PDA

View Full Version : Across The Myriad Streams: Ages of Alcyon (3.5 Campaign Setting, PEACH)



Flayerman
2009-10-23, 06:21 AM
Ages of Alcyon

The mortal races never cease to astound me. It has been more than three thousand years, and still I am constantly surprised by their ingenuity. I have watched empires rise and fall; I have watched friends become enemies, enemies become friends; I have watched races and creatures beyond imagination snuffed from existence by the simplest of events. I have seen more in my three thousand years than any being should, and I expect I will continue to see more in the next three thousand years than I have in the last. I expect to watch their innovations soar, their cities of stone become shining towers; I expect to see them reach up to the gods themselves and ask 'why'.

But right now, I am expecting some visitors for tea.

~From the writings of Iban Xall, Lich-King of Denar, AFS 033



Welcome, friend, to Alcyon. It is a world of high adventure and basest conspiracy, a world where even the least of mortals may make a difference that echoes down the ages. It is a world watched by things that Should Not Be, defended by gods and by demons, ravaged and ravished by magic and machines.

It is a world of possibilities.

When will you find your place?



Ages of Alcyon is a campaign setting for D&D 3.5, Pathfinder, and d20 Modern. It includes a brief history of each major era of Alcyonian history, allowing players and GMs to work together to choose one - or more! - ages appealing to the group for long-running campaigns. It also includes rules for trans-era play, allowing interested groups to play not one, not two, but six different characters over a single arching campaign, enabling a wide variety of styles, themes, and concepts while simultaneously allowing the players to not merely hear of and experience but actually take part in the history of the setting. Finally, Ages of Alcyon includes its own list of divinities, religious practices, magic items, and prestige classes easily portable to other settings for the GM down on his imagination.

Flayerman
2009-10-23, 06:22 AM
Geography of Alcyon

The world of Alcyon is divided into two major continents - Alcyon proper (the continent on which most major events occur), and Denar (colloquially known as the Deadlands). Besides these two landmasses, there are several small islands, including the Isles of the Spiritfolk, the Citadel of Luminous Understanding, and the Highborn archipelago.


Alcyon

The continent of Alcyon is, for the most part, an unusual landmass. Carved by the gods in the Time Before, it is similar in shape to an hourglass; the northern and southern parts of the continent are chained together by a central landmass; the central landmass is blocked off from the oceans by a pair of huge, nigh-impassable mountain ranges.

The northern half of the continent is a temperate zone, until the farthest tip - near the northern pole of the world - where snow begins to lick the ground, and the forests of pine become forests of tundra. Yet more mountains block off this area from the ocean as well, discouraging exploration beyond the bounds of the snow.

The southern half of the continent is much warmer than the top; at the very tip, an incredibly dense jungle permeates the whole of the area, nearly impassable to those without the proper understanding and knowledge of the routes. Just below the central bridge of the continent is a similarly dense jungle, though not nearly as large or impassable, and overall much friendlier to travellers thanks to its elven inhabitants.


Denar

The Deadlands are a much smaller continent than Alcyon overall. They are blasted, cold, and nearly entirely deserted by civilized life; barbarian tribes roam through the area, people who have known no better way of life than warring with the undead who populate the plains. In the center of Denar is a single city, open to all who would choose to submit themselves to the rule of Iban Xall; it is a mixed city, with all races mingling amidst intelligent undead and other, more alien horrors. The laws of Denar Xall are incredibly strict (mostly for the protection of the lesser races), enforced by the skeletal champions of their lich-king, and in the center of the city is tower that in any age towers over the largest buildings present, magically created and sustained by the continent's undead master.


The Spirit Lands

A small chain of temperate islands full of plains and forests. The natural home of the Spiritfolk; otherwise, mostly uninteresting.


The Highborn Archipelago

Another chain of islands to the southwest of Alcyon, the Highborn Archipelago is heavily jungled, with massive cliffs deep in the centers of each island. It is the only place on Alcyon where dinosaurs roam free (even on into the age of Stardust).


The Citadel of Luminous Understanding

A single, moving island powered by the magic of the Enlightened, the Citadel is an artificially-crafted land consisting of nothing but a single building and the land just around it. The Citadel is unknown to the greater portion of Alcyon, and disappears midway through the Age of Steam for unknown reasons.

Flayerman
2009-10-23, 06:23 AM
Cosmology

Unlike standard D&D settings, Alcyon does not consist of a myriad thousand planes linked together by various bridges. It is, cosmologically speaking, incredibly simplistic, consisting of a Prime Material plane, an Ethereal plane, and a single place outside them both known only as the Beyond.


The Prime Material Plane

"Our world is but a jewel in a velvet black, sewn about one of infinite pearls. What lurks beyond our star? I wonder...perhaps, one day I will see it. If I live long enough."
~From the writings of Iban Xall

The Prime Material Plane of Alcyon, however, is significantly larger than most; it consists of several planets in Alcyon's own star system, and numerous other star systems beside. The gods amongst themselves refer to the Prime Material Plane as "Creation" when dealing with the entirety, and Alcyon when dealing with Alcyon's star system. What mysteries lurk in the stars are for those who made the world to know and no other...


The Ethereal Plane

"How best to describe the Arcanum? Fantasy. Chaos. Probability. A fertile realm waiting for the gentle hand of a spellweaver competent enough to make their dreams come true."
~From the writings of Iban Xall

The Ethereal Plane of Alcyon permeates the entire plane, from world to world and star to star. It is the raw source of all magic, known as the Arcanum; it is roiling chaos, possibility itself. It is within the Arcanum that the things known as the Fae dwell, alien outsiders of unbelievable madness, and it is within citadels crafted from pure magic that the gods themselves are said to sit in watch over the world. The Arcanum is a dangerous thing, not for simple jaunts nor the feint of heart; in places where its influence is strong, the world seems a bit more real, a bit more fantastic, and those who brave these areas are rarely seen again. In contrast, places where the Arcanum is weak are dull, listless, and colorless. The Arcanum is also the source of undead, naturally filling corpses with its animating power; this is not always the case, nor even most of the time, but the fact that the dead can rise with neither necromancer nor cleric is disconcerting at best...


The Beyond

"I have seen many things, things no mortal can ever know; I have seen wonders beyond understanding, beauties beyond compare.
I would trade them all to forget that this place exists, so that its memory no longer might haunt my skull."
~From the writings of Iban Xall

Of the Beyond, only the gods and perhaps Iban Xall know the truth. Outside reality, outside law and order, outside the celestial understanding of the rules laid down by the gods at the birth of time, the Beyond is a prison and a barrier, locking the Old Ones from the tender sweet jewel that is the world. What goes on Beyond the borders of sanity is better left unsaid...


The Fourth Plane: Axiomaton
"I wonder where they come from..."
~An unknown soldier, on Mekanikals

The cosmology of Alcyon is a lie.

There is in fact a final plane, an artificial plane crafted of rigid mechanical law to oppose the perfect chaos that is the Arcanum. It is a plane built by the gods of impossible law and order so great that it requires its own species simply to keep it ticking as it should, maintaining the natural order of things as ordained by the gods. This plane is called Axiomaton, home of the Inevitables, and it is a terrible machine. It is also the homeworld of the Mekanikals, who are in truth merely incomplete Inevitables produced from the raw materials of Alcyon and recycled if they fail to grow into true Inevitables within their allotted timespan. Axiomaton maintains the balance of Law against the infinite chaos of the Arcanum, and it is thanks to Axiomaton that Alcyon and the cosmos can continue to exist with causality as the Inevitables work tirelessly to keep the great machine running. Occasionally, the Inevitables will send out agents to destroy great violators of reality's ironclad laws, and woe betide they who are captured by the Inevitables and dragged away to their unknowable prisons...



Gods


Mariel, Lord Of All Souls
The First And The Last, The Masked Angel, Judgment, The Silent King
Major God (True Neutral)
Mariel, Lord of All Souls is the king of Alcyon's pantheon, and often considered to be the 'creator' god of Alcyon. His doctrine is that of absolute balance – all things have their price, and all acts suffer retribution. Mariel appears as either a man wearing a mask bisected down the middle (white on the right, black on the left) or an angel bisected down the middle with the same mask and the same coloration (demon wings and features on the left, angelic on the right). In any form, he has a hole on either side of his chest – the heart and opposed to it. Mariel never speaks. His favored weapon is the two-bladed sword (“the scale”), and his holy symbol is his mask ringed by his wings.
Portfolio: Judgment, Creation, Balance, Light, Darkness, Day, Night, Supreme
Domains: Destruction, Healing, Chaos, Law
Heralds And Allies: Mariel commands a large number of beings both celestial and infernal; in particular, his specific heralds are the Solar Ymyxiel and the Balor Raghabazh, who communicate his will as his Voices. Despite their intense dislike for each other, each acknowledges the necessity of his counterpart, and therefore both cooperate for the common goal of the Grand Balance.

Emiel, Lady of The End
The Mistress of Doom, the Lady of Finality, The Dead Queen
Major God (True Neutral)
Emiel, Lady of the End is a sad story. Slain in the Mythic Age by one of the Old Ones, she was brought back to life by Mariel at the cost of his voice, that the world might continue to progress. While she does not regret her lot in (un?)life, Emiel weeps for the loss of her husband's glorious voice, and comforts him throughout all time. Her purpose is bringing finality, and this she does Emiel appears as the most beautiful woman a man could imagine, but with an unusual pallor to her skin and a milkiness in her eyes, and large boney wings. Her holy symbol is an hourglass, and her favored weapon is a scythe (“Endbringer”).
Portfolio: Death, Fate, Rebirth, Supreme, Undead, Underworld
Domains: Death, Destruction, Luck

Taroh, Shield of the King
The Knight, Justice, Guardian of the Throne
Intermediate God (Lawful Neutral)
Taroh is the patron of knights, who is himself a knight to the eternal king Mariel. An ascended mortal who rose during the Mythic Age, Taroh was wed to the goddess Erlokael and became the god of justice. Tasked by Mariel to guard the world, Taroh is a somber, honorable individual who holds the law above all else, seeking out and punishing lawbreakers in most fair and effective means. His holy symbol is a scale, and his favored weapon is a longsword (“Justice”). Taroh appears as a knight clad all in armor, with his face hidden by his helmet and a single metal wing spreading from his back.
Portfolio: Chivalry, Discipline, Law, Justice, Protection, Valor, Retribution
Domains: Law, Protection, Strength, War

Erlokael, the Immolated Beauty
The Passionate Countess, the Beautiful Flame
Intermediate God (Chaotic Neutral)
Erlokael rules over passions and desires. Mistress of Taroh and daughter of Emiel before her death, she is a wild and passionate goddess ruled by her emotions above all else. She loves her husband fiercely, but doesn't understand his inability to cut loose and be free, and she does not suffer any illusions about the tyranny of overwhelming law. Erlokael appears as an impossibly beautiful, voluptuous woman with wings, eyes, and hair of flame. She dances across the sky each day, and each night comes home to her husband happy and content at her freedom. Her holy symbol is a ring of fire with a heart in the center, and her favored weapon is the longbow (“Heartbreaker”).
Portfolio: Beauty, Fire, Freedom, Love, Passion, Revelry, Women, Wives
Domains: Chaos, Fire, Sun, Travel

Nalciel, the Devoted One
The Lady of Justice, the Good Lady, the Holy Countess
Major God (Lawful Good)
Nalciel is the most powerful proponent of goodness and law in all the multiverse. In fact, she's so forceful about it, she's even willing to oust her brother Mariel from his throne in order to make certain that order and good win the day, triumphing over all evil. Her knight-templar ways are quite cruel and unforgiving towards evildoers, and she encourages her followers to do the same. Nalciel appears as a female knight with two wings of light. Her holy symbol is a white gauntlet with an open hand ringed by light, and her favored weapon is a longsword (“Holy Avenger”).
Portfolio: Good, Law, Light, Sky, Supreme [Good], Victory
Domains: Air, Good, Law, Protection, War

Reid, the Suffering Consort
The Honorable Lord, the Wise One, the Touch of Salvation
Intermediate God (Neutral Good)
Husband to Nalciel, Reid is the master of healing, wisdom, and magic; a skillful god, he is capable of keeping his wife's holy wrath in check, and tempers her with his merciful and kind ways. Kindest of all the gods, even Szarsomas and Sorrow refuse to harm him, so compassionate is he towards all living things. Reid was heavily wounded during the war with the Old Ones, and lost the use of both his eyes; however, in his words, this simply means he must listen better. He appears as a man with white hair and empty eyesockets always bleeding white blood, white light radiating from all about him in a gentle pulse. His holy symbol is a white owl, and his favored weapon is the quarterstaff (“the Walking Stick).
Portfolio: Healing, Husbands, Knowledge, Life, Magic, Mercy, Wisdom
Domains: Good, Healing, Knowledge, Magic, Protection

Lyliel, the Precious One
Princess of the Land, Youthful Vigor, The Bountiful Lady
Minor God (Chaotic Good)
The daughter of Reid and Nalciel, Lyiel has 'replaced' Hastiel as the goddess of nature, taking her place in order to ensure stability. A romantic goddess with a deep love of the land, Lyliel is worshipped by housewives in labor and nature priests of a kindly bent; her appearance is that of a beautiful young woman with childbearing features, hair of leaves, water dripping from her fingertips, dirt on her feet, and wide swan's wings spreading from her back. Her favored weapon is the club (“nature's hammer”) and her holy symbol is a swan spreading its wings with its head tucked against the left one.
Portfolio: Agriculture, Animals, Childbirth, Fertility, Flora and Fauna, Nature
Domains: Animal, Earth, Plant, Travel, Water

Laughter
Ars Comedic, The Lively One, The Grinning Prince
Minor God (Chaotic Good)
The peculiarly-named Laughter is almost more a cult-worshipped deity than a truly recognized god of Alcyon. Laughter is (supposedly) an aspect of Mariel cut off to balance himself out after the Lord of All Souls' war with the Old Ones. Laughter is worshipped mostly by cults; he is believed to appear as a faceless man wearing a comedic theatrical mask. His philosophy is that of laughter – the world is an enormous joke, and the punchline is known only to him. His holy symbol is a comedy mask, and his favored weapon is the punching dagger (“the punchline”).
Portfolio: Bards, Pranksters, Humor, Theater, Wit, Tricks
Domains: Good, Luck, Trickery

Tarsiel, the Forsaken Lord
The Hateful Tyrant, King of Nothing, the War Lord
Major God (Lawful Evil)
Tarsiel is the brother of Mariel, who turned traitor after the Old Ones were defeated and attempted to claim the power of Creation for himself. As punishment, he was banished to a realm of absolute nothingness by Mariel, but he and his allies continue to plot and scheme for a way to dominate the world. At this point, however, he would far rather see his brother dead than take over Creation. His holy symbol is a black gauntlet clenched in a fist around two black wings, and his favored weapon is the warhammer (Lawgiver). Tarsiel takes the form of a white angel with a black mask.
Portfolio: Conquest, Destruction, Discipline, Evil, Hate, Malice, Rage, Supreme [Evil], Tyranny, Vengeance
Domains: Destruction, Evil, Law, Strength, War

Hastiel, the Bleak Lady
Queen of Nothing, Lady of Ash
Intermediate God (Chaotic Evil)
Once a beautiful goddess at least the equal of Emiel, Hastiel was a goddess of the wild; her hate of humans and those creatures who pervert the land drove her shortly to madness, and soon she was lost to Good and fell swiftly into the arms of Tarsiel. Her loveliness faded, her eyes ran white, and her beauty, too, was lost in her madness. As she faded, so too did her domain, and thus came the season of Winter to Alcyon. Now, she is cared for in Nothing, the sole object of Tarsiel's 'affection.' Still, though, she yearns for the world, and every eight months, she leaves Nothing and returns to Alcyon, permitted to weep for her lost land by Mariel in his infinite wisdom. Her holy symbol is a white rose with a black stem, and her favored weapon is the sickle (“harvester”).
Portfolio: Beasts, Flora and Fauna, Forests, Wild Beasts, Wilderness, Winter
Domains: Animals, Earth, Plants

Szasomas, the Unkind One
The Cruel Count, the Baron of Bleakness, the Unkind Usurper
Minor God (Neutral Evil)
Szasomas is, if possible, even more hateful than Tarsiel. Lord of murder, Szasomas is the patron god of liars, thieves, and backstabbers, concerned with nothing so much as furthering his own power. The son of Tarsiel and Hastiel, Szasomas believes that Mariel's throne belongs not to Tarsiel, but to himself. His backstabbing ways, however, have relegated him to an unpopular god, and he has since allied himself with the Old Ones, furthering their cause and attempting to remove the prison that binds them so tight from Alcyon. Now he waits for his chance to claim Creation as his own, scheming and plotting behind the backs of his betters. Szasomas appears as a man with black skin, black hair, black eyes, and black clothing, a black mask over the lower half of his face and a black dagger always in hand. His holy symbol is said dagger, and it is also his favored weapon (“Biter”).
Portfolio: Evil, Killing, Lies, Murder, Thieves, Vanity
Domains: Evil, Trickery

Sorrow
Ars Tragedy, The Somber One, The Tearful Princess
Minor God (Lawful Evil)
As Laughter, Sorrow is a cult deity. Supposedly formed when a piece of Mariel was cut out of his chest during the war with the Old Ones in the Mythic Age, Sorrow is all that is tragic and sad in the world. Appearing as a faceless woman with a tragedy mask crying blood, Sorrow believes that the world is pointless and all that there is is suffering; this truth must be forced on the people, in order to open their eyes they squeeze so tightly shut. Her holy symbol is that of a tragedy mask, and her favored weapon is the whip (“tearjerker”).
Portfolio: Bards, Drama, Grief, Theater, Pain, Suffering
Domains: Evil, Destruction, Law

But alongside these gods are things more ancient and more horrible than one dares describe, things that when their names are called are compelled by rules more esoteric and arcane than humans can ever comprehend to sit up and take notice. Called the Elder Things, the Ancient Gods, the Mad Titans, they are known best to those aware of their existence as the Old Ones...

Flayerman
2009-10-23, 06:24 AM
Races

Humans
Present in every time from the Mythic Age to the Age of Stardust, humans are the most prevalent race on Alcyon and the second oldest of those that survived the Mythic Age. They are tenacious and unchanging, social creatures with intense inquisitiveness to match their short lifespans, with habits of building cities, communities, and family bonds far stronger than those made by any other race save perhaps the Spiritfolk. Humans are capable of great good and great evil; dynamic, ever-evolving and yet somehow still nearly always the same, humans are a strange group, but an important one.

Humans are unchanged from their statistics in the Player's Handbook.


Elves
Another race present from Mythic to Stardust, the Elves for the most part keep to themselves in their jungle along the west coast until the age of Steam, when they begin to branch out and form actual settlements. Dark-skinned and light-haired, elves usually travel within their jungle between waypoints and trading posts, hunting and gathering what they need. Elves have a strong nomadic culture until the age of Steam, with no real desire to settle down, and an even stronger connection to the jungles they dwell in.

Elves are unchanged from their statistics in the Player's Handbook.


Half-Elves
Spawned of elves and humans, half-elves aren't so much a race as they are a breed. They tend towards one of two extremes – dark-skinned and dark-haired, or fair-skinned and fair-haired. The dark-skinned breed tends to have rounded ears, the fair-skinned pointier. Half-elves can be found anywhere, but they tend to stay near human settlements rather than the elven jungle.

Half-elves are unaltered attribute-wise from the Player's Handbook.


Orcs
The hardiest people on Alcyon (debatably), orcs exist from the Mythic Ages right on through Stardust. Orcs are a fiercely spiritual people, as well as fiercely territorial. Until the Age of Shadows, the orcs dwell in the mountains on the edge of Alcyon, fighting with humans who come too close and making their living amongst the monsters of the deep. From the Age of Shadows until the Age of Steel, however, the orcs move out of the mountains, taking their place in the central desert of Zalasa. Those few orcs who live in cities (pre-Age of Steel) are often called 'tamed' or 'softlings' by the desert orcs.

Orcs use the half-orc stats in the Player's Handbook; half-orcs do not exist, as orcs breed true no matter what species they breed with. However, they use human aging penalties, and can live up to ten years longer than the maximum human age – orcs are an extremely hardy people and tend to live very long lives.


Changelings
An extremely mysterious race, Changelings have no homeland, society, or civilization of their own. They are spread throughout the city-states just as humans are, and while their face-changing leads many to distrust them, a Changeling friend may very well be the most loyal an individual can find. With a strong sense of friendship and honor despite their ability to change shape, Changelings tend to follow personal codes rather than the laws of the land, and while they can be found in many underground organizations, they are just as often members of upstanding trade guilds or militaries. Changelings are in fact relatives of the Spiritfolk (though neither race is aware of this fact), and have the same Spirit subtype as they do. Changelings otherwise use the attributes of the Changelings found in Eberron.


Mekanikals
Having appeared in the Age of Shadows, Mekanikals are the newest race of beings on Alcyon, arriving shortly after the Wilders. Mekanikals are a machine race – they are not born, but built, though by what process no human or Mekanikal knows. Coming from the immense structure known as the Faktree, Mekanikals have no memory of their birth or time within the structure, nor any knowledge of their purpose. After a certain number of years (always twenty), Mekanikals return to the Faktree, and are never seen nor heard from again. What happens in the Faktree is one of the modern mysteries of the world. Mekanikals use Warforged attributes, unaltered. Mekanikals are always lawful beings, and are immune to alignment changes that would force them into a non-lawful alignment through magic (though they may still be mind controlled or otherwise forced to perform unlawful actions).


Wilders
The second youngest race on Alcyon, Wilders resemble nothing so much as giant humanoid lizards. They appeared at the beginning of the Age of Shadows, and took root near the south of the continent. An unusual group, Wilders have spread fairly far over the world, and can be found in nearly any city-state. With strong chaotic tendancies, Wilders are an unpredictable people, but are no more or less inclined towards evil or good than any other race. Wilders use the attributes of the Neraphim from the Planar Handbook. Wilders are always Chaotic, and are immune to alignment changes that would force them into a non-chaotic alignment through magic (though they may still be mind-controlled or otherwise forced to perform lawful actions). This is not to say that Wilders have no respect for the law, nor are they gibbering lunatics who take every opportunity to flaunt or break it – Wilders do not believe Law is the proper course of action and value freedom over any other cause. They will still sometimes follow the laws out of respect for the locals, but they tend to follow the spirit rather than the letter.


Dragonborn
Hailing from the immense ruins that cover the far south of the continent, Dragonborn are thought to be the last remnants of the mighty dragons, and often behave as such. As self-proclaimed heirs to the draconic artifacts and objects of interest in the ruins (not to mention the ruins themselves), Dragonborn can be found all over the continent. While primarily-Dragonborn towns are not impossible, they tend to take root in the remnants of the dragon civilizations, and their towns are more scavenged than built. Dragonborn are unchanged from their attributes in Races of the Dragon, except that they are a natural race rather than a created one.



Highborn
On an archipelago to the west of the central continent, where the highest mountains are warm and the ground is lush with a jungle even denser than the Elven homeland and the Barbarian realms, fantastic reptiles known as the Highborn dwell in cliff-carved cities. Tall and resembling nothing so much as humanoid pterasaurs, the Highborn are even more primitive than the orcs; their civilization revolves around ancestor-worship and domination of great beasts known as Lowborn (dinosaurs).
Personality: Highborn are proud, city-dwelling people, despite their massively primitive ways. With a focus on oral tradition, music, and the taming of their Lowborn cousins, Highborn are a nonetheless versatile group of survivors, capable of adapting to a great many number of situations.
Physical Description: Highborn stand a full six to seven feet in height (the smallest of Highborn are 5'8"), with extremely light weights due to their flight capability (there is no such thing as a fat Highborn). Highborn 'skin' (scales) range in colors from green to a dark grey; they have no hair, being a nonmammalian race. Highborn have long beaks, large eyes on either side of their heads, and sweeping crests emitting from the back of their heads with various patterns and types. Their hands are capable of complex ambulation, perched above folds of skin that stretch from the edge of their arms to the lower part of their legs. Highborn have longer lifespans than humans, shorter than elves, but reach adulthood comparitively young - a mere 15 at best. They rarely live beyond 200 years.
Relations: The Highborn are extraordinarily xenophobic on their archipelago, and things that lack scales are usually not welcome. However, powerful or particularly charismatic people may be able to find their way into the Highborn's cliff cities. Highborn who leave their archipelago
Alignment: Highborn have no alignment tendancies.
Highborn Lands: Highborn exclusively dwell on their archipelago, where the jungles are so dense and the trees are so tall that light does not penetrate all the way to the floor. Living on their cliff cities carved out of the sides of their mountains, Highborn make their way hunting and domesticating the Lowborn who live in the jungles. All sorts of fascinating, fantastic monsters live in the depths, monsters even the Highborn haven't yet discovered; the Highborn themselves tend to stick to the top parts of the jungle, after all.
Religion: Heavily spiritual people, the Highborn worship not their ancestors, nor gods, but the spirits of nature and the animals they capture. They have an exotic list of rituals and practices to observe, including things as common as prayers of thanks to as bizarre as wearing an animal's skin for a day to honor its sacrifice.
Language: Highborn speak their own, incredibly complicated language of whistles. Each inflection has its own varied meaning; a single, three-note whistle can tell a whole story. Highborn do not have a written language of their own; they may not begin Literate without expending skill points to learn to read and write.
Names: Highborn names reflect the deeds of the particular Highborn. Though these names are brief in their whistle-language, they sound particularly strange in Common; a good example would be "Herdstopperwindriderstormchaser", indicating that the Highborn so named has stopped a herd of rampaging Lowborn, flown a particularly noteworthy distance, and flown through a storm. Such a name is shortened in common to the most noteworthy of names; these names can change over time - for example, Herdstopped may have changed his title to Stormchaser after flying through a particularly dangerous storm.

Highborn Racial Traits:
-Medium: As medium creatures, Highborn have no special bonuses or penalties to their size.
-Highborn base land speed is 30 feet.
-+2 Wisdom, -2 Intelligence: Highborn are used to surviving in the wild, but are primitive and backwards.
-Highborn have a +10 racial bonus to jump checks due to their extensive wingspans being used to propel them upwards.
-Gliding (Ex): A Highborn can use its wings to glide, negating damage from any fall; their wings also allow them to fall 20 feet of forward travel for every 5 feet of descent. Highborn glide at a speed of 40 feet, with average maneuverability. If knocked unconscious in a glide, Highborn do not receive this benefit; their arms curl up, and they fall to the ground, taking full falling damage.
-Flight (Ex): Highborn of 6 HD or higher are capable of flying at a speed of 40 feet with average maneuverability if unencumbered and well-rested. They can fly for (Con modifier) rounds, or exert themselves to double this number; such exertion reduces them to Fatigued once they land or stop flying.
-Low-Light Vision: Highborn can see twice as far as a human in starlight, moonlight, torchlight, and other conditions of poor illumination. They cannot distinguish colors under these conditions, however.
-Highborn have a +2 racial bonus to Climb checks due to their unique, lightweight body structure.
-Automatic Language: Highborn. In the Age of Steam onwards, add New Imperial.
-Bonus Languages: Imperial, Elven, Draconic. In the Age of Steam onwards, remove Imperial.



Spiritfolk
Not a single race but instead six intertwined peoples, the spiritfolk are the extraordinarily xenophobic creatures who dwell on an island chain between Denar and Alcyon. With literally nearly no contact between the spiritfolk and other races, the spiritfolk have developed a rich heritage, with a detailed hierarchy, social order, and combat styles as myriad as the patterns in the sea.
Personality: Spiritfolk are as a whole a proud and honorable group of people. With heavy ties to the "spirit world" (a subrealm of the Arcanum, to be detailed later), the spiritfolk live their lives in hierarchies determined before they were born, changing these roles only rarely due to monumental upheavals. Depending on their particular type, a spiritfolk may (but does noot necessarily have to) have unusual tendancies, such as earth spiritfolk being particularly stubborn; this is not often, nor even commonly, the case.
Physical Description: Spiritfolk are often extremely unusual-looking, with complicated features based on their particular aspect - for instance, water spiritfolk tend to be a deep blue, with fish-like eyes and webbed fingers; animal spiritfolk often have the appearance of anthropomorphic versions of the animal they embody, and so on, and so forth.
Relations: Spiritfolk avoid other races with intense xenophobia. Those spiritfolk who have managed to overcome this paranoia are often found in the company of dear friends, and a person who gains a spiritfolk ally has a friend he will keep for life.
Alignment: Spiritfolk have mild lawful tendencies, attached as they are to their hierarchical ways and order within the cosmos.
Spiritfolk Lands: The spiritfolk islands are heavily temperate, with many plains, forests, and rivers. The spiritfolk tend to congregate in small towns, building no cities; these towns are where whole families are born and die, rarely ever leaving. Those spiritfolk who take their place in the Celestial Order as roaming warriors travel from town to town, challenging local fighting styles to combat in order to improve both themselves and the towns, and rare is the town without at least one style or variation of a style to call its own.
Religion: Spiritfolk worship an arrangement of existence known as the Celestial Order, which allegedly tells them their place in the cosmos and destiny. The Celestial Order is guided by the leader of the Spiritfolk, the Exalted One, whose word is not merely law but the collective will of the spiritfolk as a whole. The current Exalted One is Drol Mooryn, an Earth spiritfolk.
Language: Spiritfolk speak their own language, known as Primaltongue; various regional dialects include Terran, Aquan, Ignan, Sylvan, and Auran, depending on the primary subrace.
Names: Spiritfolk names are two-part names determined not by their parents or community but by the date of their birth and the position of the stars, with their last names passed down through their families. Names are incredibly important to the spiritfolk, as the recitation of one's name tells another spiritfolk exactly where they belong in the Celestial Order. Those spiritfolk considered heinous criminals, traitors, or outcasts have no names, and are forbidden from speaking them; their names are forever ripped from the records of the Spiritfolk, never to be spoken aloud again.

Spiritfolk Racial Traits
-Medium: As medium creatures, Spiritfolk have no special bonuses or penalties to their size.
-Spiritfolk base land speed is 30 feet.
-Certain Of Destiny: A spiritfolk knows his place in the cosmos with such certainty that it is bound into his very name. Spiritfolk receive a +2 racial bonus to Will saves to repel mind control that would force them to do something opposed to their place in the Celestial Order.
-Low-Light Vision: Spiritfolk can see twice as far as humans in conditions of poor illumination. They retain their ability to distinguish color even in such conditions.
-Elemental Affinity: The attributes of a spiritfolk are determined by their elemental attributes.
Earth: +2 Constitution, -2 Dexterity
Fire: One bonus feat.
Water: +2 Dexterity, -2 Constitution
Air: +10 base land speed, one extra skill point per level.
Animal: +2 Wisdom, -2 Intelligence.
-Spirit Subtype: Spiritfolk have the spirit subtype. See Oriental Adventures for more information.
-Automatic Languages: Primaltongue. In the Age of Steam onwards, add New Imperial.
-Bonus Languages: Imperial, Aquan, Auran, Terran, Ignan, Sylvan.

Flayerman
2009-10-23, 06:25 AM
Adventuring Across Time
Coming Soon.



The Time Before

"Not for all the wishes I have ever wished would I want to know more about the Time Before."
~From the writings of Iban Xall

"Ah, he's got no imagination."
~An Old One cultist on the above.

An unknown state of being called 'The Time Before', this is generally regarded by those few scholars who know of it as a time of literal nothingness - including the Arcanum, the Prime Material plane, and all things that have any given order whatsoever. It is generally believed that this is what the Beyond represents, a place of utter nothingness and lawlessness in which things that Should Not Be gibber and utter their maddened prophecies and dreams. None exist who know of The Time Before in even a small shard of its potentiality, for it is even more impossible for the mortal mind to grasp than the Beyond.

The Time Before ended when the gods emerged and began to shape the shapeless. How this came to be, none know; perhaps not even the gods.

Flayerman
2009-10-23, 06:26 AM
Mythic Age

At first, there was nothing but the Time Before, wherein the gibbering and the horrifying Old Ones swam and played and dreamed. And then came forth Mariel, Lord of All Souls, and with a voice as pure and perfect as he himself spoke the words that birthed the other gods. And one by one, they joined him in song, and built the world from the Void, cooperating as one perfect chorus to make what they called Creation, the Prime Material Plane, the Cosmos.

Displeased, the Old Ones set to work...


Adventures in the Mythic Age

Epic. That's the best word to describe how adventures should be in the Mythic Age. Every action has significance; even the meekest of heroes is still worlds above the teeming masses, their names destined to be recorded in the annals of time for all eternity. They are legendary do-gooders, the vilest of villains, larger than life all as they go to war with each other and alongside the gods themselves against the Old Ones.
Sacrifice, unfortunately, comes hand in hand with epic. Any campaigning in the Mythic Age should keep in mind that with great victory comes great loss, and the most powerful and moving heroes are those who are give their lives for something greater than themselves. Though it's difficult to imagine such bright stars failing, a game of Mythic Alcyon should always have that dark sword of Damocles dangling above it, ready to fall at any moment and cut away their joy with cruel swiftness.

Mythic Alcyon is best served in the 15-20 levels, though epic is of course possible at any level.


Timeline of Mythic Alcyon

MA 0: The world is made. The gods create the universe, sculpting it as they will, and building the stars, planets, and Arcanum. Reality is invented. Causality is created.
MA 1: The races are made, populating Alcyon. The Old Ones begin to take notice, moving to examine the world.
MA 10: Loose settlements begin to form. Languages start to form, though slowly. The Old Ones confer outside reality to discuss what to do.
MA 100: The dragons begin subjugating other races from their magnificent city on the south of Alcyon. The Old Ones begin to move, crafting spies from the Arcanum and sending them forth (first faeries are created).
MA 150: The draconic empire controls all of Alcyon and most of Denar. A Denari barbarian necromancer named Iban Xall, an elven archer named Lylana Drei, a human paladin named Lar, a kitsune spiritfolk swordsman called Fal Arak, and an orc known as Grool the Fearsome band together under the gleam of a star, called to the meeting by dreams and portents.
MA 160: The Old Ones attack, their fae servants striking at the dragon empire as they themselves war with the gods. The five heroes and their newfound followers - the Starlight Army - arrive.
MA 161: Emiel is killed. Mariel sacrifices his voice to revive her. The dragon empire crumbles as the fae hunt down and slay most of their number, leaving humanity with the reigns of the continent. Taroh ascends to godhood, wedding Erlokael and becoming the knight of justice.
MA 162: Grool is slain defending Fal Arak from the fae warlord Irandi Dil'Valash (colloquially: The Weeping Blade). Fal Arak pierces Irandi's chest with his blade; Irandi returns the favor, bringing Fal Arak low with his final curse. The five heroes are now three.
MA 164: The wedding of Lylana Drei and Lar. Iban Xall disappears from the public eye, vanishing into Denar.
MA 165: Denar is destroyed in a blaze of power as the Old Ones strike at their foes one last time before a ritual of immense magical potency is completed, locking the Old Ones away from reality. Iban Xall survives and begins his plans to rebuild Denar.
MA 171: Iban Xall becomes a lich.
MA 200: Lar dies. His wife dies of grief shortly after. Iban Xall is the final remaining member of the Starlight Army, his tower rising from the ashes of Denar through magic the next day.




Important Places in the Mythic Age

Dormazal
The Impossible sits upon a throne of gold
as mortals starve out in the cold
watching all and sundry like a cat watches mice
claiming to be the king of justice.
~The Lay Of Ral'azan, Part One

The throne of the Dragon Emperor, Dormazal is an enormous city sized for dragons, built into the very jungles that surround it. It is in Dormazal that all dragons dwell, mighty, alien beings to the lesser races the rule. From their comingling and magical experiments come the Dragonborn, both servants and children to the dragons. From their mighty empire come arcane wonders of great and terrible power.
Dormazal is ruled over by Ral'azan the Impossible, a titanic Great Wyrm Gold Dragon of such size, it is said the palace was built around him rather than for him. Ral'azan's rule is both just and cruel, with swift attention to law and order ensuring that none disobey him and continue with their lives unerred. A custom-made mystic spell allows Ral'azan to Detect Crime anywhere his name is spoken (anywhere on Alcyon), making him an all-seeing, all-knowing emperor akin to a god.
Dormazal falls to the Fae invasion; the Starlight Army arrives too late to stop Ral'azan from dying, which throws the other dragons into absolute chaos.



Important Faces in the Mythic Age

Lar, Paladin of Nalciel
"He was my best friend, my dearest ally, and my greatest and most hated foe. He took the love of my life as my people burned and left me with nothing but my dried-up hate to feed upon.
How I miss him."
~From the writings of Iban Xall

Considered by most to be the archetypal hero of the Mythic Age and a legend unto himself, Lar's humble beginnings as a churchboy in a tiny town so small its name is lost to time might be shocking to those who would know of it. Full of faith and courage, Lar longed to make a difference in the world growing up, praying each day to the gods with unerring faith and devotion. Seeing that he would be useful in the future, the local priest had him ordained as a Paladin, having the town guard teach him combat even as the cleric taught him how to harness the Arcanum with the blessing of Nalciel.
In his early twenties, Lar received the guidance of the gods, urging him to meet his destiny at the place where Nalciel's star shines above. Undertaking the journey, Lar arrived at a little place called 'Sol' in the center of the continent, where he met with four other heroes who would determine the fate of all reality. Each of the five had been selected by one of the gods for a spark in their souls, ideal for forging them into great weapons against the Old Ones' servants, and though many misattribute Lar's virtue as 'love' (for the epic romance he shared with Lylana), Lar's virtue is in fact 'compassion', for it was thanks to his kindness that he was able to determine right from wrong and save the life of Iban Xall during one of their adventures (instead of allowing the necromancer to be executed by the dragons for treason), forging a friendship that would only be broken by Lar's marriage. Lar's death in MA 200 heralded the end of the era to many modern historians, and he was buried in Sol instead of his home town, made into the image that would inspire the Holy Empire to rise.


Iban Xall, the Lich-King of Denar
"What words describe a man who no longer draws breath, whose voice is that of death, whose eyes are mere constructs of magic? What could possibly do him justice?
Damn fine tea, though."
~An unknown citizen of Denar, circa AFS 05

The last of the race once known as the Denari, Iban Xall is the sole remaining member of the Starlight Army on the mortal plane. Once a simple barbarian of his race dwelling on the uncivilized planes of Denar, Iban Xall took up the study of necromancy after the death of one of his tribesmen, and was subsequently thrown from the tribe as a result of his blasphemy to the spirits. Wandering the world, he was eventually by destiny pulled to the continent of Alcyon, where in the village of Sol he met with the four other heroes of the Starlight Army. Iban Xall's virtue is often erroneously interpreted as 'knowledge'; his virtue was in truth Love. It was for love of Lylana Drei, the elven archer, that Xall decided to join their alliance; it was for love of her that he delved into the city of dragons, into their very holy palace, to thieve from Ral'azan's own throne-horde an artifact of power (the Sun Scepter, an order-affirming weapon able to project Protection from Chaos in a massive area, among other things). It was for love of his friends that he powered the scepter with his own life-force, nearly drying up to defend them and their army in the final battle against the fae, and it was because of this love that he stood aside and allowed Lylana to be happy with Lar even though it burned him to the core.
He vanished into Denar shortly after. The Old Ones, in their anger, struck at him, and wiped his entire race from the world, killing them in a single time-warping blow even as they reduced Denar to ash. Iban Xall, however, survived thanks to the Sun Scepter clutched in his fist, and completed a powerful ritual with the aid of the gods, draining a large amount of his own power and the last of his life to bar the Old Ones from entering reality.
A contingency plan in place, however, allowed Iban to continue on no longer alive but as a terrible lich - the only lich existant on Alcyon. Iban vowed to rebuild Denar, no matter the cost, and with his phenomenal necromantic power brought the vast majority of his race back to life as the undead that now litter the plains of the deadlands.
While alive, Iban Xall was a handsome (though not phenomenally so) member of the Denari race. His eyes, like the eyes of all Denari, were entirely blue; his skin was dark, though not quite elven-dark, and his hair was black as night (legend has it that it was flecked with white spots like stars, but Xall himself has mostly put a stop to that rumor). His face was tattooed with the tribal marks of his people, with a rune speaking BLASPHEMY carved into the center of his forehead. He was tall, thin, and unmuscular, focused as he was on the magical arts.
As a lich, Iban Xall is capable of appearing in whatever way he wishes (thanks to a heavy mastery of most spells), but prefers to appear as he is - a tall, thin skeleton with blue fire in his eye sockets and the rune for BLASPHEMY carved into his forehead literally. His tattoos have been painted on again, littering his skull, but Blasphemy is carved in, irremovable - he wears it now as a mark of pride more than anything.

Denari receive a +2 constitution, but a -2 to dexterity; they are a hardy people, but not particularly interested in reflexes. Raw strength and durability tend to win the day. Denari only appear in the Mythic Age; after that, the phrase 'Denari' refers to the human barbarians who dwell on the plains instead of the race that once lived there. Ironically, many of the human barbarians mirror the Denari's practices - perhaps due to Iban Xall's own meddling.


Lylana Drei, Swift Judgement
"Nothing I can say can describe my sweet Lylana, but that the last of the kindling that was my love is now the ash that fuels the flames of my hate."
~From the writings of Iban Xall

An elf born as the daughter of two slaves to the draconic baron of the elven jungle, Lylana Drei was for the most part an unremarkable girl. It was her tenacity, her refusal to give up - her stubborn determination - that marked her as special even as she questioned time and again the wisdom of her betters, the decisions of her friends, and the choices made by adults and fellow children alike. Punished many times, she never ceased her willingness to point out faults, flaws, and issues, seeing it not as disrespectful but as a way to push those around her to even greater heights. It was for her tenacity that she was selected by the gods to join the Starlight Army, and it was her tenacity that caused both the paladin Lar and the necromancer Iban Xall to fall in love with her as she time and again saved them from despair, hardships, and hopelessness with clever plans and urgings. Her greatest accomplishment was the assassination of one of the fae generals, her arrow planted straight between his eyes from (they say) four miles away (legends have embellished this to include 'in the rain', 'at night', 'under a fog', and other various things that legends are prone to exaggerate into stories too fantastic to believe already).
Her marriage to Lar beget one daughter.


Fal Arak, the Foxfire Prince
O Lord of Foxes! See the green man stand before you, arrows through his heart! See the Fearsome One's demise!
O Lord of Faeries! See the fox's rage, his blade across your throat! See the love burning in his eyes!
O Lady of Death! Take the man of green to your breast; take the fox-prince to your chest; let them together lie!
~Song of the Foxfire Prince, Canto X: the End

Fal Arak was the only son of Exalted One Rel Arak, last of the Arak dynasty and the heir of the Exalted One mantle, marking him as the lord of the spiritfolk. A kitsune swordsman of extraordinary potential, Fal Arak left the islands in search of his destiny, bored with the life of a prince. It was in the human village of Sol he met his destiny, and the one he would eventually call his lover - the orc warlord known as Grool the Fearsome.
Fal Arak was selected to join the heroes for his dignity; he carried himself with grace and style, always a bit more real than the rest of those around him, with charisma and dexterity above and beyond what most could've expected. His dignity is in fact what saved his and the lives of his friends more than once as the clever foxman talked his way out of punishments, crimes, and other such impediments that could've otherwise caused the Starlight Army to stumble and fail. It is thanks to Fal Arak that much of the resulting actual army formed, called by his reputation and force of personality and formed by Grool into a fighting unit. Fal Arak confessed his love to Grool on the final battlefield, back to back and prepared to die; Grool reciprocated in traditional orcish manner at the time (e.g., lopping off the head of an enemy officer and presenting it as a trophy. Fal Arak was...mildy disturbed).
Fal Arak's death came some years after the final battle, mopping up the forces of the Fae. In battle with the regenade general known as Irandi Dil'Valash, Fal Arak saw Grool take a shot meant for him; in his rage, he slew Irandi, though not before Irandi expended a final spell to kill Fal Arak as well.
Curiously, Fal Arak is not honored by the spiritfolk; his name has been scored from their history entirely due to his comingling with "outsiders".


Grool the Fearsome
"Whatever you do, wherever you go, I find that one rule always holds true: if you make an orc angry, you deserve what's coming to you."
~From the writings of Iban Xall

Grool the Fearsome was the mightiest orc ever to stride the lands. A disciplined, orderly warrior of great skill, his cleverness and cunning far outshone the orcs around him, leading him to take the one and only title of "Wargod" ever bestowed by all the clans at the same time. Grool united the orcs in a rebellion against the dragons, and though it ultimately failed, Grool's cunning plans dealt serious, swift blows against their empire, leading the gods to choose him for said cunning and wit. Grool was led from his camp by a vision of unerring beauty and triumph over all his foes to the human village of Sol, where he met the other four heroes of the Starlight Army, including the unerring beauty he had envisioned. Of course, the fact that said unerring beauty was Fal Arak, the Foxfire Prince, did not deter Grool even the slightest. Grool's animal cunning served the team well over their years, often getting them through the mountains and canyons thanks to his brilliant tracker instincts. It was thanks to Grool that the rabble called by Fal Arak's grace and dignity became an army worthy of fighting the fae, his brutal training methods actually killing several of the recruits before they got what became known as the 'fear of Grool'.
Grool's triumph came during the final battle against the fae. The fear exuded by the trickster aliens was literally overcome by Grool's echoing roar, showing that most of the Starlight Army was more afraid of Grool than they were of death. Shortly after, Fal Arak confessed his feelings to Grool, and Grool in his wisdom responded with a traditional orcish proposal. The two remained a couple ever since, right up until Grool's death against the Weeping Blade.

Flayerman
2009-10-23, 06:27 AM
Reserved for The Imperial Age

Flayerman
2009-10-23, 06:28 AM
Reserved for The Age of Shadows

Flayerman
2009-10-23, 06:29 AM
Reserved for The Age of Steam

Flayerman
2009-10-23, 06:31 AM
Reserved for the Age of Steel

Flayerman
2009-10-23, 06:32 AM
Reserved for the Age of Stardust

Flayerman
2009-10-23, 02:42 PM
Reserved for Miscellany.

Vadin
2009-10-23, 03:08 PM
:smalleek: I'm impressed. So far, this is marvelous. Absolutely marvelous. What you have so far is well thought out, compelling, unique, and quite novel. Color me impressed.

What you describe in the Age of Myth has the feel of the history in Exalted(which is fantastic). How much new crunch (there's clearly tons of new fluff) will the final product hold?

Flayerman
2009-10-23, 03:09 PM
Right now I'm trying to crack out the fluff before I get into the crunch, but there's at least one new base class, a bunch of maneuvers and spells, a few prestige classes, another six (!!!!) races, new magic items, and an artifact or two.

So, quite a bit, considering I'm trying to cover some six thousand years. :D

EDIT: Also, expect to see statblocks for those NPCs soonish, plus monster stats for the Fae and their ilk.

EDIT 2: I lied, Spiritfolk are just one race with six subtypes. Made it much easier on me on the whole.

Vadin
2009-10-23, 03:42 PM
Goodness! That's quite a lot of new material. Feel free to take your time and present the new crunch both here and in seperate threads where the community can constructively critique it and help you balance it.

Flayerman
2009-10-23, 04:22 PM
Updated: Spiritfolk have been added. Quite different from the Oriental Adventures ones!

Updated 2: Added the fourth plane, Axiomaton.

Flayerman
2009-10-25, 02:13 AM
Here There Be Dragons
"You know, I always found it odd," Iban Xall said to me out of the blue. I was just sitting down to tea, having been a guest in the Lich-King's home for some time, and thus was used to the random statements he made - after all, so rarely did he have true guests, I imagine he simply forgot about us most of the time, and tended to talk to himself more than anyone else. Or maybe to ghosts. I don't know, I don't believe in ghosts.
"What did you always find odd?" I dared. Sure enough, the skull turned to stare with those tiny pinpricks of flame, and I gave an involuntary shiver - after all, one never truly gets used to that sort of thing.
"They had the power to rule over all creation, more magic in their little toes than most of us had in our whole bodies," Xall replied idly, "So I always found it odd - where did they go?"
"Who?" I inquired, assuming he was still talking to me, "The-
Xall simply cut me off, his jaw dropping open as he spoke. "Dragons."
~Lunch with a Lich, by Robert 'Lost' Woods


"Wake up!"
Ugh. Vil'dranax. I recognized the hissing of his forked tongue immediately - the fool'd decided to get it pierced with the shield of a would-be hero last week, having run out of spots on his tremendous ears to hold them. I'd told him it was hideous, but he never listened.
My right eye drifted open, rotating once about the room to ascertain my suspicions. The glint of his terrible ear-jewelry was enough for my still-sleep-addled mind, so I raised my head, blinking both eyes with the slow certainty that comes from one who has been roused from a particularly pleasant dream and is in no mood to be bothered.
"Are you awake yet?" Vil'dranax inquired impatiently. The little black dragon reached up to flick his tongue at my face, but my wing whipped about to swat it away hurriedly - I didn't feel like being soaked in acid spit this morning on top of being awakened early.
"What day is it?" I demanded over my steady yawn.
"Third Silver," Vil'dranax replied.
Oh, no.
The toothy grin spread across his skull like wildfire. He nudged my head again, a friendly nudge, as if he thought I'd somehow forgotten what day it was.
Try'naani was here for our meeting.
My claws slid up to my face, running across my nose. I could feel a loose scale, one I would likely have to deal with later, but no time to worry about that at the moment. Hurriedly, I stood, bringing myself to my full height. The light of my hoard gleamed off my scales, an impressive effect I had spent months cultivating to perfection in case the meeting went well enough, thanks to several dragonfire torches I'd managed to procure from one of the lesser races on a visit to the grand bazaar. The golden, graven image of the great emperor gave me pause as it caught the light and refracted, rainbows of the ten great colors sparking out from beneath my horde. Magnificent.
And by the look on Vil'dranax's face, I had achieved the desired result.
I think.
Those blasted shields were glaring right in my eye, after all.
"How do I look?" I asked hurriedly, dragging my largest cloak from its hanging spot on the wall and draping it about my neck. I had to fold up my wings a bit, but the scintillation of the fabrics was more than enough to convince me to do so.
"...impressive," Vil'dranax admitted. It must've killed him to say so.
My head quirked up a meter or so as I nodded and strode through the exit arch, assuming him to be behind me. After all, if he wasn't, I'd have to hurt him later - admiring a hoard is all well and good when you're there to keep watch over the admirer, but you can never be too careful, even around the best of friends. The goldlust can get to anyone.
The familiar dome of my dining room towered over me as I entered, the smell of freshly-slaughtered cattle wafting on up to the open holes of the exquisite marble. As I settled down on the stone bench, lowering my belly against the pleasant curve, I flicked my tail to the side and tugged on the rope with a slow, methodical tug.
After all, I didn't want her to think I was in a rush.
The door swung open.
Try'naani stepped into my home, and my eyes were blessed with the blue's magnificent form, her tail stretched out behind her, ringed all the way up to her hindquarters with precious gems, her full wings spread upwards for maximum impact.
I swallowed my cattle reflexively and put on my best smile, trying not to let the twitch of my own tail give away how very alluring she had made herself.
"Good day, Gil'ghanar," she practically sang. I curled my claw about the bench.
"And to you, Try'naani," I answered, bowing my head to get a better look at the curve of her neck. The blue was mouthwatering.
"I understand, Gil, that you've a proposal for me," Try'naani purred. She reared back, both claws settling onto the table.
I nearly choked on my current bite of cow.
"I want you..." I stopped to consider my words.
"So do a lot of dragons," Try'naani replied coyly. I coughed.
"I was thinking!" I countered, "I want you to help me with a little..problem. You will of course be paid quite handsomely for your services."
Her tongue flicked out with a 'thht' sound. "Interesting. Why?"
I tilted my head to the side, lowering it on the table. Though I was older, and thus technically had a higher status overall, she had a much higher rank. Respect wasn't required.
It was desired.
"The truth is, I don't need the whole of your power. But the Inevitables have been snooping about my territory."
She drew in a breath. Meddling with the Inevitables' affairs was tantamount to a loss. Immediately, she sobered up, lowering her head to the table and meeting my gaze. "I'm so sorry."
"It gets worse." I lowered my voice. "I think Myr'dradan drew them there."
"Do you have proof?"
"Not yet. That's where you come in. May I borrow your expertise, just for a bit?"
"What did you have in mind?" Try'naani asked as I stood. I gestured for her to follow me, turning my back and heading back into my hoardroom.
The subtle catch of her breath in her throat at the glittering sight was more than enough to tell me I had gotten the reaction I'd hoped for. I allowed myself a brief smile, knowing she couldn't possibly see it.
Vil'dranax did not smile, but he did nod - to her, it was a greeting. To me, it was a confirmation. Excellent.
Excellent.
"I thought I might offer you a slice of my hoard. Say...fifteen percent? In exchange for you 'troubleshooting' this for me? After all," I added, "You are most exquisitely outfitted for...handling...them."
"I'm exquisitely outfitted for handling a lot of things," she countered, flicking her tail coquettishly at me. Vil'dranax gave a throaty growl, and I tilted my head at him. Now was not the time for catcalls. "In any case, I shall consider your offer carefully, Gil." Try'naani flicked her tongue across my cheek briefly as she turned. "Thank you for the breakfast. It was wonderful."
"Come back any time," I offered, flicking mine across hers. For a brief moment, I saw something like sadness in her eyes; and then it passed, and the magnificent blue made her way past me, brushing against my side every so often in an extraordinarily stimulating way. No loose scales on her, not at all...
Once I was certain she had left the building, I turned back to Vil'dranax and began pacing. "Do you think she bought it?"
"She might've, Gil," Vil'dranax offered hopefully, "I could see the goldlust writ all over her wings. Speaking of lust, I could see quite another kind roaring up in you, too...I don't usually go for the blues, Gil, but whatever lifts your wings..."
"This is serious. If played right, we might be able to get her removed from the game entirely."
"And then you'll defend her, magnanimously offering to take her under your wing until her disgrace is cleared, handle her affairs...and maybe get a whole other sort of aff-"
"Yes," I cut him off tersely, "And if we're truly lucky, we'll pay off our debt to Myr'dradan as well. He's been busy lately, I hear."
"Well, it's all for the game, isn't it?" Vil'dranax said dryly, examining one of his scales. I reached up, dipping my claw into the loose scale I'd felt on my face and tugging it off briefly. The silver scale glittered against the light of my hoard as I looked over at one of the mirrors on the wall.
"All for the game," I agreed quietly, "All for the game."
"Xorvintaal."
"Xorvintaal."
"See you around, Gil."
"Good day, Vil'dranax."
The door closed behind him as he left, a second, very loud thud echoing through my home. Blast him. He'd never learned how to move quietly.
I allowed myself yet another smile as I reached my claw into the mirror, drawing it along the metal. The steel melted at my touch, a radiant pool of light.
I waited.
"Gil'ghanar."
"Myr'dradan. I have the information on Vil'dranax's next move for you."
The gold raised his claw to his side of the mirror. "Go on."
"Here's what I want you to do..."


"Maybe they're playing a game with us right now..."
~Iban Xall, Lunch With A Lich, by Robert 'Lost' Woods.



Xorvintaal in Alcyon

Though not part of the base setting, Xorvintaal provides an alternate route for dealing with the existence of dragons, should GMs be loathe to excise them entirely after the fall of their empire and the hunt to extinction during the Imperial age.

In the xorvintaal scenario, rather than disappearing entirely, a number of dragons from the first empire escaped after the Emperor's death, disappearing into the Arcanum. There, they prepared for themselves a replica of their grand city, floating in the middle of the roiling chaos and defended by a race imagined out of the very air and given form by their physical might, a servant race they would come to call the Gith.

Not content to simply watch and dwell in luxury for all time, the dragons decided to take a hand in Alcyon once again. Some few established new empires on other planets; however, most sent their servants back to the world they knew, seeding it in preparation for the beginning of their plans. All, however, agreed that, to keep their hand in the world, they would have to be crafty, careful, and secretive. They must not tell the world that they still exist.

To that end, they created the code of xorvintaal, mockingly called the 'game' by the younger and more cynical dragons. The code of xorvintaal, despite its points and moves, is no game - it is a code of honor by which all those who live in the New Dragon City obey, a code of incredible strictness, with rankings and merits and status, affected by countless plays and ploys encouraging backstabbing as much as it does honorable play and cooperation for the greater good. Dragons who fail to follow the code extensively find themselves exiled, not to Alcyon, nor Axiomaton, but to the Beyond...

Needless to say, they never return.

The code of xorvintaal is a complicated thing. Some basic rules and point accumulations are listed below, but no manuscript could possibly hold all the byzantine plot twists required of a code to govern the interaction of beings more intelligent than any human and more long-lived than any elf.

Unlike the Xorvintaal presented in Monster Manual 5, no seeds, no exarchs, and no hoard-gaining exists. Xorvintaal is not, after all, a game, but a way of life in which dragons determine their relative status against one another. There are no winners or losers. There is no xorvintaal template; all dragons who live in the New Dragon City are assumed to follow its laws, as binding as any laws of mortal courts are to humans.

And, like any laws, they are only as binding as can be proven.

Points are awarded at the end of a cycle (approximately one draconic month. Draconic months are Red, Gold, Blue, Silver, Green, Brass, Black, Bronze, White, Copper) based on the dragon's territory on Alcyon, number of living servants, and other, more byzantine quantifications. Points are subtracted, however, each time an infraction is brought to the attention of the judges with substantial proof of its existence (the judges are capable of detecting infractions in progress, so most dragons have learned to cope).

Particularly clever dragons have been known to lurk at the bottom of the game's rankings, allowing themselves to keep under the radar of greater foes as they amass large holdings, then surge ahead with sudden competence as they're underestimated and subsequently victorious.

1. The existence of dragons is a paramount secret. None may ever know, lest they go on another purge and remove what little influence we have left.

2. A dragon who has dropped over 200 points in a single month may be drop in rank significantly. A dragon who has dropped over 500 points will have their holdings excised and transferred to a dragon assigned to re-educate them in the ways of xorvintaal until such time as the master deems the student ready to take the responsibility once more.

3. No dragon may hold more territory than a number of square miles equal to three times their current rank. When they move up in rank, they may of course gain more.

4. If a dragon has no hoard left, the dragon will be assigned a temporary hoard until they can reclaim enough coins, notes, or magic items to count. A hoard is counted when it is equal or greater in value to the dragon's points at the time of hoard-loss.

5. Disobeying a Judge is instantaneous disqualification and subsequent exile.

The arbitrators of xorvintaal are the Judges, dragons who have given up their hoards, their points, their ranks, and their influences to gain power over others. A Judge is a neutral arbitrator of the codes of xorvintaal, with each scale containing one law of xorvintaal in minute draconic heiroglyphics.

Creating a Judge
Judge is a template that may be applied to any young adult or older dragon-type creature (including Dragonborn, if any were somehow to gain awareness of xorvintaal and be trusted by the other Judges enough to receive its blessing).
Challenge Rating: Base creature +2. Judges are dangerous enemies with a great deal of secrecy and power, and are able to call other judges to aid them when the going gets tough, making them difficult-to-predict opponents.
Languages: A judge can communicate telepathically with any creature that has a language within 60 feet. A judge can communicate telepathically with any dragon-type creature within ten miles. Judges can communicate telepathically with each other over any distance, and across planes.
Immunity: Judges cannot be detected through any divination spells. They are defended by the magical laws of xorvintaal, and no information can be gained on an individual judge through any magic short of a wish or miracle.
Spell Resistance: Judges have spell resistance equal to their hit die times two. Judges have spell resistance equal to their hit die times three against dragon-type creatures.
Saving Throws: Judges receive a +4 Fate bonus to all will saves to persuade them to act against the codes of xorvintaal.
Spells: Protection from Chaos at will.
Spell-Like Abilities: Judges gain the following spell-like abilities:
Detect Infraction (Sp): Judges are capable of detecting infractions to the laws of xorvintaal at will within a sixty-foot radius. Infractions are counted as anything that is currently being acted against the laws xorvintaal - not events that have already occured, nor events that may occur. Infractions are detected either through those committing them on behalf of the dragon (Knowingly or not) or the dragon ordering them (knowingly or not); many judges stay near suspected dragons and their holdings in order to determine whether or not they are in violation of the codes for long periods of time, usually in disguise.
Detect Rank/Points/Status (Sp): Judges may at will detect the status, rank, and points any dragon possesses in relation to the codes of xorvintaal at any given time. Any dragon within sight is an acceptable target.
Maze (Sp): Judges may cast maze as a spell-like ability twice per day, regardless of their caster level. Maze is cast as a spellcaster of 18th level.
Summon Judge (Sp): A judge is never alone; once per day, they may open a portal between themselves and the nearest other judges, compelling those judges to arrive as quickly as possible (within 1d4 rounds). A judge may call up to 1d4 other judges of the same age, 1d6 of a lesser age, or 1 of a greater age than themselves per use of this ability.
Zone of Truth (sp): Judges have a permanent zone of truth about them, which they may dismiss at any time. It is cast as a spellcaster of their hit die.
Scry (Sp): Judges may cast scrying at will, but may only scry on those they can name. They cast as a caster of their hit die.

Flayerman
2009-10-28, 07:19 AM
http://sugaring.hp.infoseek.co.jp/images/daizenga3.gif
A Cosmic Enforcer prepares to lay down the law on a reality criminal


Cosmic Enforcers

The Inevitables of Axiomaton are powerful, but so too are they limited, programmed as they are to singular tasks and incapable of imagination, thought, or free will. This is where the Warforged come in. Built in factories on Alcyon proper, they are servants of the law unto the highest degree, but with the advantage of sapience to aid them in their tasks. Some few Warforged, however, seek even greater advantages in their war on chaos. These daring individuals - such that they are - grasp in their hands the power of the Axiomaton, pursuing a path to become an entirely new type of being, a merger of Inevitable and Warforged known as the Cosmic Enforcer. Arbitrators of the natural order, Cosmic Enforcers proceed with creativity, intellect, and cleverness mixed with the unstoppable determination of the Inevitables, pursuing the greatest reality criminals and dimensional terrorists with fearsome, unstoppable power.

Some Warforged are not content to merely be. Called by the higher, orderly power of Mechanus, these daring, brave few leave their home plane, swearing oaths before the Inevitables of the plane of law to uphold and assist in spreading order and reason throughout the worlds. They are given access to great power in exchange for these oaths, acting as self-aware, sapient enforcers for the natural and human laws with fearsome, unstoppable determination tempered by the creativity and intellect of their natural race.

HD: d10

Requirements: To become a Cosmic Enforcer, one must meet the following criteria:
Race: Warforged
Alignment: Lawful Neutral
Base Attack Bonus: +5
Skills: Knowledge (Local) 8 ranks, Knowledge (The Planes) 8 ranks, Gather Information 8 ranks
Feats: Improved Toughness
Special: The hopeful Cosmic Enforcer must have traveled to the plane of Mechanus and sworn an oath before a council of no less than five and no more than ten Inevitables.


Cosmic Enforcer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+0|
+2|Protection from Chaos, Aura of Law, Detect Chaos, Smite Chaos +1d6

2nd|
+2|
+0|
+0|
+3|Enforcement of the Natural Order 1/day

3rd|
+3|
+1|
+1|
+3|Certainty of Purpose +1

4th|
+4|
+1|
+1|
+4|Enforcement of the Natural Order 2/day, Smite Chaos +2d6

5th|
+5|
+1|
+1|
+4|Certainty of Purpose +2, Axiom Enforcer

6th|
+6|
+2|
+2|
+5|Enforcement of the Natural Order 3/day

7th|
+7|
+2|
+2|
+5|Smite Chaos +3d6, Certainty of Purpose +3

8th|
+8|
+2|
+2|
+6|Enforcement of the Natural Order 4/day

9th|
+9|
+3|
+3|
+6|Certainty of Purpose +4, Undying Determination

10th|
+10|
+3|
+3|
+7|Enforcement of the Natural Order 5/day, Smite Chaos +4d6, Inevitability[/table]

{table=head]Level|Man. Known|Man. Readied|Stances Known

1st|
1|
0|
0

2nd|
0|
0|
0

3rd|
1|
1|
0

4th|
0|
0|
0

5th|
1|
0|
1

6th|
0|
1|
0

7th|
1|
0|
0

8th|
0|
0|
0

9th|
1|
1|
0

10th|
0|
0|
0[/table]

The Cosmic Enforcer's class skills (and the key ability modifier for each skill) are Concentration (Con), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points per level: 4 + Intelligence modifier.

Weapons and Armor Proficiency
Cosmic Enforcers gain no additional weapon or armor proficiencies.

Maneuvers and Stances
A Cosmic Enforcer gains maneuvers and stances at the indicated levels, whether they had access to maneuvers and stances before or not. A Cosmic Enforcer gains maneuvers and stances from the Diamond Mind, Iron Heart, and Setting Sun disciplines in addition to any disciplines he had access to prior to becoming a Cosmic Enforcer.

Protection from Chaos (Su): At first level, a Cosmic Enforcer is affected as though he had a permanent Protection from Chaos spell cast upon him.

Aura of Law (Su): A Cosmic Enforcer radiates a strong aura of law when under Detect spells.

Smite Chaos (Su): A Cosmic Enforcer's weapon is treated as dealing an additional 1d6 damage to creatures with the Chaotic subtype, though not creatures who are merely of the Chaotic alignment. This damage improves by 1d6 every three levels. At seventh level, a Cosmic Enforcer's weapon is treated as always being Lawful for the purposes of overcoming DR.

Detect Chaos (Sp): A Cosmic Enforcer may cast Detect Chaos at will.

Enforcement of the Natural Order (Sp): Beginning at 2nd level, a Cosmic Enforcer becomes capable of calling forth supernatural representations of various laws of the universe to punish foes. Each time this ability is used, select one of the following effects. A Cosmic Enforcer can use this ability once per day at 2nd level, and gains one extra use per day every two levels.

Gravity: Any flight spells upon the target are canceled. The target is affected by slow and takes 1d6 damage for a number of rounds equal to the Cosmic Enforcer's class level.

Light: The target loses concealment, if any. The target is affected by blindness for 1d6 rounds, and takes 1d8 damage per class level of Cosmic Enforcer evoking the effect.

Sound: The target becomes deafened, taking a -20 penalty to Listen. The target also takes 1d8 damage per class level of Cosmic Enforcer evoking the effect.

Motion: The target is imprisoned as a Force Cage of the Cosmic Enforcer's class level.

Heat: The target takes 2d8 fire damage per class level of Cosmic Enforcer.

Space: The target is afflicted with a Dimensional Anchor spell of the Cosmic Enforcer's class level.

Certainty of Purpose: Beginning at third level, a Cosmic Enforcer gains a bonus to Will saves thanks to their unstoppable determination to enforce the laws of man and the universe. In addition, the Cosmic Enforcer gains Spell Resistance equal to 10 + class level as the immutable laws of the world begin to wrap about his certainty and defend him from the unnatural, arbitrary rules of magic.

Axiom Enforcer: At 5th level, a Cosmic Enforcer achieves a new state of understanding of the laws of man. By making a Knowledge (Local) check when dealing with a criminal, the Cosmic Enforcer may immediately deal untyped damage equal to the check's result to the criminal. A will save (DC 10 + Cosmic Enforcer's level) halves the damage - Justice cannot be ecaped, after all, merely delayed. In addition, those slain by a Cosmic Enforcer of this level are harder to resurrect as the law of death clings to his judged victims, requiring that the would-be healer beat the Cosmic Enforcer's SR before the resurrection occurs.

Undying Determination: A Cosmic Enforcer is almost impossible to placate or destroy, powered as much by the laws of the universe as they are by their unyielding willpower. A Cosmic Enforcer of 9th level can continue fighting when brought below 0 HP; in addition, they do not die until they have taken an amount of damage equal to 10 + their Will save past 0 (ex. a Cosmic Enforcer with Will save of +10 requires -20 HP before death). Finally, their Spell Resistance improves to 15 + class Level.

Inevitablity: The greatest Cosmic Enforcers are no longer Warforged. They become Outsiders, with all the benefits and downsides that this holds, though they retain the Living Construct subtype. Cosmic Enforcers gain DR 10/Chaos, and their Spell Resistance improves to 20 + class level. Finally, such Cosmic Enforcers gain Fast Healing 10 so long as they still have one hit point above 0 left. Cosmic Enforcers below 0 do not recover HP, nor do they recover damage done by Chaotic weapons.


Ex-Cosmic Enforcers: A Cosmic Enforcer who ceases to be lawful or breaks his oaths to the Inevitables of Mechanus in any way instantly loses access to all his class features (mind control does not cause this to occur) besides learned maneuvers and stances. A Cosmic Enforcer should also be advised that the Inevitables do not take oathbreakers lightly...

A Cosmic Enforcer who changes the neutral portion of his alignment, but does not break the oath or cease being lawful, may continue to be a Cosmic Enforcer, though they are advised to watch their actions carefully, lest they draw the ire of the Inevitables who allowed them their strength.




Reposted to join their proper place in Alcyon.