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  1. - Top - End - #1
    Ettin in the Playground
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    Default The Unknown World [4E]

    Alright, you berks, listen up. This is where you lot can start creating the Unknown World for the Unknown Adventures campaign. I'll start this off by linking to some of the existing fluff.

    Oh, and an interesting thing to do with your fluff might be to write it from an in-universe perspective, like I did with my writings on Kathor.

    Quote Originally Posted by Raz_Fox View Post
    Here's the fluff I've created (and I found this only this morning!)

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    Kathor was one of the great influences on this part of the world. The Kathorians dominated the entire land for leagues, the Kathorian religion began to drown out the others, and one couldn't walk across its dominions in a month. However, armies grow weaker as their countries grow bigger, and the apex of Kathor happened about a century ago. Its outer borders have collapsed, and the Kathorian Lord has had the good presence of mind to "grant" independance to all former countries within its borders, as long as alliances are kept in place. The Kathorian religion, with its "almighty god" and the gods below him (more accurately saints), has begun to fade from the former Kathorian countries and to be replaced by the older religions. Only a few countries still have alliances with Kathor in its dark hours - Stahlburg, The Pathfinders, The Kingdom of Erabel and Draline being prominent among them. - Finolan, chief librarian of Tan Anor.


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    Kathor? Yeah, I've been there. Trust me, you'd never survive. It's like... like a cobra, huddled over an astral diamond. You could try to grab the diamond, but you'd better have Valeran's luck to get away with yer life. Y'see, they all train for war there. Men, Women, even ones barely out of childhood. They've been fighting the kriffin' Tharisans for a decade now, along the river Asuddel. They have been around for kriffin' centuries, and their laws get more complex the higher up ye go. Y'see, yer average berk'd try to go along without breaking a law, and most of them can do it. But when you get up to the minor nobles, and then to the Kathorian council, they got laws piled on laws piled on laws. Regulations, amendments, the whole lot of 'em. So y'know what the Kathorians do? They have a ruling lord who stands outside the rules. They decide who does it every time the old lord dies, to make sure y've got someone with the virtue of Bahamut hisself. So, that's between everyone above the age of... twelve, I'd say, who can pick up a sword and skewer a thief, the kriffin' laws on top of laws and the Lord's templars... y'd last about a day. - Dianus, infamous tiefling scoundrel.


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    The river commonly called the Asuddel in Trading tongue is one of the most intriguing places in all of Old Kathor to the inquiring mind of a historian. The word Asuddel is a word absorbed into Trading tongue from an ancient language spoken by the Asur. The Asur civilization was centered around the Asuddel, concentrated especially at the mouth of the river. Interestingly, speculation from the leading experts on the subject - myself included - is wondering if the Asur were the ancestors of the thriving Eladrin lands to the north of Kathor. This speculation is helped by the fact that there is a small native Eladrin population - my ancestry. More evidence is added by the fact that the Asur language seems to be an archaic form of elven; the finding of the Library of Treems was one of the greatest archeological finds in the history of Kathor! The Asur had levels of culture in the arts and sciences that we have yet to reach. Unfortunately, the war with the Tharis Confederacy has cut short further exploration there, except for the foolishly brave-hearted, such as Inidya "Etheen" Jhons. - Finolan, Chief Librarian of Tan Anor.


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    The Kathorian god(god is always left uncapitalized in Kathorian religion, unless speaking of the Almighty) Kor was a Kathorian warrior who helped found the nation. Kor declined becoming Lord of Kathor three times, choosing instead to help train the warriors of Kathor. Kor's death propelled him into the pantheon, for he held the pass of Gals against the invasion of Udalie singlehandedly for three entire days, until the Kathorian army came to his rescue. Every fold of his white tabard and cloak was stained red with his blood, but according to every soldier from that fateful battle he was still alive. His chosen few, the warriors he had trained from their first day in the Kathorian army, carried him up onto the peak of Icehorn which overlooks the pass of Gals, where his spirit, or so it is said, consumed his broken body and soared into the sky. Kor was immediately included in the Kathorian pantheon of gods. -Finolan, Chief Librarian of Tan Anor.


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    Another of the Kathorian gods is the incorrigable Razta'alin. He was, according to legend, a peerless mage who advanced his natural talent for magic with stolen spellbooks (which were often returned with helpful annotations in the margins). Where he walked, the poor were helped, the starving fed, the law mocked and the Korathian warriors and judges eluded. He traveled on a broomstick from the Eladrin realms to the desert of Nov'Serra. He was eventually slain protecting the Lord of Korath from assassins. The Raven Queen appeared in person to tell him that death was not the end for such a man after the Almighty's heart. Legends are still told of the "Rogue-Mage"'s mortal deeds. -Finolan, Chief Librarian of Tan Anor.
    Quote Originally Posted by Britter View Post
    Concept: Stahlberg is an elven city-state, located in an area rich with minerals. The kingdom is in a very defensible position, and is renowned for the quality of it's military. I envision it as much like Switzerland of the middle ages. Stahlberg remains politically neutral. It is known for the quality of its weapons and armor as well as the skill of some of it's artisans in clockwork oddities.

    The primary export of the country is mercenaries, ranging from entire army units all the way down to individual soldiers of fortune. The Stahlberg troops are renowned for their efficiency and loyalty to their employer. They would not, for example, change sides in the middle of a battle, though it is possible that they might fight for a kingdom one week, only to contract with the opposition in the next conflict.

    Stahlberg is ruled by merchant houses, who elect a leader every 20 or so years. The merchant council is a hotbed of intrigue, of course, as the various leaders jockey for position and power.

    The Elves of Stahlberg, like most elves, love the natural world, but they are also craftsman and builders of great skill. They build with clean, simple lines, try to be as efficient as possible, and preserve the natural beauty of their lands.

    The Elves of Stahlberg worship the Smith and the Warden. The Smith is a god of craftsmanship and creation, dedicated to the pursuit of quality, workmanship and constant improvement in the methods and skills of all aspects of industry. The Warden is a god of protection and conservation, who represents the care and preservation of the land, defense of the country of Stahlberg, and honoring of contracts and agreements. Both deities are somewhat distant. They are worshiped together, and seen as balancing each other. Worship is fairly formal and organized, with weekly services as well as various shrines and rituals. The elves of Stahlberg recognize that there are other Gods, but they do not worship them.

    I am using vaguely Germanic names for the area to help give it appropriate flavor, but I am totally up to adjusting things as necessary.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Unknown World [4E]

    Ok, so to the east is the Chito Dotert (Great Desert in Elven), where the psuedo Arabic Drow inhabit, and no one knows whats beyond it, except maybe the drow. To the extrem north is a large volcanoe, where the Eladrin honor the Eldar fey spirit of the Summer, the fire fey (need a name for the Eldar fey). Surronding the volcanoe, due to the difference of the great heat of the volcanoe and its location in the frozen north, are great woods and planes where the Eladrin worship the fey of the Storm (lightning), Fall (Wind), and Spring (Earth). Outside of these areas is the great frozen north, which is what most non-Eladrin end up seeing. Here are the Eladrin who honor the spirits of water and the cold, and the Eldar fey spirit of Winter, (Water). The frozen north is full of frozen mountains, snow covered woodlans, and great barren plains of ice. Below the frozen cap of the world, but still way up north, is the Kislovic mountain chain, and the Urgoshic empire, (Dwarven empire). Ultra religious, and possibly the few that could stand up to and all out war with the elves, they are a theocratical empire, with everyone dvout followers, and its military ruled by the inquisition, which searches out heretics, and oftern carries out wars against Infidels, especially the Eladrin, who they belive heathens and have land that belong to them.

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    potatocubed's Avatar

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    Default Re: The Unknown World [4E]

    Where's the barony, dude?

    Um... indeterminately located? It's temperate, and quite isolated. It's a very small, but independent nation - the ruler is called a Baron because to be King of such a tiny place is a bit much. The eastern border is a primeval forest called the Midnight Wood. It's a very fey and weird place - eladrin and elves live there, but even they don't go too far in.

    I see it as one of the most westerly outposts of civilisation on the continent. A road traces the edge of the Midnight Wood, running north and south, and is the barony's main contact with the larger nations to the north and east. The trek to the south is a long and difficult one, following an ancient roadway that runs through untamed lands, and leads to the mysterious lands of... the south. (Note my uselessness with names. )

    There are rumours of all sorts of things further west - empires of evil, lost cities made of solid gold, the edge of the world, the tombs of long-dead gods... the usual sort of stuff.

    Quote Originally Posted by Nefarion Xid View Post
    Kareth: A rugged stepped land interrupted with swaths of rolling prairie. Despite the famous academy at the heart of the kingdom, it is renowned for being an overly conservative land with little tolerance to new religions or unusual races. Darion does not share any of the ideals of his homeland.
    Kareth has an Academy at its centre, where they teach all sorts of high arts and sciences. The two-bladed sword is the weapon of the nobility there. They are skilled engineers, but not steampunky - think Da Vinci rather than Jules Verne.
    I write a gaming blog. It also hosts my gaming downloads:

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    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Unknown World [4E]

    OH! Can we actually have an edge of the world? That would be so cool!

    So, to the extreme norht is the Eldrin lands, the east the Chito Dosert, the west, a great unexplored land, with an outpost barony, with one of the few conections to the fey outside of the Eladrin north, and, crossing ym fingers, the edge of the world. To the south, how about we let it be unexplored as well, maybe a swapland rightunder the explored areas, and who knows what under the swapmland?

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    Ettin in the Playground
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    Default Re: The Unknown World [4E]

    A quick dissertation on the completed Kathorian pantheon - a note, there are two types of gods. The Saints are generally respected as mighty heroes, while the Hallowed are only in the Pantheon at the Almighty's word.

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    The Saint Kor is prayed to by warriors, on the battlefield and off of it. His order of templars are known as the Brothers of Kor, a knightly order begun by his students after his death. Kor is an intellectual god as well, calling upon his followers to study and meditate, that they may have life out of battle. Kor's chosen color is red, and his symbol is often a broadsword before a red cloak.

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    The Saint Ioun was a teacher and seeker of knowledge, and was chosen by the Almighty to rule all knowledge imparted unto man. She is the god of magic, especially of its study, and of all knowledge given to mortals. She hates secrets, and her symbol is the book and the lamp. Her holy color is pure white.

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    The Saint Baldur was, according to legend, the most handsome Eladrin ever to walk the earth. Baldur sought to make beauty for the Almighty, and the painter and craftsman was made a god by the Almighty. Baldur is also the god of healing, for he finds injuries and deaths to be perversions of what the Almighty originally planned. Baldur's holy color is vibrant gold, and his symbols vary, though they are easily spotted by their wonderous make.

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    The Saint Hlal was a dragonborn bard who travelled the length of the world sharing her stories. She eventually settled down in the land of her birth, Kathor. Due to the fact that she had always told stories that eventually led to the Almighty, she was made into the goddess of storytelling and entertainment. Festivals and celebrations are her holy days, copper is her holy color, and her symbol is the scroll.

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    The Hallowed Razta'alin never let the rules of man get in the way of doing what was right, and was given godhood for myriad services to the ultimate good. The Rogue-Mage is also known as the Benign Meddler, and he tells his followers to follow only the rules of the Almighty. The rule-bound nation of Kathor naturally hates this. His holy color is blood red, like Kor, and his symbol is the fox.

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    The Hallowed Anubis is the god of death, and the Almighty's judge. When mortals eventually die, Anubis takes them and uses the Almighty's scales to decide their fate. Anubis can never take sides, except for choosing virtue against evil. Anubis has the holy color of purple, the color of mourning in Kathorian society, and has the holy symbol of the Jackal.

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    The Hallowed Valerian was a sea elf, who always cared for the earth while he lived in Kathor. He was eventually made into the god of nature, and all living things without free-will are his. He hates the despoiling of the wild, and it can sometimes become more important than virtue to him. Nevertheless, Valerian is kept in check by Razta'alin and Baldur. His holy color is the turquoise blue of his hair, and his symbol is the oak.

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    The Hallowed Njord was a wild Minotaur sailor who was enslaved during one of Kathor's wars. He eventually bought his freedom, and made an entire fleet of trading ships. He became the god of the sea and sailors, and many say a prayer to Njord before going on a voyage. His holy color is the dark blue of the sea, and his holy symbol is the rolling wave.

    No-one but the gods themselves know the true nature of the Almighty, and the gods don't talk about HIM to mortals.
    Last edited by Raz_Fox; 2008-10-03 at 08:36 AM.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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    Ettin in the Playground
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    Default Re: The Unknown World [4E]

    Quote Originally Posted by potatocubed View Post
    Where's the barony, dude?

    Um... indeterminately located? It's temperate, and quite isolated. It's a very small, but independent nation - the ruler is called a Baron because to be King of such a tiny place is a bit much. The eastern border is a primeval forest called the Midnight Wood. It's a very fey and weird place - eladrin and elves live there, but even they don't go too far in.

    I see it as one of the most westerly outposts of civilisation on the continent. A road traces the edge of the Midnight Wood, running north and south, and is the barony's main contact with the larger nations to the north and east. The trek to the south is a long and difficult one, following an ancient roadway that runs through untamed lands, and leads to the mysterious lands of... the south. (Note my uselessness with names. )

    There are rumours of all sorts of things further west - empires of evil, lost cities made of solid gold, the edge of the world, the tombs of long-dead gods... the usual sort of stuff.



    Kareth has an Academy at its centre, where they teach all sorts of high arts and sciences. The two-bladed sword is the weapon of the nobility there. They are skilled engineers, but not steampunky - think Da Vinci rather than Jules Verne.
    Alright, alright, thinking...

    I have it. The Barony of Cerrynt (or Allt, if you prefer) lies on the southern border of the former Kathorian lands, quite close to Kathor but between them lies Draline. It's so unimportant that it's been forgotten by the Kathorians while they fight the Tharis Confederacy (to the north of Kathor). To the far east, across the sea of Rhun, lies the Chito desert.
    To the south lies the Fens of Thranc, and across the southern ocean lies Nov'Serra, an Australia-sized continent that is mostly desert and is (with apologies to Baxter) the home to a thriving Drow civilization, which I'll write up soon.
    Kareth is one of the few remaining allies of Kathor, and it lies to the north-east, directly east of Kathor.

    The continent we're on is fairly cresent-shaped, at least in my imagination. The Halcaraxe is a small chain of islands, connecting the civilized lands of the northern continent to the Urgoshic empire and then on to the hidden Eladrin realms, and the southern part of this continent is the Chito desert. The southern coast of the Continent (hereafter capitalized to refer to the continent we'll be starting on) is fairly unmapped (the Kathorians never crossed the Fens of Thranc), while the collapse of the Kathorian empire allows there to be room for any number of kingdoms (such as Stahlburg, right up north near the Tharis Confederacy).

    To explain the fact we can be exploring to the west, let's say that perhaps on the other end of the Midnight Wood there's a shallow sea, across which is an entirely new continent. The Kathorian empire never crossed it, focusing more on the north.

    Hang on, I've had another idea. The Urgoshic Empire was originally conquered by the Kathorians, but they drove the Kathorians back across the Helcaraxe. And the Nov'Serrans may be trying to conquer the lands south of the Fens of Thranc. And...

    Edit: ...the reason that we've got so many Human characters is that we're adventuring in the former Kathorian empire.
    Last edited by Raz_Fox; 2008-09-28 at 02:54 PM.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Unknown World [4E]

    So the fens of thranc are the swamps I mentioned? Also, how about that sea be a really large lake, with the desrt to the east, the main continent to th west, and to the norht and south, ithmuses.

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    Ettin in the Playground
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    Default Re: The Unknown World [4E]

    Quote Originally Posted by Baxter190 View Post
    So the fens of thranc are the swamps I mentioned? Also, how about that sea be a really large lake, with the desrt to the east, the main continent to th west, and to the norht and south, ithmuses.
    What I'm suggesting is three continents. The Helcaraxe could be an isthmus, but I wanted the southern continent of Nov'Serra to be seperate. I viewed the three continents around the sea of Rhun as looking somewhat like a broken circle - the crescent-shaped western continent, the large northern/eastern continent and Nov'Serra.

    Of course, I don't want to limit your creativity. Let's have Potato decide.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Unknown World [4E]

    Well i want the west to be some unknown, landscape of the fantastic, with the edge of the world, ancient kingdoms of the gods before they ascended or something, and the realm of the fey, dragons and shadows. How aout Nav'Serra to the south, to the east the Chito Desert, the west the cresent continent, but instead and island, and being the most western known point, and in the middle is the mainland?

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    Default Re: The Unknown World [4E]

    Quote Originally Posted by Baxter190 View Post
    Well i want the west to be some unknown, landscape of the fantastic, with the edge of the world, ancient kingdoms of the gods before they ascended or something, and the realm of the fey, dragons and shadows. How aout Nav'Serra to the south, to the east the Chito Desert, the west the cresent continent, but instead and island, and being the most western known point, and in the middle is the mainland?
    I'm not getting what you're saying. Could you try expressing it a bit more clearly?
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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    Default Re: The Unknown World [4E]

    The Elven Lands
    Quote Originally Posted by Raistlin1040 View Post
    The Land
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    The island of Haldor-Kolyn is almost exclusivly Elven. Protected by magic barriers built by the gods, and watched over by the arcane leaders, the island is nearly impenetrable, and nobody gets in without the express permission of the King. While the Elven Gods are the only ones worshipped, and the population is nearly all Elven, there are Humans there, and by extent, Half-Elves. Eladrin are also seen, sparcely. The Eladrin and Half-Elves are treated as family, and the Humans as close friends. In fact, the current King of Haldor-Kolyn is a Half-Elf. His name is Anskar Himonous.

    Anskar lives in his palace in the capital city of Lithium with his wife, the Eladrin Queen Antithe, and his young son, Prince Eldgrim. Lithium is an artistic city, every building built with beauty in mind, as well as functionality. In addition, Lithium has one of the best-trained local militaries in the world, a wide array of soldiers, wizards, and clerics available on a minute's notice.

    Other major cities in Haldor-Kolyn are:

    Argon, a University City, built for the sole purpose of various colleges for war and magic. Every King or Queen of Haldor-Kolyn has attended both a War College and a Magic College in Argon. Also, Argon hosts the most easily accessable teleportation in the island, due in part to the numerous students willing to cast the spell.

    Bromine, a Trade City on the water, right by the barrier separating Haldor-Kolyn from the rest of the world. Any invading attack upon the island would have to come through Bromine, as they are the only city that regularly brings down their part of the barrier. Bromine is best known among the rest of the world for their agriculteral exports, but they are also have many types of weapons and armors in abundance.

    Mercury, a Metropolis, it actually larger than Lithium. Most of the normal population lives in Mercury, and it is a strictly civilian city, the only military forces being composed of local volunteers. Mercury also enjoys the wealth of being the only city on the island entirely self-sufficiant. There is no need to trade with other contries or cities, as everything a person needs can be found in Mercury.

    There are also various small towns and such, but those four cities are the only ones worthy of mention.

    The terrain of Haldor-Kolyn is very much an oasis. The cities notwithstanding, streams, fruit trees, and grassy forest areas are all around the island. The very north of the island, above Argon, is colder than the rest of the island, and gets snow on the mountains during the colder months.
    And their Dieties
    Quote Originally Posted by Raistlin1040 View Post
    Sounds like a plan. Also, I have a deep hatred for the 4e Alignment system, even more than the 3e system, so I will be using 3e for alignments.

    The Gods
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    Adra, LG
    Symbol: A longsword standing upright, the point touching the sun.
    Portfolio: War, Chivalry, Horses
    Gender: Male
    Adra is a benign god. He seeks to unite the Elven people under one banner of happiness and freedom. Though a bit of an odd duck among Elven gods, he is generally liked by most elves, and is often prayed to in times of battle. Adra's temples are also not the norm among the Elves, large, elaborate marble structures bearing his insignia on the front. Adra preaches kindness and mercy above all, that a enemy that has surrendered is to be spared, and that, if able, one should always help those less fortunate than oneself.

    Adra's clerics wear bright orange robes, never with hoods. The best among Adra's flock aren't just clerics, but also tacticians, generals, champions, or others that lead by example. A curiosity of the church is it's lack of a hierarchy. Every cleric, from the youngest apprentice, to the oldest bishop is no better than another. In the event that a decision must be reached, an avatar of the god appoints a temporary leader.


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    Dayrin, NG
    Symbol: A halfmoon, outlined by a bow.
    Portfolio: Archery, Healing, Rangers
    Gender: Male
    Dayrin is a easily pleased god. He dislikes death, and seeks to grant all life a way to escape it. Therefor, his plane is almost exactly the same as the regular world. His temples are small and usually out of the way. They are most often little huts with an altar, and a fountain of Holy Water. Though not nearly as well known as the other gods, Dayrin has his own following, and teaches that following that killing is the ultimate sin, and the only way to remedy it is to save a life to balance the injustice out.

    Dayrin's clerics are nondescript, signifying their church affiliation with only a small badge on their clothes. At any time, there is only one leader of the church, a prophet of sorts, who deals with all the church dealings. However, the prophet encourages second-guessing, believing almost every opinion to have some merit, and most of his time spent not teaching or making decisions is spent talking to people, trying to understand each unique viewpoint.


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    Vaeri, CG
    Symbol: A silver coin floating on the surface of a pond
    Portfolio: Magic, Nature, Animals
    Gender: Female
    Vaeri is a nature goddess, pure and simple. She enjoys the Material Plane, and is often there, incognito. Her churches are one of the most beautiful things on the planet, elaborate structures built in the trees out of crystals. Vaeri is the most popular goddess among most elves, and many of them view her as a good friend, given her tendancy to communicate widely with avatars, though no one has ever met her in her true form. Animals are considered sacred to her, and it is said that the best among her followers attract them.

    Her clerics wear light blue robes that shimmer in the moonlight. A leader would be counter-productive to Vaeri's natural style, and so there is no collective following. Rather, each disciple is encouraged to seek their own path. On the whole, Vaeri's followers are not adventurers, however they are by no means weak.


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    Shiron, LN
    Symbol: A wood hammer
    Portfolio: Law, Justice, Truth
    Gender: Male

    Shiron, brother of Adra, is a very...zealous god. He finds his brother too easy on evil, and the two have a rivalry. Shiron has no temples of his own, preferring to have his alters in courthouses and other establishments of the law, to grant moral guidance to all. Shiron hates lies, and lies spoken in his temple are ALWAYS punished. In his opinion, all evil can be traced back to lying and deceit, and he seeks to put a stop to it. Shiron preaches honor above all else, and evil must always be punished. It is a minor offense in the church to show mercy to anyone, and the best of his clerics have hearts of stone, seeing law and nothing else. Shiron is viewed as a bit of an extremist, and is regarded with a degree of waryness by most.

    Shiron's clerics wear white robes with hoods. Legend has that the first cleric of Shiron was a judge who couldn't decide on a proper punishment, so it's a tradition for the leader of the church to be affiliated with the local law inforcement. Should one not be available, a political leader who worships Shiron is given the local position.


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    Sambr, TN
    Symbol: A mask
    Portfolio: Sensuality, Secrets, Manipulation
    Gender: Female
    Sambr is one of the more complicated goddesses around. She teached looking out for oneself as the number one priority, and loves secrets of all kinds. However, she is also a love goddess, explaining that the only way to not have to worry about yourself is to worry more about someone else. As well, she also teaches the art of manipulation, maintaining that a good lie and some sweet words are enough to overcome nearly any obstacle. Sambr's temples are often the gossip centers of a city, and are usually shady-looking buildings, while the inside is beautiful and clean.

    Sambr's clerics wear rose-red robes. The leader of her faith is the cleric of hers that is the smartest. The most common way of finding this out is a riddling contest, the only cleric never stumped becomes the leader for life. Interestingly, only one man has ever become the Archcleric in the written history of the faith. Another odd fact is that every cleric who attains the rank of Active Cleric has gotten married before death, often suspected to be Sambr doing her clerics the favor of causing them to fall in love.


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    Keene, CN
    Symbol: A purple top hat, decorated with stars
    Portfolio: Everything, Nothing
    Gender: Female
    Keene is completely insane. Dressed in a tight purple tuxedo and a ornate purple top-hat, she has absolutly no concept of common sense. And yet, something about her insanity is reasonable, artistic even. A common theory is that she was some sort of painter who was driven mad by her creations, and then wandered the planes until her death. Then, Dayrin, hoping to make her his own, raised her as a goddess. Even though she turned him down, the two remain close friends. Keene's temples are often white buildings, with dark Expressionist paintings littering the insides.

    Keene's clerics wear purple robes, and usually wear hats as well, in her honor. Though the vast majority of her supporters aren't nearly as mad as she is, there is something to be said for her world views. Most of her clerics are creative souls, musicians, artists, writers, driven together by a desire to have their minds understood by someone. Keene is also the only known Elven Goddess to make regular appearances on the Material Plane in her true form, likely because she doesn't fully understand her status as one of the masters of the universe. Keene maintains a good relationship with Sambr as well as Dayrin, and it is certainly not unknown for the priests of the faith to intermingle with the priests of the other two. Obviously, there is no real leader of Keene's church.


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    Jelacia, LE
    Symbol: A sword surrounded by fire
    Portfolio: War, Fire, Evil
    Gender: Female
    Jelacia is one of the most reviled among the Elven Dieties. Evil and Lawful, she stands for everythin the Elves hate. However, to each their own, and some elves follow her out of a sense of rebellion. She teaches the joys of advancing one's position in life through evil and trickery, but never being caught. Her temples are secluded, and more often than not, underground.

    Jelacia's clerics wear dark black robes with hoods, but only when attending church meetings. They are most often politicians, or other corrupt leaders by day, and the equivilent of cultists by night. The leader of the church is whoever kills the previous leader without being caught. Obviously, this means that all but a select few are completely oblivious to who their mortal leader is.


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    Faust, CE
    Symbol: A gravestone
    Portfolio: Death, Undeath
    Gender: Male
    Faust is an half-undead elf, similar to a zombie, but retaining all his sentience, and his body is not decomposed, except for a few select areas. His churches are in graveyards, usually only enterable by digging up a grave. He teaches nihilism, and advocates for the destruction of all things.

    His clerics mutilate themselves to model their appearance after his, and are usually easy to spot. Their leader is usually one who has willingly submitted to undeath, usually a lich or a willing vampire.
    Last edited by Raistlin1040; 2008-09-28 at 03:58 PM.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Ettin in the Playground
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    Default Re: The Unknown World [4E]

    Y'know, Haldor-Kelyn seems like the rising star of civilization, now that Kathor has fallen. All the north-western nations probably have it as their main source of trade, and all Kathor can do is watch.

    ...Now I want to see a war between Haldor-Kelyn and Kathor before the campaign's end.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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    BardGuy

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    Default Re: The Unknown World [4E]

    -------------------------------------??????????????????------------------
    -----------------------------------???????????????????????---------------
    My Epic Map----------------------?????????????????????????---------------
    ???-----------------------------????????????????????????????--------------
    ???---------------------------000000000000000000000000000-------------
    ???-------------------------000000000000000000000000000000-----------
    ???-----------------0------00--0000000000000000000000000000???????????
    ???----0000000-----00----000000000000000---00000000000000????????????
    ???---0000000000--0000000000000000000------0000000000----????????????
    ???-----0000000000000000000000000--------0000000000000---????????????
    ???-------0000000000000000000000000000---000000000000----????????????
    ???---x---00000000000000000000000000000000000000000000---???????????
    ???-------000000000---000000000000000000000010000000000000??????????
    ???------000000000000000000000000000000000000000000------???????????
    ???---------0000------000--------0000000000000000000-------???????????
    ???----------------------00-----------0000000------0000000000??????????
    ???-----------------------0--------------000------------0000000?????????
    ???-----0--------0------------------------------------------000??????????
    ???----00--------00---------00---------------------------------??????????
    ???--00000------00000---------------------------------------------???????
    ???-0000000000000000---------------00-0---------------------------------
    ???---0000000000000---------------00--00000000-------------------------
    ???---------000------------00000000000000000000-0000------------------
    ???----------------------000000000--0000000000--000000-----------------
    ???------------------------0000000000000000000-000000------------------
    ???-----------------------00000000000000000000--0000000---------------
    ???-------------------------0000000000000000000-0000000----------------
    ???----------------------------------000000000000000000-----------------
    ???----------------------------------------------0000---------------------
    ???-----------------------------------------------------------------------

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    Default Re: The Unknown World [4E]

    My epic map
    the western ??? means the unexplored areas. The eastern ??? means the chito desert. The northern ??? means the Eladrin area, which no one goes to out of fear of the Eladrinmessing them up.

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    Default Re: The Unknown World [4E]

    I'm in a hurry, but I must say I don't like that idea. Tell you more in an hour or so.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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    Default Re: The Unknown World [4E]

    I had sketched a map, but now I find it's wrong.

    The way I currently see the section of the campaign world we're going to be starting in is this. You have Kathor, a large nation (about the size of Texas?), surrounded by fragmentary offshoots who have taken advantage of its war with the other place (whose name escapes me) to establish their independence. These vary in size along the same lines as European countries.

    East of Kathor is a sea. Or possibly a huge lake.

    South of Kathor is the Midnight Wood, which covers an area of land only slightly less than Kathor itself. As it extends southward and eastward it gets close to the equator and becomes a rainforest jungle.

    Northwest of Kathor is a smallish mountain range. Most of the country that they are perenially at war with (also Texas-sized) is shielded by those mountains, but there is a section of open border that runs all the way to the coast in the east. This gets pushed back and forth depending on the state of the interminable war.

    If you follow the western edge of the Midnight Wood south out of Kathor, you pass through one or two of the fragment kingdoms and then you reach the barony. It's something of a frontier. East is the wood. To the north, the land is wild and hilly until you reach the mountain range I mentioned earlier. Crazy hermits, brave colonists, and other wilderness types keep trying to push civilisation west through that area but it's such terrible land the villages usually can't sustain themselves.

    South of the barony is the big swamp, also with a name I can't recall. The swamp blends with the Midnight Wood where they meet to create a sucking fen of Doom With a Capital D that combines the worst parts of both. No one goes there, ever.

    A trail does lead through the swamp, but it's a long and difficult one, and stories say it only gets harder once you're through the swamp and into the mysterious lands of the south. Occasionally travellers make it through the swamp coming from the south, dark-skinned men and women with strange languages and customs. They say the land curves towards the east, leading to a vast desert populated by dangerous monsters and black-skinned elves

    To the west, a wide corridor of unexplored lands extends further than anyone knows. Bounded to the north by the mountains and to the south by the swamp and the great river that runs from it, no one knows how far the land goes or what it contains.

    ---

    The larger arrangement of continents doesn't need to be fleshed out just yet - there's an island of elves, a fundamentalist dwarf empire somewhere to the north, several eladrin holy sites (to do with the elder fey) scattered around... their precise locations aren't really important to start with.

    Here is the sketchiest sketch map you've ever seen. Fear my mad Paint skillz:
    Spoiler
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    The orange bit is Kalthor. The red bit is the other kingdom. Grey is mountains, purple is swamp, yellowish is desert and green is the Midnight Wood. The black dot is the barony. The black lines are the important bits of coastline. The continent should extend west for an arbitrary distance. Beyond the sea to the east... who knows?

    EDIT:
    Quote Originally Posted by Raz_Fox View Post
    Y'know, Haldor-Kelyn seems like the rising star of civilization, now that Kathor has fallen. All the north-western nations probably have it as their main source of trade, and all Kathor can do is watch.
    I like. I'd be inclined to place Haldor-Kelyn off the coast of my sketchy map, to the east.

    As a general thought, I'm against the idea of the eladrin and the fey being confined to the north. Perhaps that's the last bastion of their ancient strength (as opposed to the newer elven strength of Haldor-Kelyn), but they're probably to be found anywhere old and wild enough. Perhaps the northern eladrin look down on their 'countrified' relatives in other parts of the world.

    This also feeds into 'what exactly is the difference between elves and eladrin anyway?' Perhaps in this world the eladrin are ancient, fey creatures, strong in magic and with a somewhat alien mindset. The elves are (relatively) modern offshoots of the eladrin line, more pragmatic and more comprehensible. The drow are what happens when elves adjust to desert life. (At last, a plausible reason why drow have black skin...) Their ability to create darkness is a great aid in the noonday sun. They are seen as amoral, but they are great traders. Their ships ply the waters of Rhul, trading in anything that will turn a profit.
    Last edited by potatocubed; 2008-09-28 at 04:41 PM.
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    Default Re: The Unknown World [4E]

    Haldor-Kolyn guys. Kolyn. With an o.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: The Unknown World [4E]

    I like your idea of the drow, its basically the same as my own. The fey in the north are in the ancestral homelands, but yeah there are eladrin elsewhere, but only in places where the fey are poweful, such as the forest, where they honor the fey spirits of the trees and animals, or deep in the swamp, where they honor the spirits of the swamp, the trees and the fey guardians of death. The Eladrin hnor all fey spirit, so yeah, they're other places than the north, but they stick to places of spiritual importance. How about the elves where orginally Eladrin, but because they were more into crafting and war than the Eladrin, they left and bacame the Elves that we know now. Eight of them eventually came unto humans, and were revered as gods for their magic and skils, and when the humans met the dwarves, their religion intermized, becoming what is now the common human religion. The drow are basically the Elves that ended up in the desert and adapted. However, they are much more morally flexable, and are like humans in the adaptablity and flexability.

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    GnomeWizardGuy

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    Default Re: The Unknown World [4E]

    someone please for the love of god tell me i am not the only extremely perverted person here....we are going to need to do some serious terraforming because I do not know if I can play on a map that reminds me of the "awkward" part of my anatomy/physiology coloring book
    Fox
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    Default Re: The Unknown World [4E]

    lol, but yeah, we do have to change it. And raz, what don't you like about my epic map? Also, can Anyone spot my little secret in it?

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    Default Re: The Unknown World [4E]

    dude, sorry, but all i see is a wang, a wang filled with people who all follow the far overcomplicated religions and astrologies we are currently constructing...If i got my A&P book out I might be able to identify the organs you colored in too...
    Fox
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    Default Re: The Unknown World [4E]

    Potatocubed, how about this. The question marks on my map is the Eladrin main area. Belowe that for about two lines is the dwarven mountain chain, ruled by the empire. Below the is the Karthean empire and its fragements. The west is that unexplored area you mentioned. The east ??? is the Chito desert, and no one knows whats behind that. The southern continent is the drow desert, and the cresent thing, I can't remember right now. the western main part of the continent are various areas, containing the wood and swamps. The northern peninsula is the the main Elven city is, and the x on the map is the island with the new elven city. Kay?

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    Default Re: The Unknown World [4E]

    Quote Originally Posted by potatocubed View Post
    I had sketched a map, but now I find it's wrong.

    The way I currently see the section of the campaign world we're going to be starting in is this. You have Kathor, a large nation (about the size of Texas?), surrounded by fragmentary offshoots who have taken advantage of its war with the other place (whose name escapes me) to establish their independence. These vary in size along the same lines as European countries.

    East of Kathor is a sea. Or possibly a huge lake.

    South of Kathor is the Midnight Wood, which covers an area of land only slightly less than Kathor itself. As it extends southward and eastward it gets close to the equator and becomes a rainforest jungle.

    Northwest of Kathor is a smallish mountain range. Most of the country that they are perenially at war with (also Texas-sized) is shielded by those mountains, but there is a section of open border that runs all the way to the coast in the east. This gets pushed back and forth depending on the state of the interminable war.

    If you follow the western edge of the Midnight Wood south out of Kathor, you pass through one or two of the fragment kingdoms and then you reach the barony. It's something of a frontier. East is the wood. To the north, the land is wild and hilly until you reach the mountain range I mentioned earlier. Crazy hermits, brave colonists, and other wilderness types keep trying to push civilisation west through that area but it's such terrible land the villages usually can't sustain themselves.

    South of the barony is the big swamp, also with a name I can't recall. The swamp blends with the Midnight Wood where they meet to create a sucking fen of Doom With a Capital D that combines the worst parts of both. No one goes there, ever.

    A trail does lead through the swamp, but it's a long and difficult one, and stories say it only gets harder once you're through the swamp and into the mysterious lands of the south. Occasionally travellers make it through the swamp coming from the south, dark-skinned men and women with strange languages and customs. They say the land curves towards the east, leading to a vast desert populated by dangerous monsters and black-skinned elves

    To the west, a wide corridor of unexplored lands extends further than anyone knows. Bounded to the north by the mountains and to the south by the swamp and the great river that runs from it, no one knows how far the land goes or what it contains.

    ---

    The larger arrangement of continents doesn't need to be fleshed out just yet - there's an island of elves, a fundamentalist dwarf empire somewhere to the north, several eladrin holy sites (to do with the elder fey) scattered around... their precise locations aren't really important to start with.

    Here is the sketchiest sketch map you've ever seen. Fear my mad Paint skillz:
    Spoiler
    Show


    The orange bit is Kalthor. The red bit is the other kingdom. Grey is mountains, purple is swamp, yellowish is desert and green is the Midnight Wood. The black dot is the barony. The black lines are the important bits of coastline. The continent should extend west for an arbitrary distance. Beyond the sea to the east... who knows?

    EDIT:


    I like. I'd be inclined to place Haldor-Kelyn off the coast of my sketchy map, to the east.

    As a general thought, I'm against the idea of the eladrin and the fey being confined to the north. Perhaps that's the last bastion of their ancient strength (as opposed to the newer elven strength of Haldor-Kelyn), but they're probably to be found anywhere old and wild enough. Perhaps the northern eladrin look down on their 'countrified' relatives in other parts of the world.

    This also feeds into 'what exactly is the difference between elves and eladrin anyway?' Perhaps in this world the eladrin are ancient, fey creatures, strong in magic and with a somewhat alien mindset. The elves are (relatively) modern offshoots of the eladrin line, more pragmatic and more comprehensible. The drow are what happens when elves adjust to desert life. (At last, a plausible reason why drow have black skin...) Their ability to create darkness is a great aid in the noonday sun. They are seen as amoral, but they are great traders. Their ships ply the waters of Rhul, trading in anything that will turn a profit.
    ...How do I put this?

    Sod it all, I bloody love you now.

    This is much better than the sketches I've been making of the world. The smaller scale is better for initial gaming than the macro-scale I was thinking on.

    I think Kareth is on the coast south of Kathor. Stahlburg is south of the Tharis Confederacy, and wild Draline ruled by the Dragonborn is south of that. Oh, and the swamp is called the Fens of Thranc, the sea the Sea of RHUN.
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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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    On faith, fey, and gods-
    How about this, we have the Eledrin worshipping the fey. Eventually, for some reason, the elves and Eladrin split. However, since they were still basically Eladrin at that point, they still worshipped fey. Chief amoung the fey they worshipped was the fey of the great clock, that had been built two thousand years ago before the split, and the fey of a shield of a great Eladrin hero. Fey in this world aren't just nature spirits, but are the spirits of everything, so this coudl work. Eventually, the elves stopped worshipping all but two, the clock and the shield fey. Becuase of their worship, the became gods like Dark one from Oots, meaning they were on par with the Eldar Fey, the spirits of the seasons and the Storm Fey.

    At least eight of the elves, extremely powerful in magic and skilled in many arts, went out into the world and came unto men, who they appeared to as gods.se Elves were probably not the most humble, and didn't convince the humans other wise. Like the Fey of the shield and clock, the became like gods after the death of the mortal bodies. However, eventually, the humans met the Dwarves, and they became followers of one almighty god, and the eight gods were weakened by their loss of followers, but were still prayed to, and became the modern saints.

    The Drow, being Elves that eventually ended up in the desert, worship the Moon Fey most of all, which is actually the Winter Fey. They also worship the fey of rivers, wells and such, as the live in the desert and thus are extremely grateful for water.

    The Dwarves, were made by the Spring Fey, the an earth dragon, and worship him as an almighty, but view him as a dwarf. Becuase they view only one god, their xenophobic and pious status, and the positioning next to Eleadrinlands, they often lead crusades against the "Infidels"
    Thats all i got right now.
    Last edited by Baxter190; 2008-09-28 at 08:08 PM.

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    Quote Originally Posted by Baxter190 View Post
    lol, but yeah, we do have to change it. And raz, what don't you like about my epic map? Also, can Anyone spot my little secret in it?
    You're focusing on the north continent far too much - the western continent is where we're going to be playing. I think you've succumbed to the natural desire to focus on the continent of your character - I'm struggling to control it, as well.

    And now, Potato's map is even better. I'd play on that any day.
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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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    Default Re: The Unknown World [4E]

    Yeah, I did give in, but only the ??? to north is where the Eladrin, live. how about I split the northern continent from the western part, make that the part where we're at, move it down, and add on his part of the map? Also, by western continent, do you mean the cresent thing?

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    Quote Originally Posted by Baxter190 View Post
    On faith, fey, and gods-
    How about this, we have the Eledrin worshipping the fey. Eventually, for some reason, the elves and Eladrin split. However, since they were still basically Eladrin at that point, they still worshipped fey. Chief amoung the fey they worshipped was the fey of the great clock, that had been built two thousand years ago before the split, and the fey of a shield of a great Eladrin hero. Fey in this world aren't just nature spirits, but are the spirits of everything, so this coudl work. Eventually, the elves stopped worshipping all but two, the clock and the shield fey. Becuase of their worship, the became gods like Dark one from Oots, meaning they were on par with the Eldar Fey, the spirits of the seasons and the Storm Fey. At least eight of the elves, extremely powerful in magic and skilled in many arts, went out into the world and came unto men, who they appeared to as gods.se Elves were probably not the most humble, and didn't convince the humans other wise. Like the Fey of the shield and clock, the became like gods after the death of the mortal bodies. However, eventually, the humans met the Dwarves, and they became followers of one almighty god, and the eight gods were weakened by their loss of followers, but were still prayed to, and became the modern saints. The Drow, being Elves that eventually ended up in the desert, worship the Moon Fey most of all, which is actually the Winter Fey. They also worship the fey of rivers, wells and such, as the live in the desert and thus are extremely grateful for water. The Dwarves, were made by the Spring Fey, the an earth dragon, and worship him as an almighty, but view him as a dwarf. Becuase they view only one god, their xenophobic and pious status, and the positioning next to Eleadrinlands, they often lead crusades against the "Infidels"
    Thats all i got right now.
    Again, I really don't like the elf superiority thing going on here. Doesn't anybody remember I began work on the Kathorian pantheon before Raistlin posted his? Again, I'm going to press my "Proto-races" theory.

    I'm thinking that the Kathorian "Almighty" is potentially the most powerful god, but he won't let himself intervene in the world until the time is right and he becomes the Dragonslayer.
    The fey can't percieve the Almighty, so they believe they are the most powerful things in this world of fragile mortals. And for the moment, they are correct.
    The eight gods are - well, I can't decide what the Eight are. Raistlin, you want to help me on this?
    The Dwarves view the Kathorian "Almighty" as a god of vengance and wrath, like Old Testament Yahweh. They go on crusades to defeat those that have wronged them, and they never forget a grudge. (Kudos if you recognize the reference.)
    And I really want to start work on Asmodeus, the Dragon Below. Could I have Potato's go-ahead on making Asmodeus into a Dragon?

    Even though I'm savaging your thelogy, I really like the Drow worship of the Moon Fey. You could make the Moon Fey their own, unique type of desert fey.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

  28. - Top - End - #28
    Troll in the Playground
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    Default Re: The Unknown World [4E]

    If I have time, sure. I've got stuff to do tonight, but if I can finish it up, yeah, I'll help.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

  29. - Top - End - #29
    Dwarf in the Playground
     
    GnomeWizardGuy

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    Default Re: The Unknown World [4E]

    An Essay and Prologue by Sylis Antara
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    As any peasant on the streets know, we have 8 months of 20 days, the time it takes for the seasons to come full circle. The names of these months correspond to the 8 members of a pantheon commonly accepted. This way of measuring time was devised to assist in the timing of crops and festivals, Maise is always planted on the first of Vaerisi and harvested during the month of Jelicorio. The new year is always the First of Adra, and frost is almost always on the ground. Theologians and public figures have worked hard to ingrain this in even the simplest of people, meaningless names attributed to 8 gods that happen to be accepted, but there is no logic to the nomenclature. Why is the first month Adra, why not Keena? Is the Lord Adra strongest during that time of the year? If that is the case, then two completely opposed gods, Adra and Faust, are at their peak within a 40 day span, we would expect to see amazing celestial battles during this time, not fireworks and drunken debauchery, as New Year so often is. The innate failure is assigning supernatural names to natural phenomena. Jelacia does not draw the sun closer making this world warmer during his month, that is simply due to the relative location of our planet with our closest star. Stars govern our world in physical and testable ways. Solaris, the daystar is the reason our planet is habitable, has agriculture, and has the changing of the seasons. Lunestis, the nightking, and possibly a dead star, grants the ebbs and flows of tides, and spares us from complete dark while our planet rotates. But what of the “smaller” stars, those that may be hundreds of times larger than daystar, but so far we can barely see them unaided? Do they govern our world as well? It is my belief and my thesis that indeed these bodies do govern our world in physical and testable ways. Their unseen “gravity” on this world affects us in many ways, in the ways we act, interact, and live.

    Through my years studying the nightstars, I have ascertained that groups of stars shape a period of time when they are, in respect to our planet,, most visible in the night sky. For the sake of this prospectus I will continue as if we are working in the northern hemisphere, where it is winter in Adra and summer in Jelacia. From these groups of stars, 10 act most prominently and thus are worth discussion. Each body of stars has carried a consistent part of a greater story and embodies the effect it has on it's period. The story is called


    “The Cycle of Madness” A review of the Zodiac
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    Delbar (Faust 17 to Adra 12)
    “Flash in the Pan”
    Symbol: A Starburst

    Delbar was a peasant raised to be king of a long forgotten kingdom by the blessing of a fey king. He lived for only 16 months after taking the throne, but revolutionized the kingdom. Those born under this symbol are destined to do great things, but must be wary of getting involved in anything long-term. Seek out chances to shine, and never become settled..

    Bigilen (Adra 13 to Dayrina 8)
    “The Trickster”
    Symbol: A Herring

    Bigilen caused the fall of Delbar. Being young and impressionable, Delbar accepted Bigilen as a trusted aid. Bigilin wanted the throne for himself, so he had the young king sign paperwork “in case something happened to his Majesty” and offered him advice that led to his death. Those born under this sign are very charismatic, but beware falling into a role of advisor, as your own interests have a way of clouding your intentions. Seek Humility, by seeing yourself as part of a greater society you will avoid the pitfalls of your sign.

    Lenna (Dayrina 9 to Vaerisi 4)
    “Spiraling Doom”
    Symbol: A Black Rat

    In the absence of a king, the kingdom degraded. The minds and souls of the people were purely on necessity. The kingdom became more like a colony of rats than that of people, fighting for food, and unaware of the dangers just outside their walls. Those born under this sign have a strong, almost blinding, desire for simplicity. Seek Industry, constantly pursuing the more difficult path, because if you ever give in you will be as worthless as a rat.

    Bios (Vaerisi 5 to Vaerisi 20)
    “The Sardonic Knight”
    Symbol: Black Cavalier Head
    With a nation overcome by it's own desire to simply survive, it only took Bios and a small legion of men to destroy the former kingdom and enslave the peasants. Instead of returning the servants, he made them tools of his enjoyment, spending 16 years torturing each and every survivor until none over the age of 16 remained. Those born under this sign can expect their lives to be full of hard times, adversity, and at times a lack of hope. Seek Compassion, let the events of your life constantly teach you how to comfort others, it is the only way you will find happiness.

    Derk (Shiron 1 to Shiron 16)
    “The Void” (was Ihbar)
    Symbol: A Black Circle
    The Knight left, taking the children with him. They were raised off what they learned from the soldiers on an endless journey to the Knight's nation. Those born under this sign are both blessed and cursed. Opportunity will be few and far between in your life, but it is this void, the hunger, that will make anything you do that much better. Your passion, your hunger for life is contagious. Find those born under Lenna and help them take advantage of any chance given.

    Infernus (Shiron 17 to Sambr 12)
    “Flamebearer”
    Symbol: A Torch with a skull at the pinnacle
    Years pass, and one boy among the servants rebels, lighting fire to the tents of their captors and killing any man who tried to catch them. He led the survivors out of the encampment, and into the woods by the torches fueled with the flesh of his former captors. Those born under this sign are natural born leaders, cutthroat, and unbound by standards and custom. The fire that burns in your heart can lead those trapped in their day to day lives to freedom, but be wary, those you burn may come back with a vengeance.

    Diasoma (Sambre 13 to Keene 8)
    “Bringer of Light”
    Symbol: Tree and Sun
    Wandering in the woods, the now-free prisoners are found by a fey named Diasoma. Diasoma taught them how to form the woods into a city, along with secrets on how to live as one with nature. Those born under this sign have an affinity to nature and harmony. You are a strong mediator, and a gentle friend, but remember, not everything can be solved with compromise.

    Kratos (Keene 9 to Jelesorio 4)
    “The Bloodstained Baron”
    Symbol: Bloody Sword
    After 10 summers, The Knight, nearly dead from the wounds Infernus gave him, commanded his son, Kratos, and the remains of his men to the fledgling town Infernus founded,, burning and destroying 10 times as much as Infernus had done to them. The epitome of revenge, Kratos led the attack all the way into the Feywild, swearing to destroy anyone that even assisted the refugees. Those born under this sign are ferocious, not quick to forget, and easily are swayed by causes. Be wary of revenge, as you may not know where to stop.

    Oblivio (Jelesorio 5 to Jelesorio 20)
    “Bringer of Darkness” (was Ulban)
    Symbol: Sickle
    Having demolished the gates into the Feywild, Oblivio, a dark fey, let Kratos to infect the fey kingdom of Cendreiane with a taint of evil, causing fey to go mad and begin destroying their own forest. Those born under this sign are opportunistic, and often have a taint of madness about them. Though not innately evil, those under this sign must watch themselves carefully, and surround themselves with stable friends.

    Alva (Faust 1 to 16)
    “The Fallen Elfking” (was Zhudun)
    Symbol: Crown of Branches with no leaves on them
    Alva, King of Cendreiane, saw his kingdom crumbling, his one heir, Diasoma, dead, and decided to imbue his power and knowledge into a boy from the material plane, exalt him as leader of his nation, and hope that he, with the knowledge of the Fey, would not fall to destruction as Infernus' city had That boy's name was Delbar. Those born under this sign are enablers, they encourage, often having great wisdom for someone of their age, but the problem is they lack foresight. All right turns lead in a circle, and unless you surround yourself with friends and family, your own wisdom will lead to yours, and anyone who follows you, destruction.



    @all
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    as for the seasonal fey and such, i will leave that up to someone else, i really do need to read what others have written and get to my own sheet
    Fox
    25 years of tabletops and cheetos
    Avid Roleplayer/Loquacious Dungeonmaster

  30. - Top - End - #30
    Ettin in the Playground
    Join Date
    Sep 2008
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    Imladris
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    Default Re: The Unknown World [4E]

    How dare you, heretic Sylis?
    You should be aware that the use of this heathen calandar is forbidden in all lands claimed by Kathor. The true calandar is as follows:

    Kor
    Baldur
    Valerian
    Ioun
    Hlal
    Razta'alin
    Njord
    Anubis

    Kathorian soldiers will be coming to confiscate all heritical materials and writings.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

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