QuoteYour first sensation is one of pain, as your lungs inhale a searing, sulfurous breath as you gasp for air. As your ears ring, your eyes open, wide with confusion. Blurry images rush around your vision, and your limbs slowly respond, aching as they swing around to block the light streaming into your eyes. The ring in your ears gives way to the raucuous sounds of battle; the metallic clang of swords clashing, the shouts of men in anger, and the rallying blast of a chieften's war-horn. Finally, your vision clears, and you can make out your boots, a few centimeters away from a gaping crater. The ground on which you lay prone is burnt to a cinder; the scattered splinters of your wooden tower litter the ground. You stagger up, and see a vicious battle unfolding before you. A dozen meters from the smoking crater, hobgoblins in spiked orange armor advance in tight lines. Hobgoblin skirmishers finish off the blue-clad human guards to your right, and advance toward the survivors of the explosion. Glancing around you, you notice there are several survivors near you: they too are struggling to their feet.
[ooc]This is how I started my own homebrew campaign, in my setting, which for now will be named Springtheory. This is a place-holder, as I have not really come up with a good unifying name yet. This has been the result of about a year of notes, planning, and boredom, as well as a need to create. Thanks to any who take interest, and no sweat if it's not to your liking. I hope to become an active member of the community, so let me start out by sharing my world. I would love any comments, especially constructive criticism.[/ooc]
Springtheory: The Basics
The world has a standardesque fantasy flavor, with the most advanced cultures at a mid 17th century tech level. A multitude of races populate the planet, some more prevalent than others. The gods won their Dawn War against the Primordials before splitting along Good and Evil lines. The continental geography of Springtheory echoes our Earth, with an Old World and a New, separated by mighty oceans. Parallel to the material planet are the Feywild and Shadowfell. The roiling, fiery Abyss glares down from the night sky, pinpoints of scarlet suspended in a deep, dark red smear. The center of the Astral Sea is its opposite, with gleaming motes of light floating in a milky wash of transparent white. Gameplay is DnD 4e, with an ever-increasing amount of homebrew material. While I do not hold 4e supreme, it's what I have the most of and the material I have makes my life as a DM much easier.
Springtheory: The Schema
Springtheory is moderately classified under the DivSet style, if I understand that correctly. The actual geographical setting is diverse, yet some conceptual themes do exist. These themes, however, are mainly regional can not usually be applied to the entire world. If there is one concept that I do adhere to, it is the idea of complexity. Just as one gear turning sets the entire transmission into motion, events in the Springtheory world are meant to have far-reaching and complex consequences. This is mainly in part to my own fascination with the sheer number of variables in our world and how complex chains of events often mystify and intrigue us. As a CS student, I have developed a love of systems and their analysis. See how many times I just used complex?
Springtheory: The Purpose
I created this world to have fun, and to have a structure that I would have control over, as opposed to forever using published campaigns (I could never do that. I did it once, and found it too easy and much too restrictive). My interest in Steampunk made the genre easy enough to define, though I found the idea of Clockpunk much more novel, fitting and containable for a DnD game. I must admit that my own aspirations to game design did factor into my choice as well. But enough about this, let me post up my notes.
Continents:QuoteKynetia
The civilized main mass of the Old World, Kynetia is chiefly inhabited by Eladrin, Elves, Dwarves, Humans, Gnomes, and the Tieflings. Nation-states have arisen over the centuries, driven in part by the impressive technological pace of the inhabitants. Humans control the states of Ankythera, Stahlstamm, Vyrsovia, and half of Polodya. The Dwarves make up the other half of Polodya. The Eladrin occupy Ealatil Isle off to the South, and facing them on the southern coast are the Gnomish Lowlands. The Elves have their own island chain, as well as a few cities on the mainland. The Tieflings' empire of Bael Turath occupies the volcanic valley adjacent to the Stahlstamm and Greater Polodya. The Continent resembles Europe in a ecological sense, and is situated on a similar latitude range.
[note]Tegeria is a semi-placeholder name, and may be up for revision. It also has very little work done on it.[/note]
QuoteTegeria
South of Ankythera, across the Clear Sea, the Dragon ruled Tegeria is not as temperate as its northern neighbor. Deserts in the north inhabited by Humans give way to a great jungle on the equator. Reptilians, mainly Lizardfolk and Drakkoths, infest the entire continent, sometimes to the annoyance of the great Dragons themselves. The servants of their great ancestors, the Dragonborn are the most powerful on the continent, but are always engaged in the power struggles of their larger kin. Proud and strong, the Dragonborn come in many different varieties. Geographically and ecologically, Tegeria resembles Africa, but a bit harsher.
QuoteNorthern Amethystia
The crown of the New World, Northern Amethystia is sparsely populated when compared to its counterparts on the other side of the globe. Nevertheless, tribes of all kinds populate the varied terrain. Immigrants have colonized the eastern portion of the globe, especially the fertile Glyndel Valley and the now-crumbling kingdom of Serenia. West of the Glyndel Valley is the sub-continent of Aridia, named so because of its vast savannahs and large desert. Northern Amethystia is obviously related to North America, and its denizens' demographics closely resemble those of North America in the 17th century.
[note]While seemingly sparse, the feel for this continent is fairly clear in my mind. Combat would be shockingly damaging, betrayals would be common, and good equipment would be hard to come by. The entire land could be considered a challenge. Inspiration for this came from the book The Lost City of Z, with its descriptions of the harsh jungles in the Amazon.[/note]
QuoteSouthern Amethystia
Whereas Northern Amethystia is a open and inviting land, Southern Amethystia is a formidable place. Vast amounts of jungle and rugged mountains are home to the deadly Yuan-Ti and the occasional Rakasha kingdom. Life in the jungle is brutal and short, and society reflects this in many ways. Once again, the continent closely resembles South America, but without the mild Argentine plains in the south.
Primary Races and their spread:
QuoteDragons
Usually considered the first creation by a god, Dragons are played very straight. Hugely powerful, hungry for more, and deeply manipulative, Dragons are no small threat. One differences from standard Dragons is the ability for Elder and Ancient Dragons to polymorph into humanoids. Inherently magical by the sheer amount of eldritch energy used in their creation, Dragons were crafted by Io before the god was cut in two. Usually content to stay on their continent, plotting and conspiring with their peers, Dragons nonetheless keep a vested interest in all events around the world. Ever haughty and prejudiced, Dragons mainly keep to their own kind on matters that they feel important, and only keep honest relations with the mightiest mortals. Their lesser kind, excepting their cherished Dragonborn, are mere cannon fodder, and are treated as such. Dragon society consists of tightly controlled territorial holdings lorded over by a single Dragon, and occasionally a pair of Dragons. Reproduction is extremely low, and is just as much a political move as a biological one. Having de facto control of the entire continent of Tegeria, Dragons have yet to expand beyond their own shores. Some speculate that they find the rest of the world beneath them, others that they realize too many would die for too little, especially given their reproductive rate. Still others contend that the entire known world is already controlled by them.
QuoteEladrin
The Eladrin, or High Elves, as they were known in antiquity, originated from the Feywild, and half their numbers still dwell in that verdant 'paradise.' Separated now into the Court of the Pale Moon and the Court of the Golden Moon, the Eladrin claim to be the the oldest humanoids on the face of the world. They have a long history of meddling in other species' business, and are almost as haughty as the Dragons. Centuries ago, those who moved to the 'real' world, the Court of the Pale Moon, destroyed their largest cities after their biologically enhanced shock troops, the Orcs, broke out from under Eladrin control. A large war ensued, and the Eladrin destroyed what was left before retreating to Ealatil Isle. Several distinct sub-species of Eladrin exist, mainly to the biological enhancements applied to their children over the years. Currently, the Eladrin in the world are fighting to gain super-power status, which is an uphill battle given their relatively resource-poor 'new' homeland.
QuoteElves
Cousins to the Eladrin, the Elves are a race deeply invested in honor. While they treasure nature and their environment, they guard their tradition more than anything else. Also originally from the Feywild, the Elves cut their ties after a mysterious chain of events [Read: I have not thought this up yet]. Now their numbers are spread in two concentrations, the Wood Elves in Northern Amethystia, and the Sea Elves in Kynetia. The Kynetian Elves are more advanced than their Amethystian counterparts, and both have distinct cultures. Deeply religious, the Elves of Kynetia are led by their Demigod Emperor, who, though immortal, grows frail with centuries of age. Clerics of Correllon wait upon the Emperor day and night, and also help to guide the populace. While unified under the Emperor, the nobility of each Elven House keep close watch on each other whilst paying homage to their demigod. While used to dealing with Humans, the Elves often look down upon their Half-Elf kin, some going as far as to disown any half-blood.
QuoteHumans
Originally from continental Kynetia, the Humans are a varied lot, and have spread to almost every continent. Several distinct primitive cultures arose in Kynetia, such as the Kytherans on the river Tymach, the Grenriver on the Crescent River, the Polians in the northern tundra, the Vyrians in their mountain valley, and the Ebelack in the Shieldwood. Humans spread rapidly, faster than other races, with some colonies in the frigid north of Kynetia, some in the deserts of Tegeria, and, later on, some who settled Northern Amethystia. It was the Kytherans who gave Kynetia its name, and their descendent culture, the Kingdom of Ankythera, is the prominent power on the continent today.
Ankythera now spans the mainland from the western edge of The Griffoncrest to the Midmark plains in the middle of the landmass. Ruled by a hereditary line of kings, Ankythera was and still is at the head of technological advancement. The large competing Inventor's and Alchemist's Guilds are advancing at a great pace, and the Ankytheran Army is a standing army to be reckoned with.
Vyrsovia is a minor player in the region currently, but holds a very secure defensive position in the midland mountains. Polodya reaches from one coast to the other, encompassing the entire northern tundra region. Politically, Polodya is a twin kingdom of Dwarves and Humans.
The state of Stahlstamm sits centered on the ancestral Shieldwood, and is made up of hardy forest dwellers. A very static society enforced by years of isolation, the current King is a weak player, and his son is trying valiantly to keep the nobles and neighboring states in check. Strict laws on immigration, travel, and business make travel in the Shieldworld proper tricky, as do the superstitious populace. Several cities have sprung up outside the forest, and while they pay fealty to the King, they attract those who find society too restrictive. Built upon principles of free trade and self-determinism, these trader cities are proving to be a great boon to the state.
QuoteGnomes
The Gnomes of Kynetia have settled in their current homeland after a long and arduous journey. Originally from the Feywild, the gnomes fled persecution and slavery from the Fomorians before settling in the world proper. They drifted from river to river, unable to find a true territory to call home. They finally arrived at their current location after several decades of travel. A mere century or two after settling down in their Lowlands, their creator god, Garl Glittergold, was mysteriously killed. Their main source of divine grace gone, the Gnomes had their faith cruelly broken. Gnomes to this day hold various grudges and are often stereotyped as a pessimistic and disillusioned people. Their society centers around the community, whether large or small, but they do not have an overarching political structure. Individual towns and cities govern themselves by mayor and council, and band together in times of need. Rarely warring with each other, the Gnomes usually divert their efforts into accruing wealth. Consummate goldsmiths and jewelers, the Gnomes are said to revere gold as a sort of link to their dead creator. As the primary handlers of wealth, it is the Gnomes who have developed finance and banking, and while politically fractured, their banking organization is unified. The Gnomes have Foreign Cheque Offices in all of the major cities, which has helped keep their cities free from attack. Ankythera in particular supports the Lowlands by alliance and aid, especially since the Lowlands are a buffer between the Eladrin and the Humans.
QuoteTieflings
Usually pigeonholed as a vile and infernal race, the Tieflings were once Humans, of the Baelian culture. When a worldwide winter hit the planet and lasted for sixty years, the Baelians made a pact with Asmodeus to bring heat to their society. A mighty volcano erupted in reply, killing many Baelians but preserving the continuance of the culture. The survivors turned to devil worship, and recanted their original creators. Forever tainted by their association, the Tieflings of today resemble their pact brethren. Aggressive, expansionistic, and jealous or contemptuous of the Humans, the Tiefling Empire of Bael Turath has started many wars, spoiled many fields, and killed thousands of differing races. Headed in name by Asmodeus himself as Emperor of Bael Turath, the Altar of the Six rules the Empire in their Emperor's stead. Almost universally despised, the Tieflings have uneasy friends in the Eladrin, and some whisper that some Dragons have even thrown in their lot with the Tieflings.
QuoteDwarves
Overlooked by some, the Dwarves are a hardy race of mountain-tunnelers. Crafted from the stone (but not literally made of stone) by Moradin alone, the Dwarves are almost always united. Barely ever fractious, Kynetian Dwarves reside in the mountains and foothills of Greater Polodya, forever forging and mining. Dwarven tech equals or surpasses Ankytheran technology, especially their Warforged soldiers. Polodyan Dwarves form half of the state of Polodya, and rely on their human compatriots for large amounts of food, water, and wood. As their mountains lie adjacent to the icy Vyrsovians and nearby the Tieflings, the Dwarves are experts in defensive warfare, and have taken to Ankytheran blastpowder with great alacrity.
Lesser Races:
QuoteGoblins
Hunted down all over Kynetia, thriving in Northern Amethystia, and nearly eradicated in Tegeria, Goblins have spread like wildflower across the world. Vulgar Goblins, the commonest sub-species, are of varying skin color and temperament, but are the most diminutive. Bugbears are their larger and more brutish kin, and often are found in smaller populations given their larger size. Hobgoblins have, at least in Kynetia, formed a true society, and inhabit a few true towns. The Hobgoblins of the Midmark have been a constant thorn in the Ankytheran's side, and rumors have it the recent incursions into the Ankytheran-held areas of the Midmark are of the Tiefling's doing.
QuoteLizardfolk
Arguably as prevalent as Goblins, excepting most of Kynetia, Lizardmen tribes exist across the world. Notable tribes include the Sandscale Lizardfolk of the Amberdune Sea in Aridia, the Poisonscale tribes of Southern Amethystia, and the Blackscale Lizardfolk of Tegeria.
QuoteCentaurs
While usually in the Feywild, one clan of Centaurs resides in Kynetia, in the territory once named Brigardus, but is now legally Gearing County. Either occupied or annexed, depending on who you talk to, Brigardus' rolling hills support several thousand Centaurs, some of whom support the Ankytherans and others who see them as invaders. Notable Centaurs include the Thunderhoof Brigade, whose volunteers serve in the Ankytheran Army.
QuoteDuergar
Often lumped in with the Tieflings, Duergar similarly made a pact with Asmodeus. A small clan of Dwarves lived in the Baelian region during the great winter, and survived the ensuing volcanic eruption. Their devilish association also changed them, and their numerous descendents sport infernal quills in various ways, as a consequence of their actions. Fine armorers and miners, the Duergar are considered at most equal, and sometimes slightly inferior, to their Tiefling peers. Now widespread throughout the Empire, Duergar have a reputation as being sadistic and cruel, more so than the Tieflings.
QuoteOrcs
Nothing more than a rampaging horde, the biologically engineered Orcs are the result of Eladrin military research in centuries past. Broken free from their role, the Orcs now inhabit the ruins of the once towering Eladrin cities. Oddly content to sit upon their crumbling cities, Orcs only send raiding parties to nearby settlements, and have not made any expansionistic moves. Little is known about Orcs, but they are widely feared across eastern Kynetia.
QuoteHalf-Elves
Humans and Elves are one of the few species pairs that can reproduce together, and given the less advanced Human's affection of the more cultured Elves, it was no surprise that the two cultures mixed. Half-Elves can be found all over Kynetia in varying concentrations. Over the years, a distinct Half-Elven culture sprang up on the mainland near the Elven isles. Independent, the city-states of the Helven Coast are an odd lot. Some swear allegiance to the Emperor, whilst others implement strange governments by the citizens only. A fiercely free region, the Helven cities must fend off Orc attacks and imperialistic advances by the true Elves.
QuoteMinotaurs
As escapees from the Underdark, the Minotaurs are relatively new to the world. Those who surfaced in Kynetia, on the Bull's Horn peninsula, found themselves quickly subjugated and enslaved by the Tieflings and Duergar, while those who surfaced in Northern Amethystia found an unsettled snowy valley. Some of the Kynetian Minotaurs were liberated by Elves during the Second Tiefling War, but some still remain enslaved. Those in Northern Amethystia founded Tauria, and spent most of their time contemplating the fascinating stars.
Technology:
QuoteMagic:
The oldest form of technology, magic is mastered by the Eladrin and Dragons, and to a lesser degree by the other major races. The essential energy that changes the elements usually goes by the name of Magic. Human forays into Magic proved to be less than optimal. As the various Human cultures came into (what we would call) the Iron Age, magic and wizards who could study and control it started to appear. Humans were still relatively inexperienced with Magic when the great winter hit Kynetia and the world at large. Wizards were in short supply, and regional warlords, driven to extremes because of the winter, turned to the wizards for help. Unfortunately for the wizards, most Humans in power understood little of magic, and often mistreated the wizards for underperformance. For many years the solitary wizards suffered, until two wizards decided to end the tyranny. Banding together several of their colleagues though arcane communication, they successfully overthrew their local chief. With their newfound power and initiative, the two wizards formed the now infamous Wizard's Guild. For years the Guild grew, to the benefit of the wizards, who were now treated with respect. After the winter cleared, the Wizard's Guild grew even stronger. As more and more powerful methods of wizardry were developed, the arcane currents surrounding the populace shifted. Wizardry became harder for some. Others manifested magic spontaneously. These first sorcerers were quickly moved into the Wizard's Guild, sometimes against their will. As the Guild's power grew, kingdoms and towns grew to fear it. Wars were conducted only with the Guild's complete approval or guarantee of neutrality. One barony that went to war against the Guild's wishes found its entire countryside, once green forest, completely obliterated in the course of one night. This continued until a single fighter challenged the Guild's supremacy and won, killing the Archmage in the Wizard's Hall. That fighter became the first King of Ankythera, and subsequently banished the Wizard's Guild, arrested many wizards, and set extremely strict guidelines for those left. Reprisals soon spread in other countries, and the Wizard's Guild was no more. On the Continent today arcane magic is usually regulated to hobbyists and recluses.
QuoteAlchemy:
Closely related to but distinctly not magic, alchemy is a respected and highly prized institution that straddles tradition and science. Mainly concerned with potions and elixirs, alchemy serves as a practical, if expensive, technology source. Following the traditions set forth centuries ago, when wizards and alchemists were new to the world, alchemists are often stodgy in their beliefs and practices. Some alchemists are just as much philosopher or cleric as they are alchemist. This perceived lack of forward motion and close ties to the past and other philosophies is generally accepted as the reason the Chemists broke from the Guild. The Alchemist's Academy in Quencham, Ankythera, is considered by some to be the most prestigious alchemical institution in Kynetia.
QuoteInvention:
The newest school of thought, the Inventors are made up of the Mechanes and the Chemists. Both factions pay homage to one man by the name of Vinician. Vinician was an alchemist by trade, and is widely considered the father of Invention, and some even consider him a Saint of Ioun or Erathis. Born at a time when Ankythera was struggling as a kingdom, his inventions helped turn the kingdom around and become the power it is in this century. A researcher of mineralogy, siege engine designer, theorist, and advocate of education, Vinician changed the concept of knowledge from static secret to useful tool. Teaching his methodology to others, he inspired many more inventions by his treatment of science as a viable avenue of effort. After his death and the Chemist's revolt, the Mechanes and Chemists founded the Inventor's Guild in Ankythera. Branches soon opened in other states, but the Ankytheran Guild remains the center of mechanical and chemical research. Prospective Inventors attend the College of Mechanics and Chemistry and go on to work at Inventor's Hall, both in Archiom, the capital of Ankythera. Great breakthroughs include the crossbow, tempered mainspring, torsion pump, and, most famously, blastpowder. The Inventors guard their inventions jealously, and compete rabidly with the Alchemists.
Practical Uses of Technology:
Dueling Wands, of various kinds.
The Crossbow, in Normal, Repeater, Sniper and Double varieties.
The Airship, including Cargo, Strike, and Griffon Tender varieties.
T-Bolt Blasters, harvested from natural lightning.
Blastpowder, which powers the Cannonry.
Torsion Armor, worn by Mechane Tinkerers
The Chemical Reactor, used by Chemic Tinkerers
Mainspring Engine, used in Airships and Fabrication Mechanisms
Mill Tensioners, used to wind Mainsprings
The Spurpike, used as anti-cavalry weapons
Cosmology:
The Pantheons
[spoiler]The Pantheon of Light aka The Quincunx [note]Solivus is literally the sun, and is in a kind of sleeping state[/note]
Solivus: God of the Athval, Portfolio of Light and Growth
sons:
Pelor, eldest son: God of Agriculture, Portfolio of Harvest, Earth
Kord, fourth child: God of Strength, Portfolio of Battle Glory, Storms
daughters:
Erathis, second eldest daughter: Goddess of Civilization, Portfolio of Cities and Invention
Ioun, eldest daughter: Goddess of Knowledge, Portfolio of Prophecy and Skill
Avandra, youngest child: Goddess of Discovery, Portfolio of Trade and Travel
The Pantheon of Death [note]Nerull is deceased[/note]
Nerull: God of the Dead, Portfolio of Winter and Fate
Nerull's consort, the Raven Queen
Vecna: God of Necromancy, Portfolio of Secrets, Forgotten Lore
The Pantheon of Chaos aka The Seldarine
Correllon Lerethian: eldest of the Elvenkind Siblings, God of Beauty and the Elves, Portfolio of magic, the arts
Lolth: eldest sister of the Elvenkind Siblings, Goddess of Conspiracy and the Drow and Spiders, Portfolio of Lies and Betrayal
Gruumsh: middle child of the Elvenkind Siblings, God of the Orcs, Portfolio of Destruction and Barbarians
Sehanine: youngest sister of the Elvenkind Siblings, Goddess of Trickery and the Eladrin, Portfolio of Mischief and Illusion [note]Garl is deceased[/note]
Garl Glittergold: youngest brother of the Elvenkind Siblings, God of Precious Metals and the Gnomes, Portfolio of Gemcrafting and Humor
Pantheon of Creation:
(Io): God of Creation and the Dragons, Portfolio of ?
Melora: Goddess of the Wilderness, Portfolio of the Sea and Forest
Yondalla: Goddess of Love, Portfolio of Passion and ?
Moradin: God of Crafting, Portfolio of Community and Artisans.
Pantheon of Law: [note]Amoth is deceased, and Tuern might be as well.[/note]
Amoth: God of Law, Portfolio of Contracts and Discipline
Bahamut: God of Justice, Portfolio of Honor and Nobility
Bane: God of War, Portfolio of Conquest and Subjugation
Tuern: Goddess of Peace, Portfolio of Treaties and Diplomacy
Asmodeus: God of Power, Portfolio of Domination and Tyranny
Pantheon of Darkness:
Zehir: God of Darkness, Portfolio of Poison and Serpents
Tiamat: Goddess of Greed, Portfolio of Wealth and Vengeance
Torog: God of the Underdark, Portfolio of Imprisonment and Torture
Tharzidun: God of Annihilation, Portfolio of Insanity and Madness[/spoiler]
The Beginning:
[spoiler]
QuoteAt first there was Moebius the Eternal, a deity outside of existence, and his opposite, Ubelkhos the Undying, who also was outside of existence. Moebius and Ubelkhos were thinkers and philosophers, and spent whole eternities debating and talking of their ideas. After many timeless conversations, Ubelkhos became bored of his singular companion, and grew weary of their discourse. He suggested to Moebius that they should create beings together with which to communicate with. Moebius agreed, and the two channeled their power together.
And so the Flux was formed, as Moebius and Ubelkhos worked together to create a universe in motion, and it constantly changed. As the Flux heaved and moved, Moebius and Ubelkhos worked separately on their creations. Moebius created beings of ideas and conceptions, while Ubelkhos created beings of substance and element. These first beings were all given the same rationality, but, as they were made by their individual creators, they preferred different aspects of the Flux.
The first being created by Ubelkhos was Grumbar, Lord of the Earth, while Moebius created Pelor, Father of Light. Grumbar was followed by his brother Istishia, Lord of Water, and Pelor by Zehir, God of Darkness. After Istishia was Akadi, Queen of the Air, and Kossuth, Lord of Fire. After Zehir was Sehanine, Goddess of Love, and Nerull, God of Death. Then came Olhydra, the Rain Queen, Tabrach-Ti, the Queen of Bronze, and Hamnathuun, Lord of Blood. Then came Io, God of Creation, Melora, Goddess of Nature, and Correllon, God of Beauty. And there were other Primordials, such as Blazing Rorn, the Fury, Dendar, the Night Serpent, Vezzuvu, the Burning Mountain, and Kezef the Chaos Hound. And there were other Divine, such as Moradin, God of Community, Ioun, Goddess of Knowledge, Avandra, Goddess of Luck, and Kord, God of Strength. And the Divine communicated with Moebius and each other, and the Primordials talked amongst themselves and Ubelkhos. And so it came to be that the Divine of Moebius' creation concentrated in one part of the Flux, while the Primordials of Ubelkhos' creation gathered in another.
All seemed to be well as the two finished their designs, but it had not been one eternity yet when Ubelkhos began to look upon the Divine as inferior to his own Primordials. Moebius asked his compatriot why he must think this way, as they both had constructed their beings from the same Flux. Ubelkhos haughtily replied that he was the better designer, and it was clear that the ethereal Divine would be no match for the solidly built Primordials. Hurt by his opposite's thoughts, Moebius stated that his Divine were equals to the Primordials, as the two designs were without flaw and made of the same canvas.
Ubelkhos let his pride in his Primordials lash at Moebius, and pronounced since his creations were superior, he was superior to Moebius. Moebius said that this was not so, and that they were equals, and would be, for all eternities. As his Pride filled him, Ubelkhos decided deep within his thoughts to destroy his opposite, and cease his insubordinate bleatings. Moebius knew of this decision at the very time it was made, and so the two clashed at the same instant. The Flux rocked with the fury of the two celestials, and the Divine and Primordials looked on in horror. As the two fought, it became apparent to both that they were too evenly matched for one to win; however, Ubelkhos' Pride did not want him to relent and admit his inaccuracy. When Ubelkhos decided to fight on, Moebius realized that their creations were in shock at seeing their creators fight, and so he entreated Ubelkhos to cease for their handiwork's sake. Still Ubelkhos did not relent. Moebius then sighed, for he knew that this was no way for things to exist, and so he spoke to his Divine, and said that because he loved them, he would end this quarrel. And so Moebius bestowed a measure of his power to his Divine, and in doing so let Ubelkhos destroy him. And in the instant that Moebius was destroyed, Ubelkhos was destroyed as well, for the two were truly inseparable, and to have one requires the other; should one fall, so does the other. As the two became void, infinitesimal remnants of the two fell over the Flux, imbuing it with great power.
Distraught by the death of their creators, the Divine and Primordials looked at each other in shock. After recovering from the pain of the battle, the Primordials demanded some of the power bestowed upon the Divine. The Divine refused, saying that it was a gift to them and them alone, and that they must have the power. Angered, the Primordials attacked the Divine, composing entire orbs of elements to strike the shining Divine. The Divine struck the Primordials with their radiant power, and the Flux was again thrown into turmoil. Wherever the two sides clashed, great elements were fused with great power, and soon formed great mountains and oceans.
Soon the Divine gained the upper hand, as the power granted by Moebius was from the beginning of the Flux itself. As the Primordials were pushed back into their homelands, several Divine noticed that in the wake of the battle, a great composition of elements and energy had coalesced to form a stable plane of existence. Finally, the greatest of the Divine were able to restrain the Primordials with their extra power, and only the lesser Elementals were left in the Elemental Chaos.
During the war, the Flux had changed dramatically. Instead of being in constant motion, it was now static, and with form. Many worlds dotted the universe, and they were very different. Looking out over the worlds, the Divine, with their penchant for form and essence, noticed that it was uneven, with some creations outshining others, while other regions were far too barren. And so it was suggested that the worlds be separated, to create uniform planes on which to place new creations. And so the darker regions of the world were cast into the Shadowfell, and the brighter regions were gathered into the Feywild. The Prime world was now uniform.
Soon the Divine created all forms of flora and fauna in the Prime world. But the boundaries between the worlds were not yet sealed, and echoes of the new life rooted in the different planes. Some Divine created intelligent life, as they wanted their own creations to have a good life in the new world. And so Moradin created the Dwarves, Sehanine created the Elves, Bahamut created the Dragonborn, Yondalla adopted the Halflings, and the Holy Five worked together to create the Humans. Now the Divine were gods to the new races of the world.
But not was all well. One god found a shard of unknown origin and composition floating in a primordial battlefield. Curious, he used his powers to look into it to find what it was. Nightmares of pure entropy raced through his mind, instantly driving him insane. Driven by these mad impulses, he skulked away from his brothers and sisters, deep into the Elemental Chaos. There he planted the shard, and let it grow. As it gave off its evil impulses of destruction, the other gods noticed his actions. The insane god taunted his siblings, and tapped the shard's awesome power to wreak destruction upon the newly created world.
It created the Abyss, a plane of pure entropy and destruction, which then spawned horrors that only existed to kill and destroy. Working together, the gods fought the new Demons, and chained the insane god to the bottom of his own Abyss, just out of reach of the Shard, and made sure he could never break free. Unfortunately, the Abyss was too strong to overcome, and the gods had to continually defeat the Demons that broke forth. Some volunteered to fight, and others devoted themselves to the destruction of the Demons.
After eons of fighting, some of those gods that had fought the most adopted some of the Demon's ways in order to defeat them. As these gods fought the Demons, they ridiculed the others for creating instead of fighting. The others replied that they were tired of the war, and that Moebius himself did not enjoy war. Sneering, the war-like gods continued to fight, and grew pushy and belligerent towards the others. Finally, Asmodeus, one of the greatest Demon fighters, slew another god in a quarrel. Outraged, the other gods cast out Asmodeus and his followers from their midst, and exiled him to his own plane. There he crashed, and resided in the bottom of the Nine Hells, licking his wounds and plotting to destroy the other gods. It is to the Nine Hells that mortal souls go to be punished, for Asmodeus was the first to be punished for sin. [note]I need to revise this, but it has never been revealed to PCs, so it's been on the backburner. Do note that Pelor inherited his domain over light from his father Solivus. Also note that the timeline of creation of the races is very vague here and subject to change.[/note]
And so the world came to be, with the Prime world housing the Humans and Demi-Humans, the Feywild and Shadowfell existing just beyond the Prime world, the gods residing in the Astral Sea, the devils planning in the Nine Hells, the Demons lashing out in the Abyss, and the Primordials imprisoned in the Elemental Chaos.
.[/spoiler]
[note]This has been updated as of 4-27[/note]
The Phrenic Plane
[spoiler]
Swirling mists and perception-altering visages assault any and all who visit the Phrenic Plane. Technically not a true plane, the Phrenic plane is the manifestation of a million different minds, whose sub-conscious and conscious thoughts form the fabric of the realm. Divided into several branes, the Phrenic plane is a mystifying and very ill-understood place
The BranesDue to the different power levels of consciousnesses, there exist several distinct regions in the plane, which correspond to the energy gradients that each type of entity possesses.
Acrophosal BraneThe Superior Brane is an awe-inspiring place to be. Huge manifestations of concepts wander the white, wispy terrain. Huge, ever-seeing walls of order slowly grind forward. Manifestations of chaos fly through the air, twirling and pirouetting forever. As the titanic manifests move about, the avatars of the gods sit sleeping. Often fashioned as their ideal selves, the gods' visages are gargantuan, and their behaviors range from stony silence to vigorous sleep-walking. One god, however, has awakened her avatar. Ioun's Phrenic form, who calls herself Othun, walks the Superior Brane, contemplating the strange plane. The terrain of the Superior Brane, if it can be called that, is usually of a more titanic scale, and objects shine with an aura that signifies their true nature.
Upper CataractA tumultuous region, the Upper Cataract separates the Acrophosal and the Mesial Branes. An avalanche of auras, colors, and energy makes it rather hard to go to the Acrophosal Brane from the Mesial, and also draws the unwary to the Mesial from the Acrophosal. Only beings of true power can remain in the Acrophosal for long periods of time.
Mesial BraneThe Mesial Brane holds most of the dream-spirits of the material world. Here most of them lay sleeping. Some, however, especially the spirits of children, do frolic about. These avatars are spread across a wide variety of dreamscapes, often based in the dreamer's reality but also amplified and exaggerated to ideal or extreme situations. It is here that the majority of unique avatars exist, and there are even some small settlements of those who have abandoned the real world for the Phrenic plane through accident, supernatural ability, or sheer force of will. It is in this plane that visitors are able to change the most, given the small amounts of control the denizens have of their own plane.
OmphaliconSituated at the "center" of the Phrenic plane, the Omphalicon is a beautiful shining temple, that is said to look differently every time it is visited. In the center of the circular structure is a voice, a being that advises and speaks with lucky travelers. Of mysterious origin, the voice seems to know all within the Phrenic plane. Its goals are unknown, but it is a being of great power.
Lower CataractThe counterpart to the Upper Cataract, the Lower Cataract seperates the Mesial and the Subphaesal Branes. Here, it is harder to get from the Subphaesal to the Mesial, and easier to be pulled from the Mesial to the Subphaesal. This pull, unlike the Upper Cataract, stays close to the cascade, and does not effect most spirits in the Mesial Brane.
Subphaesal BraneThe absolute most terrifying plane in existence, the Subphaesal Brane is a place of nightmare and horror. Manifestations of revenge, hate and destruction range about, flailing and writhing. The tortured dream-spirits of unfortunate souls in Avernus are rooted to the ground, and strike out at any who come near. Monstrous abominations made of the evil intentions of demons grow and feed upon lesser dream-spirits. It is here that Beholders were formed, and where the Illithids were born. A dark, constantly churning quasi-reality, the Subphaesal drives most minds to insanity, sometimes in a matter of hours.[/spoiler]
[note]Here I will present Archiom, capital of the Kingdom of Ankythera, home to His Majesty King Eron VII, headquarters of the Inventor's Guild, and general jewel of the Continent. Hopefully this will give a good idea of what life is like in the Old World.[/note]
QuoteArchiom
Named for the arches on the bridge that spans the river, Archiom first began as as a simple rivercrossing, known as Treadford, as a rocky island in the middle of the river makes for an easy water transit. This simple village soon became a town when the Gnomish traders up the river needed to ship their goods to the east and west, and the town became an important T for traders. As the commerce grew, the Earl of Treadford deemed it essential to future growth to construct a great bridge, in two spans, to link the banks of the river. Within five years, the bridges were built, and trade flourished along the Viatran Way. Unfortunately for the Earl, the increased trade attracted goblin raiders from the Veridian Forest, and the Earl was killed defending the East bank. With no heir, the Earldom fell empty, and a Trader Regent was authorized to rule in his stead. After decades and decades, Treadford became known as Archiom, and its strategic location made it the seat of the up and coming Wizard's Guild. Archiom saw the rise and fall of the Wizard's Guild on the Eastbank, and the construction and dismantling of Wizard's Hall. When the Warrior King was crowned in the Cathedral of Erathis on the Westbank, he decreed that the ruins of Wizard's Hall would be reset into a new castle. Castle Albione, named for its white stones which frame the walls, is the seat of Ankythera's powerful King. Prosperous for years and years, Archiom is the beating heart of the Continent of Kynetia.
QuoteBuroughs of Archiom:
Old Treadford: The rocky isle in the middle of Archiom, Old Treadford is the site of the oldest establishments in the city. The houses and businesses in the crooked streets are built of ancient stone, and their slate roofs curve over dark alleys and narrow streets. The burough is home to the Stately Earl, the oldest Inn in Archiom, as well as several booksellers, tailors, and shoemakers. Old Treadford is a calm isle in the midst of a busy city, and the citizens who live their value their quiet fanatically. Old Treadford is actually a seperate city within Archiom, and ruled by the King, as Earl of Treadford. By Royal decree, Archiom's City Guards and laws apply to Old Treadford, with few exceptions.
Eastbank: Once the more dangerous of the two banks, the Eastbank became the carefully designed seat of the King of Ankythera after Castle Albione was constructed. The Noble Council holds their monthly meetings in the House of Nobles, just down Sovereign Street from the entrance to Castle Albione. The Crown Guards are quartered in the Crown Barracks directly opposite the Castle, and frequently hold parades up and down Sovereign Street. St. Obethiah's Basilica white dome shines to the north of the Castle, and draws many a holy pilgrim. His Majesty's Zoo is downriver from the Castle, and forms the northeast boundary of Archiom. North of the Zoo is the posh Northrow. East Street runs north to south, and the southern East Street continues into Crowncross.
Crowncross: Technically part of Archiom, Crowncross begins at Carriage Street, which runs east to west, all the way from the River to the Eastern Approach. The government offices and pompous homes of Eastbank gradually mingle with the Trader's Guild's warehouses and accounting houses. Coinage Hall stands at the southern end of East Street, finishing the crucible that forms from the intersection of Carriage and East. The Trader's Docks are a carefully crafted set of portages cut into the banks, and handle a large part of the River's traffic.
Westbank: The bulk of the up and coming middle class live in Westbank, a well-to-do neighborhood that forms the southwest quadrant of Archiom. Staid houses with brown tiled roofs make up the majority of the residences, and the towering Vinician Hall, with its new Mechaenical Clock in the Tower, juts into the sky. Westbank is also home to the Archiom Cathedral of Erathis, which forms the North end of the Sunset Green, and borders the Western Approach to the South. The parallel Browner and Binder Streets straddle the Green, and the well-respected storefronts and libraries of Westbank line the two streets.
Little Archiom: Facing the River, on its southwest bank, Little Archiom is home to the majority of Archiom's Gnomish population. Named for the obvious stature of its inhabitants, it was first populated by merchants and immigrants from the Lowlands, and has its own merry traditions and flavor. Archiom's premier theatre, The Muse, is owned by an upstanding Ankytheran Gnome, and several Gnomish eateries line the waterfront.
Sootholm: Cities cannot be comprised of entirely clean and posh streets, and Archiom is no exception. Even in days of yore, Sootholm was the refuse bin of the city. Named for the plumes of ash that blacksmithies of old produced, this grimiest of buroughs houses the poor, unlucky, and infirm. The Free Docks are aligned on the North-West bank, and are often bustling with activity, legal or otherwise. The blacksmithies of Sootholm still pour forth their smoke, and helps to employ the many who live in the crowded tenements above the streets. The urchins and thugs of Sootholm are not without help, however, as several Lighthouses of Pelor and Resthomes of Avandra are scattered in the crooked streets, and help alleviate the suffering of the poor. Well-to-do citizens know to stay out of Sootholm at night, and only venture into the burough in broad daylight. Even officers of the City Watch hesitate before patrolling the grimy alleys, and do so only in goodly numbers.
Hightower: Situated on a hill on the extreme West of Archiom, Hightower is the site of the newly constructed Royal Airforces Piertower, as well as the companies who construct the new Airships of the Realm. Smallish houses dot the weaving streets, providing the officers and builders with shelter, and pubs have sprung up to service the young Ensigns of the Royal Airforces.
Rexwall: Little more than a large castle complex, Rexwall is an ancient fortress that guards the Southwestern approach to the River Valley. Its main castle houses Earl Wrathrod, current Knight General of the King's Own Regiment, which is kept in and around Archiom. Barracks, stables and storehouses cluster around the parade ground in front of the gates of Castle Rexwall.
QuoteLife in the Capital
Bells ring out in the capital, the sun rising on the horizon. It's eight o'clock, and the Church of Erathis is keen on waking the populace, to encourage productivity. Citizens in middle-class homes crank up their torsion pumps, eager for the clean cold water. Newsboys in the streets shout the latest headlines, peddling their papers for pennies. Slowly, the city wakes. An airship from nearby Cogspring floats toward the suburb of Hightower. It's a cargolifter, with a hold full of finished goods ready for market. The sun's rays are filtered through a haze of smoke in the slum of Sootholm. Here the people stir much more slowly than the rest of the city, as the poor souls within have little to do. Sootholm's taverns are still filled with sleeping ruffians, drunk from their carousing the night before. Street urchins sit on the tavern thresholds, on the lookout for Watchmen in heavy chainmail. This is the time that the bravest City Watchmen usually arrest the street gangsters, and their predictability present urchins with a way to make some silver. On the Eastbank, nobility start arriving from their mansions on the outskirts of the city. Dusting off their finely tailored clothes, they start filing into the House of Nobles. To the north, the priests of Pelor begin preparing for noon prayers, as the monks finish handing out bread to the beggars gathered around the steps of the Basilica. A bard stands on a street corner in Crowncross, singing a song that mocks the nobility. He is barely heard above the clatter of wagons in the streets. In Castle Albione, King Eron VII is being briefed by his ministers on the newest developments in the Midmark. He tries to concentrate, but his mind wanders to fears of another Continent wide war. After the briefing, he summons his Secretary of the Secret Service, asking of any new information on the Tiefling saber-rattling. The news is not good. An Eladrin-led strike force just struck at the griffin hatcheries of Aerius before absconding with an airship, the HMA Lightfoot. News has not yet reached the capital through traditional means, but the Secretary has other ways of getting information. It is dire news, and the King orders his Minister of War to raise two more regiments of soldiers, and damn the cost. The Continent might be plunged into war in just a few short days.
The States of Kynetia:
QuoteThe Kingdom of Ankythera
A heavily English themed state, Ankythera is led by a King with great power, who is advised by his ministers. A House of Nobles can also pass laws, but only with the King's approval. Ankythera is split into several counties and two duchies, but they all answer to the King. The largest by land area, and also with the most technologically advanced army, Ankythera enjoys peace and prosperity. Most villages and all larger towns are free of goblin or orc raids, and savage beasts are rare in the settled countryside. The wild Rangelands are more dangerous, but are largely unsettled. Each county has a distinct flavor if its own, ranging from the rough and tumble Midmark to the carefree and mostly drunk Westmead. Ankythera's three largest cities are Archiom, Cogspring, and Quencham. They are the centers of government, industry, and culture, respectively.
Tech: [spoiler]Fueled by the Inventor's guild, Ankythera is where the Mechanic arts flourish. Mainspring Engines drive the propellers that push the great Airships held aloft by the wonderful Liftgas. Cargo airships are usually operated by the larger merchants, while the Royal Air Service operates quite a few military airships. Some mercenaries and pirates have captured their own airships, but their numbers are relatively small. Airship and mainspring manufacture is centered in Cogspring.
The Inventor's Hall in Archiom has just had a great Mechaenical Clock installed in its tower, the largest of its kind. The Inventors sell several machines, and they have complete control of their manufacture and distribution. Several varieties of crossbow, pocket watches for the elite, simple spring-powered mechanical pumps, telescopes, quality compasses, quality thunderbolt blasters, and custom made fabrication machines are all controlled by the Inventor's guild. Blastpowder is the most powerful invention at the Guild's disposal. Carefully manufactured in secret labs, it's formula is fanatically guarded by the Inventors. Guild members help to guard armories where it is stored, and accompany shipments across the country.
The Printer's Guild in Ankythera is headquartered in Northrow, above the Eastbank. Their own Guild because printing requires both alchemical ink and inventor's machinery, the Printers manufacture and distribute all printed materials, such as newspapers, pamphlets, and books.
Alchemy in Ankythera is centered in Quencham. Alchemists are concerned with the betterment of human and demihuman life. Masters of elixirs that increase ability, potions that restore vitality, unguents that impart magical qualities to weapons, and reagents that intensify normal reactions, alchemists create a wide array of products. Each product, however, is often expensive and hard to come by. Years of knowledge gathering, research, and ingredient collection means that each potion costs a bag of gold.
[/spoiler]
*Geography: to be added later
*Demographics: [spoiler]Mostly human, Ankythera is also home to a large half-elf population, a good amount of Centaurs, and various Gnomes , Minotaurs, and Elves. Old citizens are numerous, given the country's prosperity. The majority of the populous is above the poverty line, with a small amount under, and an even smaller noble class. Clergy are respected and have good positions in society, but are considered commonfolk. Bishops, High Priests, and the like are socially equal to rich merchants. The nobility is not tyrannical, and often uses its gold to finance business or research and education. Taxes are not high, and the Guilds help to offset the Royal Treasury in times of war or deficit.[/spoiler]
*Politics: [spoiler]Ankythera is allied with the Gnomish Lowlands and Polodya, friendly with Stahlstamm and the Elven lands, neutral to Vyrsovia and the cities of the Helven Coast, suspicious of the Eladrin, and bitter enemies, although at peace, of the Tieflings.[/spoiler]
*Army: [spoiler]The Royal Army is a regimental army, composed of regiments usually organized by county.
Artillery, while not native to Ankythera, is a very important part of the Royal Army. Supply trains are well guarded, and artillery pieces are often celebrated as symbols of a regiment's power.
Infantry companies are usually of three different types, either pike, sword, or Pioneers. Pioneers are advance scouts, often tasked with reconnaissance and weapon prototyping, as well as intelligence gathering. Pike companies usually are equipped with the Spurpike, a ten foot pike that opens up additional blades when steadied on the ground. The additional 'spurs' often break off into charging cavalry or infantry, though the sight of bristling edges is just as much a weapon. Secondary weapons vary greatly, from hammers to short swords, though some companies use one weapon as a standard secondary. The makeup of sword companies varies from company to company, and often reflect the culture of the town of origin. Cogspring swordsmen are known for their two weapon style, and always have an extra dagger or three on their person. Kingsworn county swordsmen, especially from the King's Own Regiment, are celebrated for their plate armor and greatswords. Griffoncrest swordsmen are known for their axemen, and Midmark swordsmen are masters of the longsword.
Archers in the Royal Army pride themselves in their lethality and their accuracy. Archer companies are not as large as infantry companies, but they make up for it with their deadly barrages. Crossbow technology makes a squad of archers worth a squad and a half of infantry, in the right terrain. Archer squads usually contain several repeater crossbowmen, a sniper crossbowman or two, and a heavy crossbowman. Never deployed alone, companies of archers usually work in tandem with companies of pike, and together make a very efficient weapon on the battlefield.
The cavalry of the Royal Army are not as numerous as their infantry counterparts. Ankytheran cavalry are almost always used as shock troops, and their massive mounts and thick armor are used to great effect. Though regarded as imperious to assault in Ankythera, Centaur tactics have shown that they are vulnerable when unable to maneuver.
The Royal Air Service is the newest branch of the Royal Army to date, and thanks to initiatives by several noblemen eager for Ankythera to rule the air, it is growing. Composed of two dozen battle airships and several support airships, the RAS rains death from above while providing information about the battle to ground troops. Because they are susceptible to artillery attack, the ships of the RAS are usually very nimble, relying on their mainsprings to provide power in tight situations. The RAS just completed its largest airship yet, the HMA Juggernaut. Meant to oppose the large and armored Tiefling airships, the Juggernaut is built to take damage and deal damage like no other airship in the fleet. Of interest are also the two griffonrider tenders of Aerius that transport griffonriders rapidly across the country. Serving as both transports and air-borne stables, the griffon tenders are sure to shake up enemy formations and battle lines.[/spoiler]
*Interesting Features: [spoiler]The capital of Archiom is a bustling city on the river, Cogspring is a industrious city on the top of a hill, with a divine spring located at the top, and Quencham is a city on the bend of a river full of alchemists, ex-wizards, priests and archivists. The wide golden plains of the Midmark are spoiled by Hobgoblin and Human carcasses, as the two armies continuously war. The rocky and rough peninsula of Griffoncrest is a county home to rough mountainmen and cultured arcanists. North of the peninsula is the Boltstorm, a region above the sea where conditions have made a near permanent electric storm. Lightning grazers browse the clouds, catching lightning in their airships. Pirates have a haven in hidden Nimbus, a floating city made of patched-together airships that is always moving around the Boltstorm, trying to evade detection. Rebel raids in Gearing County, once called Brigardus, tear apart the native Centaur population. One side wants independence, the other peace. The recent rise in insane citizens creates the Sandspur Criminal Asylum, a horrible hell for the inmates. The Hollow, a flat moor to the north of Quencham, is haunted by the remains of a once-fertile civilization. Mausolos, where the people of Archiom bury their dead, is the headquarters of the Gentlemen of the Raven, a faction bent on stopping undead uprisings. Oldcastle, upriver of Archiom, is the site for a mad nobleman bent on creating abominations out of corpses, driven by his need to know the mysteries of Dark Alchemy.[/spoiler]
QuoteThe Gnomish Lowlands
A Dutch flavored country, with bits of ancient Greece and Israel. Composed of city-states, the Gnomish Lowlands are to the south of Archiom, and north of the Eladrin's Ealatil Isle.
Tech: Similar to Ankythera, but with a much smaller army and fewer airships. Gnomish mining and financial techniques are more sophisticated, and Gnomish jewelry is highly prized.
*Geography: Lowland grasslands, with most cities lying on rivers. Forests are untamed, but roads in the open are mostly safe from attack.
*Demographics: Mostly Gnomes, but a few Humans and Half-Elves. Eladrin rarely stay longer than they must.
*Politics: The Gnomish Lowlands are allied with Ankythera, friends with Stahlstamm and Polodya, neutral to Vyrsovia, the Eladrin and the Elves, and hostile to the Tieflings and nearby Orc hordes.
*Interesting Features: Each city in the Lowlands is presided over by an elected Mayor, and a city council made up of merchants. The cultural capital is Glitterhome, a town in the southerly hills. Partly underground, Glitterhome has the largest Gnomish hoard of gold in Kynetia. Enclave is a safe haven on the southern coast for the hassled Sorcerors of Ankythera. Untouched by other cities, Enclave is run by a Sorceror and is nearly lawless.
[spoiler]Template
QuoteState
Tech:
*Geography:
*Demographics:
*Politics:
*Interesting Features:
[/spoiler]
Welcome to the boards Clockmaker! Glad to hear you like the place and I for one hope you'll stay around.
I don't really know what kind of comments you are looking for, but let's see if I can't dig up a little friendly constructive criticism.
My main issue with what has been written as of yet is not really with the content, but the order of presentation. We are presented with a lot of information on races and landmasses, but no structure or more than anecdotal mention of how it all fits together. We have some of the gears, but not the machine, to continue in the vein of your opening musings on complexity. But I'm sure this problem will become less relevant when you post more.
I am a little dissappointed that you seem to be using standard D&D gods (some of them at least). Religion is an important element in a setting and it has to mesh well with the rest of the world. You can work around it to be sure, but that will be restrictive, and you yourself said in the beginning that you didn't like it when your creative processes were restricted (as few do).
Tegeria reminds me a bit of Eberron's Argonessen, for better and for worse.
Some of the technologies mentioned in the end look really intriguing and it's actually that last note that gives the best idea of how your world "looks". Would love to hear more about them!
I think that's what I have for now. Hope to see more soon!
Clearly a good deal of work has gone into this setting, that's worthy of respect in and of itself. I like how you've explained some of the (sub)races as having come about via corrupting demonic pacts. The Gnomes as a now-godless race with a pseudoreligious view on gold is also a nice idea. But I have to second CC's comment on the use of standard deities, and would likewise like to see more details regarding the use of technology in the world. Where do the dragons and dragonborn stand technologically?
Conundrum Crow, Ghostman, thanks for the interest! I would have more on tech, as well as more specifics, if I didn't need sleep. More will follow today. Now, for some replies...
Conundrum Crow:
I do seem to have no explanation of the comments I would like to see. I will update the OP right now.
Yes, I can see your point about the gears/machine presentation. One of the main reasons I joined here was because a) my notes are far to fragmented for easy reference, b) I've exhausted my friend's patience talking about it (or they have their own world they are working on), and c) I have no good idea of the world as a whole. I've had PCs in the world for a good year now, but each party was on opposite ends of the globe, and time constraints required more content than musings. Hopefully, I will develop, and learn to articulate, the kind of overview I currently lack.
About the standard D&D gods: I personally don't mind using most of them, mainly because I like the way I have fit them in. I completely agree that religion is very important, and you should see a lot more on it soon, but I worked the standard gods in and Imodify them when I see it fit. I will post what I have on religion, cosmology, and the gods soon.
Tegeria has the least work on it, and I'd love some input as for novel Dragon ideas. I have only skimmed Eberron's world, and am unfamiliar with Argonessen.
Ghostman:
Dragons and dragonborn do not use scientific tech, and use their own magic and magic talents. I have sketched out fairly little on dragonborn society, and would love any ideas. Dragons and dragonborn have this patron/legion arraignment that should make for some interesting stuff.
I hope to get around to looking at this in detail soon, but I just want to say that I love the pun in the title, and am very excited by the premise.
Alright, an interesting read.
I like the idea of the rival schools of invention. The Mainspring Engine sounds pretty close to an idea that had occurred to me as well, and I'd like to see it in action.
Your races seem pretty standard. Your gnomes deviate from the standards a bit, in that they are neither illusionists nor necessarily tinkerers, and your dwarves are apparently literally made of stone, but the rest are pretty much what we've come to expect.
Tell us more about the kingdoms and the places in your world. What are they like? Things like their power structure, interesting features, what makes these places unique.
Parenthetically, I'm sorry, but I can't take the name Amethystia seriously. Especially when there are two of them.
You haven't given us a whole lot yet, but I have a feeling there's more to it. I hope to see more soon.
Drama Llama, thanks for the review.
As for the races, I didn't really have any off-the-wall race that HAD to be represented. For the most part, adapting existing ones worked out fine. I have not finished every single race and state, but I have preliminary ideas. For example, I know I want gnomes to be the bankers and jewelers of the world, and have usually surly (and sometimes bi-polar) personalities. Their exact capabilities and preferences are still up in the air. Gold excites them, but it doesn't really tell me what classes they favor. Illusion magic will still probably be one of their stand-bys, and there have to be some gnomes who swing the other way personality-wise and are comics and try to cheer their friends up. Trickery isn't dead with the gnomes, just suppressed.
Due to a bit of bad writing, I implied the dwarves were made of stone. They are not. They are still flesh and blood.
Kingdoms and places are coming along. Expect some wiki work on that. I'm not sure I'm going to post every city and town in this thread.
Amethystia basically came about after ten minutes of thinking of a name. It was also during the very preliminary stages of note taking. I'm not happy with it, but in the real sessions, the name of the continent never came up, as it shouldn't. I switched to a different continent when the summer was over, and haven't developed much in that side of the world in a while. Expect changes.
Thanks for the comments and encouragement.
Hey, welcome to the community. I'm glad to see you're already jumping in with both feet, wiki and everything. Very nice.
Hey clockman. Welcome to the CBG. I'm new too and found this community to be very ressourceful. I'm pretty sure you will as well!
Like Llama said, the "rivalry" between technologies seems pretty exciting, but I feel like it's the only thing that's intriguing in your setting. Of course, for the moment. I'm well aware that you only released a tiny parcel of information. So I'll keep looking for more interesting bits! hihi :D
QuoteDue to a bit of bad writing, I implied the dwarves were made of stone. They are not. They are still flesh and blood.
An interesting note concerning that;
I used to work on a project way back then with a bunch of friends. It was called Shattered Souls: Atlantis. The work was pretty greekish-romanish with a great touch of mythology (Titans shaped the world, e.t.c) while remaining medieval-style (It was for the game Neverwinter Nights, so yeah...). What we did was that we had the Titans shape the humans (dwarves and orcs and w/e as well) with clay and then imbuing them with life and magic, or w/e.
Of course I'm not trying to impose this idea on you, but it could definitely be used for this. :P It'd also add a bit of funkiness!
"And so the gods were amazed by the small statues their creation, the humans, had built from the very earth. They decided to imbue them with life and pride, creating the dwarves!"
^
I guess that could be an idea :P
Hihi
Luminous Crayon, yes I have been adding pages in the wiki. 24 pages in 24 hours! Not bad for never having touched the wiki markup language.
Magnus Pym, I do hope to have more intriguing things in time. As I move farther away from the standards, I should have more fitting details.
And you actually traced my line of thought back, as that thought came from that same Greek idea of molded then imbued with life.
Right, so Springtheory is on the wiki here: http://www.thecbg.org/wiki/index.php/Springtheory
Oh good, there's more on the Wiki.
First, I very much like your banner. It makes a good first impression, and peaks my interest. (Not that I wasn't interested already)
So far, my favorite bits have to do with undead. Is the undead plague pretty much the standard zombie-virus scenario, or are there different kinds of undead formed with this plague, with different abilities? I like your Dark Alchemists, but not their name. I'd say work on that, but a faction of Dr. Frankensteins sounds pretty awesome. I don't expect they'd be the most well organized, though, a bunch of mad scientists. (For a given value of science) I find your Gentlemen of the Raven to be particularly exciting. Nice bit of flavor, and evokes the image of dapper gents in their long black coats and top hats, slaying undead.
I must know more about the circumstances that gestated the created the Iounic Encyclopedia.
I second DL's banner love.
DL, Jaerc, thanks for the 'banner love.' As soon as I decided to make it, I knew exactly what it had to be, regardless of the name.
DL, regarding the undead plagues, yes and no. I would see zombie uprisings as being 40% of the undead problems, but I am in the possession of the 4e sourcebook Open Grave. It has a ton of undead creatures and undead flavorings, and it's probably my absolute favorite of anything 4e yet. It features a wide array of undead, and I will probably feature variants in differing plagues. (And on another note, Vyrsovia the state is going to heavily feature vampires and undead, and Stahlstamm will certainly have Grimm's Fairy Tales-esque quests and settings.)
As for the Dark Alchemists, yes, the faction itself is more a catch-all term for unrelated but similar minded mad scientists. The town of Oldcastle is meant to feature them.
I happened to dream up the Gentlemen of the Raven after puzzling through how the Raven Queen would interact with the Ankytheran world. I am rather proud of the idea and might even make a class for them. And it just kind of makes sense, since a fantasy world with zombies wouldn't just have ordinary morticians, now, would it?
Jaerc, about the Iounic Encyclopedia: since I have a Printer's Guild, and a vast world with goodly tech level, it makes sense some follower of the goddess of knowledge would want to spread it to their fellow man. The core idea of it came from a post in the RPGnet forums, from poster WieldsRulebookHeavily. In a series of posts, WRH came up with differing ideologies for the churches of the different gods. In the post on Ioun, WRH had the idea that Ioun's followers would be all about knowledge for good, whereas Vecna is knowledge for evil. I believe this is nuanced in the notion that paladins of Ioun seek knowledge to help their fellow man, while followers of Vecna seek knowledge for themself. Given this (admittedly verbose) concept, it made sense that given the ability to widely disseminate information, Iounites would jump at the chance. It would also give my PCs a good long spate of adventures, gathering information for the printers. In the game world, I would see the Iounic Encyclopedia being developed in Northrow or perhaps Quencham, by a dual group of archivists of Ioun and Printer's Guildsmen.
Hmm, if the orcs were created by the elves why is there a god of Orckind? This would make perfect sense in a setting with silent gods as opposed to walking gods, but you seem to have the latter as exemplified by the gnomes' loss of Garl; surely a civilization wouldn't willingly kill off an imagined supreme entity on its own.
EDIT: could you add a link to your wiki in your signature for easy access? (go to profile or settings or some such)
Quote from: The ClockmakerJaerc, about the Iounic Encyclopedia: since I have a Printer's Guild, and a vast world with goodly tech level, it makes sense some follower of the goddess of knowledge would want to spread it to their fellow man.
There's pretty much two possible attitudes from followers of a god[dess] of knowledge: Spread the Knowledge, or Hoard the knowledge and jealously guard it.
EDIT: Well, they could also pick out what knowledge they want disseminated, and keep the rest for their advantage . . .
Oh my yes. I must fix that about the god of the orcs. Hm. I shall have to revise that.
Can mortals ascend to divine power?
Yes. Definitely. I would see the gods as just beings of great power, but that's all that's special about them. Mortals, through the right means, could absolutely gain enough power to become a demi-god or outright god.
Not trying to shamelessly bump my own thread, but I have just completed preliminary work on a new plane, complete with some mechanics and planar geography. I'm posting the regions here, and in the main article mechanics can be found. What do you guys think? Too vague? Does this initial write-up conjure any images up? I need some fresh perspective. The info is in post #6, or here (http://www.thecbg.org/wiki/index.php/Phrenic_Plane)on the wiki.