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RiskyJubles
2014-01-01, 10:09 PM
Sky Ocean
http://i856.photobucket.com/albums/ab125/riskyjubles1/Floating-Island-aka-Angel-Island-fighting-for-freedom-15328427-900-582crop_zpsac68546f.jpg (http://s856.photobucket.com/user/riskyjubles1/media/Floating-Island-aka-Angel-Island-fighting-for-freedom-15328427-900-582crop_zpsac68546f.jpg.html)

Here is a setting I made for a Pathfinder game. I've run multiple games in it over the years, and it has become one of my favorite and most detailed worlds I've made. It began as a place to run a sky pirate themed game, but it has evolved into something more adventurous without losing any of those original pirate elements. Please, let me know what you think.

Aaven and the Eastern Isles

Aaven is a world that has seen unimaginable change. Many sages believe the world was once very different than the one they see today, but as to how this happened, there is almost no agreement outside of nearly forgotten legands.

The only land exists as islands and archipelagos that dot the sky. The largest of these are the size of nations, but they are rare. Under these islands there is no ground to speak of, only the Barrier. A heavy cloud covering that stretches unbroken forever. What lies beneath is unknown as all ships that have gone below have disappeared. Above the Barrier and all the islands of Aaven is a seemingly unending empty space known as the Void. Airships are able to sail high above the highest of clouds, but the thinness of the air and the extreme cold means only that specially designed ships can face the Void and return. Those who return speak only of cold and darkness. The Barrier and Void have lead to much speculation on what lies beyond the known world.

For its part, the Eastern Islands is one of the most heavily populated and diverse regions in Aaven hosting some practically huge islands. Creatures from throughout Aaven often travel to the Eastern Isles searching for their fortunes or adventure.

Map of the Eastern Isles
http://i856.photobucket.com/albums/ab125/riskyjubles1/EasternIslandsNames_zpsb4cff0ce.png (http://s856.photobucket.com/user/riskyjubles1/media/EasternIslandsNames_zpsb4cff0ce.png.html)

RiskyJubles
2014-01-01, 10:10 PM
History of the Eastern Isles
The Before Times: (100,000+ years ago)
Deep into history lies a time the world knows almost nothing about. This was before even the current gods were born and only Uth, the first god, held dominion over the world. Legend says chaos came into the universe corrupting Uth and forcing him to preserve the universe by creating the other gods, but few scholars believe in such a literal interpretation of the oldest legends.Legends also speak of a great war between the first dragons, but evidence of such a struggle is understandably scarce.

The Age of Isolation: (100,000~5,000 years ago)
Before the properties of lode were discovered by the dwarfs, the races were confined to their islands. Much is lost about this age, but the scarce archaeological evidences points to the dwarfs using their newfound advantage to build an empire for themselves. It was some time during this era that Valkjosin rose to godhood, sending his tengu servants, in crude gliders, to spread his newfound faith across the isles.

The Dwarfish Empire and The Lode Wars (5,000~4,000 years ago)
The dwarfs underestimated their new subject’s understanding of lode. One by one each race rebelled. The dwarfs fought back, but eventually paid a great price. Their ancestral homes were lost. Since then, they’ve held to their floating fortress holds. Most dwarfs have forgotten this history, but some still remember, wishing to return to the isles and retake what they feel is rightfully theirs.

The Age of Exploration (4,000~2,000 years ago)[/url]
With the newfound power of lode, the races started reaching out for themselves. This rapid expansion sometime resulted in violence, but other encounters led to friendships. In many ways, the Age of Exploration never ended with contemporary explorers still striking out beyond the Eastern Isles.

Golden Age of Piracy (2,000~1,700 years ago)
Only small independent nations existed this long ago, so all one needed to become a successful pirate was a ship and the desire to take what they wanted. These privateers became so widespread; governments began hiring them out instead of managing their own navies. Towards the end of this era, Flintsail LeStrange rose to godhood, and in many ways he was the last great pirate.

Pirate Wars (1,700~1,500 years ago)
Throughout the Golden Age of Piracy, empires continued to rise and fall. For the most part, these were on the islands of Roush and Los. Around 1,700 years ago, the region began to stabilize. Safety led to prosperity, and these newfound powers turned their attentions against eradicating piracy. The pirates had always fought with themselves as much as any government, so against a focused assault, the fleets crumbled.

First Empire Wars (1,500~1,400 years ago)
With the pirate fleets annihilated, the governments each had a well-armed navy, but no enemies to use them against. Out of fear another nation would strike first; a massive war broke out between the empires of Los and Roush. The initial battles were swift, with the cities and militaries of both islands being mostly destroyed in a few months. No clear winner was determined, and hostilities remained between the islands for centuries.

Second Empire Wars (1,400~1,300 years ago)
With most of their gold and manpower used for warfare, many new weapons were discovered. When gnomish alchemists discovered gunpowder, they made the mistake of selling the recipe to Roush and Los. Both sides, thinking they had a clear advantage, struck against each other. The resulting war dwarfed any of the previous conflicts between the two powers, and it eventually affected every person in the Eastern Isles as battlefields shifted and resources became more and more scarce.

Founding of the Hierarchy (1,250 years ago)
With the entire region crippled, the smaller nations demanded the warring states reach a peace or at least a ceasefire. After the centuries of violence, each side saw the other as a monster, refusing to even entertain the notion of peace. Eventually, Zarus, god of humans, became fed up with seeing his children killing each other and demanded the violence end. His clergy was much more influential on Los, and the nation took its god’s wishes to heart. The nations didn’t surrender, but they refused to attack Rouch any longer. Afraid that this would be seen as a sign of weakness, they joined together into a massive state called the Hierarchy which encompassed all of Los. For their part, the princedoms of Rouch didn’t attack, but they still declared victory among themselves.

The Age of Unity (1,250-100 years ago)
The Eastern Isles settled into a state of relative peace. This newfound prosperity brought a resurgence of piracy, but it never rose to the massive scale seen during its golden age where many pirate lords had entire fleets at their disposal. Only the most powerful pirates dared command more than a few ships. Anymore and they risked attracting the wrath of the Hierarchy who defended their domain fanatically.

The Hierarchical War (100-50 years ago)
While powerful, the Hierarchy was relatively peaceful in their isolation. But about one-hundred years ago, the clergy of Zarus began interpreting their god’s will differently. He had always said that humans were the greatest race, but they began preaching this meant humans had a manifest destiny over the other races of Aaven. With this new mindset, they attacked all the non-human holdings in the Eastern Isles. With their massive industrialized military and steam powered warships, the other peaceful nations didn’t stand a chance. Many surrendered under the threat, and the Hierarchy was soon ruling most of the Eastern Isles. As a mostly human state, Roush remained free, but the memory of the Empire Wars remained and they didn’t want to be last one the Hierarchy’s list of conquests. They joined forces with the different rebel groups, eventually pushing them back to Los.

The Present Age (50 years ago-current day)
Historians have yet to name the current age. Many believe that the weakened governments of the Eastern Isles are going to bring about a new golden age of piracy. Others think that the Hierarchy is just biding their time for another attack. More radical scholars see even greater threats over the horizon. Only time will tell what the future will bring.


Regions of the Eastern Isles
For the typical resident of Aaven, life is a struggle to survive. Extreme isolation and the lack of interest larger islands have toward smaller communities has led to groups becoming self-sufficient.

A side effect of the isolation is that each island has developed a unique culture

Darvish
On most of the other islands, peoples have been able to scratch out meager livings, but Darvish has refused to join civilization. Its few permanent residents are as wild as the island itself and all manner of savage creature battle over the few easily inhabitable regions. Darvish is the highest of the Eastern Isles because of the density and number of its lode deposits. Because of its height the climate is harsh, ice cold with an endless cutting wind. Only those robust or prepared enough to withstand the frigid nights dare venture to the island. Dwarfs have a few temporary holdings on Darvish. The high amounts of lode within the island mean it is the perfect place to gather what they need to build their flying holds. This isn’t without difficulty, and when a drawf clan wants to found a new hold, they can spend decades mining out the necessary lode. This has left countless structures and mines for other creatures to use as lairs once the miners leave. Besides the Dwarfs, tribes of ice giants, trolls, orcs and other humanoids call the island home. These creatures wage never ending wars against each other that, while small, make up for their size with savagery.

Flux Archipelago
Calling the Flux Archipelago a collection of islands is generous in the extreme. These landmasses are constantly moving and slamming into each other, making any kind of exploration, much less settlement, impossible. There are many theories about why the archipelago exists, but without anyone daring enough to explore it; those questions will forever remain unanswered.

Greenswick
The heavily wooded nation of Greenswick is perhaps the most mysterious nation in the Eastern Isles. Trees cover almost every part of the island, and when others have tried to fly over, the heavy canopy has blocked their sight. While the towns and cities of other races make room by cutting through nature, the elves of Greenswick consider their forest’s needs before their own, mingling their buildings with the already existing wood. A highly valued skill in Greenswick society is woodshaping. This practice coxes living wood to grow in unusual shapes. This way the long-lived elves can grow their homes instead of building them. The process is time consuming, but it appeals to the immortal creatures. Many fey creatures make their homes alongside the elves. These groups live in relative peace and see each other as distant kin. However, outsiders in Greenswick find having such a large population of unpredictable fey can make the typically peaceful nation very dangerous. The nation is does not have a single ruler. Instead, each community tends to follow a single elder, a title reserved for the oldest of elves. These elder elves are immensely powerful and serve as defenders. They also represent the preferred style of military action Greenswick takes when it must. Typically, the smallest possible force, often with elder elves, is sent to deal with those situations, making up for their numbers with skill. Besides elves, communities of tengu make their homes in Greenswick. They build their nest cottages above the tree canopy, which allows them to be seen by ships traveling over the secretive nation. Why they are tolerated by the elves is unknown as tengu and elves have had strained relations in the past. The most popular god in Greenswick is the nation’s namesake Fenwick Shamrathel, which isn’t surprising considering the high percentage of elves. Also, Valkjosin claims many followers among Greenswick’s tengu. Eudahlia also supports a sizable following from the elves who value art and magic, which are popular distractions for people who only have a lot of time on their hands.

Harp
While not the largest nation, Harp tries to make up for it with its culture and art. Many on the island are obsessed with Eudahlia, but many just use her faith as an excuse to throw a constant celebration. Followed Eudahlia’s teachings, her adherents created one of the most beautiful nations in the Eastern Isles. No place is more indicative of this than the capital city, Mordeaux. The nation seems to have more culture than it has room for, with the many theaters and galleries unable to meet the demand for plays, concerts, and art shows as they overflow into the streets. There are more holidays on Harp than anywhere else in the Eastern Isles, reaching the point that festivals are planned in case something is worth celebrating. The fashions of Harp as colorful as they are varying, but while revealing clothing is considered in good taste, showing ones unmasked face in public is considered vulgar. Besides art and culture, Harp is a center of trade as well, specializing in luxury goods that can be hard to find elsewhere. Slack import laws have made it a desirable place for smugglers that don’t want the dangers of Skull Port and are willing to pay the high tariffs that officials demand. Because of the nation’s desire for economic growth and luxury goods, the most powerful merchants have risen to political power. While technically a democracy, with citizens voting for every position in the government, it is perfectly legal to buy votes directly, turning campaigns into bidding wars. While offices are filled based on wealth more than competence, even the poorest citizen of Harp can make a living by selling their votes. This makes it difficult for the merchant kings to horde their money and stay in power.

Ixiss
The spinning disks of Ixiss are a source of fascination and fear for much of the world. The region called Ixiss consists of a landmass and a large flying city above, which share the same name. The city is made from a collection of huge metallic disks stacked on each other. Each **** makes up one of the city’s different districts. It is unknown how it stays aloft without lode, but the heavy use of arcane magic is suspected. The landmass beneath the city is a wasteland used as a dumping ground for the city’s magical pollution and failed experiments. Ixiss is officially under the domain of the Hierarchy, but law and order are not maintained their regular military forces. Instead, the city is managed by the Cerulean Sentinels, which is ruled by the Blue Sage of the Hierarchy’s Amaranthine Counsel. All manner of creatures call the city home. Visitors who have magical powers will find many accommodations that cater to its high population of wizards.

Lethyr
Lethyr is on the farthest frontier of the Eastern Isles and many common people believe it is a lifeless wasteland. While the desert island may not seem to be overflowing with life, one must only beneath the surface to see that this mysterious place holds much to offer. The most well know bastion of civilization on Lethyr is the Citadel of the Wyrm. This silver tower surrounded by sand, is the home of the Order of the Wyrm, a group dedicated to Bahamut and his desire to purge the world of chromatic dragons. While not the only place that venerates the Steel Dragon, they believe they fulfill his wishes in the most direct and perceivable way. The citadel houses metallic dragons with their companions, wyrmbound and unbounded alike. From there, they wage a private war against the spawn of Nultraxion, and any other evil that Bahamut wishes.

Los
Home of the Hierarchy, Los encompasses all the best and worst things about the quest for power. The dominate military and political powers in the Eastern Islands; Los is in the position of making great changes in the world. Some of its residents hope this will be for the better, but others seek only to increase the Hierarchy’s power. The Hierarchy was formed centuries ago when many neighboring city-states joined together for mutual protection. This new national entity was satisfied to be an isolationist for many years until about one-hundred years ago. That was when it suddenly attacked the other powers of the eastern island simultaneously, beginning the Hierarchical War. This war lasted many years, but the Hierarchy was eventually pushed back. Still with a massive military, the Hierarchy’s future is uncertain without a constant war to wage. A theocratic totalitarian regime, the Hierarchy’s ruling style is to strongly tax and support the larger islands under its protection while leaving the smaller ones alone, forcing them to fend for themselves. Unless a community attracts its attention they can count on a relatively peaceful life and self-governance. They stay in power through fear and the use of their oppressive military, but many in Hierarchy controlled settlements are thankful for the security they provide. Raids and attacks, common in much of the Eastern Islands, are relatively unknown in Los. It’s ruled by an unseen emperor and his trusted servants, a group of six powerful individuals collectively known as the Amaranthine Counsel. They answer only to the Emperor and have all the resources of the Hierarchy at their disposal. Predominantly populated by humans, Los is open to people of every race, but nonhumans face significant challenges. The state’s religion is the Church of Zarus, a faith that promotes humans first and foremost. The other faiths are allowed in Los, but public shrines, temples and celebrations are strictly forbidden. A notable exception is Hade’s church, which has been supported by the government in recent years.

Roush
When the Hierarchy nearly conquered the Eastern Isles, Rouch was the last nation they declared war against, and was the most responsible for pushing the Hierarchy back to Los. With Rouch’s own large military serving as a catalyst, the rest of the world was able to work together, and only then was the Hierarchy defeated. Most of Roush is divided into different princedoms, each ruled completely by a single high prince or princess. They are normally fiercely independent, but when an issue arises, like a war, economic collapse, or naturally crisis, the high princes choose one among them to take on extra political power and remedy the situation. They are usually hesitant to take this path because some high prince have refused to step down from their office once the issue was resolved, sometimes leading to war. The last High Price of War, Addis von Karma, was given the title fifty years ago to combat the threat of the Hierarchy. A young and prideful man, many thought he would use the military to become the complete ruler of Rouch, but he stepped down gracefully. In the decades since, High Price Addis has become a symbolic leader for the rest of Rouch, often used to mediate disputes and offer valuable advice. Humans or the most common race in Rouch, but many princedoms are exceptions to this rule, with even some high princes and princesses being non-human. The most popular religions in the nation are the cults of Solya, Aeo, and Zarus, but any religion is welcome as long as they keep the peace that others had to fight so hard for.

Skull Island
Infamous in the Eastern Isles, Skull Island has a history as colorful as it is notorious. A home to beast men in ages past, the god of pirates, Flintsail LeStrange, made his base on the island when he was still a mortal man, giving it an impressive but exaggerated name, Skull Port. Once he ascended to godhood, Flintsail’s now decaying base because a site of pilgrimages for his newborn and ragtag clergy. Over the years, this glorified tourist trap grew into a town and then into a sizeable city fueled by the end of the Hierarchical War flushing Skull Port with goods and gold. These days, Skull Port is ruled by a band of self-appointed pirate overlords who keep the piece because having a neutral port of call is in everyone’s best interests. Each pirate overlords constantly schemes against the others, but when something threatens Skull Port, they are quick to work together. Currently, the most powerful man in Skull Port is Overlord Gaston Cormac. A devoted follower of Flintsail LeStrange, Cormac keeps power thanks to his sizable personal fleet, and his ability keep other pirate overloads fighting each other instead of threatening his power. Under the teachings of his god, he follows a strict code of personal honor. Over the years, more than one enemy has seen that as a weakness. Unfortunately for them, he would never break his code, but he had no problem bending it if needed.

RiskyJubles
2014-01-01, 10:11 PM
Organizations of the Eastern Isles

Reavers
This band of bloodthirsty raiders is known for capturing people and killing the rest, leaving none to tell the tale. Little is known about them, except for a few rumors. These include how they utterly scar their faces in patterns and how their attacks increase greatly every ten years or so. Lately, their attacks have been on the rise, keeping commoners terrified as their preferred targets are poorly guarded island towns and villages.

Bleak Coven
This group of witches is devoted to the teachings of Yoboga, the Scorned Hag. Made up almost entirely of women, the cult recruits young girls who display magical talent. Mothers use stories of the Bleak Coven to scare their children into behaving, but most believe these to be exaggerated rumors. Some doubt that a secret cult devoted to the Eater of Innocence exists at all.

Order of the Wyrm
This group represents everything good about Bahamut, the Steel Dragon. Based in the Citadel of the Worm in far Lethyr, they have nonetheless become famous in the Eastern Isles for their crusades against evil dragons. The Paladins, Clerics and other devoted followers of Bahamut can be found anywhere that rumors of chromatic dragons are found. Their membership includes many wyrmbound and metallic dragons, but anyone who follows the teachings of the Star Dragon is welcome in their ranks no matter the race.

Sifters
This group of halflings operates in the shadows for the betterment of its race. This means that if halflings are being discriminated against, the instigators might just disappear. As one of the most radical groups of halflings, they have a hatred of gnomes, and one of the main Sifter goals is to remove the presence of gnomes from halfling communities, using violence if necessary.

Assemblage of the Empty Box
The gnomish equivalent to the Sifters, the Assemblage of the Empty Box is everything their counterparts are not. They love to act in the biggest and flashiest way possible and always leave their calling card, an empty enchanted box. Their goal isn’t to remove the presence of halflishs as much as perfecting their ever changing ideal of the perfect gnome lifestyle. This varies by individual, and it’s not unknown for the Assemblage to attack their own kind if they fall short.

Ealen’drin
The origin of the Ealen’drin is lost to history, but this group of nomadic half-breeds claims to be the remnants of the true elfish way of life. Many elven scholars debate this claim using their clearly mixed blood as evidence. Nonetheless, the Ealen’drin stick to their story and tribal lifestyle, flying on the backs of giant eagles and trading with the civilized world when it suits them.

Dwarven Holds
Instead of having a nation of their own, dwarves prefer the advantages of building their own mobile fortresses. Fortified by lodestone and lodesteel, these flying bastions are cities unto themselves. The largest of them rivaling the capitals of the other nations. Defensive in the extreme, dwarfs prefer to migrate in their holds to mine or trade with the other islands instead of building more vulnerable ships. When a hold becomes too overcrowded, clan leaders will often force many of their younger and least popular kin out. While this is cruel, it is seen as a necessary evil and even as an opportunity as many of the most successful clans and holds in dwarven history began in the same way.


Chainbreaker League
An organization devoted to freedom for greenskins, they operate underground in any land where greenskins are enslaved. They are happy to recruit any other race that is sympathetic to their cause, and even require some to operate their network of safe houses used to move slaves out of bondage and into lands where they will be safe.

Windwalkers
This order of holy warriors follows the teachings of Aeo. They do not operated from Aeo’s temples as the Sunwalkers, preferring to travel in bands righting wrongs where they find them. They typically have the same goals as the Sunwalkers, but they aren’t concerned with their results as deeply. As long as their intentions to do good are pure in their hearts, they are without sin in the eyes of Aeo. The tendency to act first without a second thought given them a devil may care reputation, and one can’t argue the order has left a few messes behind after completing their duty. These conflicting methodologies have led to more than one serious conflict with the Sunwalkers in history as the do-gooders have stepped on each other toes. While almost never violent, these conflicts have continued to build tensions and the two orders have developed a distrust and fierce rivalry with each other.

Sunwalkers
Most common people see the Sunwalkers and Windwalkers as different paths of the same order, but any sunwalker would be greatly offended by the implication. The Sunwalkers see their work for good as a happy byproduct of their lifestyle. For them, it isn’t how they do it but how it turns out that’s ultimately important. If their intent is to do good, then every outing must have a positive outcome. Because of this, if they determine a quest may have bad consequences, then the best choice is inaction. This is a very unpopular with their Windwalkers rivals. When the Sunwalkers do get involved, they commit themselves fully and always leave a situation better off then they found it. Anything less would violate the will of Solya.

Scrappers Guild
A coalition of inventors and collectors, the Scrapper’s Guild is one of the most technologically influential forces in the Eastern Isles. Small and spread out, the guild prefers to cast a wide net instead of risking a new discovery or innovation slipping through their fingers. The guild is both secretive and open. In the past when they’ve discovered a powerful weapon or technology, they would take almost obsessive measures to keep it secret. On the other hand, if the guild thinks they can make some gold selling a new device to the public or a government, they spare no expense in advertising the its life-changing potential.

Amaranthine Counsel
Made up of six extremely powerful individuals, the Amaranthine Counsel uses the full might of the Hierarchy to further the will of its emperor.
Each of its members performs a specific function in the empire (military strategy, espionage, etc) with a literal army of underlings to do their bidding.


Common Races of the Eastern Isles

Dwarves
More than any other race, the self-proclaimed “People of Industry” have acquired a reputation as dour and humorless artisans. It could be said that their history shapes the dark disposition of many dwarves, for they reside in huge floating fortresses, built after being constantly at war with giants, goblins, and other races for generations. The dwarven life revolves around practicality, work and technology. Thanks to this, the typical dwarven settlement is a smoke clogged space with more factories than homes. Dwarves are both thoughtful and imaginative, willing to experiment, if always keen to refine and perfect a new technique or product before moving on to the next one. Dwarves have achieved feats of metallurgy, stonework, and engineering that have consistently outpaced the technological advances of other races, though some non-dwarven races have used magic to supplement and perfect their own creations to achieve the same ends through mystical rather than mundane means. Thanks to the lack of natural mineral resources to fuel dwarven ambition, the People of Industry have developed a specialized type of alchemy, turning simple dirt into mighty alloys as hard as steel.

Elves
The immortal children of the Fenwick Shamrathel have learned much from their god. Like the Jaded Cad, elves value their privacy and traditions, and while they are often slow to make friends at both the personal and national levels, once an outsider is accepted as a comrade, the resulting alliances can last for generations. While far less numerous than humans, they make up for their lack of numbers with astonishing works of art and magic. Elven cities are some of the most breathtaking in Aaven. Those who can find their hidden villages and cities are astonished by homes weaved into the branches of floating trees or other pieces of equally impossible architecture. Elves can expect to remain active in the same locale for centuries. By necessity, they must learn to maintain sustainable lifestyles, and this is most easily done when they work with nature, rather than attempting to bend it to their will. However, their links to nature are not entirely driven by pragmatism.

Gnomes
Halfings and gnomes share many similarities, and it is generally accepted that these two races where once the same, but where halfings are brave and easy-going, gnomes are crazed and unpredictable. Similarly mysterious as the origin of the halflings, most scholars believe that after centuries of magical alterations to adjust and differentiate themselves, the race eventually split into two. To this day, both groups are untrusting of each other. Not necessarily harmful, a gnome’s natural tendency is to act first and think about what they did later. As they age, this becomes even more agitated and many aged gnomes spend their days doing acts of unimaginable kindness or unspeakable evil just because they felt like it.

Half-Elves
Humans have held up elves as models of physical perfection, seeing in these fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, and are drawn to the passion and impetuosity with which members of the younger race play out their brief lives. Such attractions may lead to the birth of half-elves, a race descended from two cultures yet inheritor of neither. Caught between destiny and derision, half-elves often view themselves as the middle children of the world.Because of the good reputation of humans and elves, half-elves are usually accepted in most communities. While individually they may feel like outsiders, they have the same opportunities as elves or humans.

Half-Orcs
Some half-orcs spend their entire lives proving to full-blooded orcs that they are just as fierce. Others opt for trying to blend into human society, constantly demonstrating that they aren't monsters. Their need to always prove themselves worthy encourages half-orcs to strive for power and greatness within the society around them. Unlike half-elves, where at least part of society's discrimination is born out of jealousy or attraction, half-orcs get the worst of both worlds: physically weaker than their orc kin, they also tend to be feared or attacked outright by humans who don't bother making the distinction between full orcs and half-bloods. Even on the best of terms, half-orcs in civilized societies are not exactly accepted, and tend to be valued only for their physical abilities. On the other hand, many frontier settlements have developed an appreciation for the strong backs and ferocity that they are known for. These traits are commonly needed to survive a harsh outland lifestyle plagued by raiders and monsters.

Halfings
No god claims to have created Halflings, and it the greatest of insults to assume they sprung from Zuggit-Toruth as many others horrors of the world. In some Halfling tales, they claim that the little folk simply sprung from the mud. Others say they were born from trysts between humans and fey creatures. Halfling scholars actively search for more clues to this mystery, but many believe it is lost to time. Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. Easy-going by nature, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone to violent or emotional outbursts as some of the more volatile races.

Humans
Humans are easily the dominate race in Aaven. The Hierarchy itself is almost entirely made up with humans, in both its military and bureaucracy, and many larger islands have a human majority. Humans possess exceptional drive and a great capacity to endure and expand. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent greedy nobles and merchants. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world, simply because they can. The Cult of Zarus is the most popular religion for humans, but humans are not shy about exploring different spiritual paths. Human sects that follow every god are surprisingly common.

Tengus
The first crow-like tengus were sent by Valkjosin during the Age of Isolation to spread the news of an afterlife and to prepare souls for their eventual judgment. Using their bird intuition, they were able to travel among the islands in crude flying machines before the discovery of lode. Millennia of harbingering for the death god have led to the race being widely seen as bad luck, and their descendants now struggle to find their place in contemporary society, often competing against superstitions and stereotypes. Tengus live in close-knit communities where they keep to themselves. Overall, they remain secretive about their culture, which contains many old traditions. Few races easily tolerate tengus. Of the common races, only humans allow them to settle within their cities with any regularity.

Wyrmbound
When Bahamut, god of good dragons, punished many of his children for betraying him, he left a method for their redemption. If an evil dragon wishes to repent, they can redeem themselves by sharing a piece of their soul with a humanoid. This is necessary because the corruption inherent in chromatic dragons is beyond Bahamut’s power to purge completely, and another trusted soul is needed to bear the dragon’s original sin.
The ritual eases the dragon’s tormented nature, and transforms their ally into a creature with humanoid and dragon properties called a wyrmbound, dragonborn, or child of Bahamut. From that day on, the two share a soul. This can allow to moral wyrmbound to live a dragon’s lifespan, but if one dies so does the other.
Unable to take the existence of this loophole lying down, Nultraxion allows his minions a similar power. But as Bahamut’s convent is a partnership, a chromatic dragons’s bond is enslavement. Instead of a humanoid accepting a dragon’s soul, the dragon takes theirs, consuming it with the overwhelming chaos inherent in every chromatic dragon. These dark wyrmbound do not require each other to survive, and the consuming nature of pure chaos allows chromatic dragons to have many wyrmbound servants.
Wyrmbound can have children which are born with souls of their own. Over the millennia, these unbounded wyrmbound have become the norm, but some wish to live as their ancestors and seek out dragons to bond with.

Wyrmbound Racial Traits
+2 Strength, +2 Charisma, -2 Dexterity: Wyrmbound are powerful and regal, but somewhat clumsy.
Medium Size: Wyrmbound medium sized creatures and have no special bonuses based on size.
Normal Speed: Wyrmbound have a base speed of 30 ft.
Humanoid (Dragon): Wyrmbound are humanoids with the dragon subtype.
Darkvision: Wyrmbound can see in the dark up to 60 feet and have Low-light vision.
Breath Weapon: Wyrmbound can use a breath weapon once per day. It inflicts 1d6 and an addition 1d6 every two levels after (ie 2d6 at 3rd, 3d6 at 5th...). This damage and shape of the breath weapon depends on your dragon type (as indicated on the below chart); the specific type is chosen at creation and cannot be changed afterward. The DC of this save is equal to 10 + 1/2 your level + your Constitution modifier.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone

Immunity to Frightful Presence (Ex): Wyrmbound are immune to the frightful presence ability of dragons, just as if they were dragons.
Draconic Resistance (Ex): A wyrmbound has energy resistance 5 to the same type of energy as their breath weapon.
Languages: Wyrmbound begin play speaking Common and Draconic. Wyrmbound with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, Tengu, Goblin and Orc.
Alternative Racial traits
Draconic Toughness: You gain a +2 racial bonus on saving throws vs paralysis and sleep effects. This ability replaces Draconic Resistance.
Educated: wyrmbound get a +2 racial bonus to Knowledge (History) checks. This ability replaces Immunity to Frightful Presence.
Frightful Presence: wyrmbound get a +2 bonus to Intimidate checks. This ability replaces Immunity to Frightful Presence.
Draconic Assault: Once per day as a swift action, a wyrmbound can call on the elemental power lurking in its veins to shroud its arms in the same type of energy as their breath weapon. Unarmed strikes with its elbows or hands (or attacks with melee weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The wyrmbound may end the effects of its assault early as a free action. This ability replaces Draconic Resistance.
Wings: A wyrmbound who selects this trait begins with fully formed wings but can only use them to glide. Those with 8 HD or more can use their wings to fly. This ability replaces Breath Weapon.
Gliding: A wyrmbound can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Wyrmbound glide at a speed of 30 feet with average maneuverability. Even if a wyrmbound's maneuverability improves, she can't hover while gliding. A wyrmbound can't glide while carrying a medium or heavy load.
If a wyrmbound becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. The wyrmbound descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: When a wyrmbound who selected the wings aspect reaches 8 HD, she gains a fly speed of 30 feet with average maneuverability. A wyrmbound can't fly while carrying a medium or heavy load or while fatigued or exhausted.
When she reaches 12 HD, a wyrmbound has enough stamina and prowess to fly at a speed of 60 feet (good maneuverability) with no more exertion than walking or running.
Favored Class Options
Cleric: Add +1/2 to damage when using channel energy to cause damage. This additional damage is the same type of energy as their breath weapon.
Paladin: +1/2 point of damage when using Smite. This additional damage is the same type of energy as their breath weapon.
Sorcerer: Add +1/2 to spell damage that matches the energy type of your breath weapon.
Barbarian: +1/2 to the energy damage and energy resistance of the following rage powers: Elemental Rage, Lesser Elemental Rage, Energy Absorption, Energy Eruption, and Energy Resistance, but only when the energy damage is the same kind as the wyrmbound’s breath weapon.
Alchemist: +1/2 per level to bomb damage when the bombs cause energy damage that is the same as the wyrmbound’s breath weapon.
Cavalier: Add +1 hit point to the cavalier’s mount. If the wyrmbound ever replaces his mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the cavalier’s class.
Bard: Allies affected by the bard’s performances gain +1/2 energy resistance to the same type of energy as the wyrmbound’s breath weapon.
Oracle: Add +1 on concentration checks made when casting spells with a descriptor of the same type of energy as their breath weapon.
Summoner: The summoner’s eidolon gains resistance 1 against the same type of energy as the wyrmbound’s breath weapon. Each time the summoner selects this reward, he increases his eidolon's resistance to one of that energy type by 1.

New Spell: RITUAL OF THE DRAGONSOUL
School transmutation; Level cleric 7, sorcerer/wizard 7
Casting
Casting Time 1 hour
Components V, S, M (specific incenses and reagents worth 6,000 gp), DF
Effect
Range touch
Target creatures touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
Description
The Ritual of the Dragonsoul has different effects if cast on or by a dragon.
If the spell is cast by a humanoid on a true dragon, the caster takes a portion of the dragon’s soul, merging it with their own. The humanoid becomes a wyrmbound, losing all racial bonuses and gaining those of their new race, and the dragon becomes metallic if not already. From that point on, the two parties share the same soul and if one dies so does the other. Any resurrection effect brings both parties back if their bodies are intact.
If the spell is cast by a dragon on a humanoid, the dragon takes their soul. While still turning the humanoid into a nearly immortal wyrmbound, the humanoid’s soul is quickly overwhelmed, effectively turning them into a slave. A dragon may control multiple wyrmbound in this fashion. In this case, the two souls are not dependent on each other, and if the controlling dragon dies first all enslaved wyrmbound are freed.
Both versions can be cast by a third party who chooses the soul’s ultimate destination.


Greenskins
Goblins, full-blooded orcs, ogres, trolls and other so-called bestial races are often bundled together under this derogatory term. Not inherently evil, their often unpredictable behavior has made them feared by “civilized” races. When seen in these societies, it is often as slave labor. Despite these hardships, they have established a few safe havens for their kind on remote islands. Many greenskins believe their races were created by Zuggit-Toruth in one of the god’s few lucid periods, and many tribes worship the Broken God as their chief deity. If this is true, the god and his servants have never confirmed it, but getting a straight answer from them is almost impossible on any subject, so his priests have yet to be discouraged.

Other Races
Many other races call Aaven home, but they are often too few in number, secretive or violent to make a good choice for players. If someone wishes to play an uncommon race not listed, please take the time to think about how they would fit within the world before talking to the GM. Whether or not an unlisted race will be allowed is purely under GM discretion.

dylanh043
2014-01-01, 10:11 PM
SQUEEEE!!! I love floating islands!! :D...thats it I have nothing of importance to say

RiskyJubles
2014-01-01, 10:12 PM
Magic and Technology

The level of technology that exists in Aaven varies wildly depending on the island. The most advanced islands have wondrous steam powered engines and even primitive electricity, while others are trapped with near stone-age era tools. However, both of these examples are outliners with the great majority of islands using technology with analogs from the mid-1600s to the mid-1700s.

Divine magic is a relatively common sight among most of Aaven. Only the most backwater of settlements lack some kind of faith healer, adept or shaman.

On the other hand, arcane magic is generally seen with skepticism. To the common resident of Aaven, an arcane spellcaster is dangerous and unpredictable. Compared to divine casters, who must follow the tenets of their faith or believe system, arcane magic users have no rules that govern how their magic can be used, or so it is believed.

On those islands where arcane magic is most common, wizardry is a way of life, but these are relatively few.

Lode: This marvelous black stone is the lifeblood of Aaven. It has the property of floating in midair, even carrying a considerable weight along with its own.
A naturally occurring mineral, lode ore is found deep within all islands and is what allows them to float.

After undergoing a complicated alchemical process, refined lode can rise higher still when heated or with an electrical current. Sky ships are typically built with lode inside the hull attached to a boiler for heat. This way, a ship’s height can be controlled.

Lode has one well-known disadvantage. It reacts with itself. Because of this, whenever a ship using lode comes too close to a large deposit it can tear itself apart. Every island has at least one large deposit, but luckily these tend to be near their centers, allowing lodeships to dock at cities on the edge of islands. When a lodeship must travel inland, it will fly high above ground and use tall towers, ropes or balloons to move men and supplies to and from the ship.

Ships: In a world like Aaven, the peak of technology is often invested into ships.

Many subsist on primitive gliding machines or airships lifted by sacks filled with light gases, but when the common person dreams of sailing the skies, it is on a lodeship.

The most common and least advanced lodeships use wind sails and coal or wood fueled boilers to heat their lode. Rare, advanced models have steam powered turbines and heat their lode with simple electric generators.

Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

RiskyJubles
2014-01-01, 10:13 PM
Gods and the Realms

Religion plays an important role in Aaven. The great majority of mortal creatures worship one deity or another. From the most tyrannical red dragon to the meekest of peasants, prayers can be heard throughout.

This faithfulness isn’t merely superstition. Gods and their minions regularly answer prayers, and some deities have even walked on Aaven in mortal form before being raised to godhood. On top of the clear evidence for the divine, mortals worshipers follow gods to safeguard their souls. Despite the fact souls separated from their bodies have almost no recollection of their past life, it is the only hope for most mortal creatures to further their existence, making faith attractive to everyone. The gods also do what they can to attract worshipers as praise, and souls, increase the power they wield.
While it is clear that gods exist, some refuse to worship them. Those souls who reject the divine are known as the Faithless. When such a person dies, their homeless soul merges with the tree of the dead, Mourndrassil, instead of moving through the Grey like more religious individuals.

For those who do prescribe to a god’s teachings, the outcome is normally better, but it can also be much worse. When a soul is judged by Valkjosin, he determines its worth based on their detiy’s standards instead of his own. He then sends the soul to the appropriate god’s realm for their rewards or punishment.

Some souls choose to sign their souls away to powerful devils. These skip the judgment of the Grey entirely and are sucked down into the Hells at the moment of death. These soul contracts are an attractive option for those who wish to serve a hellish power and have great power in life, but one much be careful when making such deals. While you can trust a devil to follow the word of a contract, they will always twist its spirit to serve themselves.
Creatures who return to life retain no memories of the time they spent as souls in the afterlife. A destroyed soul is gone forever—its “life force” has either returned to the Elemental Conflux or, in some cases, used to feed or trigger the creation of another outsider. Souls who please a deity or another powerful outsider can be granted rewards—the most common such reward manifests as a transformation into a different outsider, such as an archon, azata, demon, or devil, depending upon where the soul travels. In rare cases, a creature can retain its personality from life all the way through its existence as a soul and into its third “life” as an outsider, although such events are rare indeed.

Traveling the realms has always proved to be difficult. Even if spells such as plane shift are cast, the travelers must constantly be on guard. As a mortal creature away from Aaven, their souls are cut off from the judgment cycle, and if they somehow die on foreign planes, their soul becomes trapped there and subject to whatever creatures come after them.

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The Realms
It can be difficult to imagine multiple infinitely large planes coexisting. Scholars claim that while each plane is infinite in the three dimensions we are familiar with, they are limited by a fourth unperceivable dimension exists, allowing them to be adjacent to, orbit or even be surrounded by another infinite plane. The realms known of today have not always been as they currently are. Legends speak that Uth ruled a perfect creation before the arrival of the Outer Chaos, but it is unknown what this universe looked like. In the present age, only the damage that was caused that calamity can be seen. The current universe may not be perfect, but it supports life, both mundain and magical, and those willing are able to seek happiness in it.

Aaven
Also known as the Prime Material Plane to scholars, Aaven is the home of mortal creatures and the source of all souls. Because of this, Aaven holds a great strategic importance in any conflict between outsiders, and planer wars have been fought for what it can provide. It is said; whoever controls Aaven controls all of creation. The Eastern Isles are just a small piece of Aaven, and it is unknown how far away other groups of islands could be or what kinds of creatures live there.

The Grey
Whenever something dies on Aaven, its soul enters the Grey unless something stops it. In this realm, Valkjosin judges each soul, determining its ultimate fate. If a deity claims dominion over a soul, it is sent to their divine realm after being stripped of any memories. The plane is dominated by an infinitely large tree called Mourndrassil. Orbiting the tree are the souls waiting for their judgment, a process that can take years. At the top, lies Valkjosin’s hall. This is where he, along with his most trusted servants, spend most of their time judging souls. Aside from the un-judged souls, one can see the souls of the faithless nailed to and hanging from Mourndrassil. As souls cannot be release by death, they will last for millennia until absorbed into the tree.

The Shade
Created by Yoboga and Borius in the Before Times, this realm was once known as the Weave. It mirrored Aaven in many respects, but had brighter and more outlandish features. When Yoboga went insane after murdering Borius, so did the Weave. Most of the magic that infused the realm was released into the rest of creation, eventually spreading and making arcane magic uniformly available on every plane. Without most of its life giving magic, the plane has become a shadow of a shadow. Where it was vibrant, it became dark. Where it was inspired, it became corrupted. It still mirrors Aaven, and if a tree exists in one spot, chances are that a tree will be in the Shade as well, but this tree will be unlike its companion, more imposing and twisted.

Elemental Conflux
All of creation is surrounded by the Elemental Conflux. Legends say that it was once made of separate planes, one for each element, but after creation was invaded by entropy, the borders between the elements fell away until they started to mix together. The remains of the old structure can still be seen by those who spend their lives traveling the plane. Many parts mirror are still completely dominated by their parent element, but many more are mixed together, as the elemental components mix try to reach equilibrium. For instance, someone traveling from a region dominated by earth to the region of water would have to travel through the region of ooze and mud before they noticed that everything became pure water. Such a journey could take hundreds of years or more, or a day depending how the elemental ties are shifting.

Heavens
Controlled by gods and outsiders, this collection of planes represents the final goal of a well lived life. Like the Hells, the Heavens are infinite in number, and almost every paradise fantasy can be catered to by some deity or powerful outsider. Offering such appealing afterlives is the preferred method to attract much needed souls to fuel the divine armies against their constant wars against the Hells and the forces of entropy. The Heavens aren’t just places were souls live out their eternal rewards. Thanks to the need to keep extra-planer enemies at bay, many regions and even entire planes are devoted to crafting world shattering weapons and fielding impossibly huge armies. Besides the military aspects, the Heavens are also a place of punishment for those mortal souls who betray or displease their chosen deity and die without being redeemed or finding shelter in the faith of another god.

Hells
Similar to the Heavens in many regards, these countless planes are ruled by powerful archfiends and capricious deities, differing from the Heavens in form more than function. Unlike the Heavens, the Hells offer no comfy afterlife to attract souls. Instead they offer to make lives better while still walking the earth. Rather it be strength, wealth or power, no desire is beyond the ability of the Hells to sate. In return, all they ask for is your soul. Most commoners believe that to sign away your souls to the Hells means an eternity of torture. While this may be true for some of the more sadistic fiends, most authorities in the Hells would rather use souls to secure or improve their positions of power. Some particularly powerful or convincing mortals have secured contracts that would make the afterlives promised by the Heavens look lackluster in comparison.

Abbadon
Feared by both the Heavens and the Hells, Abbadon is considered the most dangerous realm in the multiverse. Because of this, the plane and its inhabitants have been sealed away. When the Outer Chaos first entered creation, Uth and the other creatures which inhabited the perfect universe were caught completely unaware as the alien force wreaked havoc. Knowing that he couldn’t stop it, he instead sealed away his reality, corking the hole made by the chaos with a self-replicating, infinite realm. Sealing this realm from the rest, he hoped the entropy would always have somewhere to expand without seeping into his more ordered realities. Unfortunately, the creation of such a realm required the sacrifice of the majority of the other realms for their energy and materials. This new plane and its displaced inhabitants were subjected to the Outer Chaos without any hope of escape. For ages, it was thought that the seal was perfect, but it has become clear that planer cracks have begun appearing. These lead to Abaddon, offering a slight buffer against the Outer Chaos itself but not for the creatures which have been twisted in their sealed realm for millennia.

Beyond Creation
The gods themselves are silent on this subject, and the most adventurous scholars have only guessed when describing what lies beyond creation. It is thought that such a place is without rules, or at least has ones we cannot begin to understand. What is clear is that it is the antithesis of everything we understand good or evil. The few times in history that the Outer Chaos has come into creation have been disastrous in the extreme. Because of this, it is the one common enemy that all reasonable creatures share.

The Gods

Aeo

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Aeo “The Heart of the Tempest”
History Like his twin sister, Solya, Aeo fights against the evils in the world, but where Solya sees such actions as her sacred duty, Aeo only does it because he enjoys it. Because of this, he tends to send his forces out on whims and overlooks any failures, after all, it’s better to try then do nothing at all. His attitude is shared by his followers who believe doing good should cause joy for themselves as much as others.
Aeo and his followers hate evil, but to not take joy and pleasure out of life is just another kind of evil. Those who fight in Aeo’s name may be less focused than other religions, but they don’t hesitate to right wrongs. The faith’s critics say that such hasty action can sometimes make situations worse, but to not act only ensures evil’s continuance, his followers say.
Aeo appears as a giant humanoid with multiple arms wrapped in a tornado, often wielding weapons and wearing armor.
Allies and Enemies Aeo stands in opposition to all forces that seek to end the happiness of mortal creatures. Slavers, tyrants, bandits and more are all evil in his opinion.
He trusts his sister Solya, but considers her prudish. Like her, he fights against the forces of Hade, Yoboga, Calcifer and Nultraxion, but holds no hatred against Flintsail LeStrange and Zuggit-Toruth. Unlike his sister, he stands against Zarus and his Hierarchy because of how they restrict the freedom of others.
Like his sister, he prefers his mortal champions to do his bidding, but he will also send azatas or angles if required.
Teachings More than anything, Aeo teaches his followers to enjoy life and make it so others can do the same, and an action itself is secondary to the way it makes you feel.
All creatures have the right to find their own happiness, and you must not stand in their way or judge them for what makes them happy, unless it stops others from seeking their life’s joy.
When in doubt, his followers should let the winds guide their path. There are more things in this world than one can possible see in a lifetime and staying put only hinders their potential happiness.
Church and Worshipers Aeo’s faithful come from all walks of life from innkeepers to benevolent kings. They are committed to spreading joy but also hold their own happiness in high regard. Because of this, some call the faith self-serving, but his followers just point to the slaves they have freed or the evil creatures they have slayed as evidence to the contrary.
Those who take up arms in his name are called windwalkers. Unlike the Sunwalkers, individual windwalkers tend to operated fairly independently, but will band together to face larger threats.
His clergy dress in blue, grey and white. Many of his most faithful followers are clerics, but many other classes hold high station in his church. Clerics prepare spells in the afternoon, and channel positive energy. He accepts paladins as holy warriors. Instead of sacrifices, he prefers for his followers to hold celebrations in his name. His holy symbol is a heart within a storm.
Aeo’s holy text is Tales on the Wind. This recounts the successes and failures of famous windwalkers. These stories can be adventurous or humorous, but they are always entertaining.
Taboos Aeo expects his followers to be kind and giving but puts few restrictions on them, trusting his adherents to find their own path to happiness. His greatest taboos are actions that strip an individual of their ability to pursue happiness. Murder and slavery are examples of this.
Besides this if one of his followers becomes depressed or stops feeling joy from doing good, it is seen as a failure of the gods teachings. Individuals are expected to be responsible for their own happiness, and if one fails, clearly they haven’t followed Aeo’s teachings correctly or lack faith in them.
Portfolios positive emotion, freedom, wind, weather, celebrations
Domains Air, Liberation, Good, Weather, Glory
Sub-Domains Seasons, Storms, Azata, Cloud, Wind, Freedom, Revolution, Heroism
Favored Weapon rapier


Bahamut

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Bahamut “The Steel Wyrm, The Shadowless”
History When the chaos outside of creation invaded in the Before Times, the first thing lost to Uth was his command over the primal elemental energies. Before the other gods sprung from his being, he crafted a beautiful metallic creature to hold his loose energies. He put in all he could, but much of it was already released into what was left of the world. This loose power coalesced into the first mortal beings, the dragons.
They looked at the stirring, metallic form built to hold their own power and began worshiping it as their god, naming it Bahamut.
In time, he purged the chaos from his nature, creating the evil dragon god, Nultraxion, and punished the dragons that sided with him by stripping them of their metallic nature.
In his natural form, Bahamut appears as a colossal dragon made from the purest metal. Shimmering energies crackle around him, and he casts no shadow.
Allies and Enemies Many foul beings and creatures call the Steel Wyrm a foe. Anything that acts against the interests of mortal creatures can attract the ire of the dragon god. Even with his wrath, he is forgiving and will do what he can to redeem his greatest enemies if the desire to repent is pure in their hearts.
Nultraxion and his followers are his most sworn enemies. To fight against them he commands an army of holy warriors, one of the largest of any god. Other gods that stand against the Shadowclaw with him are seen as allies.
Bahamut normally commands mortal warriors and agathions, but will send powerful metallic dragons when the need is great.
Teachings The Steel Wyrm teaches to redeem evil creatures, especially dragons, when you can, or destroy them when you must. To redeem is to create good in the world, and while any killing isn’t good, it can stop the spread of evil like amputating an infected wound.
Besides his clearly martial teachings, Bahamut expects his followers to act in a way that is worthy of the dragon god, respectful and kind.
Church and Worshipers Members of all races follow the Steel Wyrm, but wyrmbound and metallic dragons tend to venerate him most of all. Like their god, his followers hate all evil dragons, but the average follower can’t dedicate their lives to crusade against them. Instead, they try to follow the example of the metallic wyrms, living honorably.
The most extreme of his followers are the Order of the Wyrm, based at the Steel Citadel in Lethyr. The metallic dragons and holy warriors that call the citadel home have dedicated themselves to the redemption or destruction of evil dragons everywhere.
His clergy were silver robes or armor, and his temples are tall and beautiful. The leaders of the church are typically clerics or paladins, but any class that hates evil dragons can rise in the church. The clerics channel positive energy and prepare their spells at noon. He accepts paladins as holy warriors. Instead of sacrifices, his followers preform heroic deeds in his name like redeeming or punishing evil dragons. His symbol is the silver silhouette of a dragon.
The Book of the Wyrm, the holy text of Bahamut’s faith, is commonly found in one of two forms. The first form sits at the center of a temple or church, often with an elaborate cover, gilded pages, and impressive illuminations along the margins. The second is a travel copy carried by many faithful. Written by metallic dragons ages ago, it is a collection of lessons and proverbs based on their own ancient and noble lives.
Taboos The greatest sin in Bahamut’s eyes is letting an evil dragon go unpunished or unredeemed. This doesn’t mean necessarily marching into its lair to slay it in single combat, but action must be taken. The weakest of his faithful, lacking the power to stop even minor dragons, will often inform the famous Order of the Wyrm, letting them take care of Nultraxion’s kin.
Dishonoring the Steel Wyrm in word or deed can also lead to faithful being expelled. This means any selfish act, such as stealing, murder and the like, but even habitually behaving disrespectfully to others.
Portfolios metallic dragons, the elements, crusades, redemption.
Domains Scalykind, Air, Good, Earth, Fire, Water
Sub-Domains Cloud, Metal, Dragon, Agathion, Arson, Ash, Smoke, Ice, Oceans
Favored Weapon longsword


Calcifer

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Calcifer, "Him Without Warmth, Lord of Bones, the Shambled,"
History There was once a god of learned magic and frozen places named Borius. He and Yoboga were married, and together they ruled over all magical aspects from the Weave.
All was well, and the two had many demi-god children, until Borius was seduced by Eudahlia. To impress his new mistress, he gave her his portfolios of learned magic and knowledge. Worse than that, he also stole his wives power over art and beauty, gifting them as well.
When his betrayal was discovered, Yoboga went mad, devouring their children to spite her unfaithful husband. Finally, she slew the now weakened Borius and used each of his bones to create 206 powerful undead servants,
After an age, two of these divinely fueled skeletons found each other. Fusing together, they birthed a new god. More time passed and this new being, who called himself Calcifer, brought more and more undead creatures into himself, growing with power each time and eventually regaining some of his lost power. It is unknown how many of his original bones have been recovered, but Calcifer's power now equals, if not surpasses, Borius. If he reassembles himself completely, who can say the undead horror he with bring.
Allies and Enemies As the divine embodiment of undeath, Calcifer’s main allies are undead creatures and those or serve them. He Without Warmth cares nothing for the living and many of his followers need to consume their life force or flesh, so he gives them carte blanche in hunting their prey. Because of this, most living creatures see him as the enemy of all life.
Calcifer is indifferent to most other deities for he is beyond simple living emotion. The little of Borius left in him has a distinct craving for vengeance against his now twisted ex-wife, Yoboga, and he has vague affections for Eudahlia who stole his heart when it still beat.
While he doesn’t require his followers to ascend into undeath, as he is indifferent by nature, many nonetheless choose to reach the eternal patience their god possesses. Some of these followers refuse to allow their souls into the afterlife, which has attracted the attention of Valkjosin and those who do his will.
His preferred servants are undead of all types.
Teachings The greatest virtue a follower of Calcifer can possess is patience. For someone as long lived as a lich or a vampire, long-lasting problems seem to fix themselves over time. Enemies die, nations fall, interest accumulates and even the gods die.
Mortal life is a pathetic excuse for existence compared to the everlasting embrace of undeath. Calcifer expects his faithful to realize the undead are living the truer existence, and to cherish their wisdom.
Heat and life coexist. One attracts the other. Hide your works from the heat of the day and the hands of the living.
Church and Worshipers Anyone who venerates death and the undead more than life are accepted by the Lord of Bones. Followers of Calcifer rarely operate in the open. An exception exists in the northern reaches of Darvish where once fanatical followers of Borius have transferred their worship to his reanimated corpse.
His clergy wear the deepest blacks doing away with many trappings of wealth or power. Clerics prepare their spells at nightfall when the last rays of light have died. They channel negative energy and his preferred holy warrior is the anti-paladin. His preferred sacrificial offerings are the fresh bones of a powerful creature, but not those who were once reanimated. His holy symbol is a frozen diamond with a skull at each of its four points.
Calcifer's holy text is Bones of Truth. In it, 206 proverbs demonstrate the value of patience and undeath. The writing useally exists as a simple black book, but the greatest clerics can spend lifetimes carving the truths in skeletons assembled from mismatched bones.
Taboos The followers of Calcifer see themselves as above petty morality. Life is infinitely fleeting, so most rules made by living creatures are bound to die with their short-lived creators.
On the other hand when interacting with undead creatues, certain considerations must be taken. Generally, the undead should be treated with respect, especially by worshipers who are still alive. Naturally, destroying these holy creatures should be avoided, but non-sentient undead are seen more as pieces of beautiful art than people. Undead with minds are another matter. To destroy them is seen as an act considerably worse than murder, as their lives were potentially infinite, therefore more valuable.
Another sin is bringing the dead back to life. Why curse a close friend or loved one to decades more of imperfect life when you could instead gift them by raising them as a vampire or equally powerful creature.
Portfolios undeath, necromancy, cold places, patience, bones,
Domains Evil, Darkness, Death, Water, Madness
Sub-Domains Undead, Ice, Loss, Night, Fear, Nightmare
Favored Weapon scythe


Captain Logan “Flintsail” LeStrange

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Captain Logan “Flintsail” LeStrange “The Pirate King”
History When pirates first sailed the sky, Logan LeStrange was with them. Born a mortal human during the Golden Age of Piracy, he rose to become the most famous pirate to ever live. He never took much stock in the gods, instead following his own innate sense of right and wrong. Over his long career, this developed into a strict code of personal honor.
According to his followers, when the gods noticed that this mortal was ignoring their teachings and still having tremendous success, they decided to test his resolve. One day, a cloaked figure appeared on LeStrange’s flagship. He told the captain that curses would befall him, but the gods will lift them if he asks. Captain LeStrange scoffed at the stranger and ordered him to walk the plank. When he pulled one of his trusty pistols, the stranger vanished in a puff of smoke.
Unafraid by the supernatural display, he shouted a challenge to the gods to do their worst. He didn’t have to wait long.
First, Yoboga cursed him with the mark of the black spot. Seeing this mark of death, his superstitious crew abandoned him overnight. Aeo killed the wind that filled his sails, and Solya baked him under the sun. One by one, each god tested him in their own way, sending a massager to restate their offer. Each time, LeStrange refused.
He wandered for months, fighting for his life. In the end, the little lode that kept him aloft brought him to his port-of-call, a small town called Skull Port.
Here, Hade came to him. The Binder’s avatar said that if he didn’t cry out for mercy, then he would strike dead everyone in the town.
LeStrange was faced with an impossible choice. He could ask for a god’s help or the town’s civilians would die. No matter what, his honor would fail.
He made the only choice he could. Without hesitation, he placed his trusty flintlock pistol up to the sails, pulling the trigger and igniting the dried cotton. The fire spread around his ship, but instead of trying to fight it, the Pirate King grabbed his best bottle of liquor and went down with the ship.
In death, his soul was hung from Mourndrassil like all faithless, but the legend of Flintsail LeStrange grew like wildfire. People from across Aaven began traveling to Skull Port to see where the legendary pirate made the ultimate sacrifice, praising him all the while.
Like any outsider, the praise and worship made Flintsail stronger and he pulled himself from the tree of souls as a new deity, a god of pirates to plunder the celestial seas.
Allies and Enemies The other gods generally see him as a nuisance because of the looting of their realms. Some of his greatest scores were of divine power from these rivals. This includes: tricky from Fenwick Shamrathel, independence from Hade, and luck from Yoboga. The god of the elves was impressed and holds no grudge, but the others don’t forgive so easily.
Many of his worshipers scoff at mortal laws, giving his faith a bad reputation among those who enforce these laws. One that isn’t undeserved.
The Flintsail will normally command his mortal followers or fire elementals when he needs something done.
Teachings The Pirate King realizes that there is more than one path to enlightenment, but whatever path someone chooses, they must follow it to the best of their ability.
Like Flintsail LeStrange himself, his followers must develop a personal code of honor to live or die by. Don’t let others, especially those who make a habit of telling people what to do, decide what that code is.
Church and Worshipers Pirates are Flintsail’s most well-known followers, but anyone who has a love for adventure and a personal code of honor is a potential follower. In fact, the god is not very discerning when it comes to who he allows to worship him as long as they stay true to themselves. Temples are almost unheard of, but many ships have shrines devoted to him, consisting of a small ever-burning brazier and a few bottles of rum.
His followers have no set appearance, but tend to dress like extravagant pirates. Clerics are in a minority when it comes to his clergy, and some of his most devoted followers don’t cast divine spells. Those who prepare spells in the Flintsail’s name do so at noon and channel either negative or positive energy. He does not accept holy warriors. His preferred sacrifice is burned liquor, and his symbol is a ship wrapped in flames.
He has no specific holy text, but his followers hold sea shanties depicting his struggles and victories in high regard and often sing them for good luck.
Taboos The Flintsail does not concern himself with anything as shallow as taboos, preferring to let his followers listen to their own innate morals.
The only thing that offends him is when someone violates their personal code. Without honor, mortals have nothing.
Portfolios pirates, ships, arson, personal codes of honor, theft, independence
Domains Luck, Trickery, Travel, Liberation, Fire
Sub-Domains Arson, Ash, Smoke, Thievery, Freedom, Exploration, Trade
Favored Weapon pistol


Eudahlia

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Eudahlia “The Cunning Coquette”
History Eudahlia was one of the last gods created by Uth, and was unfortunately weaker than her brothers and sisters, but she was given one thing in abundance, ambition. Since her creation, she has traded with or charmed other gods, slowly expanding her power. Now, she is just as powerful as the others, but her work is never done.
Eudahlia changes her appearance to suit her needs, but is most known for looking like a supple woman wearing many beautiful masks that shift about her face and head.
Allies and Enemies Few gods trust her, but most respect her insight and distaste for violence. Anyone who uses violence to get what they want is seen as weak and stupid at best or brutal and evil at worst. On the other hand as long as violence is not used, any underhanded betrayal is accepted and even admired in her faith.
In her case, she hates Hade and Zarus for the ease in which they use war to get what they want. She also has a darker history with Yoboga and Calcifer, hating the Scorned Hag for her murder of Borius, and pities Calcifer for what he has become.
She prefers to command genies to do her bidding.
Teachings Her church teaches its members to improve their place in life at any cost except violently, as that is not a solution, just the absence of solutions.
Her followers are lovers of art and magic, seeing them as two sides of the same coin. There are few callings nobler than a poet or artist to her clergy.
Church and Worshipers The Cunning Coquette claims followers of all regions and races, and is one of the most accepting gods in Aaven. Anyone who wants to better their lives can find a place in her faith.
Her followers dress in the height of fashion, draping jewelry and others symbols of wealth on their bodies. Her religion is led by bards, clerics and a few wizards. Faithful clerics prepare their spells in the evening, and channel either positive or negative energy. She sees holy warriors as unsightly and does not accept them. Her preferred sacrifices are new poems, paintings, plays or other works of art dedicated to her. Her holy symbol is a white or decorated mask.
The holy text of Eudahlia is Colors of the Art. This beautifully illuminated work is a collection of poems and plays that depict Eudahlia’s dealings with other deities. Many of the works are performed on her holidays, and it is seen as a great honor to be given the part of the goddess.
Taboos The followers of Eudahlia have a few taboos. First of all, they are strict pacifists, seeing violence as disgusting, but acting in self-defense is accepted as a necessary evil.
Aside from that, destroying a work of art or the written word without recreating it can lead to excommunication. Spell scrolls are considered works of art, and witches are considered sinners because of their need to destroy scrolls for their familiars.
Portfolios prepared arcane magic, trade, seduction, art
Domains Knowledge, Rune, Charm, Magic, Travel
Sub-Domains Trade, Thought, Memory, Language, Love, Lust, Arcane
Favored Weapon fighting fan


Fenwick Shamrathel

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Fenwick Shamrathel “The Jaded Cad ”
History In the first days, Fenwick Shamrathel was unknown to his siblings. So swift and silent was he, the other newborn gods where completely unaware of his existence. In this way, he stalked his fellows, learning as much as he could. As time passed, he became bored with this game, revealing himself when he found his brothers, Zarus and Khord, arguing about who was the greatest craftsman.
Just to pass the time, he entered the bet with them. Zarus and Khord finished their respective creations after the first attempt, but the Jaded Cad, after being bored for so long, took his time with the projects. One by one, he created new forms of life. Some were playful, some were somber, but all were different, given innate passions that shifted with each of the god’s passing moods. Each time he sent a creation forth, he was pleased for a time but quickly lost interest. These forgotten creations are what became known as fey.
After so many failures, this new game seemed as boring as all the rest, but he gave it one final try. Instead of instilling these newest creations with whatever was infatuating him at the time, he left them as blank slates. At first, he was afraid these new creatures, he named elves, would be plagued by boredom without any of the arbitrary desires given to their fey kin, but as his new children started dancing about, he was pleased and surprised to find he greatly enjoyed their company. And so, he took them as his favorites, bringing them into the hidden places of the world and teaching them his ways.
Out of all the deities that created a race, Fenwick Shamrathel is the least concerned with proving his children’s superiority. He would much rather enjoy their company. But even with an entire race looking at him for guidance, the Jaded Cad still disappears for decades at a time searching for new things that strike his fancy.
He takes the form of an elf or fey creature wearing a wooden mask and dressed in leaves and hemp. Forests spring up behind him as he moves. His holy symbol is a circle of plants around a dark disk.
Allies and Enemies He tries to stay out of the dealings of other deities unless he is bored, because of this, he has remained neutral as the other gods bicker among themselves. Although anyone who promotes the end to life, and therefor enjoyment, is his enemie. He made his elves and fey to not have to worry about such things as death and only worry about filling their countless days, so when the gods Valkjosin and Calcifer promote death, that annoys the Jaded Cad.
He has rarely allied himself with other gods, but he has worked with Aeo on occasion. Both gods have a love of celebration and entertainment and often help each other pass the millennia.
He has a grudging respect for Flintsail LeStrange who stole from him soon after the Pirate King’s divine ascension.
He commands powerful fey and elven champions to do his bidding.
Teachings Fenwick Shamrathel teaches his followers to imitate himself in their works and life.
He teaches them to try and enjoy life, but not to be discouraged if they don’t find success at first. They’ll have many days to try again.
Stay hidden and keep your secrets. The least your enemies know, the safer you’ll be. Try to avoid hostility when you can, but strike without mercy when you must.
Nature is your ally. Use it to make your passage through life easier.
Church and Worshipers Elves and other fey creatures are the primary worshipers of Fenwick Shamrathel, but he also attracts members of other races who appreciate his affinity for stealth, secrets, pleasure and nature.
His clergy wear light greens and dark browns when they are not disguising themselves. His temples are built deep within the forest, and often have walls made from living trees. Many clerics hold his rights, but druids and rangers are held is just as high a regard. Clerics of Fenwick Shamrathel prepare their spells at dusk, and channel either positive or negative energy. He does not accept holy warriors. His preferred sacrifices are elaborately devised games and secrets whispered in his honor.
He has no holy texts, as his followers say that being in nature teaches those how to follower his teachings.
Taboos The greatest sin a follower of Fenwick Shamrathel can commit is revealing a sworn secret after taking an oath to keep it hidden. Because of this, his followers are often tasked with carrying sensitive messages.
Murdering an innocent elf or fey creature can also attract the attention of his followers.
There is a divide in his church regarding nature. Some think that cutting down a tree or destroying wild plants can risk a follower’s future in the church, while some think that wasting what nature gives is a sin. Those that harvest say that this is supported by the fact that hunting is a holy right in Fenwick Shamrathel’s faith, but wasting the remains of a kill is never done. This debate has raged for years, but the god has been silent, perhaps on one of his periodic diversions.
Portfolios elves, fey, nature, hunting, secrets.
Domains Animal, Plant, Trickery, Darkness, Knowledge
Sub-Domains Memory, Feather, Fur, Growth, Thievery, Deception, Moon, Night
Favored Weapon longbow

RiskyJubles
2014-01-01, 10:14 PM
The Gods Continued

Hade

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Hade, "The Binder, The Tyrant Lord"
History Clerics of The Binder say he was the first god, born to subjugating and rule all the rest. How the other gods cling to their freedom and stand in his way is the greatest of blasphemies. Hade calls for his faithful to end this sinful state of being, one conquest at a time.
Followers come to him for his lavish promises of wealth and power. In truth, many have risen to great heights under The Binder's teachings, but many others have fallen, clearly too weak to follow the Path of the Chain without doubt.
Throughout his existence, he has waged a near endless war against the other gods of Aaven, winning countless divine trophies and capturing souls to use as eternal slaves.
Hade appears as a humanoid with an army of chained souls pulled behind him.
Allies and Enemies He is feared by most and loved by none. Most other deities fear The Binder, and in turn, Hade sees most other deities and their followers as potential victims. Valkjosin has a particular hatred for him as he the Binder is found of stealing souls from other realms, circumventing the natural order the death god upholds.
He’s neutral against those who wish to subjugate others but don’t worship him. Such individuals may be competition, but their desires are worthy of respect.
Recently, the Tyrant Load has forged an alliance with the Church of Zarus, going against millennia of unaided warmongering. The unprecedented cooperation has given Hade’s followers sanctuary, allowing his church to flourish. He also lusts for Eudahlia, seeing as her as the ultimate prize. He would prefer to win her heart somehow and has abstained from attacking her realm or her followers.
His preferred servants are kytons, but he also employs devils, using his many captures souls to pay for their services.
Teachings Hade’s teaching revolve around proving your worth through your actions, preferably violently. He is a covetous deity and encourages those same traits in his followers. Under Hade’s law, if you can take your neighbor's possessions, you deserve them.
Only the strongest, smartest and most vicious deserve any power or wealth. The best way to show who these people are is to wage war, the winners making the losers their slaves.
Church and Worshipers Typical followers of Hade include: slavers, warlords, and tyrants, with many of his followers forced by their masters to pay homage. Hade does not need their love, only their obedience.
His clergy wear red decorated with grey, and often drape themselves in chains.
Clerics prepare their spells at dawn because he does not want them to hide in the shadows. They channel negative energy and he accepts anti-paladin as holy warriors. His preferred sacrificial offering is a newly acquired beautiful and/or powerful slave. His holy symbol is two stylized links of chain.
Hade's holy text is Path of the Chain. Often written on literal chain, it is a collection of no-nonsense lessons on how use ones strength to get what they want. They also instruct on how to treat a slave to foster obedience and how slaves should obey their masters, even the cruel ones. Such chains are used to bind newly acquired property, to impart what pains await those who disobey their masters.
Taboos A faith based on violence and war understandably has few taboos, but some exist when they interfere with the church’s beloved natural order.
Unlike most other religions, the church of Hade takes little offensive if its members fight among themselves, although this is expected to be ritualized. This way, they hope that the strongest among them will rise to the most prominent positions.
The greatest sin a follower of Hade can commit is freeing a slave or prisoner. This includes allowing such property to go free even when they are an enemy’s slave. Taking them as your own is another matter entirely.
Using stealth to steal or kill also perverts the natural order. Someone truly deserving should be able to strike down their enemies in the open.
Portfolios slavery, conquest, envy, torture, tyranny
Domains Evil, War, Destruction, Law, Strength
Sub-Domains Torture, Blood, Tactics, Slavery, Tyranny, Devil, Ferocity
Favored Weapon whip


Khord

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Khord “The Boundless Craftsman”
History According to his followers, it was Khord who rebuilt the world after it was sundered in the Before Times. While the other deities were busy with petty squabbling, he was hard at work, building the endless isles that make up Aaven. Was he thanked when his work was done? No, but he didn’t do it for thanks, he did it because it needed to be done.
When it was time for him to rest, he stuck his anvil a final time, spraying sparks across the isles. As these cooled, they realized they lived, and the first dwarfs were born. Zarus was envious of these perfect creatures, creating humans as a pale imitation. Fenwick Shamrathel also joined the rivalry, seeing it as an interesting game his fellow gods were playing.
Khord prefers to take the form of a giant humanoid in perfectly crafted armor, wielding his giant smith’s hammer, Allmaker.
Allies and Enemies Most deities try and stay on his good side as he is the chief craftsman of their divine armaments. He is prideful and has a rivalry with Zarus, and a deep respect for Solya and Bahamut, respecting the Golden Maiden more for her dedication than ideals.
Any force that seeks to destroy what others have built is the enemy of Khord, but he has no love for nature, seeing it as nothing but raw material for more practical constructions. Those to stand in the way of progress for the sake of nature can be labeled unmakers as well.
An unmaker is someone or something that steals or destroys the hard works of others, and it is the greatest insult in Khord’s faith. The only gods who fall into this category include: Nultraxion and Zuggit-Toretch, but many mortal individuals can be unmakers on a smaller scale.
He prefers to command powerful golems, constructs and inevitables as well as dwarven champions.
Teachings Khord teaches his followers to solve their problems with the sweat of their brow and the genius of their inventions.
Once you have completed your great works, guard them, and the works of others, from the unmakers. They will work just as hard to steal your progress as you making it.
He also teaches that sufficiently advanced devices have an immortal essence not much different than a soul.
Church and Worshipers Dwarfs are the typical worshipers of Khord, but anyone who appreciates his holy craftsmanship can find a place in Khord’s church. Smiths, miners and craftsmen of all races follow his teachings.
Armor is considered the traditional garb for his followers. His temples are functional and well built, and normally built from metal, stone or craved into the earth. Clerics and paladins normally lead his holiest rituals, which involve the crafting of powerful magic items, but any craftsman can be a priest in his church. Khord’s clerics prepare their spells at dawn and channel positive energy. He accepts paladins as holy warriors. Khords prefers sacrifices of expertly crafted weapons, armors and machines made in his name. His holy symbol is a gear and an anvil smelted together.
His holy text is The Anvil Strikes. The book tells how Khord crafted the holy armaments of the gods in extreme detail, and is used as a guidebook in practical crafting techniques. Most are made from metal leaf, with wealthy temples having volumes hammered from gold or other valuable substances.
Taboos The greatest taboo in for the boundless craftsman is destroying a functional and useful device. This can be considered as bad as murder, as many well-maintained devices can save many lives in the long run.
You must also stop unmakers from destroying the works of other because progress is a shared by all.
Aside from destruction, wasting metal or other crafting substances is also sinful. In a mineral scarce realm like Aaven, wasting materials only further limits the amount of progress that can take place.
Portfolios dwarfs, miners, craftsmen, metal, stone, crafting, toil, defense
Domains Earth, Strength, Artifice, Protection, Rune
Sub-Domains Wards, Caves, Metal, Resolve, Construct, Toil, Defense
Favored Weapon warhammer


Nultraxion

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Nultraxion “Shadowclaw, Warbringer, The Betrayer”
History After Bahamut was created, the new dragon god realized his elemental energies were tainted with the same chaotic energies that threatened the first world. He knew his role as god to the dragons was doomed to failure if this power was allowed to corrupt him as it had Uth. To purge it, he retreated to the furthest reaches of the universe and poured the chaos into his shadow. The chaos was already too much a part of him, and the purging took half of Bahamut’s godly might with it. Not knowing what he had wrought, he returned to Aaven. As Bahamut’s corrupted shadow mixed with all the alien powers at the edge of the cosmos, a new deity took shape in a twisted reflection of the Steel Dragon.
He followed his progenitor’s trail, and was jealous to see Bahamut’s followers worshiping him. He took the shape of a mortal dragon and mingled with the others, naming himself Nultraxion, “Warbringer” in draconic. Over time, he convinced many that they didn’t need the guidance of Bahamut, and his followers launched a surprise attack on the Steel Wyrm’s faithful, slaying most of the universe’s dragons in an instant. But with the help of the other newborn gods, the attack was thwarted. Nultraxion escaped back to his home at the edge of creation, but Bahamut punished his followers by removing their metallic sheens and left with them the chaotic corruption left by Nultraxion’s influence. Now, the Warbringer bides his time until he can strike again.
Nultraxion prefers the form of a colossal, shadowy dragon. Dark energy leeches off his body, and he casts no shadow.
Allies and Enemies First and foremost, the Warbringer hates Bahamut and his followers. He’ll take every opportunity to stand in the Steel Wyrm’s way, slaughtering those under his protection whenever he can.
Nultraxion and his chromatic dragon zealots see themselves as the only true dragons. Bahamut has lied to those under him, and cursed those who dared seek out freedom from his tyranny.
He has contempt for the other gods as they don’t accept dragons as the true masters of the world, but he doesn’t hate them nearly as much as Bahamut. Nontheless, in his quest for draconic conquest, Nultraxion’s interests have been at odds with many of the other gods at one point or another. That’s all the same to the Warbringer. More enemies only mean more victims.
Nultraxion prefers to command chromatic dragons, but will use demons as cannon fodder.
Teachings Nultraxion teaches to not suffer a metallic dragon to live. This extends to the followers of metallic dragon and those under their protection.
After killing metallic dragons, subjugate others in the name of scalykind. Dragons are the true masters of the world, do what you must to remind those lesser creatures of that fundamental truth.
Church and Worshipers His primary worshipers are evil dragons and evil wyrmbound who take after them, but members of any race can follower the Shadowclaw as long as they realize they are nothing in comparison to their dragon masters.
Those followers who wear clothing dress in dark purples and blacks. He has few temples, but many faithful dragons will build impressive shines in their lairs. Chromic dragons lead his faith and are seen as holy. Clerics channel negative energy and prepare their spells at midnight. He accepts anti-paladins as holy warriors. Nultraxion likes nothing more than to see metallic dragons ritualistically sacrificed. His symbol is the shadowy silhouette of a dragon.
The Shadow Way is the holy book of Nultraxion. Said to be written by a black dragon chosen as a prophet, it is a manifesto proclaiming draconic superiority in the world and the mistakes of Bahamut and his followers. Many faithful dragons spend decades carving its many ranting passages into the walls of their lairs.
Taboos The faith of the Shadowclaw has few taboos, but the greatest is to harm a chromic dragon or dragonkin. Non-draconic followers must be wary of their masters because such protections don’t extend to them.
Portfolios chromatic dragons, cosmos, lairs, greed
Domains Void, Chaos, Evil, Destruction, Scalykind
Sub-Domains Stars, Dark Tapestry, Catastrophe, Rage, Dragon, Entropy
Favored Weapon greatsword


Solya

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Solya “The Golden Maiden”
History In many ways, Solya is like her younger brother, Aeo. But where her twin is brash and impulsive, Solya is reserved and calculated. While they both hate evil, Solya realizes there is more darkness in the world than even her light can illuminate. To that end, her forces intervene only if they know with certainty they can succeed. Critics of her church say its teachings are far too ridged, but proponents preach that such strict abidance protects against escalating a bad situation.
Solya hates what she considers evil, and wants nothing more than to cleanse Aaven, making it as pure and righteous as the sun goddess herself. She considers earthly pleasures a distraction at best and outright sinful at worse, and requires her clergy to keep themselves pure.
In her natural form, Solya appears as a beautiful young woman with golden skin draped in matching cloth, shimmering too bright for most mortal eyes to gaze directed upon.
Allies and Enemies Out of all the gods, she is closest to her twin brother, and with him they fight those who want to harm others. Throughout history, her church has worked together with the Windwalkers, righting wrongs. Although the methods of the Windwalkers may differ from their more practical brothers and sisters, they share a common goal against the forces of corruption.
Of all the major deities worshiped in the Easter Isles, Solya has the most enemies. It doesn’t take much to be considered impure by the Golden Maiden and worthy of destruction.
As expected, Hade, Yoboga, Calcifer and Nultraxion are sworn enemies of the Golden Maiden. She also considers Flintsail LeStrange and Zuggit-Toruth as foes because they allow their worshipers to commit evil, a sentiment not returned by the neutral gods. She considers Bahamut an ally, if a little quick to forgive, and has a grudging respect for Zarus. She doesn’t trust Eudahlia, thinking the goddess too hedonistic, but hasn’t acted against her.
Solya is found of commanding her mortal followers when something must be purified, but angles and archons also obey her orders.
Teachings The central teaching of Solya’s teaching is the necessity of spreading her purifying light. Most followers do this in benign ways like charitable efforts, but things tend to get complicated if they admonish other citizens for things like drinking or public displays of affection.
Some take it much further, doing whatever they can to purge the impure. Violence is seen as abhorrent in the Golden Maiden’s church except against its enemies. In that case, it becomes a sacred right.
Equally important is the follower’s need to keep themselves pure. How can they expect to make the world suitable to Solya when they have darkness in their souls?
Church and Worshipers Solya’s church is perhaps the most demanding of all the major faiths of Aaven, but it’s hard to deny their results. Her followers commit themselves to improving their surroundings, leaving them better in the Golden Maiden’s opinion then when they arrived.
The most outspoken and martial arm of her church are the Sunwalkers who travel Aaven purifying regions in their goddess’s name. They are slow to action, but never leave a job unfinished. In the past, they had worked with their counterparts in the Windwalkers but conflicting methods have flared up old rivalries in recent years threating to explode into open hostility.
Members of her clergy wear modest clothing in white and gold. Clerics are the leaders in most of her temples and rituals, which tend to be numerous and time consuming, but paladins are also held in high regard. Other classes aren’t unheard of, but tend to lack the disciple to follow her rigid teachings. Clerics prepare their spells at dawn, and channel positive energy. Solya accepts paladins as holy warriors. Her preferred sacrifices are statues of herself cast in pure gold, and her holy symbol is a golden woman surrounded by a sunburst.
Her holy text is Rights of Purity, which is a no-nonsense instructional manual for her complicated rituals and rules for how one should live their life. Traditional volumes are covered in gold leaf, but more modest versions are acceptable.
Taboos As a religion that sees itself as the most righteous in Aaven, Solya expects her followers to act in a refined and becoming manner, following local laws and respecting those who are worthy of it.
Besides this, followers of Solya must complete complicated purity rituals, especially before and after battles with unpure creatures. Doing otherwise would threaten the follower’s own purity.
In relation of this, her followers keep hygiene in extremely high regard and to go more than a day without bathing is seen as disgusting.
Partaking in earthly pleasures is generally frowned upon, and followers who make a habit of indulging in such habits risk being excommunicated.
When a Sunwalkers or other follower of the Golden Maiden fights against corruption, they are expected to succeed no matter what. Failure to do so can require atonement in extreme cases.
Portfolios purification, light, gold, the sun, charity, innocence
Domains Sun, Good, Healing, Protection, Nobility
Sub-Domains Day, Light, Friendship, Restoration, Resurrection, Purity, Martyr, Archon
Favored Weapon starknife


Valkjosin

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Valkjosin, “Chooser of the Slain, the Calmer, Crow's Eye”
History The legends of Valkjosin’s priests say he was once a mortal during the Age of Isolation, and served as the chief to a tribe of crow-worshiping barbarians. During one particularly harsh winter, it was clear his people’s food stores wouldn’t be able to outlast the cold. Instead of letting random members of his tribe die of starvation, he took it upon himself to choose who would have food. Valkjosin didn’t take this lightly. To prove his impartiality, the first person he chose to die was himself.
Knowing that his people would enforce his decisions, he hung himself a on nearby tree and ordered his son to pierce his side with his favorite spear. Instead of dying, the gods took notice of his plight. At this time in history, the gods were plagued by constant infighting and needed another deity to serve as arbiter for their disputes. Seeing that Valkjosin was willing to sacrifice himself for the greater good, they put him to a test. If he provided a sacrifice that would appease the pantheon, they would preserve his entire tribe for the winter.
For nine days, the soon-to-be god dangled, kept alive by the gods. When the time was up, the gods descended, and asked for his choice. Without hesitation, he plucked his right eye out and tossed it at their feet. To this day, it is a mystery why he choose that sacrifice, but the gods were pleased nonetheless, raising him to godhood on the spot.
He now serves as a neutral arbiter for all other gods and sorts out the souls of the dead. Before, dead souls were absorbed into the Grey without any chance for an afterlife. If a god takes responsibility for a soul, they can exist forever.
Valkjosin needed to spread the word of these new possibilities. Unable to leave his new post in the Grey, he took a group of crows, which had served as his tribe’s spirit guides and totem animals, and imbued them with a spark of his presence. These were the first tengus, and they spread the news that death was no longer the end.
When he first rose to godhood, he was able to keep souls out of the hands of devils, but Hade stole the divine bindings that made this possible. He must now send along corrupted souls to their respective fates, increasing the powers of darkness.
Allies and Enemies The Crow’s Eye is generally respected by other deities, and he tries to stay out of their affairs; although, he has never forgiven Hade for putting the universe in greater danger.
As the guardian of souls, it is his responsibility to ensure they find a home in death. To that end, he has resentment for Calcifer. He isn’t particularly concerned with soulless undead, but Calcifer encourages his followers to hang onto imitations of life, and often a soul is stopped from passing while bounded to a lich or warped into ethereal undead.
In many ways, his reasons for opposing Calcifer are the same for his past conflicts with Fenwick Shamrathel. As mortal creatures, elves have souls, but because they are effectively immortal, their souls have more or less been removed from Valkjosin’s holy cycle. While the death god hasn’t gone so far as commanding the destruction of elves, some of his more zealous followers have taking it unto themselves to deal with the so-called “elf problem” without any repercussions.
He normally commands tengus and psycopomps to do his bidding.
Teachings Above all, Valkjosin commands his followers to care for their soul and the souls of others. Equally important is not interfering with a soul’s natural cycle and destroy those who dare to.
To that end, many tombs and graveyards throughout Aaven are watched over by Valkjosin’s faithful, less they become haunted.
Beyond the care of souls, he also teaches that every choice you can has a consequence, unforeseen or otherwise, so make them carefully. If two parties are in disagreement, it is your duty as one of the Calmer’s faithful to offer aid in reaching an arrangement.
Church and Worshipers While tengus are the original followers of Valkjosin, many individuals of other races see his church as transcending racial barriers. The fact that the Crow’s Eye was once a mortal human is enough for his religion to be popular in human controlled regions.
In many cultures, his churches also double as courthouses with his clergy presiding as judges in disputes or against criminals. Because of this, his followers are generally venerated by most. They also serve as morticians where families can be sure their loved ones remains will be cared for.
The respect given to some of his followers is contrasted with the way tengu are treated in many parts of Aaven. Millennia of harbingering for the death god have led to the race being widely seen as bad luck, and their descendants now struggle to find their place in contemporary society, often competing against superstitions and stereotypes.
The traditional garb of Valkjosin’s followers is grey robes accented with dark blues and blacks. Clerics prepare their spells in the evening and channel positive or negative energy. He does not accept holy warriors. Valkjosin’s holy symbol is a crow with a weighted scale in its beak. His preferred sacrificial offering is the proper burial of a found dead bird.
His holy text is called Weighted Scales. The book is a collection of rules for fair and proper deliberations and instructions on how to prepare bodies for burial. Thought to be recorded from the god’s lips in the nine days he hung from Mourndrassil, true followers tend to apply these rules to every aspect of their lives. After death, his followers are known to have their favorite passages written on the walls of their tombs to remind their souls, guiding them to the afterlife.
Taboos The greatest sin for Valkjosin’s followers is any act that would destroy or corrupt a soul, even their own.
Besides this unspeakable sin, his church also seeks to preserve the cycle of life and death as nature intended. To that end, ending an innocent life or resurrecting someone who died a natural death are seen as interfering with this sacred circle.
As all souls are sacred, it is his follower’s duty to handle burial rituals so that their souls might reach their rightful destination. Some faiths have their own specific funeral rites, but for those who are forgotten or disdained by society, the need falls to Valkjosin’s faithful. In death, all earthly grudges are washed, so even a follower’s most hated enemy is deserving of a proper burial. Equally important is the preservation of graves.
Because his church serves as the legal arbitrators in many societies, Valkjosin demands those who act as judges hold to his high standards. Besides using their best judgment, these individuals need to maintain neutrality and be above any bribes or similar forms of corruption.
Portfolios tengu, souls, graves, judgments, natural death
Domains Death, Repose, Animal, Knowledge, Law
Sub-Domains Inevitable, Ancestors, Souls, Feather, Memory, Thought
Favored Weapon longspear


Yoboga

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Yoboga “The Scorned Hag, Mother of Curses, Eater of Innocence,
History As the goddess of in-born magic, Yoboga has always been a bit erratic. She was once a beautiful and generous deity, but was cursed with a temper. A fact learned by her once husband, Borius. He was seduced by the goddess Eudahlia and stole Yoboga’s domain over art and beauty to gift to his mistress. When discovered, Yobogo went mad, slaying the adulterer soon after.
In her madness, she sought out Borius’s children, consuming them to take their power and spit her ex-husband’s memory. Without her domain over beauty to sustain her, each profane meal twisted her appearance. When she finally came for her ex-lover, he didn’t recognize the gaunt visage and was stuck down in his surprise with the powers stolen from his dead children.
Over the ages, she has given birth to many replacements, seeding the world with more in-born magic, but her insanity gives her a hatred and taste for innocence. To that end, she purges whatever purity out of her offspring as possible, if not eating them outright.
With her domain over art stolen, so was her sense of aesthetics. Now when she looks at herself, she sees a creature just as beautiful, or more, as she always was. In truth, see appears as an dreadfully gaunt hag.
Allies and Enemies Most religions see Yoboga as a threat. In turn, she equally distrusts the other deities.
If she respects any other deity, it is Nultraxion who stole the innocence of the entire draconic race, making him beautiful in her eyes. She has a particular hated for Eudahlia who she blames for stealing a large portion of her power, and Flintsail LeStrange who robbed her of dominion over luck.
Anyone who seeks to protect the innocent or creates a conventional work of art is an enemy to Yoboga and her followers.
She commands a great number of witches, sorcerers, hags and divs.
Teachings What’s beautiful to others is obscene to the Scorned Hag. She seeks to replace all the conventional beauty in the world with her own, and requires her followers to have the same warped sense of aesthetics.
Innocence is the same as weakness to Yoboga, especially the innocence of children. Its guardians do their wards a disservice. It would be much better to open their eyes to the true nature of the world and free them from the curse of innocence. To that end, the Eater of Innocence’s followers try to teach children the truth, with painful childhoods, killing them if they must.
Church and Worshipers Although she holds dominion over spontaneous spellcasters, many prepared spellcasters follow her teachings, seeing it as a somewhat regaining Eudahlia’s stolen domain. The great majority of these are witches as their arts are more akin to the Mother of Curses’ methods. Few clerics serve her compared to other deities because she prefers to bless her faithful with the powers, and curses, of an oracle. Those born with sorcerous magics are seen as a blessed as long as they receive the proper harsh upbringing.
Those who pray to The Scorned Hag have no set appearance, but often dress themselves in high fashions that have been torn and otherwise misused. Clerics prepare their spells at midnight. They channel negative energy, and she does not accept holy warriors. Her preferred sacrificial offerings are children cooked into elaborate meals. The symbol of her faith is a broken pentacle.
Her holy text is Serving Your Hunger. It is a cookbook, describing ways to prepare children of various races, and a manual on how to twist the minds of others.
Taboos Despite her apparent insanity, Yoboga has the clarity of mind to forbid some actions for he followers.
The greatest sins in the eyes of the Mother of Curses include: Protecting children, adultery, harming spontaneous spellcasters or her followers.
Portfolios hunger, jesolsy, spontaneous spellcasters, curses, fortune telling, vengeance
Domains Evil, Madness, Trickery, Magic, Luck
Sub-Domains Curse, Fate, Insanity, Fear, Nightmare, Arcane, Divine, Deception
Favored Weapon dagger


Zarus

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Zarus “The First Man”
History The progenitor of the human race, Zarus made all of mankind in his own image on a wager with his brothers, Fenwick Shamrathel and Khord, to see who could make the greatest race. It is unknown what the gods bet for the winners, but it’s clear that Zarus thinks he has already won.
To his followers, it is clear humans are the perfect race. They excel in all things. Whether it is art, war or magic, humans triumph. To Zarus and his subjects, it is unknown why the dwarves still toil in their fortresses and the elves hunt through their trees when they would be better served by kneeling before humankind.
To create the perfect race, Zarus took his own rib and created his first wife, Astra. From her, the first humans came forth, imbued with their god’s perfect essence.
Zarus takes the form of a human male, statuesque and without perceivable flaw.
Allies and Enemies Zarus is at best a rival to most other deities; especially, Fenwick Shamrathel and Khord. He hates both of the dragon deities, who corrupt his perfect humans by turning them into wyrmbound. He desires Eudahlia, seeing her as the perfect trophy and seeks to win her heart. In the past few decades, he has formed an alliance with Hade, and the two working together have increased both of their power greatly on Aaven.
Zarus commands mortal humans and outsiders that take human form to do his bidding.
Teachings The primary dogma of Zarus is the superiority of humans. To his faithful, they are the perfect life form and all others should bow to them. If they lack the sense to do so willingly, it’s perfectly fine to make them.
Zarus doesn’t let his people rest as maintaining such perfection is a constant struggle. To that end, he encourages his human followers to work together and build a perfect world.
Church and Worshipers Zarus only cares for humans, and therefor only accepts pure-blooded humans into his faith. While it’s true his followers treat non-humans harshly, they do their best to protect and act in the best interest of all pure-blooded humans, even those who don’t follow Zarus’s teachings.
His clergy have no set appearance, but tend to dress practically while displaying the symbols of their faith with pride. At the head of the faith are clerics and paladins, but other classes are respected as different aspects of human perfection. His clerics prepare their spells at noon and channel either positive or negative energy. He accepts paladins as holy warriors. Instead of sacrifices, he desires his followers to win victories over other races in his name. His holy symbol is his own likeness.
The Book of Zarus tells the story of how the First Man created his people and the many victories he took against the other gods before history began.
Taboos The worst sin a human can commit, according to the Church of Zarus, is to mate with a nonhuman and produce a child. This child is a taint on the race and must be removed.
Besides this, murdering, enslaving or stealing from a human is abhorrent in Zarus’s eyes.
Portfolios humanity, cooperation, perfection, cities.
Domains Nobility, Community, Law, Strength, Glory
Sub-Domains Leadership, Heroism, Honor, Resolve, Loyalty, Family, Cooperation
Favored Weapon unarmed strike


Zuggit-Toruth

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Zuggit-Toruth “Father Fester, The Broken God, the First of Many”
History The oldest god, Zuggit-Toruth is all that remains of the once infinitely powerful Uth. The first world was ruled by Uth, and it was a realm of perfect order, but it was invaded by the unimaginable chaos outside of this universe. Uth was the only being in creation that had a chance to stand against the chaos, and even though he succeeded at steaming the tide, he was ultimately corrupted. Instead of allowing the chaos to pervert his creation, he took it inside himself, breaking off aspects of himself to protect them from his illness.
He broke himself apart into the new gods so that they could watch over the world in his stead, naming himself Zuggit-Toruth, meaning “The First of Many.” Unfortunately, the ordeal shattered the gods mind along with his power, losing much control over the creatures that broke from his body. Countless vile creatures have been created in the ages since, but in his few moments of lucidity, he tries to influence them in the least destructive way possible. The greenskin races claim that they were some these lucidly created beings.
He rarely appears to his followers, but when he does he takes a new shape that’s normally a horned and incredibly diseased creature whose body constantly falls apart only to be instantly rebuilt. His symbol is a chaotic mass of body parts.
Allies and Enemies The other gods pity him as their progenitor, but stay away for fear of his corruption spreading. Khord is the only deity that actively works against him, seeing him as too dangerous to be left alone.
In Zuggit-Toruth’s case, he is normally too mad to notice what his children are up to, remaining neutral to the happenings in Aaven.
He sends the ei’risai and all manner of other creatures into the world, but it’s hard to tell if they do his bidding or not.
Teachings Those who worship Zuggit-Toruth have few teachings, as their god’s will is normally indecipherable. One thing all sects agree on is the virtue of surviving under harsh circumstances. Because of this weeds and other hardy plants are seen as holy.
Church and Worshipers The Broken God’s followers tend to avoid organizing, but his followers are numerous nonetheless. He is the chief deity among the greenskins who consider him their divine origin. This claim has never be confirmed or denied by the god, but not much has. Many gnomes also follow Zuggit-Toruth, seeing his madness as a reflection of their own.
His followers have no set appearance, but tend to dress in a way considered abnormal by their culture of origin. Those who claim to speak for the god tend to be clerics and druids. Those clerics prepare their spells in the evening, and channel either positive or negative energy. He does not accept holy warriors, and has no preferred sacrifice, but his followers tend to isolate themselves for long periods of time to prove their devotion.
Father Fester has no official holy text, but every sect tries to wright down any visions or omens they think come from him. All these are generally considered cannon.
Taboos Taboos are a foreign concept to his followers, but people that spend too much time in strictly ordered cities can lose their divine connections.
Portfolios greenskins, fecundity, corruption, survival, uncertainty
Domains Plant, Chaos, Healing, Madness, Destruction
Sub-Domains Decay, Growth, Entropy, Protean, Whimsy, Restoration, Insanity
Favored Weapon heavy pick


Other powers
Outer Chaos
The unknown power that exists outside the universe is the greatest threat leagend speaks of.
Historically, those who have worshiped the force have been granted power, but at a great cost. Truly, those who has aligned with whatever lies beyond creation are either insane or have vague hopes they will somehow be spared, because the only reward imaginable is destruction.
If a player wishes to worship the Outer Chaos, please discuss it with the GM.
Domains Clerics who worship the Outer Chaos gain the Chaos domain and one other of their choosing.
Sub-Domains all
Favored Weapon Flail

Minor Gods
Other gods are worshiped in Aaven, but they are often unknown in the Eastern Isles. This could make it difficult for players to worship them.
If someone wishes to worship a deity not listed, please take the time to think about how they fit within the world before talking to the GM. Whether or not an unlisted deity will be allowed is purely under GM discretion.

Archfiends
Besides the gods, the other major power in creation lies in the countless archfiends who rule the Hells.
Most archfiends prefer to gain power and numbers by bargaining for mortal souls, but many also accept mortal worshipers who appreciate their power or cunning. When worshiped, they can grant spells and domains like any god.
If a player wishes to worship an archfiend, please discuss it with the GM.

themourningstar
2014-01-02, 02:34 PM
Awesome idea! I had worked on something similar after reading the Deathgate Cycle, but had done it where the majority of the islands/ isles prbited a central point, along a set of 9 "leylines". Glad to see someone fleshing a world like this out. How are you going to explain day and night? Seasonal changes? Climate regions?

RiskyJubles
2014-01-02, 08:08 PM
I'm thinking that day/night and seasonal changes should be pretty simple. Aaven has a sun, so all that is easily explained by solar cycles.

Different climate for the regions is a little more complicated. I think the fact that different islands have different elevations should give them different amounts of solar exposure.

avr
2014-01-02, 09:00 PM
Elevation doesn't change the energy you get from the sun per hour of sunlight much - unless you're doing something like have the sun be much smaller & close enough to orbit the Earth.

The differences you would get are in the amount of cloud cover and in the amount of UV (some gets blocked lower than the ozone layer). Without land beneath them to push winds off the sea up, they could be a lot drier.

Actually, in general there needs to be some way for water to return to the upper atmosphere. There are whole rivers running off the edge of islands if I'm reading your map right. Either some enormous permanent storm/tornado, or occasional huge storms (either breaking through the barrier), or direct magic bringing in water - comets from the elemental conflux above perhaps.

Sabeki
2014-01-02, 09:09 PM
I really like the setting and the gods. (Though Calcifers picture blew up my screen, so I couldn't read much about him. Spoiler, please?) I feel like there could be more about the ships and the transport people use in this world, and a lot more little islands scattered around. In fact, those dwarven skyholds seemed really interesting to me, and I would have liked to see more on those. I would also like a bit more elaboration on the Beyond, though I really liked the chaotic corruption bit, and the Mad God at the bottom (he reminded me of Papa Nurgle, from Warhammer.), and how the Greenskins claimed to be his creations.
I really like sky pirates, so the pirate god was a fun read as well. It is a very interesting setting!

RiskyJubles
2014-01-03, 04:03 AM
Elevation doesn't change the energy you get from the sun per hour of sunlight much - unless you're doing something like have the sun be much smaller & close enough to orbit the Earth.

The differences you would get are in the amount of cloud cover and in the amount of UV (some gets blocked lower than the ozone layer). Without land beneath them to push winds off the sea up, they could be a lot drier.

Actually, in general there needs to be some way for water to return to the upper atmosphere. There are whole rivers running off the edge of islands if I'm reading your map right. Either some enormous permanent storm/tornado, or occasional huge storms (either breaking through the barrier), or direct magic bringing in water - comets from the elemental conflux above perhaps.

You're right about all this, but I fear I don't know enough about meteorology for a better explanation beyond "it's just the way it is." If you have any more thoughts, I'll do the best I can.

As for the water, I imagine there are frequent enough storms to stockpile lakes, but rivers would run dry much faster. I could go with it being caused by rifts into the Elemental Conflux. That seems like the simplest explanation, but it's the best I have right now.


I really like the setting and the gods. (Though Calcifers picture blew up my screen, so I couldn't read much about him. Spoiler, please?) I feel like there could be more about the ships and the transport people use in this world, and a lot more little islands scattered around. In fact, those dwarven skyholds seemed really interesting to me, and I would have liked to see more on those. I would also like a bit more elaboration on the Beyond, though I really liked the chaotic corruption bit, and the Mad God at the bottom (he reminded me of Papa Nurgle, from Warhammer.), and how the Greenskins claimed to be his creations.
I really like sky pirates, so the pirate god was a fun read as well. It is a very interesting setting!

Thanks for the kind words.

Sorry for blowing up your screen. my FourmFu is week, but I'll see if I can fix that up.

There are a bunch of small islands actually, I may detail a few.

He's totally Nurgle, but nicer. Good eye.

themourningstar
2014-01-03, 01:57 PM
Is the world basically a center point with islands floating over it? I was visualizing an orb, with islands all floating inside it.. Similar to a snow globe. If it IS a planet, it makes the sunlight issue a lot easier to regulate. Also, the clouds below could be a massive, constant storm instead. That would help with your water circulation.... You could have magical portals that the rivers flow into, where the water is let back out on another island. That would allow for some interesting waterbased travel, as the rivers would all be magically connected. :)

EDIT: Better yet, have one single huge storm that constantly moves through the cloud cover.. Its coming could be an interesting story device.

Tvtyrant
2014-01-03, 10:24 PM
Looks good! I love flying-island settings, and this one has a polished feeling to it.

RiskyJubles
2014-01-03, 11:04 PM
Is the world basically a center point with islands floating over it? I was visualizing an orb, with islands all floating inside it.. Similar to a snow globe. If it IS a planet, it makes the sunlight issue a lot easier to regulate. Also, the clouds below could be a massive, constant storm instead. That would help with your water circulation.... You could have magical portals that the rivers flow into, where the water is let back out on another island. That would allow for some interesting waterbased travel, as the rivers would all be magically connected. :)

EDIT: Better yet, have one single huge storm that constantly moves through the cloud cover.. Its coming could be an interesting story device.

I haven't decided if it is a planet or not, but either way, it is orbited by a sun. The constant storm is a great idea. I'll work that in on my next revision for sure.


Looks good! I love flying-island settings, and this one has a polished feeling to it.

Not as polished as some, but I'm glad you like it.

NothingButCake
2014-01-04, 04:41 AM
I really enjoyed reading through this! I like the different factions/organizations and the gods. I also liked the dwarves toiling away in their closed-off floating fortresses.

Balyano
2014-01-05, 10:31 AM
I love floating islands, always reminds me of Gulliver's travels and skyward sword, and most importantly the Mysterious Explorations of Jasper Morello. atch the jasper morello short film if you have the time.

Do the islands drift or are they stationary? If they move do some communities add bridges and supports to keep small groups of them tethered at a consistent distance and keep clusters together.

What do the steam engines use as fuel? Coal mines would be fiercely fought over, worth more than gold. Stationary ones on an islands could use mirrors and sterling engines, but are the smaller ones for flying magical?

Mr.Sandman
2014-01-08, 12:22 AM
I really enjoyed this, especially the Gods. One thing I noticed though. While Hade no longer has Independence in his Portfolios, Fenwick and Yogoba still have Trickery and Luck respectively, dispite the Pirate Lord having stolen them.

RiskyJubles
2014-01-09, 01:43 AM
I really enjoyed reading through this! I like the different factions/organizations and the gods. I also liked the dwarves toiling away in their closed-off floating fortresses.

Thanks. I'd be happy if anyone decides to use any of my ideas in one of their campaigns.


I love floating islands, always reminds me of Gulliver's travels and skyward sword, and most importantly the Mysterious Explorations of Jasper Morello. atch the jasper morello short film if you have the time.

Do the islands drift or are they stationary? If they move do some communities add bridges and supports to keep small groups of them tethered at a consistent distance and keep clusters together.

What do the steam engines use as fuel? Coal mines would be fiercely fought over, worth more than gold. Stationary ones on an islands could use mirrors and sterling engines, but are the smaller ones for flying magical?

The the less lode an island has, the less stable it is. Some can be mobile and even move with the seasons.

While there may be some coal or other combustible fuel, the most common fuels are rendered animal oils or alchemical combustibles. The fuels created through alchemy are the best and are mostly controlled by a few key dwarven holds. This it is one of the main reasons they can remain economically independent with so few resources.


I really enjoyed this, especially the Gods. One thing I noticed though. While Hade no longer has Independence in his Portfolios, Fenwick and Yogoba still have Trickery and Luck respectively, dispite the Pirate Lord having stolen them.

Nice eye. I originally had them like that, but decided to change it after writing Flintsail. Thanks for your help.