was born.
Hobgoblins in particular were well suited to the lifestyle of constant warfare, and consequently they went from a largely tribal people to the leaders of this new nation. The greatest of their warriors, Dan'gen Bloodtooth was the first Overlord, and he has since fallen into legend as a man of incredible honor and strength.
Politics: Bloodtooth is a land where honor and glory in battle are placed above all else. Fighting prowess is respected far more than money. Thus, only the strong can rule. Further, family bloodline is of great importance. Anything you do is reflected on your family, and vice versa. Thus if one person acts in a cowardly or dishonorable way, it casts a shadow on their entire family name.
Religion: The main faith of Bloodtooth is Renos, although Gonto is fairly popular, as well.
Trade: The nation of Bloodtooth doesn't really trade with its neighbors, preferring to take what they want via conquest. They are able to mass produce weapons and armor, although the quality tends to be fairly middle of the road.
Necros The northern most nation of Renos is Necros, a land swarming with the undead. Numerous portals to the Negative Energy Plane can be found in this region, and just about anything dead rises again on its own if the body is not properly destroyed. The swamps are filled with hordes of walking corpses, roaming the land aimlessly looking for warm bodies to feast upon.
Government: Necros is run by a cabal of necromancers and death priests known as the Shadow Lords, although their leader is the Overlord Zio. Zio is said to be incredibly powerful, and there are rumors that he is in fact, a lich. But he always keeps his face hidden behind a mask, so nobody seems to know for sure. Necros is one of the few nations where assassination is not the standard method of replacing an Overlord. Rather, the Shadow Lords vote on one of their own to ascend when the time comes. However, Zio has been Overlord now for about forty years, and there is no indication this will change any time soon.
Ecology: Most of Necros is sweltering marshlands. It's a very muggy and humid land. Flying insects are numerous and often a nuisance. The walking dead are a far greater problem.
History: When the Carnage War swept through Renosia, many thousands of people were killed. Shortly after, numerous portals to the Negative Energy Plane began opening. It's not clear why, but all of that excess negative energy seeping into the world caused everything dead, fresh or long buried, to reanimate. This created a massive pandemic, as the dead would kill the living, creating more dead, thus bolstering their numbers. All of Renosia would have likely been overrun eventually, but death priests and necromancers managed to turn the tide by exerting control over the undead forces.
This gave death priests and necromancers tremendous political power, as they could make the difference between a city being overrun or not. Plus, having an undead army of your own heightens your political power quite a bit, too. As a result, these manipulators of the necrotic became like kings. These necromancers and death priests banded together, forming the cabal of Shadow Lords, led by the Overlord. Walls were built around cities to keep out the swarms of undead and civilization was restored, but under the steel toed boot of the Shadow Lords. None dare oppose them, for their power is absolute.
Politics: Undead are quite common in Necros. Zombies and Skeletons are often used as a form of labor, and it's completely normal to see them wandering around cities performing tasks or guarding caravans on the road. Despite this, living labor is also still quite common. Many of the poorer folk that are born into poverty work their whole lives for a lord or master, then die and are reanimated to continue working forever more. Necromancers hold tremendous power, and often are above the law. Those who dare speak out against the Necromancers might find themselves joining their undead legions. After all, the dead are far more compliant than the living, and don't need to sleep, eat or take breaks.
Religion: The main religion in is Renos.
Trade: Necros attempts to be largely self-sufficient, rather than trade with neighbors. Mostly relying on undead labor. They're not above raiding neighbors, however. Necromantic magic, including items, both divine and arcane, are produced here.
Daemon The southern nation of Renosia is Daemon, the land of fiends. For whatever reason, there are multiple permanent portals to the lower planes found in this area, which means various fiends can be found moving about freely. While some are destructive, many have made homes in Daemon and will fight to protect it. These fiends bring promises of wealth and power, but there is always a cost to doing business with them.
Government: Like most Renosian nations, Daemon is ruled by an Overlord. The current Overlord is a powerful archmage known as Kakistos. He has ruled Daemon with an iron fist for over three centuries now. Few details about him are public, but rumors and myths abound. Some say a young maiden is taken off the streets, cleaned up and escorted to his chambers each night, to never be seen again. Supposedly he has remained alive for so long due to magic, but there are those who claim he made a pact with a fiend, or even is a fiend himself. Damon's capitol city is Pylia.
Ecology: Daemon is largely sweltering, tropical jungle. A good deal of that jungle is uncharted, and it's said strange and alien creatures stalk through it, always looking for their next meal.
History: Although the exact reason is not known, shortly after the Carnage War ended, multiple permanent two-way portals to the lower planes began to open up in Southern Renosia. Some think this had something to do with Carnage's rampage across the continent, and others think a fiend worshiping cult used the chaos of the war to open them. Regardless, these new portals proved very difficult to close and started causing immediate problems--especially once the Blood War started to spill through them. Chaos, death and destruction filled the land, until the Overlord took over. He was powerful enough to earn the fiends' respect, and declared Daemon a neutral zone.
As it turned out, even the fiends tire of endless war, and soon Daemon became something of a vacation destination for Baatezu, Yugoloths and Tanar'ri alike. Life stabilized and in fact, thrived from the inter-dimensional tourism and trade. Since then, the sight of fiends has become fairly normalized, and a few have even made Daemon a second residence.
Politics: Fiends, and those with fiendish blood (such as Tieflings) are fairly commonplace in Daemon. They also command a lot of respect and prestige. The more powerful the fiend, the more respect (and fear) they are accorded. However, there is a growing faction of people who worry that the fiends are slowly but surely taking over the place. The average temperature in Daemon has been steadily rising over the years, and strange and alien fauna and flora have been cropping up in the wild. This has led to some conspiracy theories that the fiends are slowly working to terraform Daemon to be more suitable for them. However, these naysayers are careful to not speak such thoughts in mixed company, as even with the Overlord's treaty, fiends have a habit of getting away with (sometimes literally) murder.
Religion: Renos is the primary deity worshiped in Daemon. There is quite a bit of fiend worship among various cults, as well.
Trade: Daemon does not trade with its neighbors, but does steal or raid to get what they want or need from time to time. There is, however, some trade with the lower planar cities via portals.
Umbra The eastern most nation of Renosia is Umbra, the land of shadow. Named so because it is cast in perpetual darkness; the sun never rises here. The land is split apart by the Carnage Channel, but nobody is believed to live on the eastern half, which is almost entirely mountains. Umbra is a land of thieves, bandits, assassins and other creatures that thrive in the dark of night.
Government: Like most Renosian nations, Umbra is ruled by an Overlord. However, their reigns tend to be quite short, never lasting longer than a year. This is because each Overlord is succeeded by the one whoever assassinates them. The current Overlord is a mysterious man named Dynin. He became Overlord only a few months ago, and has so far managed to thwart all attempts on his life. Umbra's capitol city is Ladron.
Ecology: Umbra has a tropical climate, and is largely wastelands. As it is perpetually dark, very little if any plants grow, so there isn't much in the way of forestry.
History: Umbra was once said to be a beautiful mountainous area, brimming with life. But when Carnage cut through the land, splitting it in twain, a curse was laid upon the land. Aside from the nearby ocean becoming deadly, and all the fish becoming poisonous and monstrous, the sun itself was blacked out. Nobody is entirely sure why this happened; beyond it being incredibly powerful magic. But as a result, Umbra became a land of permanent darkness. Most of the plant life withered and died, leaving the once verdant lands a dry wasteland. The people, desperate to survive this new hellscape, were forced to do terrible things to survive. The land became a free for all. Anyone who could take what they needed, did. Thievery, murder, and anarchy became the new norms.
Eventually, a powerful Overlord whipped things into some semblance of order, but chaos continues to reign in Umbra. Some people learned to adapt; they learned to grow crops without sunlight from the Underdark races, or use magic to create artificial sunlight. Most people, though, resort to banditry or raiding. Either against their own people or against their neighbors.
Politics: Because of Umbra's smaller population, one might wonder how they've managed to hold their own in the constant wars so far. This is because Umbra has no navy. This allows them to put more resources into protecting their land borders. The fact is, they have no need for a navy, and even if they did have one, it wouldn't last long. The Umbra Sea is full of sea monsters that tend to destroy any ship that enters them. The Carnage Channel is especially lethal. Some believe that the massive amount of energy Carnage used to cut through the land somehow affected the sea-life there.
This means there are no port towns and no marine fishermen. Although, there are some port town ruins, dating back to pre-Carnage times. And now and again some lunkhead may try and set up a colony there, but they all fail. Without fish, this means considerably less food than other sectors (as farming is no easy task in Umbra), but as Umbra has a smaller population, it all kind of balances out. (Even if it weren't for the sea monsters, fishermen would be out of luck. It seems all of the fish living in the Umbra Sea are poisonous.)
The only active town near the shore is Diagoras' Coliseum. That's because it was built long before Carnage came about. It has a number of defenses, however, including stone walls built around the city to keep out any creature that may flop up onto the shore. Sometimes they'll ever capture a sea monster or two and have them fight in the arena.
Because sea travel is so dangerous, the only way to get to Umbra Island is by going underground. There are a series of tunnels within the Deep Veldt that the Drow employ. The only known entrance is the Shadow Spire. The Drow make sure to guard it carefully.
Religion: Renos is the primary deity worshiped in Umbra, although Crizza is fairly popular, as well.
Trade: Umbra does not trade with its neighbors, but does steal or raid to get what they want or need from time to time.
Brimstone Brimstone is the center most nation of Renosia; its borders consist of a ring of mountains that protects a massive valley within them. Brimstone is known for its tremendous heat due to active volcanoes, open lava flows and numerous portals to the Plane of Elemental Fire. In some areas it gets so hot that most people can't survive, but there are relatively 'cool' spots where while still quite sweltering, are survivable.
Government: Brimstone is ruled by an Overlord, like any other Renosian nation. Currently, the Overlord is a fire giantess known as Ferna. She is considered a tough but fair leader, and consequently has had to deal with relatively few assassins unlike most Overlords.
Ecology: Brimstone is a hellish place, and many consider it to resemble what they think hell looks like. Sulfurous clouds, lakes and rivers of lava, and sweltering heat. Although not quite as hot as Baator or the Elemental Plane of Fire, some parts of it are fairly uninhabitable to mortal races. But that doesn't mean other creatures can't be found living there, including various fiends and elementals.
History: Brimstone was originally a pristine and beautiful paradise, with snow-capped mountains and a large, fertile valley. After the Carnage War, however, things changed drastically. For whatever reason, several portals to the Elemental Plane of Fire were ripped open and these portals remained permanent. The incredible heat from that plane leaked into the mortal world, making the entire area unlivable for many. But it also allowed denizens from that plane to move in and take over. Since then, it has been ruled by an Overlord like any other nation in Renosia, but unlike the other nations it has largely been able to stay out of the constant wars. Largely because any troops sent in wither and die in the heat. Likewise, Brimstone's own troops find the rest of Renosia far too cold to invade. This makes the area an oddly neutral nation.
Politics: Creatures of flame are often found in Brimstone, such as fire giants, salamanders, fire mephits, fire elementals, fire genasi, and so forth. Other people generally don't travel there if they don't have to, and few live there at all, because of the massive heat. Those who do travel to Brimstone usually need magical aid from a druid, elementalist or some other caster that can help ward off the excessive heat. There's even said to be a massive red dragon living somewhere within the mountains, although it rarely makes appearances.
Religion: The main faith is Renos.
Trade: Brimstone doesn't really trade with its neighbors, but they do trade with the City of Brass and other settlements within the Elemental Plane of Fire, however.
Deep Veldt The Deep Veldt is not a nation, per se, but more of a series of communities deep below the surface of the planet. It is the homelands of the Duergar, Svirfneblin and Drow, as well as a number of alien creatures usually not found on the surface. It is also permeated with magical radiation from the planet's core, which tends to cause things to mutate over the centuries.
Government: The Deep Veldt is not technically a nation, and thus has no Overlord. Rather, each city is essentially a state in itself and ruled individually. At times the city-states work together, but most of the time they are at odds. Even Drow cities often clash with each other as they fight for resources and territory. The grey dwarves and deep gnomes tend to be more cooperative among their own kind, but not with each other. There are also tales of cities ruled by strange, alien creatures deep below, even deeper than the Drow dare go.
Ecology: The Deep Veldt is completely subterranean. It's deep enough below the surface that natural sunlight has not ever touched it. Nevertheless, it has a thriving ecosystem of fauna and flora (or fungi, really). There is no weather, and thus no climate, however temperatures can vary depending on how close you are to a source of geothermal energy, like magma.
History: Despite being so deep underground, the Deep Veldt also was keenly affected by the Carnage War. Originally, it had little to any contact with the surface. The sun was far too bright and the resources necessary to make the trip were often not worth it. Carnage changed that, however. With some of Renosia plunged into darkness, directly connecting to the lower planes or filled with necromantic energy, many denizens of the Deep Veldt found the surface more welcoming.
Further, the devastation wrought by Carnage on the surface ripped open the earth, and created more and larger passages that lead to the surface, making the trip easier.
The quakes caused by the devastation, however, had other effects, too. Some say they awoke something deep below, even deeper than the Deep Veldt itself. Rumors persist of strange, alien creatures appearing that nobody has ever seen before.
Politics: The three largest factions in the Deep Veldt are the Drow, the Duergar and the Svirfneblin. They are usually at odds with each other. The Drow in particular are dangerous and wish to subjugate all of the Deep Veldt, as well as the surface. Thankfully, they spend so much time in-fighting that they have never been able to gather the numbers necessary to conquer their neighbors. And the surface's harsh sun keeps them from doing more than the occasional night raid. There are rumors of something else living down there, deeper and darker than even the Drow--creatures of nightmare that threaten all. But there has been on conclusive evidence such a threat is even real.
Religion: The primary faith of the Deep Veldt is Renosia, although it really depends on the culture. Duergar often pay homage to Gonto, some Deep Gnomes worship Octhanus, and some Drow revere Crizza, as well.
Trade: Some Duergar and Svirfneblin communities trade with each other and the surface. Drow, however, prefer to take what they want. When they are unable to do so, though, they will make attempts, but the Drow in particular have little to offer. Their most impressive crafts, such as their weaponry and armor, all crumble under the sunlight and so aren't terribly useful on the surface.
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Post by Daos on Apr 5, 2023 15:52:58 GMT -8
Calendar
The calendar is to help keep track of time, days, years, lunar phases, and so forth.
Days of the Week - Lightday, Rockday, Seaday, Soulday, Flameday, Frostday, Darkday
Months of the Year - Amethyte, Bludsin, Dymin, Saffir, Emirad, Agate, Ruebon, Sardonx, Chrysote, Topas, Turquise, Onix
Each month has exactly 30 days.
Timeline
Unknown The world was created. How this was done and by whom depends largely on who you ask.
-5000 Elven society developed, using magic to help grow cities from the earth itself.
-4000 Dwarven society developed, using metalworks and technology to hollow out entire mountains for living space.
-3000 The elves formed the Ruara Empire (which means “House of Dreams”) and began spreading their civilization all over the main continent. At about the same time, the dwarves began forming their own underground empire called Farikak.
-2000 The Ruara Empire spread over nearly the entire main continent, while the dwarves took over most of what is underneath it. Building ships, the elves sailed out and found a series of islands that are inhabited by a new race never seen before—humans. They enslaved these humans, under the notion of helping them, and consequently spread them all over the world in the process.
-1000 Halfling society developed, mostly agricultural. They became serfs for the elves, working the farms for them.
-900 Dwarves wind up encroaching on the goblinoid races. A long war started between the two, later called the Ha’Kur War. Eventually, the goblinoids fell back to what is now Renosia and managed to hold up there.
-700 The hobgoblins organized, forming the Malice Dynasty, and took over what is now Renosia. They recruited the bugbears, goblins, gnolls, kobolds, and other races that had been driven from their homes, in the hopes of putting down the dwarven and elven empires once and for all.
-500 Gnomish society developed. They wound up becoming integrated into dwarven society, treated as servants and second-class citizens.
-300 The Malice Dynasty declared war on the Ruara Empire. This was later to be called the Malreth War. It was a long and bloody affair, ending with the Dynasty retreating back to Renosia. The Elven victory was generally attributed to their use of powerful magic, something the goblinoids lacked.
-200 The Dynasty spent years learning sorcery. When they felt ready, they attacked Ruara again. This time, however, they summoned armies of demons from the underworld to aid them. This was an even bloodier conflict than the last, called the Malinar War. Even with the help of the dwarven empire, the battle ended in a stalemate, both sides weakened to the point that they were nearly wiped out.
-150 The humans rebelled against their elven masters, in what is called the Dre’Ar Insurrection. The halflings and gnomes aided them in this venture, and the empires were far too weak from the wars to put up much resistance.
-100 A new empire formed, called Eonia (meaning “Eternity”) in which the humans rule. It spread throughout the entire continent and the local islands, conquering everything. Using the magic they inherited from the elves and the technology from the dwarves, they even formed a flying city (Infinity) to be the seat of the empire, where no enemy can reach without the power of flight. The Eonians grew so powerful, that supposedly they even tamed the dragons, giving them aerial mastery.
000 Chrysote 4th - Carnage War began. An apocalyptic event that nearly wiped out all life in the world.
001 Saffir 28th - Carnage War ended. The world was left in shambles.
20 Kakistos conquered the nation of Daemon, and brought peace between the mortals and fiends living there.
188 The city of Malaika is founded.
251 The Azedeth Hotel opens for business.
302 The Azedeth Hotel closes permanently.
323 TBA - Present Day.
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Post by Daos on Apr 7, 2023 14:44:08 GMT -8
Soul Magic Soul Magic is a school of magic that has had very little practical research. It is largely theoretical, since those who generally engage with it don't survive long enough to write down their findings. And the destruction of one's soul prevents them from being contacted from the other side, as well. Most of what is known has been observed by outside witnesses. Dragons are said to be masters of this kind of magic, and are able to use it without harm, but they refuse to share this knowledge with mortals for any reason.
The basic concept is as follows. Magic requires tremendous energy to function. Normal magic draws its power from the core of the planet, a massive chunk of amethyst that radiates pure magical energy in all directions. This radiation is greatly thinned out as it passes through the mantle and crust of the planet, and what little traces reach the surface is where magic comes from. This is why magic is stronger the deeper underground one goes. This is also why creatures that dwell deep underground tend to mutate, given enough time.
Soul Magic, however, draws power directly from the soul of a living being--the caster. Researches have spent countless years to find a way to draw from the souls of others, but to date, none have succeeded. The problem is, drawing power from one's own soul tends to be extremely hazardous for one's health.
The most commonly observed phenomenon is known as a Soul Strike. When a person is under incredible distress, desperation and overwhelmed with a desire to protect, sometimes a Soul Strike will trigger. That person will be able to wield their very soul as a weapon, or channel the energy through a more mundane weapon, to incredibly effect. A single Soul Strike has been known to one-shot an ancient dragon, or so the legends go. Unfortunately, the act is one of sacrifice. The soul is burned up in the act, not only killing the person but also preventing them from ever being raised or resurrected. The energies that channel through a weapon or item, however, often leave behind enough residue to transform the item, giving it strong magical abilities. Perhaps one of the most well known of these artifacts is the Soulstaff, which became a weapon of incredible power after a Soul Strike.
Another is the Soul Trance. In this case, the soul is not consumed all at once in a single strike, but rather extended for several minutes to grant a large boost of strength, speed and power to an individual (although not as strong as the Soul Strike would grant). Sometimes the user will even change shape or their whole body will glow during the trance. The end result is the same, though. Once the trance ends and the soul burns out, the user drops dead.
Beyond that we only have stories and legends, but it's never clear how true any of them might be. One story tells of a couple who loved each other so dearly that when a powerful lich threatened both of their lives, they both triggered a Soul Strike at the same time to protect the other. Because of their close proximity when this happened, their souls actually merged into one. And by each sacrificing only half of their soul, they managed to survive the Strike, but forever were linked together, sharing half a soul each.
Another story tells of a Soul Merge, where a person (sometimes the story claims it's several people, up to four) sacrifice their soul to empower another individual, granting them incredible power. While the person (or persons) who sacrifice their soul die, the one granted the power survives.
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