Friday, December 21, 2007
Major Change - A Blog as a Blog!
This site will now actually be used as a blog rather than as a rather heavily clunked way to give game information. That info is still going to be out there, at http://altalazar.wikispaces.com/, but now I'll use this space as it was intended, as a blog, where I can discuss all things D&D and gaming in general.
Saturday, October 6, 2007
Kenmar's Journal
Kenmar is the son of Jorian soldier who deserted, along with entire unit, during the God-Head War. They were at the forefront of the invasion of Bellai, an act which sickened their sense of honor. Early in the war they met no resistance as they blazed across the land, slaying artists and musicians who could barely swing a sword. They despised the rule of Nyfastis, and vowed not to serve him. They spent the rest of the war in hiding, fighting their former countrymen as often as the people of Bellai.
When Bellai forced Jor back to the old borders, their lives became safer, but no less secure. The prominence of Nyfatis’ faction, despite his absence, prevented them from returning home, and the Bellai patrols attacked them on site. They survived as bandits, hacking a living out of the countryside by force of arms, and moving as necessary to avoid large groups of Bellai soldiers.
Kenmar was born to a captive local women, and was raised in the traditional manner for Jorian children in the time before Nyfastis’ evil twisted their honor. He began training with weapons at five, and was already a capable warrior at thirteen by the standards of lesser races. He was one of few children born in the camp, and fewer still to survive to adulthood.
When Kenmar was nineteen, his father succumbed to age. The group was now small, and most of the men old, and barely capable of wielding blade. He decided to strike out on his own. Unwilling to travel to Jor, and unable to leave the country by other means he wandered Bellai for two years, earning what living he could with the edge of his sword. It was a meager existence. He slept outdoors more often than not, and frequently went to bed on an empty stomach. Furthermore his accent betrayed him as Jorian to even the commonest farmer, causing most to treat him with suspicion, if not outright scorn.
When he learned of the newly opened gateway to New Aelon he was eager to leave, feeling any change of fortune would be a welcome one.
Search for water
Day 1
Eemish finally found a job for me; Good thing because money is running very thin. If things keep going the way they are I’ll be boiling my boots before long. I’m still not out of the woods completely, of course, there’s no pay unless we succeed. We’re looking for some sort of item that produces water. Eemish claims to know where one might be, but he hasn’t been forthcoming about details and I suspect he doesn’t know any. It would be a shame to starve to death in the desert, but if that’s what comes I will die with my sword in my hand and a curse for the sun on my lips.
Day 2
No luck on our quest today, but no one is discouraged yet. I’ve come to learn something of our other companions at least. They all have patrons in New Aelon, which means steady work and a guarantee of a good meal each night. To be honest I don’t know how Eemish convinced them to come. Part of me wishes he hadn’t, that means a bigger share of the profit for me, but perhaps they will prove useful.
Dominae is my favorite. He is disciplined and honorable. I haven’t seen him fight, but he is in good condition, and I suspect he knows the secret of combining mind and muscle. I hope to stand beside him in combat and see his true mettle.
Tamasil is quiet. He speaks little and acts little. I suspect he has his own motives for joining our company. I don’t begrudge him that; perhaps he will lose his interest for gold in whatever knowledge he finds…
Last is Zolan. He is light hearted, and perhaps too fond of strong drink. I do not know why he accompanies us, though Eemish’s reasons for asking him are obvious. With his power to create water from whim, he is perhaps the only one in our party so far to prove his worth.
Day 3
We found some sort of tomb, and Eemish seems fairly confident that what we seek lies inside, though he knows not where. I confess I am happy to be out of the godflayed sun. It is cursed hot in this foul desert, and I miss the cool mists of my homeland.
The quest turns out more interesting than I thought. Our first steps inside brought us face to face with the legendary Scourge of Ninurta. My da told tales of it when I was a boy, and how it haunts only the entrance, but never enters. I told the others to get inside, and all listened save the fool dwarf, who tried to stand and face it alone. He changed his tune when all he got for the trouble was a horn in his chest. He scurried through the door whimpering of thirst, and emptied an entire skein before he was satisfied! If he wasn’t the only one who could replace it I’d flay him myself for the waste. Only I managed to score a blow on the great beast. Da would be proud.
It’s seems we aren’t the first from New Aelon to explore this area. The bull got one outside, and there was another inside the first room, killed by some foul magic. Eemish recognized him, and says he saw him only the day before we left. He was a fool if he came alone; perhaps we’ll find more further in.
We came to a room full of vile instruments whose functions I have no desire to guess. There is no honor in torture. A foe worth killing is worth killing in one stroke, and those who inflict pain for its own sake are weak of mind. Here all would have been fine, and we would have moved on, but the godflayed dwarf wanted to play. He got himself trapped inside an animated iron maiden. I had half a mind to leave him there, but it is dishonorable to leave a companion to his death, even a foolish one. Dominae managed to free him, but got trapped himself in the process. I made short work of the thing, though Eenish proved a great aid. When Dominae was freed he was near death, and even after what healing Zolan could provide both of them were too weak to continue, so we camp the night here. I suspect we have yet to face the greatest horror this tomb holds, but my heart is high, for if I fall I will do so honorably, in combat with a greater foe.
When Bellai forced Jor back to the old borders, their lives became safer, but no less secure. The prominence of Nyfatis’ faction, despite his absence, prevented them from returning home, and the Bellai patrols attacked them on site. They survived as bandits, hacking a living out of the countryside by force of arms, and moving as necessary to avoid large groups of Bellai soldiers.
Kenmar was born to a captive local women, and was raised in the traditional manner for Jorian children in the time before Nyfastis’ evil twisted their honor. He began training with weapons at five, and was already a capable warrior at thirteen by the standards of lesser races. He was one of few children born in the camp, and fewer still to survive to adulthood.
When Kenmar was nineteen, his father succumbed to age. The group was now small, and most of the men old, and barely capable of wielding blade. He decided to strike out on his own. Unwilling to travel to Jor, and unable to leave the country by other means he wandered Bellai for two years, earning what living he could with the edge of his sword. It was a meager existence. He slept outdoors more often than not, and frequently went to bed on an empty stomach. Furthermore his accent betrayed him as Jorian to even the commonest farmer, causing most to treat him with suspicion, if not outright scorn.
When he learned of the newly opened gateway to New Aelon he was eager to leave, feeling any change of fortune would be a welcome one.
Search for water
Day 1
Eemish finally found a job for me; Good thing because money is running very thin. If things keep going the way they are I’ll be boiling my boots before long. I’m still not out of the woods completely, of course, there’s no pay unless we succeed. We’re looking for some sort of item that produces water. Eemish claims to know where one might be, but he hasn’t been forthcoming about details and I suspect he doesn’t know any. It would be a shame to starve to death in the desert, but if that’s what comes I will die with my sword in my hand and a curse for the sun on my lips.
Day 2
No luck on our quest today, but no one is discouraged yet. I’ve come to learn something of our other companions at least. They all have patrons in New Aelon, which means steady work and a guarantee of a good meal each night. To be honest I don’t know how Eemish convinced them to come. Part of me wishes he hadn’t, that means a bigger share of the profit for me, but perhaps they will prove useful.
Dominae is my favorite. He is disciplined and honorable. I haven’t seen him fight, but he is in good condition, and I suspect he knows the secret of combining mind and muscle. I hope to stand beside him in combat and see his true mettle.
Tamasil is quiet. He speaks little and acts little. I suspect he has his own motives for joining our company. I don’t begrudge him that; perhaps he will lose his interest for gold in whatever knowledge he finds…
Last is Zolan. He is light hearted, and perhaps too fond of strong drink. I do not know why he accompanies us, though Eemish’s reasons for asking him are obvious. With his power to create water from whim, he is perhaps the only one in our party so far to prove his worth.
Day 3
We found some sort of tomb, and Eemish seems fairly confident that what we seek lies inside, though he knows not where. I confess I am happy to be out of the godflayed sun. It is cursed hot in this foul desert, and I miss the cool mists of my homeland.
The quest turns out more interesting than I thought. Our first steps inside brought us face to face with the legendary Scourge of Ninurta. My da told tales of it when I was a boy, and how it haunts only the entrance, but never enters. I told the others to get inside, and all listened save the fool dwarf, who tried to stand and face it alone. He changed his tune when all he got for the trouble was a horn in his chest. He scurried through the door whimpering of thirst, and emptied an entire skein before he was satisfied! If he wasn’t the only one who could replace it I’d flay him myself for the waste. Only I managed to score a blow on the great beast. Da would be proud.
It’s seems we aren’t the first from New Aelon to explore this area. The bull got one outside, and there was another inside the first room, killed by some foul magic. Eemish recognized him, and says he saw him only the day before we left. He was a fool if he came alone; perhaps we’ll find more further in.
We came to a room full of vile instruments whose functions I have no desire to guess. There is no honor in torture. A foe worth killing is worth killing in one stroke, and those who inflict pain for its own sake are weak of mind. Here all would have been fine, and we would have moved on, but the godflayed dwarf wanted to play. He got himself trapped inside an animated iron maiden. I had half a mind to leave him there, but it is dishonorable to leave a companion to his death, even a foolish one. Dominae managed to free him, but got trapped himself in the process. I made short work of the thing, though Eenish proved a great aid. When Dominae was freed he was near death, and even after what healing Zolan could provide both of them were too weak to continue, so we camp the night here. I suspect we have yet to face the greatest horror this tomb holds, but my heart is high, for if I fall I will do so honorably, in combat with a greater foe.
Curious Dwarf's First Adventure
Curious Dwarf did meet a group.
Together they made quite a troupe.
They wandered into the desert getting hotter,
looking for a source of magic water.
Curious Dwarf does hate undead,
nothing more evil can be said.
They entered a tomb guarded by bull,
Curious Dwarf attacked until Troupe did pull.
Along the way they found a maiden,
of iron it was well laiden.
Curious Dwarf did earn his name,
when curiousity nearly ended the game.
END Episode 1.
Together they made quite a troupe.
They wandered into the desert getting hotter,
looking for a source of magic water.
Curious Dwarf does hate undead,
nothing more evil can be said.
They entered a tomb guarded by bull,
Curious Dwarf attacked until Troupe did pull.
Along the way they found a maiden,
of iron it was well laiden.
Curious Dwarf did earn his name,
when curiousity nearly ended the game.
END Episode 1.
The Tales of Eemish Maker
I am Eemish Maker.
I am of the city of New Aelon, that which was known to me as Aylon. I am a maker of things, as my father was before me, and his father before him.
Up until a few years ago, we had a quiet life, a simple existence under the sky of sand. I helped my father build things for the other in our community, and I helped my mother in the fungus garden. I never ventured far outside of our city center, but several times I explored some of the older ruins on the outskirts, always curious of the world around me.
But I was always reminded that our world ends at the sand, and I came to believe I would never know what lies beyond.
That all changed when Uther the Pure led his band of adventurers into our city in search of Olde Gate, or as he called it, the Travel Arch.
Since that day, 3 years ago, I have learned so much. I have always been able to create simple items of use, channeling the energies all around us into them giving them power, life, what many call magic. But magic is just one face of many sided diamond. The energies that Mind-magicians use, or Psions, is the same energy that Wizards control with their complicated words and motions, is the same energy religous folk call forth from their gods, is the same energy that landstewards call forth from Nature, is the same energy sorcerors channel from their blood.
I have always been able to see this energy in things. It has just made sense to me. And when I need to move it from one charged item to another, I just pull it from one, hold it in my hand like a small ball of light, and "coax" it into the other.
I see this energy everywhere, It runs through us, it is a part of us. Life creates it, makes it grow. It surrounds us and binds us. Luminous beings are we, not this crude matter. You must feel the energy around you; here, between you, me, the tree, the rock, everywhere, yes.
It was in the interest of discovering a new source of this energy, that I brought a few of my friends together. There is an old tale of a source of water to the north of here, a legend, really.. told to children as a bedtime story. And now with the growing size of the city, the folk are beginning to realize that our own source of water, that which powers our fountains is beginning to reach its capacity.
A chance to finally leave this place where I've lived my whole life. After hearing many tales of adventure, it was time to begin my own.
We gathered after I purchased one of those strange one-hump animals called a camel with the little gold I had saved working the tavern. The others seemed eager for all their own reasons, and I felt good about this group, and anxious to find the source.
The travel north was without incident, and as we arrived at the cave in the dune, we descended stairs not knowing what might lay in wait for us.
In the first room a skeleton sat in a heap by the only other door. What might have killed it became apparent immediately, as what appeared to be a bull in the distance began a charge in our direction. What at first had seemed just wall painting, became a live, and the bull approached as the warblade shouted at us to get through the door. I fumbled at the trapped door, disarmed it, and plunged through just as the bull arrived and gored the cleric. We all made it through, and shut the door.
Inside the second room, what appeared to be an armory, we found an adventurer burid in a pile of dust in the corner. But this was no adventurer, for I recognized him from New Aelon as one of my people. I will have to return his things to his family and pass the news. What horrible thing happened to him in only a few days that would make his corpse appear so aged. The weapons all crumbled to dust as well, so we knew we shouldnt stay here.
In the third room, we discovered a torture chamber, and as the cleric stepped near the iron maiden, it came alive and engulfed him. I recognized it as a creature of magic, a construct, something I intend to build someday, and funneled some of the energy I hold inside of me, to injur it and release our healer. I had summoned a shadow creature, and with a command, he rushed forward to help the monk. They managed to open the door enough for the cleric to come tumbling out, only to see the monk fall prey to it himself. But after a few whacks from the warblade, the shdaow creature, with the name of Freddie, opened the door and grabbed the monk.
We finished off the construct, and after searching the room, I discovered a ring of magical protection on a set of skeletal hands still grasping the bars of a cell. Having taken quite a beating, and after the long couple days of travel, we decided it would be better if we rested then.
The room makes me shudder with the thoughts of the screams that must have been heard here some time ago, but my body is tired and a deep rest comes quickly.
I am of the city of New Aelon, that which was known to me as Aylon. I am a maker of things, as my father was before me, and his father before him.
Up until a few years ago, we had a quiet life, a simple existence under the sky of sand. I helped my father build things for the other in our community, and I helped my mother in the fungus garden. I never ventured far outside of our city center, but several times I explored some of the older ruins on the outskirts, always curious of the world around me.
But I was always reminded that our world ends at the sand, and I came to believe I would never know what lies beyond.
That all changed when Uther the Pure led his band of adventurers into our city in search of Olde Gate, or as he called it, the Travel Arch.
Since that day, 3 years ago, I have learned so much. I have always been able to create simple items of use, channeling the energies all around us into them giving them power, life, what many call magic. But magic is just one face of many sided diamond. The energies that Mind-magicians use, or Psions, is the same energy that Wizards control with their complicated words and motions, is the same energy religous folk call forth from their gods, is the same energy that landstewards call forth from Nature, is the same energy sorcerors channel from their blood.
I have always been able to see this energy in things. It has just made sense to me. And when I need to move it from one charged item to another, I just pull it from one, hold it in my hand like a small ball of light, and "coax" it into the other.
I see this energy everywhere, It runs through us, it is a part of us. Life creates it, makes it grow. It surrounds us and binds us. Luminous beings are we, not this crude matter. You must feel the energy around you; here, between you, me, the tree, the rock, everywhere, yes.
It was in the interest of discovering a new source of this energy, that I brought a few of my friends together. There is an old tale of a source of water to the north of here, a legend, really.. told to children as a bedtime story. And now with the growing size of the city, the folk are beginning to realize that our own source of water, that which powers our fountains is beginning to reach its capacity.
A chance to finally leave this place where I've lived my whole life. After hearing many tales of adventure, it was time to begin my own.
We gathered after I purchased one of those strange one-hump animals called a camel with the little gold I had saved working the tavern. The others seemed eager for all their own reasons, and I felt good about this group, and anxious to find the source.
The travel north was without incident, and as we arrived at the cave in the dune, we descended stairs not knowing what might lay in wait for us.
In the first room a skeleton sat in a heap by the only other door. What might have killed it became apparent immediately, as what appeared to be a bull in the distance began a charge in our direction. What at first had seemed just wall painting, became a live, and the bull approached as the warblade shouted at us to get through the door. I fumbled at the trapped door, disarmed it, and plunged through just as the bull arrived and gored the cleric. We all made it through, and shut the door.
Inside the second room, what appeared to be an armory, we found an adventurer burid in a pile of dust in the corner. But this was no adventurer, for I recognized him from New Aelon as one of my people. I will have to return his things to his family and pass the news. What horrible thing happened to him in only a few days that would make his corpse appear so aged. The weapons all crumbled to dust as well, so we knew we shouldnt stay here.
In the third room, we discovered a torture chamber, and as the cleric stepped near the iron maiden, it came alive and engulfed him. I recognized it as a creature of magic, a construct, something I intend to build someday, and funneled some of the energy I hold inside of me, to injur it and release our healer. I had summoned a shadow creature, and with a command, he rushed forward to help the monk. They managed to open the door enough for the cleric to come tumbling out, only to see the monk fall prey to it himself. But after a few whacks from the warblade, the shdaow creature, with the name of Freddie, opened the door and grabbed the monk.
We finished off the construct, and after searching the room, I discovered a ring of magical protection on a set of skeletal hands still grasping the bars of a cell. Having taken quite a beating, and after the long couple days of travel, we decided it would be better if we rested then.
The room makes me shudder with the thoughts of the screams that must have been heard here some time ago, but my body is tired and a deep rest comes quickly.
Monday, September 17, 2007
The Ancient Empire
by Uther the Pure
The Ancient Empire, known in its own time as the Great Empire, has been the subject of my own lifelong studies. It is known now to most only as the origin of our dating system, our years being measured from the starting point of the end of the empire (and thus it is 1443 A.E. or “After Empire” as I put these words to paper). I have read every musty tome that I could find either about it or written during its long reign. And now, after learning so much, and putting some of that knowledge to use, I feel it is time for me to begin to share this knowledge with the world.
Though the empire was vast and spanned over a good portion of our continent, it never covered it completely, notwithstanding many myths to the contrary. At its height, the Great Empire spanned no more than one third of the land area of our continent of M’Shara, perhaps less. There is some speculation whether this limitation was deliberate, was the product of other forces preventing the empire’s expansion, or if it was simply the case that the empire was as large as it needed to be so there were no economic forces pushing individuals to expand it. Or perhaps the empire fell before it could get there.
The empire’s population at its peak was close to ten million souls, with the vast majority of them residing within the greater metropolitan areas surrounding the thirteen great cities. The population was mostly human, as it is now, but there were plenty of dwarves, elves, halflings, and gnomes as well. It would be myth to say that the races got along in harmony, but there were no overt conflicts outside of the realm of the political.
The empire stood for just over fifteen hundred years before it was destroyed, seemingly overnight. The reasons for its destruction are still murky. It seems almost as if, as part of the destruction, there was a deliberate attempt to destroy the reasons for its destruction as much as the empire itself. As far as I have been able to determine, there was no force, on this plane or on others, that could rival the Great Empire in its power. Even an extraplanar threat, such as from the mysterious Ryla, ultimately proved unable to challenge its power, though their defeat came with a cost.
The backbone of the Great Empire’s power was its magic, as commanded by the great mages that built and helped protect its many great cities and monuments. The magic they wrought was of a scale unheard of today, culminating in the creation of the Thirteen Great Cities and their monuments of power. Central to each city is a huge Arches of Transport, which linked each city to all of the others. One need only spell out the name of the destination with their magical tiles and a portal was opened that could remain open indefinitely. One could at the same time receive from another portal, allowing two-way travel simultaneously. These portals quickly became the hubs for massive trade routes covering the entire face of the empire.
Today, the location, and in some cases, even the name, of many of those cities had been lost. But no more. I have, in my research at the preserved archives of Aelon, pieced together the names, approximate locations, and previous populations of the Thirteen Cities. I will now briefly address each one in turn.
The Thirteen Cities
Shara – Capitol
Somewhere in the mountain region of Jor – Original Population 1.5 Million
Little is known now about the Great Captiol of the Great Empire. Difficulties in traveling to Jor have prevented me from exploring this further at this time, but at some point I plan on sending an expedition there.
Aelon
Sands of Tranquility Desert – West of Sydney’s Bluff – Original Population 200,000
This city stood out deep in the dunes of the Sands of Tranquility Desert, covered in sand, for nearly fifteen hundred years. This city was to be destroyed and lost in the desert at the fall of the empire. And yet somehow, beneath the sand, underneath the protective dome of magic activated at the last second by some unnamed savior, lived a small band of people, direct descendants of the ancients. They knew nothing of the outside world, living off of fungal farms they could cultivate in the relative dim light of the dome. They lived in relative peace, only occasionally terrorized by foul creatures escaping from stasis that had been held since the days of the empire.
This all changed when the Party of the Pure, a small band of adventurers, ventured there, under my guidance, to locate the city and its treasures. I discovered that the dome holding back the crushing weight of the sand that had buried the city had been growing smaller and smaller over the eons, leaving less and less space for the people to live. They numbered barely over a thousand by the time we met them. And such a treasure they are! They still spoke ancient, and they preserved much of the artifacts of the center of the city, including the Grand History Museum. But before I could explore these treasures, I knew I had to clear the Travel Arch. And with the dome failing, there was no sufficient magical energy remaining to do so.
Thus, I sought out another ancient artifact, one that could power the city’s artifacts, and returned with it. Its former owner did not know its power, but I did. A large globe, as wide as a man is tall, can be found throughout the realm, mostly drained and lifeless, but some few of them still retain their power and glow with it.
Replacing one of the spent globes with the fresh ones, the city then instantly righted itself, clearing off all of the sand covering its entire area within minutes, and restoring the city to the landscape. This nearly drained it, but it still retains enough of its power to keep the sand at bay and, barring any further catacylismic events, it should do so for centuries.
The Arch of Travel thus revealed, transport between cities is now possible. Though we do not have all of the tiles we need at this time, we have many, and we have explored several of the other cities. Most importantly, we have established a trade route through to Bellai by transporting to the Arch of Travel in the Ancient City of Shen.
Aelon today is a small, but growing community. With the exception of the central city ruins, there is not much left of the ancient city. But there are plenty of new buildings going up every month. The new trade route to Bellai has drawn many caravans this way and the appropriate infrastructure, some of it created by myself, has grown to accommodate them.
The community of New Aelon now numbers nearly 3,000 and it is growing daily as caravans venture in and out. Crops are again cultivated, irrigated by the dozen or so fountains that still gurgle in the center of the ancient city. These fountains can never run dry as they are magically connected to the elemental plane of water. One wonders if some day soon we will reach the limits of their capacity for our population, but for now, our community thrives.
The descendants of the ancients live here still, learning common and about the outside world. I work with them often, as many still live within the walls of the Great History Museum. They are a wonderful source of knowledge and folklore.
Al Valen
Iron Guard Mountains – Eastern edge of Eastern Barbarian Lands – Original Population 100,000
Little is known about this city beyond its approximate location.
Arhangensk
Western Frontier – West of the Lands of Magius – Original Population 100,000
Little is known about this city beyond its approximate location.
Bologda
Riga – Malai Coast – Original Population 500,000
Little is known about this city beyond its approximate location.
Caluga
Warrior’s Marsh – West of Halflings – Original Population 500,000
Little is known about this city beyond its approximate location.
Fornai
Frugal Mountains – North of Eastern Barbarian Lands – Original Population 300,000
Little is known about this city beyond its approximate location.
Legin
Isle of Shadows – Sea of Dreams – Original Population 10,000
It took me some time to discern this city’s actual location. Far out in the Sea of Dreams, the Travel Arch is probably the only safe means of traveling to this island. The seas around it are dangerous, filled with horrible monstrosities and whirlpools of unsteady magic. I have been unable to determine if this was always so or only has been true since the collapse of the Great Empire.
The island itself is overrun with gargantuan beasts of great strength but little intelligence. It is clear these beasts have been there since before the city was built, given the huge walls that surround the relatively small city to protect it from these colossal jungle denizens.
Legin was clearly built on this island for one primary purpose – to mine the strange greenish metal known as A’Queda, that has strong properties for both weapons and armor and probably special magical properties as well (though these would best be researched by a practitioner of the arcane arts). The mines are still there, abandoned after the fall of the empire. It is unclear if this metal is to be found anywhere else. One mage I know has speculated that the metal itself is what has spawned the instability in magic surrounding the island. But that is, as noted, idle speculation.
Any who wish to travel to Legin to mine this wondrous metal should take heed. The island is under the control of a very powerful Aboleth, whose minions patrol the city and keep a watchful eye for intruders. At some point, it will be worth a return to this city.
Murmensk
Northeast – Preserved Lands east of Jor – Original Population 500,000
Little is known about this city beyond its approximate location.
Olmsk
Baruvia – South of Kingdom of Mordon – Original Population 300,000
Little is known about this city beyond its approximate location.
Shen
Bellai – In elbow of mountains above Jor – Original Population 500,000
What remains of this ancient city is covered by the squatters of the low district of the city of Allenon within Bellai. Nestled in the mountains, the city has been shielded from most of the Jorian raids that have plagued Bellai for centuries, but the city is still run like an armed camp, forever on military alert, and long strangled by the Jorian embargo.
My new trade route to this city has improved things greatly for the people of Bellai, but only in small pockets, as the goods from the outside slowly trickle in. Thus far, the authorities have no knowledge of the source of these goods, though that can’t remain so for long. My trading partner there has many contacts with the underbelly of the city, though, and he assures me he can keep our secret from the authorities indefinitely (or at least bribe those that know). It is somewhat sad to me to see that Bellai, once a great nation of artists and poets, has sunk so low into the cesspool of militarism and corruption. And yet still, compared to Jor, they are Solars.
Ulmar
Malai – Northwest of Hobart, North of Northam – Original Population 1 Million
Little is known about this city beyond its approximate location.
Vaeia
Jasper Glades – On the river east of Bunbury – Original Population 500,000
Little is known about this city beyond its approximate location.
The Ancient Empire, known in its own time as the Great Empire, has been the subject of my own lifelong studies. It is known now to most only as the origin of our dating system, our years being measured from the starting point of the end of the empire (and thus it is 1443 A.E. or “After Empire” as I put these words to paper). I have read every musty tome that I could find either about it or written during its long reign. And now, after learning so much, and putting some of that knowledge to use, I feel it is time for me to begin to share this knowledge with the world.
Though the empire was vast and spanned over a good portion of our continent, it never covered it completely, notwithstanding many myths to the contrary. At its height, the Great Empire spanned no more than one third of the land area of our continent of M’Shara, perhaps less. There is some speculation whether this limitation was deliberate, was the product of other forces preventing the empire’s expansion, or if it was simply the case that the empire was as large as it needed to be so there were no economic forces pushing individuals to expand it. Or perhaps the empire fell before it could get there.
The empire’s population at its peak was close to ten million souls, with the vast majority of them residing within the greater metropolitan areas surrounding the thirteen great cities. The population was mostly human, as it is now, but there were plenty of dwarves, elves, halflings, and gnomes as well. It would be myth to say that the races got along in harmony, but there were no overt conflicts outside of the realm of the political.
The empire stood for just over fifteen hundred years before it was destroyed, seemingly overnight. The reasons for its destruction are still murky. It seems almost as if, as part of the destruction, there was a deliberate attempt to destroy the reasons for its destruction as much as the empire itself. As far as I have been able to determine, there was no force, on this plane or on others, that could rival the Great Empire in its power. Even an extraplanar threat, such as from the mysterious Ryla, ultimately proved unable to challenge its power, though their defeat came with a cost.
The backbone of the Great Empire’s power was its magic, as commanded by the great mages that built and helped protect its many great cities and monuments. The magic they wrought was of a scale unheard of today, culminating in the creation of the Thirteen Great Cities and their monuments of power. Central to each city is a huge Arches of Transport, which linked each city to all of the others. One need only spell out the name of the destination with their magical tiles and a portal was opened that could remain open indefinitely. One could at the same time receive from another portal, allowing two-way travel simultaneously. These portals quickly became the hubs for massive trade routes covering the entire face of the empire.
Today, the location, and in some cases, even the name, of many of those cities had been lost. But no more. I have, in my research at the preserved archives of Aelon, pieced together the names, approximate locations, and previous populations of the Thirteen Cities. I will now briefly address each one in turn.
The Thirteen Cities
Shara – Capitol
Somewhere in the mountain region of Jor – Original Population 1.5 Million
Little is known now about the Great Captiol of the Great Empire. Difficulties in traveling to Jor have prevented me from exploring this further at this time, but at some point I plan on sending an expedition there.
Aelon
Sands of Tranquility Desert – West of Sydney’s Bluff – Original Population 200,000
This city stood out deep in the dunes of the Sands of Tranquility Desert, covered in sand, for nearly fifteen hundred years. This city was to be destroyed and lost in the desert at the fall of the empire. And yet somehow, beneath the sand, underneath the protective dome of magic activated at the last second by some unnamed savior, lived a small band of people, direct descendants of the ancients. They knew nothing of the outside world, living off of fungal farms they could cultivate in the relative dim light of the dome. They lived in relative peace, only occasionally terrorized by foul creatures escaping from stasis that had been held since the days of the empire.
This all changed when the Party of the Pure, a small band of adventurers, ventured there, under my guidance, to locate the city and its treasures. I discovered that the dome holding back the crushing weight of the sand that had buried the city had been growing smaller and smaller over the eons, leaving less and less space for the people to live. They numbered barely over a thousand by the time we met them. And such a treasure they are! They still spoke ancient, and they preserved much of the artifacts of the center of the city, including the Grand History Museum. But before I could explore these treasures, I knew I had to clear the Travel Arch. And with the dome failing, there was no sufficient magical energy remaining to do so.
Thus, I sought out another ancient artifact, one that could power the city’s artifacts, and returned with it. Its former owner did not know its power, but I did. A large globe, as wide as a man is tall, can be found throughout the realm, mostly drained and lifeless, but some few of them still retain their power and glow with it.
Replacing one of the spent globes with the fresh ones, the city then instantly righted itself, clearing off all of the sand covering its entire area within minutes, and restoring the city to the landscape. This nearly drained it, but it still retains enough of its power to keep the sand at bay and, barring any further catacylismic events, it should do so for centuries.
The Arch of Travel thus revealed, transport between cities is now possible. Though we do not have all of the tiles we need at this time, we have many, and we have explored several of the other cities. Most importantly, we have established a trade route through to Bellai by transporting to the Arch of Travel in the Ancient City of Shen.
Aelon today is a small, but growing community. With the exception of the central city ruins, there is not much left of the ancient city. But there are plenty of new buildings going up every month. The new trade route to Bellai has drawn many caravans this way and the appropriate infrastructure, some of it created by myself, has grown to accommodate them.
The community of New Aelon now numbers nearly 3,000 and it is growing daily as caravans venture in and out. Crops are again cultivated, irrigated by the dozen or so fountains that still gurgle in the center of the ancient city. These fountains can never run dry as they are magically connected to the elemental plane of water. One wonders if some day soon we will reach the limits of their capacity for our population, but for now, our community thrives.
The descendants of the ancients live here still, learning common and about the outside world. I work with them often, as many still live within the walls of the Great History Museum. They are a wonderful source of knowledge and folklore.
Al Valen
Iron Guard Mountains – Eastern edge of Eastern Barbarian Lands – Original Population 100,000
Little is known about this city beyond its approximate location.
Arhangensk
Western Frontier – West of the Lands of Magius – Original Population 100,000
Little is known about this city beyond its approximate location.
Bologda
Riga – Malai Coast – Original Population 500,000
Little is known about this city beyond its approximate location.
Caluga
Warrior’s Marsh – West of Halflings – Original Population 500,000
Little is known about this city beyond its approximate location.
Fornai
Frugal Mountains – North of Eastern Barbarian Lands – Original Population 300,000
Little is known about this city beyond its approximate location.
Legin
Isle of Shadows – Sea of Dreams – Original Population 10,000
It took me some time to discern this city’s actual location. Far out in the Sea of Dreams, the Travel Arch is probably the only safe means of traveling to this island. The seas around it are dangerous, filled with horrible monstrosities and whirlpools of unsteady magic. I have been unable to determine if this was always so or only has been true since the collapse of the Great Empire.
The island itself is overrun with gargantuan beasts of great strength but little intelligence. It is clear these beasts have been there since before the city was built, given the huge walls that surround the relatively small city to protect it from these colossal jungle denizens.
Legin was clearly built on this island for one primary purpose – to mine the strange greenish metal known as A’Queda, that has strong properties for both weapons and armor and probably special magical properties as well (though these would best be researched by a practitioner of the arcane arts). The mines are still there, abandoned after the fall of the empire. It is unclear if this metal is to be found anywhere else. One mage I know has speculated that the metal itself is what has spawned the instability in magic surrounding the island. But that is, as noted, idle speculation.
Any who wish to travel to Legin to mine this wondrous metal should take heed. The island is under the control of a very powerful Aboleth, whose minions patrol the city and keep a watchful eye for intruders. At some point, it will be worth a return to this city.
Murmensk
Northeast – Preserved Lands east of Jor – Original Population 500,000
Little is known about this city beyond its approximate location.
Olmsk
Baruvia – South of Kingdom of Mordon – Original Population 300,000
Little is known about this city beyond its approximate location.
Shen
Bellai – In elbow of mountains above Jor – Original Population 500,000
What remains of this ancient city is covered by the squatters of the low district of the city of Allenon within Bellai. Nestled in the mountains, the city has been shielded from most of the Jorian raids that have plagued Bellai for centuries, but the city is still run like an armed camp, forever on military alert, and long strangled by the Jorian embargo.
My new trade route to this city has improved things greatly for the people of Bellai, but only in small pockets, as the goods from the outside slowly trickle in. Thus far, the authorities have no knowledge of the source of these goods, though that can’t remain so for long. My trading partner there has many contacts with the underbelly of the city, though, and he assures me he can keep our secret from the authorities indefinitely (or at least bribe those that know). It is somewhat sad to me to see that Bellai, once a great nation of artists and poets, has sunk so low into the cesspool of militarism and corruption. And yet still, compared to Jor, they are Solars.
Ulmar
Malai – Northwest of Hobart, North of Northam – Original Population 1 Million
Little is known about this city beyond its approximate location.
Vaeia
Jasper Glades – On the river east of Bunbury – Original Population 500,000
Little is known about this city beyond its approximate location.
Sunday, September 16, 2007
A Brief History of the Great Empire
by Graiaree Fignon
Introduction:
In this, our most glorious fifteen hundredth anniversary, there is much to celebrate as we Citizens look back upon our great accomplishments.
Built up from a loose collection of nations, just emerging from barbarism, we have forged an Empire. We have survived the magic riots of 486 G.E., we have survived the great famine of 1138 G.E., and most important of all, we thew back the Ryla, the alter-plane invaders ,in 1420 G.E. after a devastating decade-long war. In our victory, we not only defeated them, but did it so soundly that they'll not want to trifle with our great Empire ever again. To defeat such a powerful and ruthless foe has demonstrated the power, and the unity, of our great empire.
Finally, the construction of the thirteen great cities, and the archways between them, marked the dawning of a new age, one that will itself reach its five hundredth anniversary seven years hence.
Fellow Citizens! We should never forget, that no matter what great nations will rise and fall from now to the end of eternity, that we were the very First great Empire on the face of the world. From the wild woods did we build a civilization that has thus far stood the test of time.
Founding of an Empire
The Great Empire was founded in the year 0 G.E., by definition. On that historic date, the scattered kingdoms of humanity united with the nations of the elves, the dwarves, the halflings, and the nomadic gnomes into one great Empire that spanned the entirety of known civilization. This empire was formed not by conquest, but for mutual benefit, uniting all the good races of the world in our own common interest.
Another unique aspect of our great empire aside from its size and grandeur, is the fact that the subject nations are free nations, each retaining their unique culture, trading and exchanging ideas, as well as defense and common interests.
The elves lived within their magnificent natural groves, the dwarves still dwelled within their sacred mountains, and the halflings and gnomes retained their nomadic ways.
The vile humanoid tribes that have harassed the good races since the dawn of the world continued to plague the land, but now, with the Empire, the forces of good were united and began the campaign to finally tame these savage creatures. Through the valiant efforts of the good warriors, priests, and mages of the Empire, the humanoids were tamed and the entirety of the land was finally, for the first time in anyone's dimmest histories, were at total peace. The Year of Peace was 391 G.E..
Magic Riots
Though the great mages of the land were always great allies of the Empire, with many of them working hard as founders themselves, there was unrest within the ranks of the mages. Magical training was still, in many cases, haphazard. Local governments would ask, firmly or not, for their services. Mages were held both in awe and spat upon by some of the more frightened and ignorant members of the populace. With the Empire finally at peace with its surroundings, these latent ripples of discontent began to bubble to the surface in 473 G.E.. First there were localized mobs out to lynch those of an arcane bent. Then there were retaliations from some of the local mages, though this was quickly put to rest by their masters.
Things continued to simmer until the great Magic Riots of 486 G.E., where the long, slow simmer finally boiled over in the Great Port City of Vaeia. The protests began on the town square and quickly spilled out into the docks. Several mages were stoned to death, while one was torn limb from limb by the frenzied crowd. Just as another mage was about to be killed, a flight of over twenty mages came from across the wharf, flying fifty feet in the air, and let loose upon the crowd with firey vengence. In the end, over forty ships were seriously damaged, with fourteen being sunk, and a good portion of the docks were also sent into the sea. Thousands were seriously injured, many hundreds were killed, and it took the direct intervention of the Great Founders to stop the violence.
As is the hallmark of the Great Empire, again, reason and calm were the order of the day. Those involved in the riots who were still alive were healed and held. The leaders were brought forth to the Great Council and deliberations between them and the great mages went on for weeks. When they finally emerged, the Order of Mag was founded, plans for the Great Towers were drawn, and the whole system of Arcane magical training that we have today was founded.
At the same time, a great initiative was put forth for wizards to, as part of their apprenticeship, to serve in the public interest as a servant of the people for three one year terms over the course of their advancement as mages. Amongst the services done were public works, defense, and the education of even the poorest members of the populace, giving the Empire nearly total literacy. And as part of that education, the mystique of the wizard was forever dispelled, bringing understanding between the highest arch-mage and the most humble farmer.
The Great Cities
Within seven years of our one thousandth year, the thirteen great cities were begun, cities that now dwarf the exploits of all civilizations before or since. And seven years after the millenium celebrations, they were completed, standing as one of the crowning achievements of the greatest civilization in the history of the world.
Created as centers of trade and travel, they have blossomed into centers of art and culture. Each city is connected to all of the others by the great Travel Arches. The arches, which are yet another feat on the long list of feats of magic accomplished by the Order of Mag, second only to the creation of the ED Guild Halls of the Order itself. With their completion, travel from the even the most remote corner of the Empire to the other was made as easy and short as a walk to the town plaza. Trade, already growing, blossomed into unrivaled prosperity.
Great Famine
The year 1138 G.E. saw the only non-military and non-magic related crisis of the Empire. Again, the crisis served as more of a testament to the greatness of the Empire than it was a dark time in history. The rains were missing, the crops were failing, and many became concerned about the ever-dwindling supply of food.
While in ages past, any nation or Empire faced with such a situation would face riots and revolution, the Great Empire met this threat like it met all others, with logic, and calm, cool reason. The great druids of the land were summoned before the Empire for their counsel. As a result of this consultation, great, far-reaching steps were made to bring the Empire and its use of resources more closely in balance with the great cycles of nature. The rains were restored, the crops were once again bountiful, and the continuation of the Empire was yet again assured.
Ryla invasion
Few could have foreseen the horrors unleashed upon our world by the Ryla. Fortunately, never again will such a horror be unleashed.
It has recently been definitively determined the original cause for their interest in our world. In the creation of our cities, our towers of magic, and our great colleges, great concentrations of magical energies were brought forth. Through means known only to themselves, the Ryla seek out such concentrations as indicators of planes ripe for conquest.
In 1410 G.E. the first of their patrols was engaged in the great forests of Ulmar by the elves. Casualties were heavy, but the elves prevailed, and managed to bring back with them the first remains of the Ryla. Unfortunately, not all of the Ryla were defeated, and some of the patrol escaped deep into the forest, despite the best efforts of the elves to pursue them.
The 'Ryla Stones', as their remains came to be known, were taken back to the Order of Mag for analysis. Despite having three years to analyze them, not much was discovered, perhaps because they were more of a curiosity than a great priority for the Order. This would all change the next time the Ryla were encountered.
(Remainder of book is unreadable)
Introduction:
In this, our most glorious fifteen hundredth anniversary, there is much to celebrate as we Citizens look back upon our great accomplishments.
Built up from a loose collection of nations, just emerging from barbarism, we have forged an Empire. We have survived the magic riots of 486 G.E., we have survived the great famine of 1138 G.E., and most important of all, we thew back the Ryla, the alter-plane invaders ,in 1420 G.E. after a devastating decade-long war. In our victory, we not only defeated them, but did it so soundly that they'll not want to trifle with our great Empire ever again. To defeat such a powerful and ruthless foe has demonstrated the power, and the unity, of our great empire.
Finally, the construction of the thirteen great cities, and the archways between them, marked the dawning of a new age, one that will itself reach its five hundredth anniversary seven years hence.
Fellow Citizens! We should never forget, that no matter what great nations will rise and fall from now to the end of eternity, that we were the very First great Empire on the face of the world. From the wild woods did we build a civilization that has thus far stood the test of time.
Founding of an Empire
The Great Empire was founded in the year 0 G.E., by definition. On that historic date, the scattered kingdoms of humanity united with the nations of the elves, the dwarves, the halflings, and the nomadic gnomes into one great Empire that spanned the entirety of known civilization. This empire was formed not by conquest, but for mutual benefit, uniting all the good races of the world in our own common interest.
Another unique aspect of our great empire aside from its size and grandeur, is the fact that the subject nations are free nations, each retaining their unique culture, trading and exchanging ideas, as well as defense and common interests.
The elves lived within their magnificent natural groves, the dwarves still dwelled within their sacred mountains, and the halflings and gnomes retained their nomadic ways.
The vile humanoid tribes that have harassed the good races since the dawn of the world continued to plague the land, but now, with the Empire, the forces of good were united and began the campaign to finally tame these savage creatures. Through the valiant efforts of the good warriors, priests, and mages of the Empire, the humanoids were tamed and the entirety of the land was finally, for the first time in anyone's dimmest histories, were at total peace. The Year of Peace was 391 G.E..
Magic Riots
Though the great mages of the land were always great allies of the Empire, with many of them working hard as founders themselves, there was unrest within the ranks of the mages. Magical training was still, in many cases, haphazard. Local governments would ask, firmly or not, for their services. Mages were held both in awe and spat upon by some of the more frightened and ignorant members of the populace. With the Empire finally at peace with its surroundings, these latent ripples of discontent began to bubble to the surface in 473 G.E.. First there were localized mobs out to lynch those of an arcane bent. Then there were retaliations from some of the local mages, though this was quickly put to rest by their masters.
Things continued to simmer until the great Magic Riots of 486 G.E., where the long, slow simmer finally boiled over in the Great Port City of Vaeia. The protests began on the town square and quickly spilled out into the docks. Several mages were stoned to death, while one was torn limb from limb by the frenzied crowd. Just as another mage was about to be killed, a flight of over twenty mages came from across the wharf, flying fifty feet in the air, and let loose upon the crowd with firey vengence. In the end, over forty ships were seriously damaged, with fourteen being sunk, and a good portion of the docks were also sent into the sea. Thousands were seriously injured, many hundreds were killed, and it took the direct intervention of the Great Founders to stop the violence.
As is the hallmark of the Great Empire, again, reason and calm were the order of the day. Those involved in the riots who were still alive were healed and held. The leaders were brought forth to the Great Council and deliberations between them and the great mages went on for weeks. When they finally emerged, the Order of Mag was founded, plans for the Great Towers were drawn, and the whole system of Arcane magical training that we have today was founded.
At the same time, a great initiative was put forth for wizards to, as part of their apprenticeship, to serve in the public interest as a servant of the people for three one year terms over the course of their advancement as mages. Amongst the services done were public works, defense, and the education of even the poorest members of the populace, giving the Empire nearly total literacy. And as part of that education, the mystique of the wizard was forever dispelled, bringing understanding between the highest arch-mage and the most humble farmer.
The Great Cities
Within seven years of our one thousandth year, the thirteen great cities were begun, cities that now dwarf the exploits of all civilizations before or since. And seven years after the millenium celebrations, they were completed, standing as one of the crowning achievements of the greatest civilization in the history of the world.
Created as centers of trade and travel, they have blossomed into centers of art and culture. Each city is connected to all of the others by the great Travel Arches. The arches, which are yet another feat on the long list of feats of magic accomplished by the Order of Mag, second only to the creation of the ED Guild Halls of the Order itself. With their completion, travel from the even the most remote corner of the Empire to the other was made as easy and short as a walk to the town plaza. Trade, already growing, blossomed into unrivaled prosperity.
Great Famine
The year 1138 G.E. saw the only non-military and non-magic related crisis of the Empire. Again, the crisis served as more of a testament to the greatness of the Empire than it was a dark time in history. The rains were missing, the crops were failing, and many became concerned about the ever-dwindling supply of food.
While in ages past, any nation or Empire faced with such a situation would face riots and revolution, the Great Empire met this threat like it met all others, with logic, and calm, cool reason. The great druids of the land were summoned before the Empire for their counsel. As a result of this consultation, great, far-reaching steps were made to bring the Empire and its use of resources more closely in balance with the great cycles of nature. The rains were restored, the crops were once again bountiful, and the continuation of the Empire was yet again assured.
Ryla invasion
Few could have foreseen the horrors unleashed upon our world by the Ryla. Fortunately, never again will such a horror be unleashed.
It has recently been definitively determined the original cause for their interest in our world. In the creation of our cities, our towers of magic, and our great colleges, great concentrations of magical energies were brought forth. Through means known only to themselves, the Ryla seek out such concentrations as indicators of planes ripe for conquest.
In 1410 G.E. the first of their patrols was engaged in the great forests of Ulmar by the elves. Casualties were heavy, but the elves prevailed, and managed to bring back with them the first remains of the Ryla. Unfortunately, not all of the Ryla were defeated, and some of the patrol escaped deep into the forest, despite the best efforts of the elves to pursue them.
The 'Ryla Stones', as their remains came to be known, were taken back to the Order of Mag for analysis. Despite having three years to analyze them, not much was discovered, perhaps because they were more of a curiosity than a great priority for the Order. This would all change the next time the Ryla were encountered.
(Remainder of book is unreadable)
Thursday, August 30, 2007
Deities
Something perhaps unique to this world is that the gods exist only in the abstract. They really are completely defined by their worshippers, in terms of how their influence is felt in the world. The gods themselves do not exist except as manifested through the powers of their followers.
While clerics and paladins sometimes have certain codes they need to follow to maintain their powers, beyond that there is no direct intervention of the gods. In a certain sense, one could almost say there were no gods at all, that the powers of the clerics and paladins came from within themselves, and it would not change anything at all in terms of the lack of interaction of the “gods” with the world.
Because of this, there can often be many distinct sects even within priesthoods. Because each priesthood is basically completely defined by those who follow it, there can never be any “official” ordained way to worship for many of the sects. So one may even find sects that worship the same deity at opposition to one another.
(Here's a badly formatted (at least in HTML) list of the deities - I will work on a seperate entry for each later) (To read this, first is the name of the deity, then the portfolio, then the alignment, then the list of domains, then a list of typical worshippers. (This was originally in a table in word - I'm going to put this up in better formatting later).
Bornikai Wisdom NG Good, Knowledge, Strength, War, Planning, Mind, Oracle Bards, monks, wizards, scholars
Brack Death, Disease NE Death, Destruction, Evil, War, Suffering, Madness, Pestilence Evil Necromancers, rogues, assassins
Drena Magic N Knowledge, Magic, Trickery, Spell Wizards, sorcerers, sages
Fizuli Mischief, Trickery CN Chaos, Luck, Trickery, Illusion, Celerity, Madness Rogues, bards, thieves
Freynai Fire N Chaos, Destruction, Fire, Sun Rangers, druids, bards
Furo War N Chaos, Death, Destruction, War Fighters, barbarians, orcs
Galing Oceans, Rivers N Animal, Plant, Travel, Water, Ocean Druids, rangers, merchants, sailors
Gathika Weather, Wind CN Air, Chaos, Sun, Water, Renewal, Celerity, Cold, Weather Druids, farmers, sailors
Helmes Art, Literature, Music NG Knowledge, Luck, Travel, Rune, Creation Bards, scholars, aristocrats
Hiff Prosperity CG Good, Law, Luck, Trade Merchants, halflings
Jabuti Nature N Air, Animal, Earth, Plant, Water, Cold Elves, druids, barbarians
Jeone Rulership, Kingship LN Law, Protection, Strength, War, Nobility, Domination, Pact Aristocrats, fighters
Joli Light NG Healing, Law, Protection, Sun, Moon Rangers, bards
Khali Darkness, Night NE Death, Destruction, Evil, Trickery, Dream Evil necromancers, rogues
Lloyd Time N Death, Knowledge, Luck, Time Sages, wizards
Lynos Lightning, Thunder N Air, Destruction, Sun, Storms Evokers, druids
Moira Dawn LG Good, Healing, Law, War, Glory Paladins, monks, fighters
Monet Hunting N Animal, Earth, Plant, Summoner Rangers, druids, hunters
Mordlou Trade N Luck, Travel, Trickery, Trade, Celerity Rogues, less savory merchants
Morinda Justice, Revenge LN Death, Destruction, Law, Protection, Retribution, Inquisition Monks
Mylak Strength N Destruction, Strength, War, Competition Fighters, barbarians
Nyfastis Power, Corruption LE Destruction, Evil, Law, War, Magic, Force Evil wizards, evil fighers, blackguards, Jorians
Palin Redemption NG Fire, Good, Law, Liberation Paladins, do-gooders
Philzek Healing LG Good, Healing, Protection, Purification Healers, people with sick loved ones
Sedovaa Love CG Chaos, Fire, Trickery, Charm, Community Lovers, scholars
Shinaire Metalwork, Crafts NG Earth, Knowledge, Strength, Craft, Metal Smiths, gnomes, artists, dwarves
Soleil Guardianship NG Good, Protection, Strength, War, Family Fighters, bodyguards
Vargus Fortune, Luck CN Chaos, Luck, Travel, Fate, Mysticism Thieves, minstrels, merchants
Veshai Peace LG Good, Law, Protection, Charm Pacifists
While clerics and paladins sometimes have certain codes they need to follow to maintain their powers, beyond that there is no direct intervention of the gods. In a certain sense, one could almost say there were no gods at all, that the powers of the clerics and paladins came from within themselves, and it would not change anything at all in terms of the lack of interaction of the “gods” with the world.
Because of this, there can often be many distinct sects even within priesthoods. Because each priesthood is basically completely defined by those who follow it, there can never be any “official” ordained way to worship for many of the sects. So one may even find sects that worship the same deity at opposition to one another.
(Here's a badly formatted (at least in HTML) list of the deities - I will work on a seperate entry for each later) (To read this, first is the name of the deity, then the portfolio, then the alignment, then the list of domains, then a list of typical worshippers. (This was originally in a table in word - I'm going to put this up in better formatting later).
Bornikai Wisdom NG Good, Knowledge, Strength, War, Planning, Mind, Oracle Bards, monks, wizards, scholars
Brack Death, Disease NE Death, Destruction, Evil, War, Suffering, Madness, Pestilence Evil Necromancers, rogues, assassins
Drena Magic N Knowledge, Magic, Trickery, Spell Wizards, sorcerers, sages
Fizuli Mischief, Trickery CN Chaos, Luck, Trickery, Illusion, Celerity, Madness Rogues, bards, thieves
Freynai Fire N Chaos, Destruction, Fire, Sun Rangers, druids, bards
Furo War N Chaos, Death, Destruction, War Fighters, barbarians, orcs
Galing Oceans, Rivers N Animal, Plant, Travel, Water, Ocean Druids, rangers, merchants, sailors
Gathika Weather, Wind CN Air, Chaos, Sun, Water, Renewal, Celerity, Cold, Weather Druids, farmers, sailors
Helmes Art, Literature, Music NG Knowledge, Luck, Travel, Rune, Creation Bards, scholars, aristocrats
Hiff Prosperity CG Good, Law, Luck, Trade Merchants, halflings
Jabuti Nature N Air, Animal, Earth, Plant, Water, Cold Elves, druids, barbarians
Jeone Rulership, Kingship LN Law, Protection, Strength, War, Nobility, Domination, Pact Aristocrats, fighters
Joli Light NG Healing, Law, Protection, Sun, Moon Rangers, bards
Khali Darkness, Night NE Death, Destruction, Evil, Trickery, Dream Evil necromancers, rogues
Lloyd Time N Death, Knowledge, Luck, Time Sages, wizards
Lynos Lightning, Thunder N Air, Destruction, Sun, Storms Evokers, druids
Moira Dawn LG Good, Healing, Law, War, Glory Paladins, monks, fighters
Monet Hunting N Animal, Earth, Plant, Summoner Rangers, druids, hunters
Mordlou Trade N Luck, Travel, Trickery, Trade, Celerity Rogues, less savory merchants
Morinda Justice, Revenge LN Death, Destruction, Law, Protection, Retribution, Inquisition Monks
Mylak Strength N Destruction, Strength, War, Competition Fighters, barbarians
Nyfastis Power, Corruption LE Destruction, Evil, Law, War, Magic, Force Evil wizards, evil fighers, blackguards, Jorians
Palin Redemption NG Fire, Good, Law, Liberation Paladins, do-gooders
Philzek Healing LG Good, Healing, Protection, Purification Healers, people with sick loved ones
Sedovaa Love CG Chaos, Fire, Trickery, Charm, Community Lovers, scholars
Shinaire Metalwork, Crafts NG Earth, Knowledge, Strength, Craft, Metal Smiths, gnomes, artists, dwarves
Soleil Guardianship NG Good, Protection, Strength, War, Family Fighters, bodyguards
Vargus Fortune, Luck CN Chaos, Luck, Travel, Fate, Mysticism Thieves, minstrels, merchants
Veshai Peace LG Good, Law, Protection, Charm Pacifists
Bellai
Bellai is a militant, but lawful nation that used to have some of the best artists and most beautiful musical composers on the continent. This all changed with the rise of Jor. Bellai was entirely conquered by the Jorians during the rise of Nyfastis. After Nyfastis’s exit from this plane, they fought back and regained their freedom, but at a great price. Bellai is now itself a militant nation, like Jor, and Jor has kept it under siege since the war. Constant border skirmishes keep both sides alert and fill each nation’s ranks with hardened veterans of many battles.
Jorian fleets and the Jorian fortresses in the mountains to the south of Bellai have kept Bellai under a virtual embargo for decades. Very few trade goods flow through to Bellai, and even if they did, Bellai now produces little but instruments of war. As such, Bellai weapons are of extremely high quality and are sought after. Those few that make it through the blockades are worth a substantial premium over normal weapons.
The only trade now is through magical means, and even that is limited by the ever watchful eyes of the Jorian wizards, who intercept those who fly over the mountains or the ocean and who hunt down and destroy the creation of any more permanent direct means of travel, such as permanent teleportation circles. Still, even they cannot stop every route, and so Bellain weapons trickle out and other goods trickle in. What is most in demand in Bellai is food, not so much to avoid starvation but to avoid the monotony of the limited food resources to be found in the relatively chilly climes north of the mountains.
Jorian fleets and the Jorian fortresses in the mountains to the south of Bellai have kept Bellai under a virtual embargo for decades. Very few trade goods flow through to Bellai, and even if they did, Bellai now produces little but instruments of war. As such, Bellai weapons are of extremely high quality and are sought after. Those few that make it through the blockades are worth a substantial premium over normal weapons.
The only trade now is through magical means, and even that is limited by the ever watchful eyes of the Jorian wizards, who intercept those who fly over the mountains or the ocean and who hunt down and destroy the creation of any more permanent direct means of travel, such as permanent teleportation circles. Still, even they cannot stop every route, and so Bellain weapons trickle out and other goods trickle in. What is most in demand in Bellai is food, not so much to avoid starvation but to avoid the monotony of the limited food resources to be found in the relatively chilly climes north of the mountains.
The Great Dwarven Kingdom
Situated in the Avalon Mountains north of Malai and south of Jor, the Great Dwarven Kingdom is actually the remnants of a much larger and ancient civilization that once covered the territory from the Avalon mountains all the way across the entire area now known as the Eastern Barbarian lands. Living in strongholds both above and beneath the surface, the dwarves of this vast kingdom ruled for millennia until their civilization finally collapsed some one to two thousand years prior to the collapse of the elves to the south. (1000-2000 B.E.)
The Dwarves that remain now rule over a vastly reduced kingdom, making their name for it more of a cry for the past than an indication of their current size or influence. They have completely moved into underground (or under mountain) strongholds in the Avalon Mountains, heavily fortified against any invaders. The are very wary of the Jorians, who have thus far left them alone, preferring to go around them rather than through them in their raids on Malai. The Dwarves have a decent trade going with Malai, and with some of the barbarian tribes to the east. They have far less contact with others, though they have not closed their doors completely.
The current Dwarven king is rumored to be very old and near death, but such rumors have been floating around for nearly a century. What is known is that no one outside of the Dwarves has seen the king face to face in quite some time.
The Dwarves that remain now rule over a vastly reduced kingdom, making their name for it more of a cry for the past than an indication of their current size or influence. They have completely moved into underground (or under mountain) strongholds in the Avalon Mountains, heavily fortified against any invaders. The are very wary of the Jorians, who have thus far left them alone, preferring to go around them rather than through them in their raids on Malai. The Dwarves have a decent trade going with Malai, and with some of the barbarian tribes to the east. They have far less contact with others, though they have not closed their doors completely.
The current Dwarven king is rumored to be very old and near death, but such rumors have been floating around for nearly a century. What is known is that no one outside of the Dwarves has seen the king face to face in quite some time.
The Halfling Hordes
The Halfling Hordes is so named because visitors who first came to the region were overwhelmed with the concentration of so many halflings in such a small area. The halflings themselves simply call it their Homeland or The Homeland, and to them it is a cozy place to be. There is only a single large city within the borders of their lands, with the remainder of their population being spread out in small clusters of farming communities that connect together in a patchwork of plowed fields and tiny domed houses.
The halflings have no real formal government, instead each of them acting as individual merchants or agents, ready to strike a deal (or some grumble, pick a pocket) with any who wander by their homes and farms.
Despite the lack of government, their Homeland has never been seriously threatened with invasion. The Jorians have passed their armies through their lands, but never tried to occupy them. The halflings are strict in their neutrality with the rest of the outside world. Millennia ago, an army tried to invade and occupy the land and discovered just what an awesome headache it was to attempt to control so many halflings in such a small place. On top of that, in defense of their Homeland, they fought more viciously than any would have thought possible. So despite their lack of an organized government or army, and despite the lack of natural borders and defensive barriers, most nations leave the halfling’s Homeland alone.
The halflings have no real formal government, instead each of them acting as individual merchants or agents, ready to strike a deal (or some grumble, pick a pocket) with any who wander by their homes and farms.
Despite the lack of government, their Homeland has never been seriously threatened with invasion. The Jorians have passed their armies through their lands, but never tried to occupy them. The halflings are strict in their neutrality with the rest of the outside world. Millennia ago, an army tried to invade and occupy the land and discovered just what an awesome headache it was to attempt to control so many halflings in such a small place. On top of that, in defense of their Homeland, they fought more viciously than any would have thought possible. So despite their lack of an organized government or army, and despite the lack of natural borders and defensive barriers, most nations leave the halfling’s Homeland alone.
Eastern Barbarian Lands
The Eastern Barbarian Lands stretch from the eastern borders of Jor and Malai all the way across the plains and the Jasper Glades to the Iron Guard Mountains. Various tribes of barbarians roam these lands with a life unchanged for millennia.
The various tribes both trade with each other and war with each other, though never in open conflict. They fight more in the style of large family squabbles. They get along well enough with the various more civilized lands to their west and south, and conduct most of their trading in the free city of Bootsdale.
Bootsdale
Small City - Population 11,013 – 150 Professional Troops (also work as Town Watch), 750 Militia
Largest city in the barbarian lands. This is an important free trading center, especially for the various wandering tribes who come to town to trade their wares for the town's manufactured goods.
Home of the Golden Eagle Tavern.
Bootsdale has a brisk trade with the barbarians, who only occasionally come forth in large enough numbers to cause trouble for the city watch. Relations are generally good, with Bootsdale being the only place most barbarian tribes can trade their goods and spend their money within any sort of reasonable travel distance.
Locales:
Golden Eagle Tavern
Small, but decent place to sleep and sup.
Flayed Onion
Famous for its bitter mash beers. Run by Sod.
Oakhurst
Small Town - Population 901
This town is small, and of little importance. In ages past, it was on a major trade route, but that route has long since dried up and now Oakhurst is little more than a small farming community.
Lulghor – Dwarf blacksmith
Rielpa
Large City – Population 19,200
Tolin
Village - Population 800
This is a small village at the foothills of the Iron Guard Mountains. Over half of the population are dwarves who claim to have been descended from a great clan of dwarves who ruled the mountains several centuries ago.
Residing in a small tower on the edge of town is the eccentric and reclusive wizard Braizak, thought by some to have died a horrible death on some other plane. Seldom seen, the rumor persists even amongst the citizenry of this far off village.
Locales:
Braizak’s Tower
Braizak has almost no visitors, save a few brave souls looking to trade in magic. Sometimes he sees them, sometimes he doesn’t. Rumors persist that some who seek an audience with Braizak are never heard from again. Those same rumors include speculation that those unfortunate souls end up on the same other plane where Braizak is rumored to have died.
Tanner
Boris the tanner runs it.
Blacksmith
Bluddo – Dwarf – Expert 8
Westcole
Large Town – Population 3,500
The various tribes both trade with each other and war with each other, though never in open conflict. They fight more in the style of large family squabbles. They get along well enough with the various more civilized lands to their west and south, and conduct most of their trading in the free city of Bootsdale.
Bootsdale
Small City - Population 11,013 – 150 Professional Troops (also work as Town Watch), 750 Militia
Largest city in the barbarian lands. This is an important free trading center, especially for the various wandering tribes who come to town to trade their wares for the town's manufactured goods.
Home of the Golden Eagle Tavern.
Bootsdale has a brisk trade with the barbarians, who only occasionally come forth in large enough numbers to cause trouble for the city watch. Relations are generally good, with Bootsdale being the only place most barbarian tribes can trade their goods and spend their money within any sort of reasonable travel distance.
Locales:
Golden Eagle Tavern
Small, but decent place to sleep and sup.
Flayed Onion
Famous for its bitter mash beers. Run by Sod.
Oakhurst
Small Town - Population 901
This town is small, and of little importance. In ages past, it was on a major trade route, but that route has long since dried up and now Oakhurst is little more than a small farming community.
Lulghor – Dwarf blacksmith
Rielpa
Large City – Population 19,200
Tolin
Village - Population 800
This is a small village at the foothills of the Iron Guard Mountains. Over half of the population are dwarves who claim to have been descended from a great clan of dwarves who ruled the mountains several centuries ago.
Residing in a small tower on the edge of town is the eccentric and reclusive wizard Braizak, thought by some to have died a horrible death on some other plane. Seldom seen, the rumor persists even amongst the citizenry of this far off village.
Locales:
Braizak’s Tower
Braizak has almost no visitors, save a few brave souls looking to trade in magic. Sometimes he sees them, sometimes he doesn’t. Rumors persist that some who seek an audience with Braizak are never heard from again. Those same rumors include speculation that those unfortunate souls end up on the same other plane where Braizak is rumored to have died.
Tanner
Boris the tanner runs it.
Blacksmith
Bluddo – Dwarf – Expert 8
Westcole
Large Town – Population 3,500
Jor
Jor is a militant nation, founded by warriors, grown by conquest. Jorians, though fierce, are governed by a strict warrior's code of honor. They respect strength and honor, and despise weakness. They have been known to conquer the strongest of foes, but at the same time, even a relatively weak nation that stands up and defends itself with honor will earn their respect.
Around 1300, Jor was taken from within by a new religious movement, one that worshipped power for powers sake, and led to the coming of Nyfastis. This new faction was less concerned with honor and was more concerned with advancing their own selfish needs for power. To outsiders, it was somewhat unclear exactly how the power struggle progressed, but the end result was the Nyfastis faction, led by Nyfastis himself, gained total power. Nyfastis led Jor on a mission of conquest of Malai and other surrounding territories. Just when it seemed Jor would have total victory, Nyfastis achieved his own true goal: Godhood. Unfortunately for Jor, as a god, Nyfastis could do nothing more to directly aid the advancing Jorian armies, and so when Malai struck back with powerful magic of its own, the tide of the war changed and Jor was pushed back to within its fortress buffered frontier. It is unclear how the internal struggle within Jor for power progressed after Nyfastis left. It would appear that the ruling council of twelve war-masters has again achieved ascendancy, though the Nyfastis faction (now all clerics of Nyfastis) remains a powerful force within Jorian politics.
In the years since the God-head war (as it later became known), Jor has remained tightly sealed to the outside world, with only limited trade and little news slipping out through the cracks of their well fortified borders. Many who attempt to enter have never returned. Those that have reported that there seems to be an uneasy truce between the council of twelve and the church of Nyfastis. The older warrior class sees little honor in the priests of Nyfastis while the younger members of the populace still succumb to the lure of power.
Around 1300, Jor was taken from within by a new religious movement, one that worshipped power for powers sake, and led to the coming of Nyfastis. This new faction was less concerned with honor and was more concerned with advancing their own selfish needs for power. To outsiders, it was somewhat unclear exactly how the power struggle progressed, but the end result was the Nyfastis faction, led by Nyfastis himself, gained total power. Nyfastis led Jor on a mission of conquest of Malai and other surrounding territories. Just when it seemed Jor would have total victory, Nyfastis achieved his own true goal: Godhood. Unfortunately for Jor, as a god, Nyfastis could do nothing more to directly aid the advancing Jorian armies, and so when Malai struck back with powerful magic of its own, the tide of the war changed and Jor was pushed back to within its fortress buffered frontier. It is unclear how the internal struggle within Jor for power progressed after Nyfastis left. It would appear that the ruling council of twelve war-masters has again achieved ascendancy, though the Nyfastis faction (now all clerics of Nyfastis) remains a powerful force within Jorian politics.
In the years since the God-head war (as it later became known), Jor has remained tightly sealed to the outside world, with only limited trade and little news slipping out through the cracks of their well fortified borders. Many who attempt to enter have never returned. Those that have reported that there seems to be an uneasy truce between the council of twelve and the church of Nyfastis. The older warrior class sees little honor in the priests of Nyfastis while the younger members of the populace still succumb to the lure of power.
Kingdom of Mordon
Mordon is an old Kingdom, with some within it claiming it actually runs back to the days of the great Elven kingdom. There are even some who claim Mordon is the very first human kingdom in the history of the world, though with records back that far sketchy at best, there is not much basis to verify such claims.
One claim that can be verified is the continuity of the Mordon ruling family. As far back as can be known, the King has been a member of the ruling Mordor family, with an unbroken line of succession. Though the Mordors might attribute this to divine right or shrewdness, more objective observers would call it a combination of shrewdness and keeping a low profile. As a small nation bordering on the mountains before the Desert of Tranquility, Mordon has easy borders to defend and not much to offer in the way of plunder. Mordon merchants do profit from trade flowing through them from the desert and back to Malai. They also find modest profits from mines within the mountains.
Mild mannered, fair minded, and polite, Mordon aristocrats make excellent diplomats, and are often called in as neutral third parties to settle disputes between other governments, and even wealthy individuals.
Mordon lives in nearly total peace and harmony with the nation of Malai, which both dwarfs it and also neatly surrounds it from its northwest link to the mountains to its southwest link to the sea. Other nations also have favorable relations with Mordon, though the Jorians are somewhat cool in their reception. The Mordons, for their part, do not return the coolness, and seek to improve relations with militant Jor - this despite the relatively recent invasion of Mordon territory by fringe elements of the Jorian and humanoid armies.
Calais – Capital of Mordon
Large Metropolis – Population 70,000 – 5,000 Troops
Calais is the capitol of the Kingdom of Mordon. Sitting on the westernmost edge of Lake Kurnow, it is a major center for trade between all of the remaining mining operations in Mordon and the rest of the region.
Brandonford
Large Town – Population 4,807 – 100 troops
Cournir
Large City – Population 14,000 – 1,000 troops
Kerala
Large City – Population 18,000 – 1,000 troops
Leena’s Crossing
Large Town – Population 2,571 – 100 troops
Leena’s Crossing is run by the Countess Francesca in a fair, but firm manner. She is a courtly lady who has found herself very far from the court of Mordon. The town used to be a major trade crossroads, but has since turned into a backwater. Only the oldest living humans have even the faintest memory of the town as a small city, and none alive remember its glory days as a major trading center.
The only remnant of that former importance is the extensive library and Young Mages’ College.
The college, while not as full as in its glory days, still attracts mages from across the kingdom, and has a total faculty and student body of approximately fifty individuals at any given time. Those seeking more advanced training still seek out apprenticeships of high wizards, Drena University, or the Mystic College, but those who seek to study the lower arts of magic find their way here. The school is run by an elf named Dexter.
Various small farms dot the foot hills near the town. There is plenty of forest mixed in with the farms that are on terrain that is far from ideal. The farmers face many setbacks due to the terrain and weather and so tend to be very superstitious. They tend to be avid worshipers of Gathika, goddess of weather and wind. The temple to Gathika in town is well frequented, and its head cleric Niles is often kept very busy.
Soutek
Small City – Population 11,500 – 500 troops
Sydney’s Bluff
Small City – Population 10,001 – AL: LN (G) – 15,000gp limit – 500 troops
One of the larger settlements within the Kingdom, Sydney’s Bluff is run by a council of nobles, led by the Duke of Cantor, currently Wilhelm Roth IX. The Duke is cousin to the King and is reasonably close in line to the throne, though not close enough to make scheming in that direction worth his while. His son, Wilhelm Roth X is only 10 years old and is already being groomed as a noble leader, often sitting in on council meetings.
The rest of the council is made up of the four merchant guild masters (farmers, fishers, metalworkers and textile workers), the leader of the mage’s guild, and a cleric of Jeone, counselor to Sydney’s Bluff, James Fitzpatrick.
While the council rules, the Sunblades of Moira also give input into the city’s affairs. While they have no official power, they have influence with the populace and some of the council members. They sometimes conflict with the council, but always within the law.
Darren Goodheart, a paladin of Moria, leads the Sunblades in the city. In all, there are thirty-one paladins in Sydney’s Bluff under his charge, along with five clerics of Moria and fifty-five support personnel.
Notable locations within the city include the Golden Tabbard Inn and Tavern, run by Milo, human proprietor; a human Smith known only as Smith, leaving much speculation as to whether it is really his name or just a title; a herbalist named Ryan Jazzad, and a Mage shop run by a wizard named Rolo.
Verlak
Small City – Population 10,800 – 500 troops
Kingdom of Mordon Border Strongholds
Sir Dyne
Stronghold – Large City – Population 15,000 (7,500 Troops; 7,500 Support)
Sir Mikel
Stronghold – Large City – Population 22,000 (10,000 Troops; 12,000 Support)
Sir Roberts
Stronghold – Large City – Population 21,000 (10,000 Troops; 11,000 Support)
One claim that can be verified is the continuity of the Mordon ruling family. As far back as can be known, the King has been a member of the ruling Mordor family, with an unbroken line of succession. Though the Mordors might attribute this to divine right or shrewdness, more objective observers would call it a combination of shrewdness and keeping a low profile. As a small nation bordering on the mountains before the Desert of Tranquility, Mordon has easy borders to defend and not much to offer in the way of plunder. Mordon merchants do profit from trade flowing through them from the desert and back to Malai. They also find modest profits from mines within the mountains.
Mild mannered, fair minded, and polite, Mordon aristocrats make excellent diplomats, and are often called in as neutral third parties to settle disputes between other governments, and even wealthy individuals.
Mordon lives in nearly total peace and harmony with the nation of Malai, which both dwarfs it and also neatly surrounds it from its northwest link to the mountains to its southwest link to the sea. Other nations also have favorable relations with Mordon, though the Jorians are somewhat cool in their reception. The Mordons, for their part, do not return the coolness, and seek to improve relations with militant Jor - this despite the relatively recent invasion of Mordon territory by fringe elements of the Jorian and humanoid armies.
Calais – Capital of Mordon
Large Metropolis – Population 70,000 – 5,000 Troops
Calais is the capitol of the Kingdom of Mordon. Sitting on the westernmost edge of Lake Kurnow, it is a major center for trade between all of the remaining mining operations in Mordon and the rest of the region.
Brandonford
Large Town – Population 4,807 – 100 troops
Cournir
Large City – Population 14,000 – 1,000 troops
Kerala
Large City – Population 18,000 – 1,000 troops
Leena’s Crossing
Large Town – Population 2,571 – 100 troops
Leena’s Crossing is run by the Countess Francesca in a fair, but firm manner. She is a courtly lady who has found herself very far from the court of Mordon. The town used to be a major trade crossroads, but has since turned into a backwater. Only the oldest living humans have even the faintest memory of the town as a small city, and none alive remember its glory days as a major trading center.
The only remnant of that former importance is the extensive library and Young Mages’ College.
The college, while not as full as in its glory days, still attracts mages from across the kingdom, and has a total faculty and student body of approximately fifty individuals at any given time. Those seeking more advanced training still seek out apprenticeships of high wizards, Drena University, or the Mystic College, but those who seek to study the lower arts of magic find their way here. The school is run by an elf named Dexter.
Various small farms dot the foot hills near the town. There is plenty of forest mixed in with the farms that are on terrain that is far from ideal. The farmers face many setbacks due to the terrain and weather and so tend to be very superstitious. They tend to be avid worshipers of Gathika, goddess of weather and wind. The temple to Gathika in town is well frequented, and its head cleric Niles is often kept very busy.
Soutek
Small City – Population 11,500 – 500 troops
Sydney’s Bluff
Small City – Population 10,001 – AL: LN (G) – 15,000gp limit – 500 troops
One of the larger settlements within the Kingdom, Sydney’s Bluff is run by a council of nobles, led by the Duke of Cantor, currently Wilhelm Roth IX. The Duke is cousin to the King and is reasonably close in line to the throne, though not close enough to make scheming in that direction worth his while. His son, Wilhelm Roth X is only 10 years old and is already being groomed as a noble leader, often sitting in on council meetings.
The rest of the council is made up of the four merchant guild masters (farmers, fishers, metalworkers and textile workers), the leader of the mage’s guild, and a cleric of Jeone, counselor to Sydney’s Bluff, James Fitzpatrick.
While the council rules, the Sunblades of Moira also give input into the city’s affairs. While they have no official power, they have influence with the populace and some of the council members. They sometimes conflict with the council, but always within the law.
Darren Goodheart, a paladin of Moria, leads the Sunblades in the city. In all, there are thirty-one paladins in Sydney’s Bluff under his charge, along with five clerics of Moria and fifty-five support personnel.
Notable locations within the city include the Golden Tabbard Inn and Tavern, run by Milo, human proprietor; a human Smith known only as Smith, leaving much speculation as to whether it is really his name or just a title; a herbalist named Ryan Jazzad, and a Mage shop run by a wizard named Rolo.
Verlak
Small City – Population 10,800 – 500 troops
Kingdom of Mordon Border Strongholds
Sir Dyne
Stronghold – Large City – Population 15,000 (7,500 Troops; 7,500 Support)
Sir Mikel
Stronghold – Large City – Population 22,000 (10,000 Troops; 12,000 Support)
Sir Roberts
Stronghold – Large City – Population 21,000 (10,000 Troops; 11,000 Support)
Sands of Tranqility Desert
There were no known settlements in the desert until the ancient city of Aelon was rediscovered, uncovered, and resettled.
New Aelon
Large town - Population 3,012
New Aelon is built upon the city-center ruins of the Ancient city of Aelon, one of the thirteen primary cities of the Great Empire. Only small portions of the city remain intact, including the Travel Arch, the Command Tower, a portion of the Temple District, and several buildings in the Musuem Complex.
Uther the Pure, called Uther the Enterprising by some, has set up residence here and from here he directs the traffic through the Travel Arch to Bellai. This trade route has proved quite lucrative and a new community has sprung up around the ruins of the old city.
The original inhabitants, some one thousand descendants of the ancients, live here still, though some have taken the opportunity to explore the world that had for nearly fifteen hundred years been denied to them. Most have learned at least some Common by now and they happily trade with the newcomers, particularly for food. Living on fungus for centuries has left them hungry for variety.
The newcomers (as the ancients call them) have built many new structures, including inns, taverns, warehouses, and residences. They have also begun farming the land around the city, taking advantage of the magical fountains to irrigate what would otherwise be dry desert. Some are concerned that the water usage is straining the available output of the fountains, but thus far, no one has gone thirsty.
There is a boom-town mentality going on surrounding the newfound trade to Bellai, along with some speculation that there may be trade to other locales as well, using the Travel Arch. There is only a rudimentary government in place, which mostly consists of directives carried out by the employees of Uther the Pure. Uther has restricted access to the ruins, both to satisfy the ancients and to preserve any artifacts that might be found. Many would-be treasure hunters have tried to circumvent him, much to their sorrow.
The city is still growing, though it remains doubtful whether it will ever achieve its former glory (or population, which at its peak, numbered around 200,000). The route from New Aelon to the Kingdom of Mordon ends with Sydney’s Bluff. The route is still somewhat dangerous, though at least some of the dangers have been dealt with. The mountain passes are the most treacherous portion of the trail, though the rumor is that the highest portion of the pass will soon be fortified with a keep manned by Paladins of Pelor.
There is still much to explore in the ruins of the old city and probably in the desert beyond, for those brave (or foolish) enough to venture forth. Would-be adventurers would be well served to consult with Uther first, for information and, in some cases, for permission.
There is still much to explore in the ruins of the old city and probably in the desert beyond, for those brave (or foolish) enough to venture forth. Would-be adventurers would be well served to consult with Uther first, for information and, in some cases, for permission.
Malai
In ancient times the region now known as Malai and the Kingdom of Mordon was heavily forested, with over 95% of the land covered in climax forest. It was an Elven land, by some estimates the home of over a million elves, full of majestic cities built upon the trees themselves. The buildings were more than dwellings, they were works of art and they were the beloved homes of the elves. Though they are now long since vanished, their memory lingers with a strong sense of sadness and loss amongst the few remaining elves that still live in what remains of the once great forests of the region. How this great Elven civilization fell is hotly debated amongst scholars and it is rumored that even the elves do not know for sure, though it is more likely that they are simply unwilling to speak of it openly. Some blame natural calamities, others to the will of the gods. The clever point out that perhaps there is no difference between those two possibilities. More recently, some have suggested that the war with Jor and the subsequent rise of Nyfastis is in some way related to that calamity of so long ago. In any case, the great forest is gone, as are all but a handful of the elves. Those that remain are in small sanctuaries within the small wooded patches that remain. The only lasting legacy is the calendar now used in the region, as time is reckoned as the number of years since the fall of the Elven civilization: AE.
Malai is now occupied by various humanoids and demi-humans, with a population approaching half a million souls, with a further quarter of a million in the Kingdom of Mordon.
The capitol of Malai is the coastal city of Riga. The current ruler is Queen Vistra II of Brisbane; by all accounts a fair, if somewhat fickle ruler. Her family has ruled Malai since its founding in the year 342 AE. The queen is served by a ruling council with representatives from the orders of Soleil, Moira, Jeone, Mylak, and Bornikai. This council is known as the Council of Five. There is a sixth counselor representing matters of trade, who is thought to be a representative of Mordlou.
While there is no official census, unofficially, Malai is thought to have a population somewhere near a million inhabitants. Just how near is a matter for much tavern-talk speculation. The vast majority of that population is human, but there are smaller numbers of elves, half-elves, halflings, dwarves, and even gnomes to be found within Malai’s borders. The majority of the elves, however, live in the remnants of the great elvish civilization found in the formerly great woods within Malai’s borders. Only two major population centers remain for the elves: Solinari and Shalimar.
The largest city in Malai is another coastal city known as Brisbane. With a population estimated to be in excess of one hundred thousand, it could very well be the one of the largest cities in the known world. It sits on the northeastern-most border of Malai on the Sea of Whispers.
On the northeastern frontier, Malai faces the Eastern Barbarian Lands. To the northwest lies the Halfling Hordes, while to the southwest is the closely allied Kingdom of Mordon.
Jor, archenemy of Malai, lies across the Halfling Hordes and the Great Dwarven Kingdom in the Avalon Mountains to the north. Since the war of 1407 AE, there has been little activity that way, though the inhabitants of Malai are ever wary of what might come from that way. The Malain army heavily guards and patrols the northern borders, ever watchful for trouble.
Riga - Capitol of Malai
Large Metropolis - Population 98,000 – 15,000 troops
Home of the Queen and the seat of the government of Malai, Riga has served as its capitol since its
founding in .
Adelaide
Large Town – Population 3,000 – 100 troops
Bowen
Large City - Population 15,700 – 500 troops
Brisbane
Large Metropolis - Population 111,000 – 15,000 troops
Bunbury
Large Metropolis – Population 67,000 – 5,000 troops
Bunbury is known across the land as the premier place where the most enlightened practitioners of magic seek to perfect their art. Central to this pursuit and this city is Drena University, where wizards (and others interested in the pursuit of the light arts) come to study. The University dominates the community. Though Bunbury was originally a small trading community, it was the University that swelled its population from a village of a few thousand to a major metropolis.
Drena University contains eight colleges, one for each of the major disciplines of magic. While specialists run each individual college, any wizard may study at any of the colleges (opposition school permitting, of course). The university owns much of the property in town, though only some is used directly. The rest is rented out to others for more mundane purposes. (The university also owns some property in just about every other major city in Malai, mostly used as recruitment centers and libraries for university scholars who find themselves outside the welcoming walls of Bunbury).
The university itself numbers only four or five thousand students and faculty at any one time, but there are many thousands more who support the university in one form or another. Some are hopeful students, on waiting lists for entry. Other citizens are scholars who merely seek to study the magic in the scholarly sense, not the practical, and so do not attend the school, but merely peruse its public libraries. The community has also attracted the scholarly-minded, and so the population of Bunbury is highly educated, far more so than average. This has resulted in a more “enlightened” governing council and status in Bunbury is very strongly tied to one’s standing as an educated, enlightened scholar rather than the typical indicators of status or power.
Locales:
Drena University
Not so much a locale as the reason for this city’s existence, the University dominates the city, physically and otherwise.
Drenian Wizards’ Rules
I: No direct attacks upon familiars
II: No attacks upon wizards in training unless in self-defense.
III: Must take at least one apprentice upon reaching 11th level, preferably three to four.
IV: Test by 5th level to become full member of Drenian Mage’s Guild
Crossroads
Large Town – Population 4,500 – 100 troops
Eucla Springs
Small City – Population 8,000 – 200 troops
Hobart
Large Town - Population: 2,300 – 100 troops
The city of Hobart is a relatively recent addition to the face of Malai. Founded in 1345 AE at the crossroads leading to Adelaide, Vermeer, and Bunbury, it grew from a traveler’s way station to a thriving, if reasonably small, community. As a stop for travelers, there is a wide mix of races for such a small community.
Hobart is home to several fine craftsmen, including one of the best woodworkers in all of Malai, but there are no large-scale manufactured goods.
Hobart is ruled by a council made up of representatives of Soleil, Moira, and Jeone. Presiding over the council is the Mayor of Hobart, who is elected by the citizens for life. The laws are enforced by a city watch made up of 23 watchmen plus 2 sergeants and one Captain of the Watch. Once arrested, a defendant will be tried before the local Judge who is appointed by the Mayor (with approval of the council) and handles all legal cases for the city.
One of the few notable buildings in town is the library. It boasts a rather large and impressive collection for such a small and out of the way city. There are thousands of tomes on a myriad of topics and the library often finds visitors from all across not only Malai, but from all across the known world. There have been some attempts to move the library to a more accessible location, such as Riga or Brisbane, but the caretaker, a Halfling Diviner named Ellie the All-Knowing, will not listen to such talk, and neither with her assistant, a gnomish illusionist named Rolo Sharimo the Fantastik.
The wealthy quarter of the city is known as the High Quarter, and it is divided off from the rest of the city with its own wall and towers. One must obtain a pass to enter this part of the city, though anyone living in that part of town can issue such a pass.
For most of the city’s history, not much of note happened within the walls of this little city. That all changed in 1407 AE, when Hobart was attacked and overrun by a force of marauding Orogs from the north. Despite a valiant effort, the city fell, and was occupied for several months before the Orogs inexplicably pulled back to the north. It was later determined that the Orogs were in the vanguard of the Jorian invasion of Malai, but had, in their eagerness, struck too soon. Hobart was thankfully spared further invasion when Jor and Malai reached a stalemate, a stalemate that uneasily lasts to this day.
On the whole, Hobart is a nice, quiet place to live, despite the troubles that have sometimes befallen its inhabitants.
Nielson Fortress
Stronghold – Small Town – Population 1,500 (700 Troops; 800 Support)
Northam
Metropolis - Population 42,000 – 4,000 troops
Rosario
Small City – Population 8,500 – 200 troops
Salin
Large Metropolis – Population 52,000 – 4,000 troops
Southwestern Checkpoint
Stronghold – Large Town – Population 3,500 (1,500 Troops; 2,000 Support)
Tennant Creek
Large Town – Population 4,000 – 50 troops
Vaizel Outpost
Stronghold – Village – Population 850 (250 Troops; 600 Support)
Vermeer
Small City – Population 11,000 – 1,000 troops
Monday, August 27, 2007
Map of main continent of my game world
My various Story Hours
Here are links to my various story hours as chronicled on ENWorld.
"It's Ok. We're Gnomes." - World According to Riley - The Riley Chronicles - <<>>
Or, for the faint of heart (and stout of spirit) - The Book of Just Jesus - Taken in the proper spirit, I hope...
My current story hour - Memoirs of a Lawyer turned Dungeoncrawler (named Cordozo)
And my other current story hour (alternating): The Friendly Travels of Kamakawiwo, Native of the Islands
And yet another current story hour (alternating): Vincent's Laboratory Notes and Footnotes
As noted above, only the last three are currently active, active being relative. I play Friday nights and only play one of those games on any given Friday. Right now we are in a long Cordozo string, which may last until we are well into Epic.
The game I run myself runs Thursdays, and that is something I don't write a story hour for, but I will be posting information about my game world, including where it came from, its internal history, and so forth. I even have a map. But I'll get to that in another post. For now, I hope people enjoy my story hours. Some have gotten rather long.
"It's Ok. We're Gnomes." - World According to Riley - The Riley Chronicles - <<
Or, for the faint of heart (and stout of spirit) - The Book of Just Jesus - Taken in the proper spirit, I hope...
My current story hour - Memoirs of a Lawyer turned Dungeoncrawler (named Cordozo)
And my other current story hour (alternating): The Friendly Travels of Kamakawiwo, Native of the Islands
And yet another current story hour (alternating): Vincent's Laboratory Notes and Footnotes
As noted above, only the last three are currently active, active being relative. I play Friday nights and only play one of those games on any given Friday. Right now we are in a long Cordozo string, which may last until we are well into Epic.
The game I run myself runs Thursdays, and that is something I don't write a story hour for, but I will be posting information about my game world, including where it came from, its internal history, and so forth. I even have a map. But I'll get to that in another post. For now, I hope people enjoy my story hours. Some have gotten rather long.
Sunday, August 26, 2007
Welcome
Welcome to my blog. I'm no blog wizard, but I am a wizard in another manner of speaking. Altalazar is the name of the first wizard I ever created for Dungeons and Dragons, way back in Basic D&D circa 1981.
I am starting this blog for the various D&D Campaigns I run or am otherwise involved with. I intend to post information here specific to my game. I will also link to the story hours I've written on ENWorld for the games I play in, just for fun.
Any new players I get for a game I run will be referenced here, where I will put additional introductory material for my campaign world. It will probably take me a while to get everything in here that I want set up, but one has to start somewhere, so here I start.
I am starting this blog for the various D&D Campaigns I run or am otherwise involved with. I intend to post information here specific to my game. I will also link to the story hours I've written on ENWorld for the games I play in, just for fun.
Any new players I get for a game I run will be referenced here, where I will put additional introductory material for my campaign world. It will probably take me a while to get everything in here that I want set up, but one has to start somewhere, so here I start.
Subscribe to:
Posts (Atom)
Site Map
BIG UPDATE: I'm moving the game-world content all over to a custom wiki-page, http://altalazar.wikispaces.com
Welcome
Geography:
Map of Continent (Updated)
Nations:
Bellai (Includes Map)
Jor (Includes Map)
The Great Dwarven Kingdom
The Halfing Hordes
The Eastern Barbarian Lands (Includes Map)
Malai (Includes Map)
Kingdom of Mordon (Includes Map - including New Aelon)
History:
A Brief History of the Empire - A fragment of an ancient book on history.
The Ancient Empire - by Uther the Pure
A quick primer on the dieties.
PC Story Hours:
The New Campaign (Started 9/27/07)
The Tales of Eemish Maker - Human Artificer, Native of Aelon
Curious Dwarf - by Zolan Undbrukt, Dwarf Cleric of Palin
Kenmar's Journal - Human Warblade, formerly of Jor
Tamasil - Half-elf Wizard
Dominae - Aasimar Monk, Order of the Restoration, New Aelon
Miscellaneous:
My Story Hours (From actual games I've played (not that I've run, not from this world))
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Welcome
Geography:
Map of Continent (Updated)
Nations:
Bellai (Includes Map)
Jor (Includes Map)
The Great Dwarven Kingdom
The Halfing Hordes
The Eastern Barbarian Lands (Includes Map)
Malai (Includes Map)
Kingdom of Mordon (Includes Map - including New Aelon)
History:
A Brief History of the Empire - A fragment of an ancient book on history.
The Ancient Empire - by Uther the Pure
A quick primer on the dieties.
PC Story Hours:
The New Campaign (Started 9/27/07)
The Tales of Eemish Maker - Human Artificer, Native of Aelon
Curious Dwarf - by Zolan Undbrukt, Dwarf Cleric of Palin
Kenmar's Journal - Human Warblade, formerly of Jor
Tamasil - Half-elf Wizard
Dominae - Aasimar Monk, Order of the Restoration, New Aelon
Miscellaneous:
My Story Hours (From actual games I've played (not that I've run, not from this world))
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