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Enenia: An Imperial Fantasy

Started by NecromancerElf, August 20, 2006, 05:17:11 PM

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NecromancerElf

For right now eerything I'll be posting is taken directly from my thread in the Campaign Workshop

Enenia: An Imperial Fantasy

â,¬Å"Run!â,¬Â Yelled the elven lieutenant as a hail of bullets fell upon his contingent of Iuviosnokospo. To all sides he saw insurgents with flintlock muskets impetuous with the idea of spilling noble elven blood. â,¬Å"Come on!â,¬Â he yelled rallying his men to a covered area.
His contingent of twenty Iuviosnokospo whom all wielded master crafted elven scimitars and a few wielding nothing but their own personal talent of the arcane, those elves not of high birth, used elven percussion cap rifles struggled to remain down as they headed towards the small brush covered area. Already two had been shot and killed and many more injured yet Leonius knew that if his Iuviosnokospo could not find shelter that they would be hunted down and killed by the insurgents.
After ten minutes twelve of his original Iuviosnokospo made it to the small ditch yet, it could only give safe refuge until the insurgents surrounded them; but something must be done before that or else another Iuviosnokospo battalion would be lost in the chaos that was Heilivos .
Leonius took out his telescope and scanned the horizon for perhaps a banner of the Illyrii, and alas two miles from where they were he saw the golden eagle standard of a reichsweihr. â,¬Å"Tertius come here!â,¬Â called Leonius to one of his Iuviosnokospo! â,¬Å"I need you to shoot a distress signal in that direction!â,¬Â ordered Leonius pointing in the direction of the other Iuviosnokospo.
̢,"Everybody attach bayonets, ready your swords and prepare
to charge!â,¬Â ordered Leonius to his already exhausted soldiers!

Core Ethos: Enenia is a world of grandeur in a golden age that has reched its' climax; elven princes and clergy of the church rule most kingdoms on enenia yet, their aggression towards one another has begun to take their toll as ariable land runs out.

Who are the Heroes?: The heroes of Enenia are a brand of peoples that are as varried as they are powerful. Many are swashbuckler who travel the many shallow seas of Enenia, many are Reichsweihr who serve the elven reich in all its' glory, many are Indiana Jones style tomb raiders who seek wealth, or perhaps a better understanding of the past, by stealing from the dead, many are gun-slinging wanderers following a motive whose knowledge in only theirs' and many are paladins who serve the greater good of enenia, by preaching the dogma of the church.

What do they do?: The heroes of Enenia serve many causes, many serve only themselves taking to care to what is happening outside of their own world, many decide to serve a cause, such as guild or nation, and decide to go abouts the world to better that cause, many are crusaders of alignment seeking to change the world to better suit their taken alignment for better or worse. Yet, all adventurers no matter what they do are the bringers of change, wither they go to the starving village and feed it or they go to starving village and burn it, they all bring change in some form.

Threats Conflicts and Villains: Enenia is under the threat of a major war, of such porportions that Enenia has not seen since the Sorceror Wars, the church and the elven reich have been at the breaking point for some time now but, the social climate has kept this conflict from erupting into open warfare; the question is not if but when. Other conflicts include the war between the Republic of Andrionan and the Druidic Council, the civil war in Heiliovos and the colonizing of the Dhortshir. There are also many influencal NPCs that could be considered villains including Alexander Baldur, the Red Cardinal, Baron Marcus Xenocrates, High Chief of the Fire Caradog and Cardinal Abd-Al-Aziz.

How is Enenia Unique?: Enenia is a steampunk world of a passing golden age that is crumbling due to the agression of large empires and kingdoms. Magic is uncommon only able to be casted by the elven regents known as the Nobilis and therefor psionics are what would be deemed as "the common peoples' magic" as the knowledge of how to cast divine spells is kept secret by the church. Technology is also more advanced with 18th century (1700s) technological level being the norm of Enenia with a few exceptions such as zeppelin tech which is quite advanced. In Enenia races are also reshaped to fit the flavor Enenia has: elves are now arrogent and aloof aristocrats who rule from their lofty throne, dwarves are merchants with a stranglehold on the economics of Enenia using the favor they have with the elven reich, gnomes are swiss style philosophers and mathemiticans seeking a better world through theory and halfling are jew flavored wanderers who wander Enenia seeking their fabled Messiah.

Ten Things to Know about Enenia!

1) Enenia is a world of intrique, no campaign is right with out some.
2) Enenia is swift action, combat should be quick and heavy, take the time to set the scenes via intrique for an epic combat scene
3) Steampunk is of the norm, don't try to limit your technological flare, instead make it live through steampunk tech.
4) Magic is a mystery, people know of the existance of this strange force but tis' not as common, or as accepted, as in a high magic setting.
5) Nations are a large part of Enenia, don't go the easy way out and have nations be only a little red line on a map instead make nations live and breath, make them apart of your campaign use the different cultures out there.
6) Use both retro Tolkien and metro steampunk. They go togther great and Enenia is a world designed for the two.
7) Enenia is an epic world, don't be afraid to make an epic adventure just because its' epic instead let your juices flow and create that adventure.
8) Enenia is a dense world, a part will have to dig deep to find all the answers to their quest, and even after that will they always be sure they truly closed the care?
9) Enenia is based around a harsh enviroment, make the enviroment be a challenge all its' own.
10) Don't be afraid to not use elements of Enenia and use others, if it fits in D&D it could fit in Enenia.
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

NecromancerElf

Enviroment of Enenia
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"From the distance the planet of Enenia looks rather desertous with plenty of open seas dominating the many small isles you see; there seems to be not that much fresh water and Enenia also has rather abnormilly high peaks, this planet seems to harsh for life. Most of the ice on the ice caps is on the southern ice caps with the northern ice caps very much dwarved by the southern, and as you draw closer you are surprised to find life on this desolate planet.
The overall terrain is mostly sand chocked desert but, there are many green pateches on the surface, all bordering a massive range, and where there is a green patch it seems very intense with life. You also take witness to the many oddities of Enenia, you spot volcanoes bursting not with firy magma but, instead bursting forth an icy liquid, you spot rivers flowing with corsive acid, deep crystal forests climmering in sparkling sunlight and few of these do you see, but still take witness to them do you, are lakes flowing not with prestine waters but with pure magical energy. Every where else you spot nothing but dust.
As you try to scan the green areas for civilized life you find these green spots are no mere small forest but instead huge rain forests towering forth from the feet of the many gargantuan peaks. Rain seems to fall all day on the canopies of these many forests, but not a drop hits the ground, too dense is are the trees to allow such water passage instead all the water pools in massive leaves creating no mere puddle of water, instead the mere "puddle" can suck you in and fit you cleanly in its' bowels.
Finally you spot a city, in a cleared out delta do you find it, it seems rather civilized for a city having such surroundings. It seems to be populated by a couple ten thousand and seems to be very well organized, using the many isles of the delta as kind of city blocks and using the river as city streets.
Yet, there is one mystery that cannot be solved by your areal view of these folks: where do they get their food from? There are all prerequests for civilization but one, an excess food source. You ponder the idea and come up with two answers: either the food is grown in the forest, even though there is barly any sunlight there or it is imported from some far off land. Questionable those are but before long you find that you must leave Enenia for the sun is coming up and you do not wish to risk being found by the many inhaitants you are now studying."


Enenia unlike your ordinary camapign setting does not have a European themed envrioment, nor one that is friendly towards civilization. Overall Enenia is a tropical arid archpelgo, rain rarley falls on most areas but, where rain does fall it falls in torrents; not exactly the best city-building weather is it? I planned the enviroment on a earthly basis and the factor for arable land is that tall mountains will obstruct the passage of clouds and thus emptying the clouds onto the terrian bellow and presto you have arable.

Areas like what was explained above are where the civilization of Enenia finds its' home, many cities are very centered around using the canopies of the many titanic rain forests to their own advantage, many are actually built not on the ground above but built from the canopies of the forest. Wood is the main building material but the wood used in Enenia is not your average pine or oak, most of the wood used is found on the Arash tree and is know for being a very hard wood, still softer that iron but perfect for supporting a building up in the canopies. Most cities do not use stone, only those built on the ground do yet, stone is one of the rare materials Enenian can say they truly have a surplus of therefor Enenians are also addicted to monument building, a true city is not complete with out a massive stone monument on the ground, most monuments are places of worship or palaces, much like in the real world.

Food is one of the hard things to provide for on Enenia yet, the canopies do provide a surface on which many smaller plant would be able to be planted. Fungi are a common agriculral product because of the fact it can be grown on the many trees and be harvested in excess, the fungi grown is then used to feed livestock, or in poorer communties eaten. Other crops are also grown including weat and corn being two other big crops but, overall most crops are some type of fungus.

Weather can also be rather unpreictable, the terrain also promises that civilized lands will most likly get the worst of a storm, due to the huge mountain ranges that most civilized areas are built right next to. Also the water of Enenia due to its' expansivness and that Enenia is a tropical planet brews some mighty big storms that feed off of the warm waters. Hurricanes are a part of life in Enenia, and there is no hurricane season, they form throughout the year, also because Enenia is saturated in magic, more on that later, the storms can often take a magical edge. By magical edge I do mean a very sharp edge, storms feeding off of the warm waters of Enenia, most often off the Coast of Tsunamis, will absorb some sort of arcane energy often this is shown by either a green or indigo tint to the storm becoming more profound as the storm becomes more powerful, if a stormcloud become either pure green or indigo those who can flee onto the other side of the mountains they live by or into the desert prefering the dangers that lie in the desert than a full arcane storm.

As said before Enenia is mostly desertous, most of Enenia is nothing but sun baked sand dunes that, yet civilized regions do survive in Enenia protected by massive mountain ranges, many high than even the Himalayas and Mt. Everest. These massive snowcapped ranges are often seen as the salvation of Enenia, giving the civilized beings the protection they need from the deserts and providing also the rainfall they need.
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

NecromancerElf

The Church
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The Church is the dominant religion of Enenia and its' clergy is a political faction all its' own, much like the Catholic Church of the Middle Ages, it is a elegent organization and has temples all across Enenia. Based on an abstract ideal of one god, Enenia does not have concrete deities,three angel prophets that are the aspects of the holy one, vulgar to refer the holy one as god in Enenia, and a human savior who lead the peoples of Enenia from the Underdark, name will change just need to get a good name. It has a strict dogma that everybody is expected to follow and is the "common" religion of Enenia.

The Church does not officially have a "holy symbol" instead there are more than on holy idols that the clergy uses for worship, these include the holy manuscript the "Bash' rah" (which is considered to be the most holy item and is the only item that can officially be used against undead), the holy ornimainted short sword which replicates the sword driven through the Prophets Joesephs' side by a druid (much more on that later) and the holy cup which held Joesephs' blood during his funeril(again more on that, sorry for how complex this is). The Bash' rah, the holy mauscript of The Church is a very long book,twice longer than even the bible or Qu' ran  , so most clerics who go adventuring with the Bash' rah as their holy item usually just take a sperate book of it rather than the entire document, most common book taken is the Chronicles of Joeseph which details his life and death at the hands of the druids.

The three aspects of the holy one that are worshipped by The Church are the Prophet of Creation, Prophet of Time and Prophet of Destruction, also many consider one prophet their "patron aspect" and often just worship that one prophet, this can lead to many semi-independant entities of The Church. These prophets which are thought to be angels that rule heaven on the holy ones' behalf also symbolize Good, Neutraily, Evil and Law and Choas. The Prophet of Creation is thought to be the enity of Choatic Good, creating when ever he sees fit. The Prophet of Time is thought to be True Neutral ruling with what ever has to be done, not looking at high principles and the Prophet of Destruction is thought to be Lawful Evil looking at things at having a set time of life before which they must be destroyed.

The Clergy of The Church is usually a very well organized organiztion, usually to the presion that a military would use, and they're heavilly centrized with the Court of Cardinals, the highest group of clergy centered around the Red Cardinal who is the highest authoritory figure in The Church, who also happen to be micromanegers who want to know everything that happens that involves The Church. The clergy dress according to status in the church, most common dress amongst the Alter Preists, basically the preist in charge of the service, wears a white robe with a red cloth around their necks, they if they can afford it might have ecentric stiching around the cuffs, front buttons and bottom of the robe.

Government of The Church
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The Church is ultimatly ruled by the Court of Caridinals, as noted before, they are elected from each of the districts of The Church to form a kind of Republic form of government yet, many are still hand-picked by the Red Cardinal who often changes the rules to get a Court of Cardinals he is set with. The current Court of Cardinals has begun to mobilize The Church and get it up to speed with the politics of Enenia, many fear that the Elves, if the The Church does not mobilize, will invade and make them worship the elven reaper. Already The Church has raised elite divisons of Knights of the Bash' Rah to protect the intrests of The Church, in addition to secretly funding insurgents in the elven kingdom of Heiliovos to try to liberate Heiliovos from the pagan elves.Other military organizations exist such as the Triviari, but all are dwarved by the emense Knights of the Bash' Rah which has already mobilized almost three thousand veteran soldiers.

The Court of Cardinals also belives that one of its' most major tasks is to try and interprit what the Ka' Bash says and to apply it in what is happening at the time, taking great influence from how the Prophet Joeseph ruled Paradise according to the Chronicles of Joeseph. Many members of the Court of Cardnials loathe how the countless subfactions of The Church try to show
how they are right through their own interpritations of the Bash' Rah (just look through the Story of Joeseph and see how many interprtiations there are to take from it

The Court of Cardinals is a deeply religious organization and favours the use of mysticism to create awe amongst those who follow the dogma of The Church. However, the Court of Cardinals can also be a deeply political faction with policies towards all nations of Enenia. It advises the Kings of kingdoms that have bowed down to The Church, and many times the Court of Cardinals will go even further than just advising, resorting to coups and replacing the current ruler with a Cardinal as the regent;A nation that has bowed down to the dogma of The Church. , just like any other real religious script the Bash' Rah does not have a simple way to inturperit things). This can cause tension amongnst the Cardinals but, most often the Red Cardinal will diffuse a situation before blood is spilt, The Churchs' politics usually, unlike many other empire in Enenia, refrain from violence, seeing that the unholy ones' political betrayal of Joeseph always keeps the Cardinals away from such behavior

Holidays of The Church [/u]

The Church has many holidays of which it officially celebrates and these holidays are either a time of mourning, such as the holiday mourning the Prophets' Joesephs' passing, or they are a time of celebration, the ascention of Joeseph to heaven, almost all holidays in some form have root in the Chronicles of Joeseph but a few celebrate other religious figures, such as Saint Abel, but those are usually celebreted amongst small groups rather than the whole church.

Day of Reckoning[/u]
The Day of Reckoning celebrates the day that the Prophet Joeseph ascends to heaven after a transformation by killing his mortal form, it is usually celebrated starting with a massive church bell ringing at 5 A.M. calling everybody to come and worship. Worship usually is one of great holiness during the Day of Reckoning and usually it is done with stern attention to details involving the rituals of worship. Then it is usually celebrated one the streets with parties being held there, this is usual a great annoyance to non-belivers of THe Church because the partying usually closes down a city for atleast two days. Usually it is celebrated on the community level rather than privatly taking the significance of him also seizing the throne of Underhome from the Viceroy.

Artifacts of The Church [/u]

THe Church has many artifacts, most dating back to the Kingdom of The Holy One that Joeseph set up thousands of years ago some dating to rather recent events such as the cornation of the most recent Red Cardinal.

Black Globet [/u]

The Black Goblet is a legendary and infamous relic that The Church has in its' possesion, the Black Goblet was the cup that when the Prophet Joeseph was devoting its' inards to the Angel of Destruction tobbled over and spilled on Joeseph marking the end of his Kingdom of The Holy One. It is kept within a vault in the Cape of Decone, where the Red Cardinal holds residence, that is often called the Dreadsmouth. The Black Goblet, which is never taken out of the Dreadsmouth because of fear of its' capabilities, is said to look like a normal Sacraficial Goblet, the cups used to sacrafice to the Three Angels of Heaven, yet it is said to have a black glow to it spreading an aura of both evil and fear.
Black Goblet: Ivory Sacraficial Goblet, Al: CE; Int 28, Wis 26, Cha 28, Speech, Telepathy 300ft, darkvision, blindsense, and hearing; Ego Score: 42
Lesser Powers: detect magic at will, 10 ranks in Intimidate (Total Bonus: +19)
Greater Powers: cause fear at will, arcane eye 1/day, darkness at will,gust of wind 3/day, detect thoughts at will
Special Purpose: Defeat The Church
Dedicated Power: Item can use Prying Eyes

Cults Devoted to the Ascpects of the Holy One [/u]

The Cult of the Angel of Creation: First to avoid confusion on why it is devoted to the "angel of creation" and not the "creation ascpect of the holy one" is that the three ascpects of the holy one (creatiom, time and destruction) are thought to be represented by angels in heaven. The Cult of Creation is mostly comprised of whimsical clerics who wish to see the world a better place and to see The Church be larger in that better place they created. Often they go on quests and crusades to make the better place they dream of, often these visionaries are called "Holy Wanderers" refering to their wander lust and how they are constantly on the hunt for goods to right. Yet, often these whimsical wanderers can get over zealous and become wandering murderers seeking to create a purer world for the beleivers to live in, even though this is the dogma of their rivals the cultists of the angel of destruction yet, often cult lines and the lines of good and evil are blured by Holy Wanderers.

Other activites cultists of the angels of creation often seek are becoming preachers seeking the creation of new belivers in The Church out of peoples other people would have refered to as doomed, creating and maintaining libaries that will better the common good (yet not step on the toes of The Church) and becoming Alter Priests. Many also tend to live simple and humble life styles as humble preists wishing only the betterment of the copmmunity although just as many live in estravegence.

Avaliable Dominions: Creation, Glory, Healing, and Protection

Cults Devoted to the Angel of Time: Cultists devoted the the angel of time are very aloof and regal in their actions, often they view as actions in the world as inetivable and most do nothing to stop it. They also seek to live in whatever condition they may afford, they do not openly seek living in humbleness altough many do many would, if they had a choice, would wish out of it. Many go on crusades and are known as the balancers between the choatic and good hearted creation cultists and the impestuous and melevolent destruction cultists other wise they care for themselves and The Church more than others.

Avaliable Dominions: Earth, Knowledge, Law,and Luck

Cults Devoted to the Angel of Destruction Impestuous and melevolent the cultists who revere the angel of destruction are very potent inquistors. They seek not a larger and more populous church but rather a smaller and more pure church that strictly follows the dogma set forth by the Prophet Joeseph. Many become solo crusaders favouring not to adventure in large groups instead they prefer to sneak into a settlement like an assassin and take out leaders and subjugating it with stealth rather than brute force.

The cultists of destruction are also infamous for the many cruel inquisitons that they do of the major clergy of The Church. The cultists who are devoted to the Angel of Destruction also believe that everything that is made is destined to be destroyed. This is the philosphical belief that allows the cultists to act in for the force of destrction without worrying that they are malevolently destroying their god's creation rather they view themselves as furthering the need to destroy everything that has been created.

Avaliable Dominions: Death, Destruction, Law, and Nobility
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

NecromancerElf

Story of the Prophet Joeseph
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This is the most ancient of all the stories told by The Church.........

So here the world was an uninhabitable wasteland, civilization only inhabited the Underdark banished from the harsh world above. Eventually a group of druids called the Pedistal emerged promising of a day when the races of the Underdark may once again reveal themselves to the surface yet, the Pedistal was unpopular seeing that they also explored new theological beleifs disbelieving the polytheistic religions that were worshipped, instead they beleived in a monothestic deity who chose them as his avatars on Enenia to guide the civilized peoples from the Underdark to their chosen land.

Generations passed and the Pedistal prepared themselves for the journey to the above lands alone, seeing that they were exiled from every kingdom of the deep for their radical beliefs. One day though, the leader of the druids Keeper of the Flame Elias the Sheperd feel il of a terrible fever and on his death bed he pronounced a heir the preacher Hans Giefried and saying he had a vision from the holy one, remeber refering to the holy one as god is seen as an extrmely vulgar expression , detailing that in the dream he forsaw that if the Pedistal undertook the journey above alone that they will find nothing but sorrow there and detailed in order for them to find a better world that they must guide the peoples of the world to a better world as well. He also on his deathbed gave Giefried his ceremonial dagger and told him to find peace in the dagger when no other peace is found. Finnally Keeper of the Flame Elias the Sheperd died gasping, "Take the world!"

Eventually Hans Giefried was crowned Keeper of the Flame and he decided to leave behind the supplies they had prepared for the journey to the surface and to instead travel back into the city of Underhome where the previous Keeper of the Flame after Elias had escaped from after a death threat by the government, Hans instead told his comrades, "That if we are afraid to do the deeds of the holy one and instead flee when a dagger has been put over our heads that we have nothing to live for and will be promised etenernal dam*ation by the holy one once our spirits have left this world." With those world Keeper of the Flame Hans Giefried traveled with his eighty follower, thirty five deserted him upon hearing that once again they were traveling back to Underhome.

After the journey to Underhome luck was not smiling upon the Pedestal, the government constantly attacked them when it was possible yet, Hans kept on trying to convince the public that their fates existed not in the Underdark but instead on the surface world yet, for over a decade his words fell on deaf ears. He got new recruits but raids on his organization and deserters took a greater toll eventually he was left with only his thirteen most loyal and powerful followers yet, now is when disaster struck.

On one fateful day when the Pedistal were making their usual weekly walk out side of the city gates to worship the holy one fifty honour guard soldiers cornered the Pedistal and immediatly a massive battle took place. After ten minutes of sheer carnage of the Keeper of the Flame Hans Giefried was left and he decided it would be best for him to surrender to the government rather than have him, the last keeper of the druidic ways to be slain in battle in vain. Immeditatly Hans was taken in front of the constable of Underhome who is refered to in the Bash' Rah as "the unholy one" who immediatly has Hans tortured then brought before the Vicroy of Underhome.

When brought before the Viceroy Hans is told he has two choices either to confess to his sins and convert to the state religion and become a monk or kill yourself with your own weapon. So Hans, Keeper of the Flame, choose to instead take his own life in front of the Viceroy, it is said that as he lifted up his dagger, the one Elias the Sheperd had gave him wishing to find peace in the eternal life promised to him by the holy one, that the angels of heaven cried down upon the Earth filling the many vast craters with heavenly water which immediatly planted the forests of the world in a great rainfall, and finally he thrusted his blade inside himself but as he drew it out of his abdomen a wonderful thing happened the blade detached from the hilt leaving the blade clear inside him. The wound then did not bleed blood but instead as the blade detached from its' hilt healed immediatly.

The Vicroy was flabergasted as Hans, instead of bleeding to death on his floors, rose as he did before but this time he seemed to have more of a celeistial charisma, the Constable who with his flog had drawn Giefrieds' blood was the first to knell down to him, the Viceroy followed then followed by everybody else in the room. Keeper of the Flame Hans Giefried then proclaimed himself nolonger Hans Giefired but Joeseph, he then proceeded to take the Viceroys' throne.

Following his miraculous feat of holiness now Keeper of the Flame Joeseph refounded the Pedestal and took in new members, one of them being the constable who flogged him, he then lead the peoples of Underhome to the surface, lead by a brilliant Red Cardinal to a area that he considered paradise and named it so too. Following the founding of Paradise Joeseph nolonger took the title of "Keeper of the Flame" instead "Prophet", he also named a heir, Sean of the Deep who then by Prophet Joeseph was given the title Red Cardinal to celebrate the red cardinal that lead the peoples of Underhome to Paradise.

Eventually he ruled Paradise for seven years until the Day of Tradgedy happened, by now Paradise ruled by Joeseph, who now proclaimed himself as the holy ones' chosen, had floursihed and the Pedistal was now a very powerful organization and members have began to resent how Prophet Joeseph was becoming more and more of an egotist. Eventually the unholy one, the constable who had flogged him before and has risen to high rankin the Pedistal "cleansed" by the Prophets' blood, and two other druids decided they must assassinate Prophet Joeseph who had corrupted the Pedistal with his egoism. They reforged the blade that he stabbed himself with seven years ago and proceeded to plan an assassination. Eventually the decided they were to do it during the Concetrata, the part of a worship cermeony when the presiding priest created the blood of the three Prophets and that everybody else would close their eyes and bow their heads in prayer.

That day when Joeseph was doing the Concetrata, more specifically the blood to honour the Prophet of Destruction the unholy one attacked, supported by the two coconspiritors who guarded the unholy one, he drew the dagger and pierced Joesephs' side drawing it in and out in one clean motion, the blade though was whole this time, the cup filled with the concotion belived to be the blood of the Prophet of Destruction spilled over the robes of Joeseph staining them a dark blue. Then as the Prophet Joeseph walked around in horror and many tried to heal the lethal wound as a fight broke out. Eventually Joeseph, the unholy one and the two coconspiritors died that day and a great funeral for Joeseph was held but one major difference in the Concetrata during Joesephs' funeral and all other Concentas' following that was that there was not just 3 cups of holy blood but 4 to represent Joesephs' acention to heaven.

Following that the Pedestal and all druids was banished from Paradise and The Church was officially formed.
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

NecromancerElf

Andrionan
Capitol: Andrionople
Population: 2,317,000 (47% Human, 16% elf 14% Halfling, 10% Aurmorian, 7% gnomes, 5% dwarves)
Government: Republic with aristocratic tendencies
Imports: food stuffs, raw materials, trade goods, art, and anything they could sell to someone else
Exports: finished goods, trade goods, olive oil, , and anything they could sell to someone else
Religions: The Church, Zen Path
Alignments: LG, LN, N
Languages: Andrionese, Low Elven

The Republic of Andrionan is a state built off of trade and has become by the time following the Dormuspolos the most prominent human dominated state of all of Enenia. Andrionan has benifited much for having the city of Andrionople in it and many say the only reason Andrionan is as powerful as it is these says is only because they have the city of Andrionan, the trade that goes through Andrionople alone is what the nation built its' income from.

The Republic of Andrionan that we know today was forged sixty three before the brutal Throne Wars and the Illyrii domination of the Elven States when the founder Abd-Al-Lattif rebelled against the Consortium controlled state of Fleurs. This rebellion known as the Coinage Rebellion because of one of its' most prominent causes the Consortium domination of the trade and how the fiercly independant human traders disdained the dwarves controlling the prices of the goods they sold. Despite Latiifs' assassination early in the war the Consortium lost after their mercenary army sided with the human rebels, this defeat in the Coinage Rebellion eventually spiriled into the collapse of the entire state of Fleurs.

After winning their independance in the Coinage Wars the new state of New Fleurs fell into anarchy as the merchants who started the war only for their own profit did not invest time into fully drafting out a constitution that goes farther than: we're a independant nation. Finally fourty years after New Fleur declared independance from Fleurs Three states: Aluvarial, Thresh, and Goldoria seperated from New Fleur leaving Andrionan with little more than the city of Andrionople itself. After the sucession of Aluvarial, Thresh and Goldoria New Fleur conscripted a large army of 50,000 conscripts and 5,000 paid mercanaries and declared war first against the nearby Aluvarial, whose capitol of Baeii was in eyesight of Andrionople. This quickly escalated as Thresh and Goldoria sided with Aluvariel against the invading army of New Fleur finnally after a good 9 year war Fleur had conqured Aluvarial however so much bloodshed was spilt between all three states that the crumbling Elven Kingdoms led by the Brucluios clan began looking hungerly at the sundered lands around the large trade city of Andrionople however by the time Habimos Decios finnished his plans for invading New Fleur the Throne Wars ignited and the Elven Kingdoms became embrioled in a civil war.

During the Throne Wars the nation of Goldoria decided to get involved siding with the Brucluios clan and sending a expiditionary force of 5,000 to help them win the elven throne. However, this soon melted down for the government of Goldoria after the battle of Arnor Field when the Brucluios and the Goldorian expiditionary forces got routed by the Theios clan. This quickly changed all of the New Fleurs area into favouring isolationism in the Throne Wars rather than actually trying to change its' course.

This policy lasted for another five decades as the Throne Wars just got more brutal and more brutal turning from an elven affair into an affair governed by the elven clans yet fought between the four dominant human kingdoms of: Durnolis, Zulith, Quarnae and Yith, with the dying Fleurs also getting involved. During this time the New Fleur area came under assault by the rising Illyrii clan that dominated the Moonshine isles and decided to take a gamble by trying to seize the shining city of Andrionople. This assault devasted New Fleurs and Thresh, eventually the Illyrii annexed both of themm however Goldoria who sided with Illyriis' mother clan the Brucluios earlier in the war were saved on a few condition the biggest was to protect the captured Andrionople area from goblin attacks from the mountains which were becoming more common as the two nations there collapsed under Illyrii attack.

Eventually after another nineteen years of fighting the Throne Wars ended with the Ilyrii clan winning and crowning their faction leader: Akakios I as the Habimos of the Elven Kingdoms reuniting the powerful federation. This caused alarm in the last remaining New Fleurs nation and as more Calapris' (human vassals to the Illyrii familiy, sin. Calaprus) were sent to subdugate the New Fleurs region the Goldoria government began to panic. They however were busy keeping up their end of the bargin with the Illyrii combating many armed hordes of goblins that came down from the Iron Peaks that surrounded the New Fleurs region.

This went on for thirty years after the Throne Wars and Goldoria began building new mines in the Iron Peaks to mine out the precious iron from which the Iron Peaks got their name from. Yet, the Illyrii were becoming more imperialistic as their first leader Habimos Akakios I died at the venerable age of 1,205 leaving behind a new atmosphere of expansiont hat he sowed into the Illyrii. When Akakios I died his adopted son Akakios II had one goal on his mind that was to make sure his empire relied less on the Calapri and instead relying more on true elven beurocrats. This made Goldoria quiver as they began to see the New Fleur region truly become loyal to the Habimos yet, events seven years after the ascent of Habimos Akakios II would reclaim New Fleurs for Goldoria.

Seven years after Akakios II became Habimos a coup done by the Calapri killed him and the blood thirsty Calapri assassins hung his body from his balcony setting off a brutal purge that was being held of by Akakioss' personal aims of not killing off the Calapius to avoid making enemies of all humans. Well as the Habimos throne was empty the Prinkepos who ruled each individual Elven Kingdom said yes to the idea of a purge and sent the loyal Elven Guard (Iuviosnokospo) on the Calapri killing over 2/3 of the human vassals sending the remaining into revolt. The New Fleurs area soon revolted and after swift diplomatic intigue Goldoria unified all of the New Fleurs area flushing it of Illyrii sympanthisers .

Soon Goldoria though noticed a Goldorian government would be weak when handling such a region and within weeks of the Goldorians taking power it soon emerged that the people wers till bitter over the New Fleurs War and would not bow easilly to a Goldorian Government. The Goldorians then decided a new government must be drafted up for the New Fleurs region to truly once again be one nationality again.

With Goldoria officially declaring that a new nation for all of New Fleurs will be drafted up the dissent rate plumeted and a new generation of ex-Iuviosnokospi who were all generally expirinced in the politics of the old Elven States they used to serve. This group came to be known as the Old Guard and became famours for their stoic politics beleiving strictly in the Republic devoting their lives to it.

The Old Guard soon took up task of drafting a constiution for their new nation that took its' name from the city of Andrionople, Andrionan. This new constitution took great efforts in making sure that it does not hinder the merchants' ability to trade and it helps to ensure that families do not by birth-right rule the Republic. Eventually by the year 42 P.B. (Post Bellamius, After Great War) the new Andrionese Constitution was fully drafted and the new nation of Andrionan took its' seat within the political table of Enenia as Goldoria officially seized to exist.

The next thirty years of the Republic were a time of huge growth in the economic field as the Andrionese mining business boomed giving Andrionan a great surplus of Iron, Tin, Copper and other precious metals that were very hard to come by in Enenia. However it also saw the return of the Consortium as the Dwarven trade guild became intrested in the grand profits made by the Andrionese market. The Consortium, which after an alliance with the Illyrii after their nation of Fleurs was capitulated, had great money backing it with the entire Illyrii economy dominated by them and this coupled by the fact the Illyrii gave them exculsive privleges, including military expiditionary forces, elite Iuviosnokospo body guards and large gifts of money. This new Constortium threat began through subtle invasion of the Andrionese economy to play Andrionese companies against each other which eventually lead to the rise of the Andrionan West Company which was endorsed by the Andrionese government due to its' comitment to the Republic.

Well within 520 P.B. the Andrionese government was becoming corrupt as humans, really puppets to the Consortium and Illyrii, began bribing their way into their senate seats. This coupled with the fact Andrionan was slowly having their economy slowly becomeing Consortium controlled set up the atmosphere of the East Tower Scandal.

The East Tower Scandal is a simple name, named after the sight Andrionan insurgents threw the Proconsul and his aides off the East Tower of the Andrionese Senate House, for a very complicated matter. It was headed up by a young senator named Abd-Al-Azziz of Goldoria who became alarmed of the corrupt Proconsul and how he was in Azzizs' words, "A puppet for a higher power, a higher power named the elves.". Eventually Senator Azziz grouped together a group of partizans willing to die, knowing that they will die, for the purification of the Republic from the Illyrii.

His group who came to call themselves the Copper Touch began the extensive plan which first included bombing a Consortium warehouse in the Sky-Wharfs of Andrionople. For this incredibly important job Azziz choose his second in command Abd-Al-Quatir and a couple other partizans. To them he instructed them to lay charges in the warehouse, if nessasary to bring them in and detanate them by hand. This task was done and it was done by hand with Quatir sacraficing himself to make sure the warehouse was completly destroyed. This blast fully destroyed the intended target sending the Consortiums' trade into chaos, as was intended.

The next stroke in the East Tower Scandal was to capture the Proconsul himself amnd for this an extremly intracite plan was layed out and the first, perhaps biggest, concern was to get the Senate Guard to stand down. To accomplish this Azziz and the other conspirators all pooled their wealth into one offering it as a bribe to the Senate Guard, with Azzizs' rebbelion being done by rather rich nobles the sum was enourmous, and as planned the Senate Guard agreeed to stand down when the Copper Touch struke against the Proconsul.

This was done March 15th 573 P.B. and the Copper Touch quickly seized most of the Andrionese Senate House and by 9:00 P.M. they were heading towards the Proconsuls' chambers however their plan was not without its' fault. Unknown to the Copper Touch a couple loyal guards alerted the Proconsul and the Proconsul decided to set a trap with himself as the bait and a couple dismounted Gold Hussars as the trap. As the Copper Touch made its' way to the hall leading up into the Proconsuls' quarters the trap was set and a group of twenty Gold Hussars surrounded the fifteen strond Copper Touch. A fight soon broke out with Azziz struck dead in the first minutes however by a miricle the Copper Touch broke into the Proconsuls' chambers now dulled down to only four kidnapped the Proconsul himself and his three secrataries. Soon they were racing up the East Tower with the two last trained riflemen taking care of the doorway as the two others raced up. By the time they reached the top out of desperation they threw the Proconsul off the tower and his personal secratary reciving a bullet to the head however, they saved the last two secrataries taking pity onto the fact they wern't hired by the Proconsul but by the Andrionese state. Eventually the Gold Hussars stormed the East Tower killing all the rebels mecilessly.

The East Tower Scandal left the senate leaderless however it did have the disired effect Azziz hoped for and the senate although still being strangled by the Consortium elected a new Proconcul who was against the Illyrii and Consortium messing in Andrionese affairs. At this time, two years before Enenia reaches its' "campaign date", Andrionan decides to lash out against the Consortium whose control of the Andrionese economy was surpreme and a war of trade must be fought rallied the Senators. Now as the campaign begins a secret war of intrique is happening in the backrounds as the Andrionese Senate sends out their spies, assassins and other hired mercanries fiercly loyal to the republic against public enemy numeral ono: the Consortium and the Illyrii who are trying by diplomatic ways to subdue the people of New Fleurs.

Politics

At the start of the campaign politics in Andrionan have gotten deadly serious and for those who get labeled: "Portuzvea", after the Dwarven word for merchant, it is better to flee than to stay for your safe days in Andrionan are limited. This new policy was thought up by the brutal Consul of Goldoria Amin Amna the Pacifier who was one of those woken up after the East Tower Scandel of how Andrionan was no longer ruled by New Fleurs natives but rather those who came to Andrionan not to better the republic but instead to corrupt it with the influences of the Illyrii elves and their Dwarven Consortium slaves. This thought pattern is common in the New Fleurs natives who were woken up by the East Tower Scandel and the death of the Proconsul who by now was agreed to have been a Consortium puppet elected by tainted funds that promised him elected office.

Nationalists who share all of those views are becoming popular political figures with those who've been elected because of the Consortium secretly done away with or as the Andrionese prefer to say: "Al' Ambeuizev" which translates into "gone to the barbers'". These political figures such as Zulfiquar the Goblin-Slayer who had campaigned against the goblins in the Iron Mountains and Amal Iz'iz Amir who was affiliated with the beuracracy of the Andrionese senate how ever he was persuaded by the Copper Touch to abondon his career in the "tainted system" however he did not join the Copper Touch beleiving their tactics were too drastic and brutal to ever do their goals correctly, still holding that view today. Zulfiquar is known as a right-wing fanatic who does not hold his fury back whilst Amal is known more of a moderate summoning up ascpects of old Andrionese cosmoploiticanism and acceptance calling for reforms not bloodshed.
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

NecromancerElf

Andrionople (Metropolis): Power Centers: Nonstandard, Conventional (Illyrii), Nonstandard, Magical (Wizard Guilds); Al: True Neutrel; 100,000 Gp Limit; Assets: 1,117,670,000; Population: 1,117,670; Intergrated: 37% Humans, 18% Elf, 13% Halfling, 10% Dwarf, 7% Aurmorian, 7% Gnome, 5% Orc, 3% Half races

Authority Figures: Victor Norvanavich, LG male human Fighter 10, Noble 3 (Proconsul of Andrionan), Marcus Dormitirus, TN male elven Wizard 6, Fighter 2 (Mayor of Andrionople), Nikolas Dormia, NG male human Noble 10 (Victor Norvanawichs' main advisor and assistant

Important Characters: Anastasia Agatha , LN female Aurmorian Rogue 12 (Head Executive of the Andrionan West Company),

City Garrison: Fighter 11, Fighter 8 (3), Fighter 7 (7), Fighter 6 (16), Fighter 5 (133), Fighter 4 (147), Fighter 3 (236), Fighter 2 (670), Fighter 1 (978),Fighter 7 Evocker 6, Fighter 3 Wizard 2 (13), Ranger 7 (27), Ranger 2 (40), Warrior 10, Warrior 8 (16), Warrior 6 (56), Warrior 5 (129), Warrior 4 (215), Warrior 3 (234), Warrior 2 (4,289), Warrior 1 (5678), Rogue 12 (4), Rogue 10 (20), Rogue 7 (27), Rogue 3 (61)

Andrionople, the capitol of the free human state of Andrionan, is a massive city on the coast of the Shallow Sea. Often refered to as the center of Enenia, Andrionople is a metropolis that made its' way into the world by the Aurmorian merchants who centered around Andrionople and the fact Andrionople is set in the perfect location for all the trade goods in the east which includes rare metals such as mithril and iron to come and be traded off.

The captitol of Andrionan Andrionople is also a prominient city in the political terms of Enenia, although it doesn't twilight the politcal importance of Twaithos or High Home in the elven tongue, Andrionople is the center of civilization and trade. Andrionan has a massive wharf system and is capable of holding fleets of both war and trade ships, the Bay of Kings' which Andrionople is built upon often is clogged with merchant ships in the Spring season when most sea trade is done due to the light seas. Andrionople also contains a sky-wharf to accomidate travel by the skies via zeppelin travel.

Enenia is also, by dnd standards, a massivly built up city with buildings throughout the city that soar up to fiften stories and these hights are common throughout the city due to the fact Andrionople has already run out of space to build in.

The Andrionople garrision is very elven in style weilding elven style chain armour and with many elite divisions being given flint lock rifles as gifts from the elven Habimos. Also the elves have asigned some wizards to help the Andrionese authorities patrol the cities. City paid urban rangers and assassins are also used to uphold law in Andrionople.
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

NecromancerElf

Races of Enenia:Humans, Dwarves, and Publios Elves

In Enenia all sorts of races find their home, including a new custom race the Aurmorians, from elves to dwarves to halflings; in this section of Enenia races will be posted. Enjoy.

Humans
The Humans in Enenia are the most populous race and the most adaptive race suited to almost anything that comes their way. Humans have no population center however Andrionan is the most powerful human controled nation in Enenia rivaling even the most powerful Illyrii Empires. Humans have four distict "races" yet no subraces that vary in game stats, the four races of the Rono, Playtiri, Horonus and the Taltheros. The Rono are the most common race of humans, found most around the Isles of Drendith and are tall with a white skin, that tans easilly in the sun leaving most Rono with a tanned appearance, and black eyes are most common amongst the Rono. The Playtiri are a rather rare race of humans with no population centers around Enenia, they are a race with deep black skin that often resembles onyx with black hair and stunning greenish blue eyes. The Horonos are a commonish race that find their population center in the Sea of Sails, esspecially Andrionan which they also consist of the ruling class or, they most commonly are found with tan skin, red hair and brown eyes. The Taltheros are often found where ever elves are, despite having no or a diminuitive quanity of elven blood in them, esspecially in the areas around the Elven Isles or in the High Elven toungue Ellostroana; they are often tall with a frail body with pale skin, blue eyes and deep black hair, much like the elves they are found around.

Dwarves
Dwarves of Enenia are quite different from the Dwarves of regular DnD however they also share some of the most important traits of the dwarves including: clan loyalty and an intrest in wealth however Enenian dwarves are not miners, or atleast that is way behind them, instead they are merchants skilled at the craft of making the sale. Enenian dwarves unlike traditional dwarves are also not patricarcal as they are usually flavoured out to be but instead Enenian dwarves are patriarcal, yet in Enenian dwarven culture the men seem to be incharge but rather they are only puppets of the women of the dwaven soceity.

Dwarves rule no kingdom of Enenia themselves, instead dwarves rule a merchant guild known as the Consortium that rules the Enenian economy dominating trade. This makes the dwarves extremly important in the day to day operation of Enenian, they rule the markets: setting the prices of goods through their monopolies. The biggest monopoly the Dwarves have is the monopoly of metals, which are already rare enough in Enenia, and because of the monopoly and how rare they are already metals are priced extremly high in Enenia to thbe point that the common populance can not afford steel.

Like the more traditional dwarves Enenian dwarves deeply value their traditions and hold their honour more important than their lives. Dwarven clans are often rivals in Enenia dwarves often wish to win honour for their clan by competing with other clans in activities such as seeing who has the biggest influence in the Consortium, sparring with traditional dwarven weapons such as the Dwarven Urgrosh, which is extremly common among dwarves, and drinking competions.

Dwarves look as they are described in the Players' Handbook.

Dwarven Racial Traits
- +2 con. -2 dex;Dwarves are hardy and contain a great health however they just arn't as agile as other races
- Medium
- +2 to diplomacy and sense motive, dwarves are great at negotions, having a natural nack at talking and sensing anothers' thoughts
- Dwarf base speed is 20
- Darkvision
- Weapon Familiarity: Dwarven Waraxe and Dwarven Urgroshes
- +2 racial bonus on saving throws versus poison; Dwarves are hardy and easilly resist the deadly effects of poisons
- +2 racial bonus on saving throws against spells and spell-like abilities; Dwarves have a natural way of overcoming magical effects put on then
- +1 racial bonus versus goblinoid and Illithids; Dwarves practice the art of warfare against those who naturally threaten them: the ones who raid their merchant convoys
- +2 bonus at Appraise checks; dwarves are natural merchants and because of that have a inborne ability to appraise

Enenian Dwarves designed by DM Aruthiat

Publios Elves

The Publios Elves are the most common race of elf to be found in Enenia and they are most often staunch supporters of the Elven Habimos and the Illyrian Empire. Most Publios Elves are either low nobles or merchants in Enenia and it is rare to find Publios Elves among the lower classes. Publios differ in a lot of elements from the elves in the PHB yet, they're attitude is pretty much the same if not a little bit more cruel.

The Publios Elves, unlike the Imperiator Elves, are no rulers of the Illyrii state instead most Publios Elves found in matters of the state are low level officials who do the government's bidding. Many are also Illyrii officials in lands that Imperiator Elves dare not go, either in personal arrogence or fear of the population there, in areas such as Andrionan where antiIllyrii opinion holds sway. Publios Elves are great, yet still worse than their Imperiator cousins, at diplomacy and negotiation, even the Andrionese government has some Publios diplomats who have sworn loyalty not to the Illyrii but instead to the Andrionese Senate.

Like traditional DnD elves the Publios Elves are both arrogent and aloof yet, they do care more about the world around them than DnD elves often do and because of this they wish to craft a world in their liking. Loyalty to the Habimos for most Publios Elf is a inborne trait and they do what ever the Habimos dictates if it is possible for them to yet, most Publios Elves are not obsessed rather, they seek to serve when the job suits them rather than making them suit the job.

Enenian Publios Elves look more like the elves of Tolkein than the elves of DnD. They are tall, rather frail, with light skin, black hair with blue eyes; human colours for hair and eyes are possible yet rare. All elves also have a rather cruel glare if they look you in the eyes; this is a roleplaying factor I won't add in for the Publios Elves.

Publios Elven Racial Traits
- +2 cha, -2 con; elves have an inhuman charisma that is both haunting and powerful yet, elves are not strong in body
- medium
- lowlight vision, elves have good eye sight
- +2 listen, seach and spot checks; elves have very keen senses and are often able to pick up what humans or other common races cannnot
- +2 diplomacy, sense motivel; elves are excellent diplomats and excell at negotiation
- immune to sleep effects; elves are for some unknown reasons immune to sleep magic
- ability to sense secret doors; same as in PHB
- weapon proficiny w/ rapier; the rapier is the weapon of nobility and elves seeing themselves as nobles master it's use
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

NecromancerElf

The Consortium
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In the world of Enenia the Consortium is an extremly powerful dwarven merchant guild that dominates commerce and banking throughout Enenia using both cunning and brute force to get their way. With relations to the ruling Illyrii dynasty of the elves and with a powerbase built up along the Sea of Sails over the long centures of time the Consortium is a force to be reckoned with.

The inner workings of the Consortium are extremly secrative and only dwarves from the dwarven noble houses may join the elite of the Consortium. Those who have rose to being "a Shareholder" in the Consortium have either rose by skill, intrigue, or blood and the ruling Council of the Coin is made up of the twelve highest ranking dwarves among the Consortium and the Council of the Coin have made the port city of Narlet, yes pronounced with a French accent if one is wondering. The Council of the Coin rules strictly and all Shareholders in the Consortium who have shown resistance towards the Consortium can expect a quick death after drinking their morning wine. However, those shareholders in the Consortium who have sworn complete loyalty to the Council of the Coin often can find great rewards in their paths and many become powerful banking barons with the power to shake the Andrionese republic to the core!

In the current affairs and politics of Enenia the Consortium has fully backed the Illyrii since their victory in the Throne Wars and due to this alliance the Ilyrii have found their coffers full of dwarven bullion. For their loyalty to the Illyrii the dwarves are allowed to almost assume a full reign over lands not claimed by the Illyrii, and who are to weak to protect themselves from tyranny from the Illyrii backed Consortium; the poor people of Narlet have, for exmple, had their city turned into a fortress once the Consortium began its Illyrii backed reign there so that they could be able to horde all their massive funds in saftey without fearing enemy attacks. In the Consortium there is now one mission to be acomplished, and thagt is the utter destruction of the Andrionese backed Andrionan West Company who have competed with the Consortium for their share of banking and commerce. In the Consortium if there are compiteitors they must be eliminated to ensure Consortium dominance not matter what the cost is...
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

NecromancerElf

Pax Luces

The Pax Luces is a feared organization in Enenia and it names invokes terror into all who support the Illyrii and the elven Habimos. The name itself means "Peace of Light" and it is a semi-secret organization within The Church whose true motives are always masked behind a clevery created shadow of deceit, murder, and politics. Lead by the enigmatic Wilhelm of Andrionan the Pax Luces has under his guidance been transformed into a blunt weapon that was almost shattered under the weight of the Elven purges after the Illyrii won the bloody Throne Wars into a weapon whose wrath is common knowledge to its enemies: who are primarilly the Illyrii.

The Pax Luces is officially the hand picked servants of the Red Cardinal, grand priest of The Church, however, over the years they have become a more martial and more hidden. Eventually the Pax Luces made the transition into a secret police during the Throne Wars when the elven stability that much of Enenia depended on slowly melted away and in many otherwise civilized areas anarchy became the norm. To counteract this threat the Red Cardinal assigned his own servants, the Pax Luces, to do the dirty work that his Church needed to get done and although they at first earned noterity throughout Enenia when the elven spies attacked the Pax Luces it simplly began to fall apart. By the end of the Trone Wars the Pax Luces agents were the prey of the elite spies that the elven Habimos used to round up his enemies. However, when a young street thug from the slums of Andrionople took control of the Pax Luces, his name being Wilhelm Northios, the fortunes of the Pax Luces began to brighten as Wilhelm used the tactics he himself learned on the streets against the elven spies. By the current year the Pax Luces has not only survived the elven threat but the Pax Luces has also routed them from land controlled by the Golden Sun and Wilhelm begins to brood up more and more daring plans against the Habimos himself.

In game turns most Pax Luces agents are rogues who have taken the Pax Luces Agent prc, still working on that should be done with a couple other game play goodies by sometime in the future, and whose alliegiance lies with the Pax Luces itself. In its current form the Pax Luces is also an organization which has moved beyond the honour and reglality of The Church and has moved more into the form of shadowy secret police. Though they are still the "hand picked" servants of the Red Cardinal, twelve Pax Luces agents are guards to the Red Cardinal when he has left the security of The Church's many basillicas across Enenia.
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

NecromancerElf

Narlet: (Large City): Power Centers: Conventional (the Consortium), Conventional (the Golden Sun), Conventional (Illyrii); Al: Lawful Evil; 80,000 GP Limit; Assets: 3,498,000; Population: 19,000; Mixed: 78% Human, 13% Halfling, 5% Dwarf, 3% Gnome

Authority figures: Lothar dâ,¬,,¢Montesque, LE male dwarven Rogue 13 (Reigning member of the Council of the Coin in Narlet); Cardinal Andres Putnosk, LN male Cleric 10 ( Archbishop of The Church in Narlet); Almira tal Yulshol, NE female Rogue 7 (Head of the Andrionan West Company in Narlet)

Important Characters:

City Garrison:  Fighter 15 (6), Fighter 11 (30), Fighter 9 (60), Fighter 6 (150), Fighter 5 (200), Fighter 2 (700), Fighter 1 (800), Fighter 7 Cleric 5 (4), Fighter 3 Cleric 3 (30), Warrior 5 (160), Warrior 4 (200), Warrior 3 (250), Warrior 2 (500), Warrior 1 (1000), Rogue 8 (20), Rogue 4 (32), Rogue 1 (50)

Narlet is the fortress city of the Consortium and it is a bleak site along the Sea of Sails greatly out of place in the Sea of Sails bright environment. Ruled by the Consortium for 300 years and the center of their activity in Enenia it is where their central headquarters is located and where most of the Consortiumâ,¬,,¢s vast wealth is kept deep in subterranean vaults.

The first things one would notice about Narlet when one is traveling to it is its massive walls which soar into the air, reaching 100 feet in some areas, and that there are not only one ring of walls around the Consortium headquarters but 5. Built out of black granite from the neighboring mountains they are pretty much impregnable and could be seen from miles out of sea due to the fact they contrast with the green rainforest that surrounds the city from the land. The rainforest is the next thing one would notice and Narlet is built into the massive and mysterious Auroyl rainforest ensuring that all attacks would have to come from the sea.  The second to last thing would notice is how poverty stricken the population is compared to the vast riches the Consortium hides beneath the city. The last is that the city guard is organized like a professional army and that the strength of the guard is far beyond what would be required for a city of Narletâ,¬,,¢s size. The Consortiumâ,¬,,¢s headquarters is located in the final wall, which the locals call the Wall of the Guild, and it is sealed off from Narlet, its sentries only allowing Shareholders in the Consortium and dignitaries to enter. The headquarters itself is a massive gothic keep built out of the same granite as the walls that towers a massive ten stories into the air. It is not decorated with any architectural features rather it is left as a spartan fortress built as if it had tro repeal the mightiest of all armies; beneath it are said to be the massive hordes of coins that are the power of the mighty Consortium.
In memory of Captain Xathan Redclaw, Last of the Fallen. You're memory has not faded, and we miss your presence dearly. Take your time, and come back when you're ready. Please put this in your sig if you respect Xathan's decision, and wait patiently for his triumphant return.

Matt Larkin (author)

Lots of information.  It's nice that you present how campaigns are likely to run right up front.  You don't see that so much in many homebrew worlds as you do in published ones.

I'm not quite sure what "retro Tolkien and metro steampunk" are, but it sounds impressive!

Survivalist worlds where food and water are hard to come by are exciting a serious change from typical fantasy.  However, making an entire world like that, long-term it can become tedious, or else players use magic thus defeating the point and feel and such a setting anyway.

I wish I had that much detail for all my religions.

Keep up the good work.
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