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Thread: FeyBurn

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    Default FeyBurn

    Our world still bears the scars of the Second Rebellion. Keris was completely destroyed, and the Southern Kingdom was nearly torn apart by the allies of the Fey, which now build massive cities upon the ruins of ours.

    We will go on, however. We must go on.

    FeyBurn


    Well, here we go, my first campaign setting thread. Normally I burn through new ideas in a constant cycle, meaning that a single setting rarely holds my interest for long. However, after recently rediscovering some old notes about the setting, my interest has been rekindled and hasn't faded for a couple weeks now, so I've decided to make a thread for the setting.

    Overview and Basic Info:
    Spoiler
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    Basic Timeline(work in progress)
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    The current calendar is based around a fairly arbitrary system. There are 10 days in a week, 5 weeks in a month and 11 months in a year. The abbreviations AB and PB mean After Blast and Pre-Blast, referring to the massive explosions that ended the last rebellion and destroyed the nation of Keris.

    The First Empress
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    PB 850: Grand Empress T'Sule-Eriss unites the fey living on the Material Plane under her rule, with a few renegade nobles being hunted over the next few years.
    PB 845: The Grand Consolidated Empire of Fey Peoples is officially founded. It's normally referred to simply as "The Empire" or, by mortals, "The Fey State".
    PB 840: The Empire begins to expand, facing stiff resistance from the mortals as they move south but making significant progress.
    PB 837: The Empress, after a coalition of mortal nations defeats one of the larger fey armies, orders the creation of an artifact that will focus the magical power of the fey, as well as tapping into the natural energy suffusing their land.
    PB 834: The Empress' new consort wins several important battles and starts the practice of promising a nation's slaves freedom in exchange for support, giving the fey armies a much-needed boost in numbers.
    PB 829: The artifact, dubbed FeyLance by its creator, is completed, and begins absorbing massive amounts of magical energy.
    PB 828: The Empress uses the FeyLance to destroy an island fortress that was resisting a siege, leading to the surrender of the Telsian Kingdom, one of the more powerful nations currently at war with the fey.
    PB 825: The Empire stops its near-continuous warfare, solidifying its rule of occupied territories and beginning a massive project to melt the ice at the northernmost area of the world and warm their lands, which are threatened by advancing tundra.
    PB 820: Using the FeyLance, the fey are able to to gradually warm the north, using magical barriers to keep the supernatural heat from dispersing around the world.
    PB 800: After a fourth of a century, the Empire's grand project is complete, giving them access to massive areas of land to expand their forest-cities into.
    PB 760: The Empire prepares to return to its war of conquest, having turned their realm into a magic-filled jungle that is nearly impossible for mortals to survive in.
    PB 755: The Empire gains large amounts of territory but is forced onto the defensive when a large number of dragons join their enemies, followed by massive armies of lizardfolk.
    PB 750: The alliance of dragons, draconic armies and remaining human nations begins to push the Empire back.
    PB 748: The Empress uses the FeyLance to destroy a large flight of dragons, but is ambushed by another force and, after a massive battle, slain.


    First Emperor
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    PB 745: Spurred into action by the death of the Empress, rebel factions in the territories conquered by the Fey gain support and become far more active.
    PB 740: A successor to the Empress ascends the throne after years of competition between her many heirs. Grand Emperor T'Renn-Ozten uses the FeyLance to destroy the largest rebel strongholds, beginning a devastating purge of fey-conquered lands.
    PB 738: The Emperor founds the Morixalt Legion, which ride the magically mutated Morix Wasps. He continues the push to destroy the rebels in occupied territory.
    PB 736: The last rebel forces are destroyed, and the Empire is able to gain significant ground, its enemies hastily ending conflicts that had sprung up among themselves to present a united front.
    PB 735: Considering the possibility of another retreat, the Emperor commands the creation of a race to man the fortresses being constructed to defend the Empire's inner territory.
    PB 733: The dwarves are completed, formed from mutated humans to be hardy and long-lived. Large populations are bred and moved into the fortresses.
    PB 730-700: The Empire continues to advance, although their armies begin to slow as they face more united resistance, their enemies beginning to once more form an alliance against them.
    PB 699: In a series of battles, the Morixalt Legion wipes out a large force of dragons and advances across the Lifegiver, the massive river that divides the homeland of the dragons from the lands of their human allies.
    PB 698: The Emperor allows mortal rulers to govern occupied lands and police themselves, freeing up large numbers of soldiers for the war.
    PB 697-677: The fey armies, bolstered by a wave of reinforcements, slowly advance across the territory of the dragons and begin a long campaign of attrition with the dragons.
    PB 676: The dragons and fey sign a peace treaty. The coalition arrayed against the Empire collapses, allowing the fey to recuperate, their armies stretched to their limit during the campaign against the dragons.
    PB 550: The aging Emperor gives the throne to his daughter, T'Sorian-Arness, after spending over a century refining the magic of the FeyLance, which was beginning to wane after heavy use against the dragons.


    Second Empress
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    PB 549: The Empress begins building up the fey armies again, and institutes a new policy of tribute for the outlying regions of the Empire, as well as making large-scale reforms of the use of magic in the nation.
    PB 510: The Empress' reforms make the Empire self-sufficient for almost all of its resource needs, with the rest being supplied by tribute from well-integrated areas.
    PB 500: The Empress declares the war(now known among fey as 'the Conflict') to be continued, leading massive offensives into the south.
    PB 499-480: The Empire advances to the south, although the massive forests of the East, filled with treants, prove incredibly difficult to conquer.
    PB 479: The Empress, using the new powers of the FeyLance, turns much of the forests of the east into a twisted swamp.
    PB 478-420: The divided nations of the world are slowly conquered, and soon only a few patches of territory are left outside of the control of the fey.
    PB 400-17: After the suppression of resisting mortals, the fey solidify their rule over the world and begin to rebuild the nations their conquered.
    PB 17: Sparked by the release of a massive island from the control of the fey to that of a powerful wizard, the residents of Toles, a major city in Oris, declare themselves independent from the Empire and are brutally put down by the fey, reducing the population of the city by a third.
    PB 16: Unrest grows in almost all territories of the fey, apart from the ones in the very north, as well as a handful in the south, and a Telak Arren rises as the leader of the main sect of the growing independence movement.
    PB 14: After continued conflicts with the fey, the movement turns to open rebellion, attacking the primarily dwarven garrisons of many major cities.
    PB 13-5: The rebels gain massive ground, forcing the dwarves to retreat into the centuries-old bunkers built to resist sieges.
    PB 4: The Empress declares the dwarves unable to deal with the rebellion and the fey army moves to put down the rebellion, centuries of constant improvement making the war incredibly one-sided.
    PB 0: The Empress uses the FeyCrown, a far more powerful version of the FeyLance, to cause the natural magic of the world to erupt, causing massive areas of land to sink into the sea, hurl themselves into the heavens or simply explode.
    AB 1: The world's magic begins to return to its normal state, although supernaturally huge storms continue to wrack the formerly rebellious nations of the mortal world.
    AB 6: The fey create a new race of servitors, the elves, to guard the border with their human subjects and allow for greater communication between the two.
    AB 47: Magic has returned to normal completely, and the mortal nations have adapted to the new world, although resisting the fey is now gone from the minds of everyone who remembers the results of the last rebellion, who do everything they can to ensure that their descendants do not forget. Present day.

    Severely shortened version:

    PB 850: The Fey are united.
    PB 420: The Fey conquer the entire (almost) world.
    PB 14: Rebellion starts.
    PB 0: The world goes crazy, continents sink, mountains rise and islands explode.
    AB 47: Present day.


    Useful Terminology
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    None yet.


    I'll be reserving a bunch of posts, so please don't post until after the last one. Then again, there isn't really much to comment on yet, so...
    Last edited by PersonMan; 2011-06-17 at 05:56 AM.
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    Creation


    In the beginning, there was only Nature, and the Outside. Nature was very different than it is today, however, a place that is now known as the Far Realm. Good, evil, chaos and order were all present in this reality, mixed together in an insane primordial soup. Outside was a contradiction. A place, outside of the infinite Nature, that was itself infinite. From this place came the Being. It had somehow crossed the impossible border between the two, and looked across Nature with curiosity. The Being was made of infinite ability, and it gazed across Nature and saw everything. It eventually, after eons of watching, grew bored with Nature as it was, and created the Aberration.

    The Aberration was a massive place, but despite its size it was a mere speck in Nature. The Being didn't like this, so it took one of it's claws and tore reality, forcing the Aberration to swell in size, banishing Nature to the edges of its former space. In another act that shattered reality, the Being tore good, evil, law and chaos from Nature, leaving only a bizarre mix of concepts that it decided did not belong in its world.

    The Aberration was an odd place. A void, with self-contained spheres of infinite size hanging around it. These spheres contained fire, water, earth, air and dozens of other things. Good, evil, law, chaos, life and a sucking vacuum of unlife hung around these. The Being tore open the earth sphere, then the fire sphere, then the air sphere and finally the water sphere. Once it decided that its new world had sufficient quantities of each, it sealed off the spheres, leaving only small openings for planar travel.

    The Being tore a gash in the sphere of life, letting pure growth sweep into it's creation. To stem the flow, the Being also opened the sphere of unlife, which sucked in the surrounding life, creating a constant flow of life into and out of the slowly forming Material Plane. Deciding to create a swifter means of transport, and allow for more diversity in its creation, the Being split the growing plane into three, separating the Ethereal and Shadow planes.

    The Being watched for a time, but the actions of the population of it's world did not intrigue it as Nature had, so it tore Good, Evil, Law and Chaos open in a single swipe, letting them flow into the Aberration in massive quantities. When the Being moved to reseal the rifts, it realized that its actions had caused the splitting of the existing planes-good was divided, as was evil. A few bits of Evil had drifted in the void, moving towards law and moving into an order, while others towards chaos. The Being knew that law and chaos would come into conflict, and so filled the chaotic evil plane with a bit of Nature's energy, causing it to swell until its growth made it essentially infinite, with new micro-planes constantly forming.

    By now, the creatures on the Material Plane had begun building civilizations and worshiping all sorts of deities. The thought of such creations intrigued the Being, who took minuscule portions of it's own power and tossed them into the Aberration, giving birth to thousands of deities who began to compete for the worship of mortals. Next, the Being put a spark of power into each mortal, a constantly regenerating flare that would serve as the fuel for the deities once their first surge of power ran out.

    Content, the Being watched it's creations, and has done so ever since.
    Last edited by PersonMan; 2011-06-17 at 06:15 PM.
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    The Great Colonial Empire of Oris

    Overview:
    Population: Total 4,825,300; ~2,500,000 colonial subjects (93% human, 3% elven, 2% dwarven, 2% other)
    Government: Limited Monarchy(Constitutional Monarchy)
    Capitol City: Orse
    Religion: 55% local faiths, 20% Zarus, 20% Nature, 5% Grey Mask
    Demonym: Orisian

    The Great Colonial Empire of Oris, often referred to as either 'the Empire', or 'Oris', although the second is more common, to prevent confusion with the Grand Consolidated Empire of Fey Peoples. Oris is the largest mortal nation in the world, and although it is still recovering from the massive death and destruction of the Second Rebellion, it is rivaled only by the crystallions' growing nation in military, economic or political power. The complete destruction of Colen, it's only true rival at the time, during the Rebellion has given Oris the opportunity to expand at a rapid pace, bringing in supplies and workers from other nations to support its reconstruction. Orisian territories vary, from warm woodlands to fertile lowlands and barren wastes, but the areas where most Orisians live is a fairly temperate climate, with mild winters and summers. An attitude of superiority over the other mortal nations and races has been developing in Oris, spurring larger efforts to enforce "culture and law" upon the less-developed areas of the world. Magic, in many forms, is used in Oris to help in mundane tasks and to further the development of the nation. As such, many people with magical talent find themselves taken up by guilds or the government hoping to mold them into a "proper magic-user".

    Industry and Trade

    Oris has only recently begun to develop its economy beyond a basic level, making products of all kinds from raw materials brought in from their colonies. Their unique position as the only country bordering the inner fey territories gives them a perfect position for trade, as most rulers would rather not see their tribute lost in the still-dangerous waters near the ports of the fey. As such, Oris' economy is growing at a rate that most other nations cannot match.

    Orisian currency is generally the most stable of the mortal nations, and on the rare occasions that monetary transactions are made between the fey and mortal, both currencies are normally converted to Orisian pieces, rather than the local currency of one or the other.

    Orisian Currency
    {table]Orisian Currency|Common Name|Value
    Orisian Piece|O-P;OP|1 gp
    Orisian Half|O-H;OH|5 sp
    Orisian Minor|O-M;OM|1 cp
    Orisian Greater|O-G;OG|5 gp
    [/table]


    Government and Politics

    The head of the Orisian government is the Blood Monarch, with the Marriage Monarch holding significant authority as well. Just below the Monarchs is the Great Council, which is comprised of representatives from the Lesser Councils, in turn made up of those chosen from the Least Councils. The Draconic Advisors, bound by a treaty to aid the monarchs of Oris, do not hold an official place in the government but are seen as slightly above the normal Great Councilors.

    The Great Council is split into several groups; these are the War Council, Magic Council, Foreign Council and Internal Council. Each of these groups has 15 members, and a 2/3 majority is required to make major decisions, while some minor ones require only a majority. The War Council has the responsibility of keeping the military organized and ready for possible threats, as well as constructing and maintaining fortifications and the like. The Magic Council keeps records of the number and power of different types of magic-users in Oris, as well as searching for ways to advance the Orisian level of magical development. The Foreign Council keeps the nation's relations with other states stable on a day-to-day basis, as well as taking care of minor issues and identifying possible scandals. The Internal Council is the one that tends to effect Orisian citizens and colonial subjects the most, as most of the laws and governmental activity taking place within Oris is within their domain. The monarchs are notified of all major issues and when any council is unable to make a decision on its own.

    Important Groups

    • [coming soon]


    Religion

    Oris, as a nation spread out over the world, has all sorts of religions practiced within its borders, from nature worshipers in the east to fire worshiping tribes in the west. Much of the mainland and surrounding islands, however, is a mix of several religions, although the worship of Zarus(RoD p. 19) has become far more popular in the last few years, with many claiming that the fey are merely more perfected humans, allowing them to live under the control of the fey without compromising their beliefs. A small but growing group worships the Grey Mask, who they claim is the true creator of everything.

    Generally, religion is seen as fairly unimportant unless the practitioner is a wielder of divine magic.

    Major Events


    [Coming Soon]
    Last edited by PersonMan; 2011-07-02 at 03:43 AM.
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    The Red Fur Tribes

    Overview:
    Population: 981,340(40% hobgoblin, 20% bugbear, 20% catfolk, 10% gnoll, 5% gnome, 3% human, 2% other)
    Government: Confederation
    Capitol City: Oz-Tenri
    Religion: [Coming soon]
    Demonym: Red-Fur

    [Coming soon]

    Industry and Trade

    [Coming soon]

    Currency
    [Coming soon]


    Government and Politics

    [Coming Soon]

    Important Groups

    [Coming soon]

    Religion

    [Coming Soon]

    Major Events


    [Coming Soon]
    Last edited by PersonMan; 2011-07-21 at 10:46 AM.
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    Reserved Post #4!

    (The Crystal Demons have their section here, although it'll mainly be an adaptation of their 'normal' fluff.)
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    The Living Forest

    Overview:
    Population: Unknown, estimated at approximately 40,000,000(50% treant, 17% human, 15% goblinoid, 11% raptoran, 6% other plant creatures, 2% other)
    Government: Theocratic timocracy
    Capitol City: The Great Tree
    Religion: 80% Traiea(Great Tree worship), 15% Traiou(nature worship), 5% other
    Demonym: Woodsman(/woman); Woodsperson

    The Living Forest covers a vast area of land, although exactly how large it is is disputed. The government of the Living Forest claims an area of land even larger than that controlled by the feys' Empire, although all other governments divide the regions they claim into two sections: the Living Forest and the Great Forest, with the second being areas with only scattered settlements of woodspeople and government control. The Traieans control the government and make up most of the population, interpreting the signs of their enigmatic deity and forging their massive realm into what they hope will become a nation to rival Oris. The heart of this vast land is the Great Tree, supposedly the vessel of the deity of the Traieans and massive enough to easily contain the metropolis within while still providing ample wood for easy harvesting, securing the wealth of the nation for decades to come.

    Industry and Trade

    The Living Forest's exports consist almost exclusively of lumber, which they trade for finished goods, magic items and metals. Most of the nation's economy is controlled by the government, with complex plans for the felling of trees are made to ensure that the Living Forest never needs to fear for destroying its namesake. Much of the lumber gathered consists of dead wood, which is then fused together or separated into smaller portions for export. The primary non-lumber sector of the Living Forest's economy is food, with traditional farms being rare and large groups of plant creatures moving from place to place, gathering food and bringing it to villages without enough to support themselves, or to the Great Tree for consumption or storage.

    Currency
    {table]Living Forest Currency|Common Name|Value
    Wood Chip|Chip;WC|1 SP
    Bark Piece|Bark;BP|1 CP
    Solid Leaf|Leaf;SL|1 GP
    Holy Leaf|--|1 PP
    [/table]


    Government and Politics

    The government of the Living Forest is synonymous with its church. The Head Reader is at the top of the hierarchy and seen as a semi-divine being who can read the signs of the Great Tree and determine which courses of action are to be taken. When the Great Tree shows that the Head Reader has lost favor, he is immediately replaced by whichever member of the clergy has been found to have gained the Great Tree's favor. The Barkkeepers, a small sect of Traieans, keep constant track of even the smallest sign of favor from the Great Tree, and this, as well as a strict code of honor that supposedly comes directly from the Great Tree, rule the clergy.

    The inner regions of the Living Forest are enveloped by the totalitarian rule of the Traieans, with fanatical devotion to the Great Tree a prerequisite for everything, including life. The lives of the woodpeople are incredibly regulated and punctuated with regular religious festivals honoring the Great Tree. The current Head Reader has instituted massive reforms designed to encourage the spread of divine magic among the woodpeople, resulting in widespread propaganda showering praise on all clergy of the Great Tree, as well as programs to ensure that the families of users of divine magic are well off. Further from the Great Tree, the Traieans have less control and nature worship is far more common, with some larger communities even mostly free to practice their religion, although due to the Traiean view that the nature-worshipers are giving their prayers to the Great Tree by proxy rather than venerating a separate concept.

    Important Groups

    [Coming soon]

    Religion
    • Traiea: The principles of Traiea are summed up with the following:
      • always act with honor
      • do not defy those who are more favored by the Great Tree than you
      • convert those who have not seen the truth
      • do not waver in your faith, no matter the situation

      Traieans make up most of the population of the Living Forest as well as its government, and there are several unwritten rules that have been added, primarily about the expansion of the Living Forest.




    Major Events


    [coming soon]
    Last edited by PersonMan; 2011-07-02 at 03:42 AM.
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    The Grand Consolidated Empire of Fey Peoples

    Overview:
    Population: 52,845,980(97% fey, 2% elf, 0.5% human, 0.5% other)
    Government: Absolute Monarchy
    Capitol City: Oriashini-Rah(translates to "grand, glorious metropolis"), Gem of the Fey
    Religion: [Coming soon]
    Demonym: Fey

    The Grand Consolidated Empire of Fey Peoples is the most powerful nation in the world. It either directly controls or has as vassals almost every bit of land that there is, with only the wild planes of the bluroblin and their allies the crystallions not falling under their rule. As the only state that did not suffer massive destruction due to the use of the FeyCrown, the Empire's economy is the only one that is growing, rather than healing. Their capitol city alone holds almost as many people as some of the smaller nations have in total, and the Empire is decades ahead in their use of magically enhanced infrastructure and control of their environment. It acts in a way similar to Oris, bringing in raw materials from tributes to craft into goods for use by fey or incredibly wealthy mortals. The Empire is confident, having reasserted its authority over the mortal nations of the world, gaining a powerful ally in the process. The Empire is a haven for art of all kinds, as food and drink are provided by magic and all but the lowest levels of the society live with luxuries that only high nobility have in the mortal lands.

    Industry and Trade

    The Empire imports massive amounts of raw materials to fuel its constant needs, but exports very little. Occasionally they allow rich mortals to buy utility items or art, but apart from these trades they mainly perform small-scale "swaps" with mortal performers, allowing an artist of some sort to attain massive fame(or dramatic failure) by showing their work in the courts of the fey in exchange for large payments(sometimes the fey even pay the artist to visit their lands, if their reputation is good enough).


    The feys' definition of 'art' has grown wider over the centuries, and now includes almost anything from swordplay to sculpting to magic.
    Currency
    [Coming soon]


    Government and Politics

    The Grand Empress T'Sorian-Arness is at the center-and head-of the politics of the Empire. There are councils of high-ranking fey nobles that deal with the everyday issues of the fey realm, but anything of considerable importance is brought directly to her and even unimportant decisions are collected and sent to the Empress monthly. The Empress decides essentially everything, with her only limitation being in the promotion or demotion of fey in the military or councils. In these areas, the only thing that determines such things is ability. Regardless of blood or former achievements, those who fail to perform at the standards required of them are demoted and someone else given their position. This leads to a highly competitive environment, with almost all fey looking for something to give them an edge and allow them to outperform their peers. One of the other most noticeable side effects of this, however, is an ever-changing political landscape. Noble families known for their magical prowess can be replaced a ragtag collection of mages wielding a new, incredibly powerful form of magic overnight. Long-lasting alliances can be stretched as both parties rise or fall quickly, with the patron of a humble swordsman suddenly becoming his subordinate after a string of amazing victories for the swordsman or a cluster of humiliating defeats for the patron.

    Important Groups


    • The Grand Consolidated Military Forces of the Empire: Commonly referred to as "the Military" or "the Forces", the Grand Consolidated Military Forces of the Empire are broken into three groups: the Field Legions, Sky Riders and Wave Riders. In total, nearly 10 million fey are in the Military, with up to 20 million more considered fit to join in the case of an emergency.
    • The Autonomous Elven Settlements: Holding close to 99% of the elven and human population in the fey realm, this group encompasses all of the fortress-like cities of the elves, which guard the border between the Empire and Oris, as well as acting as intermediates between the two when necessary. They receive essentially all of their equipment, food and the like from the Military, so they are completely devoted to expanding their fortifications of the border and preparing for possible conflicts.
    • The Fanatical Protectors of the Grand Crown: Originally an elite branch of the military, the Fanatical Protectors of the Grand Crown, commonly known as the Protectors or Fanatics, are an autonomous group that protects the Empress and FeyCrown. Their exact numbers and positioning are known only by the Empress, but it is generally thought that they have somewhere between 25,000 and 40,000 members.
    • The Focused Academies for the Advancement of Fey Knowledge: Known as the Academies by most, the Focused Academies for the Advancement of Fey Knowledge are massive groups of powerful fey who constantly seek to enhance the knowledge of the Empire. They are split into the following 6 groups: the Mage Academy, the Divine Academy, the Shadow Academy, the Blade Academy, the Soul Academy and Spirit Academy. There are rumors of more, but apart from small groups that research the interaction of separate groups there are no well-known others. In the last Imperial Census, there were 345,500 scholars in the Academies.

    Religion

    [Coming Soon]


    Major Events

    The Slaughter Games: An annual tradition, the Slaughter Games have taken place once a year since the Second Rebellion, with each nation under Fey rule that rebelled sending 6 fighters, 3 male, 3 female, to fight. The winning nation would be given an influx of goods, as well as a great boost to prestige in the eyes of most fey. When these games occur is fairly random, with some happening in the winter and others in the spring or summer. Generally, only two fighters from the winning nation come out alive. At intervals of 11-12 years there are variations of the normal rules and the like, sometimes with previous fighters being chosen to compete again or with a particularly high number of fighters.
    Last edited by PersonMan; 2011-07-02 at 03:39 AM.
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    Reserved Post #7!

    (Most of the smaller nations will probably go here. I'll almost definitely reorganize these posts.)
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    Mechanical Notes

    Classes & Subsystems
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    [coming soon]
    Last edited by PersonMan; 2011-06-29 at 01:58 PM.
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    The SD33 is curious about this settings...
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    Huh, looks interesting. Good luck, personman!

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    -SUGGESTIONS-

    religion for the Oris empire should be somthing of war, as most empires rely on it to survive, or a fey god, as the main race there is fey.

    Living forest god should have a god of trees, which lives among them as a great tree. he doesnt haev any influence on the world outside his forest. hes more like a demigod then an actual god.

    Red fur? or maybe Red hide.
    with more information i can through more suggestions about them.

    Crystal demons? i look forward to this!
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  13. - Top - End - #13
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    Default Re: FeyBurn

    Well, after some business during the past few days I'll be able to continue adding details to the various nations. I'm glad that people are showing interest, as this is the first time I've decided to unload all of the information of a setting somewhere, as well as work out details I'd otherwise leave blank.

    Quote Originally Posted by super dark33 View Post
    -SUGGESTIONS-

    religion for the Oris empire should be somthing of war, as most empires rely on it to survive, or a fey god, as the main race there is fey.

    Living forest god should have a god of trees, which lives among them as a great tree. he doesnt haev any influence on the world outside his forest. hes more like a demigod then an actual god.

    Red fur? or maybe Red hide.
    with more information i can through more suggestions about them.

    Crystal demons? i look forward to this!
    Religion is one thing that I'm not really sure about for most of the setting, so you can expect me to readily absorb, alter and use most suggestions I'll be getting in that regard.

    The Red Fur Tribes, true to their name, generally have fur, although I haven't really completely thought out which races live there yet.

    The Crystal Demons are a homebrew race I made a while ago, who are currently allied with the Fey. There aren't many details about them yet, apart from their generic fluff.
    Last edited by PersonMan; 2011-06-20 at 10:56 AM.
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  14. - Top - End - #14
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    Default Re: FeyBurn

    After a longish period of not getting anything done, I've added to the Empire and done a good chunk of the Living Forest info.
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