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Thread: The Unknown World [4E]
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2008-09-28, 01:07 PM (ISO 8601)
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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.
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2008-09-28, 01:28 PM (ISO 8601)
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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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2008-09-28, 01:57 PM (ISO 8601)
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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.
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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2008-09-28, 02:04 PM (ISO 8601)
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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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2008-09-28, 02:14 PM (ISO 8601)
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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.
SpoilerThe 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.
SpoilerThe 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.
SpoilerThe 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.
SpoilerThe 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.
SpoilerThe 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.
SpoilerThe 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.
SpoilerThe 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.
SpoilerThe 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.
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2008-09-28, 02:29 PM (ISO 8601)
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Re: The Unknown World [4E]
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.
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2008-09-28, 02:56 PM (ISO 8601)
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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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2008-09-28, 03:28 PM (ISO 8601)
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Re: The Unknown World [4E]
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.
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2008-09-28, 03:52 PM (ISO 8601)
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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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2008-09-28, 03:57 PM (ISO 8601)
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2008-09-28, 03:58 PM (ISO 8601)
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2008-09-28, 04:17 PM (ISO 8601)
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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.
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2008-09-28, 04:20 PM (ISO 8601)
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Re: The Unknown World [4E]
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My Epic Map----------------------?????????????????????????---------------
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2008-09-28, 04:22 PM (ISO 8601)
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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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2008-09-28, 04:23 PM (ISO 8601)
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2008-09-28, 04:26 PM (ISO 8601)
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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.
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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
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.Last edited by potatocubed; 2008-09-28 at 04:41 PM.
I write a gaming blog. It also hosts my gaming downloads:
Fatescape - FATE-based D&D emulator, for when you want D&D flavour but not D&D complexity.
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2008-09-28, 04:58 PM (ISO 8601)
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2008-09-28, 05:04 PM (ISO 8601)
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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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2008-09-28, 05:31 PM (ISO 8601)
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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
25 years of tabletops and cheetos
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2008-09-28, 05:37 PM (ISO 8601)
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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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2008-09-28, 05:59 PM (ISO 8601)
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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
25 years of tabletops and cheetos
Avid Roleplayer/Loquacious Dungeonmaster
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2008-09-28, 06:18 PM (ISO 8601)
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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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2008-09-28, 07:46 PM (ISO 8601)
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Re: The Unknown World [4E]
...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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2008-09-28, 08:01 PM (ISO 8601)
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Re: The Unknown World [4E]
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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2008-09-28, 08:03 PM (ISO 8601)
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Re: The Unknown World [4E]
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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2008-09-28, 08:06 PM (ISO 8601)
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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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2008-09-28, 08:09 PM (ISO 8601)
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Re: The Unknown World [4E]
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.
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2008-09-28, 08:13 PM (ISO 8601)
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2008-09-28, 08:23 PM (ISO 8601)
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Re: The Unknown World [4E]
An Essay and Prologue by Sylis Antara
Spoiler
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
Spoiler
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
Spoiler
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
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2008-09-28, 08:54 PM (ISO 8601)
- Join Date
- Sep 2008
- Location
- Imladris
- Gender
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.