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The Grand Realm (Campaign book and Homebrew)

Started by Spirit Hawkfellow, September 20, 2007, 03:48:05 AM

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Spirit Hawkfellow

Map of Silverlode and the town of Lhunna-



Spirit Hawkfellow

#61
Ecathantor

QuoteIt tis rare to see so many practitioners of magic and the unknown powers gather in one place and one time.
Mages are often a secretive lot. Not so early in the histories of man, where dwelt the city of magic Ecanthantor the city of spells.
Not since those times has their ever risen a place so wonderous of art and power.  
It is the boon of men that it has not happened ever again."

Taken from the pages of the phoenix ashes by
Dorno son of maden,  high scholar of castilian
1446 y.s. Epoch of discoveries

During the epoch of the phoenix their was no greater source of magical power in all the world. Ecathantor stood
as a gleaming tower of magic through out the world of chalice.  The city was the pride of Hysoril. Here before
the dark days and the schism between magic users walked the seeker of knowledge.

The city was one magnificent beauty.
Gleaming towers rose toward the sky touching the clouds. Ships floated on pure magic and dock upon quays of high in the air.  
The citizens partook of green lush parks and listened to the nightingales hold sway with their songs.
The great libraries and their were many were filled with all matter of learning blessed by Etena the imortalis of wisdom.

Ecanthantor was the pearl of humanity until the shadow fell upon it and the lords and ladies fell under it sway.

History does not tell of the coming of Amon-thul, except that he seemed to appear as wind upon the
Morn. Amon-Thul was clad in his rainments of beauty and his magics dedicated to life.

He gained the ear of Ecanthantors mighty mage-lords and they listened to his poisoned words.
Amon-Thul was demon an agent of the great serpent Io and through the ages he had dwelled upon
the firmament seeking to cause discourse and hate.

In Ecathantor the schism of magic began, a simple shift in thought and feeling turned wielder of magic
against one another until those not willing to bend knee to domination forswore their fealty and left on the
winged ships to form their own nation amongst the floating islands in the sky.

Amon-Thul in his wroth made issue with the king and queens of Hysoril and spoke of ill tidings
and the dooms that would befall them if they allowed the people to leave.

Here began the seeds of the great mage war between hysoril and Kar'magus, due to machinations of Amon-thul.

During the phoenix war great beautiful Ecanthantor fell to ruin and it people death.  The once great spire
turned black from soot and war.  The lush gardens  burned away. The cities great libraries  gutted and the
vast knowledge stolen or turned to ash.

The great servant of Io laughed as he had brought low another set of kingdoms.  
His laughter echoed through of the silent still streets until the coming Endowin Roedric the son of Sol diadem and lord of light. Amon-Thul quelled in the sight the morning son for in his hand rode Risentia the sun steel, the blade that smote shadows.

Here alone had the servant of the imortalis come for Amon-thul; yet the servant of darkness was
not with out his own powers. Shedding his illusion of beauty Amon-thul showed his true form.

Before Endowin Roedric stood before him a demon of the lower hells prince among the nine courts. Amon-Thul the Valrok came forth with whip of flame and sword
Of enchanted iron.  

The morning son and the prince of the nine courts set upon each other in great battle.
Ecanthantor trembled in their contest of mighty blows.

The great power wrestled with each other through the day as morn became night.  None could destroy the other.  
Amon-thul durig the night tried to flee with it great wings of shadow to the highest tower that was known Monathrin the tower of dawn.
Endowin Roedric pursed and took his sun forged steel against the Valroc.

As Surter the sun released it rays Endowin Roedric smote Amon-thul upon the body and cast the demon from the tower.  

The laughter that had been Amon-thul turned to screams as his physical body shattered the earth.  
Ecanthantor rumbled in its death throes as an earthquake appeared destroying the fabled city and
Endowin Roedric in the same breath.

Year later the rest of Hysoril would be destroyed and would sink into what would become the shattered sea.

Deep beneath waves the ruins of Escanthantor
Still exsist, leaving mark of the legacy of the city of spells

Spirit Hawkfellow

#62
Languages of The Grand Realm

When the Imortalis set the sun and the moon in places, they set forth populating the world once more with the call of life.

Upon the firament they wrought the races that would inhabit the world. The first was the first born.
The children of flower and trees. An with there awakening they were blessed with thought and the fire of creation most like their sires.
The dwarves they fashioned in image of their craftmanship endowing their hands with great skill and creation.

Of man which was weaker than the other they gave forth courage and the fire of the heart. Faith men called it.

The Imortalis spoke to the races with the song of making and the thought and it was then the elves would fashion a great language of the world since they knew the minds of the imortalis best.

This langugae was also different than the imortalis who spoke with songs and thought.  It was thus that the gods gave the races of chalice their start, to truly be free.

It was not long before All the races spoke Eldeen and eventually their own langauges

Eldeen begat Durodin. The spoken dwarf langugaes that begat the alphabet of Runorin, dwarf rune or as men saw dwarven.

Eldeen, begat. Mindrin the first langage of men, that begat the durobin the mixture elf words and dwarven runes.
This begat Old manish, and by the times of the annels of the Phoenix middle Manish, which begat the common
tongue of man Elder Mannish, or kings tounge as is spoken through The Grand realm, which begat Manicant street tongue.

Note Common is spoke by this with education and knowledege.  Manicant is spoken in broken common which substitutes words and meanings. It is also called rouges talk. Sentence are broken and words cut  short of their original presentation.

Eldeen begat Unuthdrin  the cursed tongue of the Uminos the real. Of Fey shadow.

Eldeen begat incardara the language of magic.
Incardara is the nearest known langauge that resembles the language of the imortalis.

Eldeen begat Old Mindrin that begat Saracin the langauge of the southerr men of Ifretus. To this day men of aerbor call the folk of Ifretus Saracins.

Eldeen. Begat Mindrin, which begat Saracin which. Begat Asura which the people of the east speak.

Note Mindirin is not a dead language. It was renewed in the world when the questing dreams founded the realms of Argonessa to the east.

Eldeen, begat Mindirn, begat old Mannish, begate middle mannish begat Castil the speech of the folk of the azure straits.

And the lanagugae of the old gods, those that still speak it prayer, psalms, magic call it Divinion, the music of power and the imortalis

Spirit Hawkfellow

Join us @Thegrandrealm on twitter and under take the adventure.

Favorite art work from a few artist her from face book for the Grand Realm Art by Adrian Garcia, Omar Meriwether, Gerogia Horesh, and several others
http://www.lulu.com/shop/adrian-garcia/art-of-the-grand-realm/paperback/product-17801091.html

JUST IN IN TIME FOR THE HOLIDAYS, THE GRAND REALM CALENDER IS HERE FOR 2012, JUST PICK IT UP HERE TO KEEP TRACK OF ALL YOUR GAMING CALENDER DATES.
http://www.zazzle.com/the_grand_realm_2012_calender_calendar-158374188966331487

Avermath the Red has taken flight be the first to ride the epic dragon! On sale now! http://www.zazzle.com/avermath_the_red_tshirt-235883955902406582

http://www.zazzle.com/the_highguard_tshirt-235147257332807535

Eilathen

Wow, a lot of stuff! Unfortunately, all the maps are gone :( Any chance for a re-up of the worldmap?
I\'m trapped in Darkness<br />Still I reach out for the Stars

sparkletwist

What's the logic of selling a 2012 calendar now? Wouldn't one for 2013 make more sense?
Eh, anyway. You misspelled "calendar." Not just in your post, but on the product itself.

Spirit Hawkfellow

Quote@ Eliathen, I will try to upload the pics again for you and everybody who wants them.  I hope you enjoy the content, hopefully you don't mind
the misspellings.  The info is freshly squeezed from my brain when I post up.  I'm sharing this stuff for the site, which would normally go in a book.  Eliathen hit the url for the face book page
i have maps and actual drawing there, and hit like to join  :)
.
http://www.facebook.com/pages/THE-GRAND-REALM/352720298113?ref=hl

Quote@Sparkletwist, eagle eyed as ever.  It took down the calendar, because of a spelling mistake, as well as the amount of time i had the calendar up.  As for the content it had in it, the art was pretty cool at least.
let me just say this.  I love writing rpgs.  I am not the best editor in the world, that not what i'm here for.  My thought here is to give everybody a cool campaign world to play or use in their own games.  So i'm not really looking to be perfect in my spelling.  Nor do i have the time to be perfect.  I'm doing this for fun, not work.  So again forgive my spelling failures.

Spirit Hawkfellow

Legends of The Grand Realm: The Sleepers





THE SLEEPERS

As the Morn War raged across the multiverse the progenitors lost more ground to the Imortalis gods, the lords of chaos banded together. They went to Zanatos the father of destruction and unmaking to craft weapons that would slay their enemies be Imortalis gods.

Zantanos toiled through the years and at the zenith of the great war his creations took the field of battle.

Forged from the very fires of the sun Zanatos constructed war-machines of great size and height.

Of all the weapons of the progenitors the constructs laid waste through out the universe destroying worlds and gods in the process.

The war began to turn against the Imortalis and the gods convened at the universal waypoint known as Pinnicle. Here they divined that they could not destroy all of the constructs.

It was Talros the trickster who came upon the notion to put their enemy to sleep. What they could not win with strength of arms they would win through guile. The gods banded together and Nieblung Krag forged the chains of eternal sleep to render the godslayers inert for the duration of the war.

The Imortalis warred against their enemies and chained them. With their godly power they cast the golems through out the multiverse.

The gods slayers would become known as those who sleep and after the Mornwar their purpose and tale would slowly fade into silence. Or so the gods thought.

Even the Imortalis with their great might on power could not foresee the coming of the Mage Kings Of Hysoril and their quest for knowledge.

The Mage kings like the gods where embroiled in a devastating war of magic against their counter parts the sorcerers of Kar'magus and they sought any foothold that would deliver them victory against their foes.

One Mage Lord Daraxsus the weldsmith searched long for forgotten text and legends about the sleepers.  Daraxsus was a master of  invention and innovation and his mind was ever keen upon creating new life through constructs and golemkind. Long he sought the knowledge of the lost progenitors.

After years of searching Daraxsus found the text of Zanatos penned years before by an ancient cult who worshipped the ancient progenitors. Within the tome was a spell that would allow the Mage lord to commune with the very essence of the progenitor.  The ancient being promised to give Daraxsus the knowledge he sought if he would be allowed to share his body. Daraxsus agreed and Zanatos melded into one being.  Daraxsus with his newly divine power sought out the sleepers through out Chalice and begin to unravel Zanatos work.

The progenitor aspect of the Mage allowed him to create new constructs from his old plans. Daraxsus could never break the seals that gods kept upon them and  eventually settled on making entirely new constructs from the sleeper design. These new war-machiines would become the clockwork horrors and clockwork mechanics that have since found it's way upon Chalice.

Daraxsus used his new creations for war along with his brethren, still they could not defeat the sorcerers.  Daraxsus knew they needed to find another way to defeat their enemy.  It was through the thoughts of his divine self they he came upon creating sentient constructs.

The mage created hundred of forges and foundries through out Hysoril and began to create living constructs.  The mage also knew that he would need sacrifices  to power these new constructs. He and his fellow wizards fell upon the city of Kragenholm a dwarf town of over two hundred and began the sacrificial rite tapping the divine power within him.  A maelstrom appeared that swept through Kragenholm and it people. 

The dwarves where caught within and their souls were ripped away by lances of pure black power.  Daraxsus and his fellow mages would use the dwarf souls as the matrix to power their army this would never come to be for the sorcerers intervened and the legendary battle of the maelstrom was fought. It was here that Daraxsus even with his divine power was slain.

Many mage lords died that day but they never found Daraxsus. Of the Hysoril constructs they were taken by Kar'magus sorcerers who were astonished to find that the dwarven souls now powered and bonded with the construct bodies.  These constructs knowing they could not return to their former lives called themselves the forge born and pledged to fight against the mage kings. To this day Forge born can be found through chalice.

Daraxsus died that day during the battle of the maelstrom but Zanatos the progenitor did not. With Daraxsus soul expunged Zanatos commanded the remaining form.

Zanatos waited years before he could strike out at the Imortalis gods by releasing the sleepers once more. That chance came at the time of the dawn cataclysm and the sundering of the elves. Zanatos acted while the gods dealt with the powerful demon lords of the lower hells.

Zanatos went to Talronan the god of evil and deception who had been Talros the trickster, the same god who had come up with idea to imprison his godlayers . Talronan who mind had been twisted to evil joined Zanatos and shattered the chains of three of the god-slayers that lay upon Chalice.

The sleepers awakened and began to lay waste upon The world.  The gods saw the the sleepers had returned went to confront them even as they contested the demon invasion of the multiverse.

Final battle raged through the universe and upon the lands of Charkram a continent several hundred miles off the coast  Bregan Bol and northern Aerbor.

The battle between the gods and the sleepers were titanic and nearly devastated the continent; the gods remained triumphant destroying two of the three sleepers. The Imortalis to save what was left of the continent of Charkram created pocket dimension deep within Chalice that would later become known as War-mantle .

With the end of the dawn cataclysm and the rise of  the shadow age Zanatos disappeared never to be seen again.

The world was not so lucky to see the end of the sleepers. In the epoch of discovery 1442 the Kuthulian war raged upon Aerbor. The Kuthulian's were once the Mage kings of Hysoril had returned and had attacked northern Aerbor to reclaim their empire and in the process unearthed the last sleeper during the war. If not for the adventuring group the sentinels of Varanguard the sleeper would not have been stopped. The sleeper was shattered to pieces in the resulting battle against the heroes, being a shadow of it's former self.

Spirit Hawkfellow

Abridor
Population-50,000
Cities-Abridor City
Government-Oligarchy, secret ,lord the Lich Argivar
Military-slave conscripts
History

Abridor was founded in Yearly Season (Y.S.) 605 the epoch of rising dragon.
   
With the coming of the Blue Jin of Alhakazan, the famed slave markert were closed permentatntly.  Many of the slave merchants quailed at the closing of the market and business and took brutal action against the new ruler of the city.  The Blue Jin would not stand for this and the fabled slaver master uprising was crushed.  To this day many still speak about the bloodshed and death that the Blue Jin wrought on the traitor merchants.  As the story goes the merchants and their plans were thwarted with ruthless efficiency, few lived to speak of the slaughter; yet their was one slaver who would stand his ground and survive.  His name was Agrivar Lordspont , and besides being a slave master, he was a powerful master of the arcane.  Agrivar used his magic against the Blue jin, and the both contested each other with the weapon of magic, lightening and death.  They fought to a stand still, none gaining ground until both realized that they would both perish of the battle did not tend.  They descided that parlay and council was the correct route to settle all accounts and keep the kingdom of Alhakazan from falling to rubble.  In the end their deicion resulted in the expulsion of the slave merchants and Agrivar himself. 
Those who wished to leave the kingdom could while others that were willing to follow the new rules of the realm where allowed the stay.  Agrivar and many of his contemporaries headed south down toward the great mountain ranges known as the Abridors.  Here they would create a new kingdom and new world.
In the largest mountain the settlers found an immense cavern that would be the perfect place to begin to create their city.  The settlers tapped into the natural geo thermal pockets of hot springs they located deep within the caves and deeper yet in the vaults of the Umbral Delve.  They would use these resource to create their lavish city like none ever before.  Dwarf slaves sapped the mountain honey combing the higher reaching areas for the rich merchants that could afford and build their homes and mansions their.  Elven slaves where used to populate the deep with forest using their lore and bond with nature to create lush gardens.  Gemhadar slaves, quarried the rocks and brought forth gems and crystals uses for light and sun stones that would light the city.
In 730 Y.S. After a hundred years of seclusion, and planning Agrivar Lordspont  announced Abridor to the world by unleashing the slave legions he had been raising upon his former home Alhakazan.  The legion war was a costly reminder of the hate that the slave merchants held for the Blue Jin and their former home.  The legion war lasted then years from Y.S.730 to Y.S.740.  Alhakazan was nearly laid waste and at the end of the conflict the Blue Jin was destroyed, in a epic spell battle with Agrivar Lordspont who by this time had turned to lichdom.  The blue jin in her last act of defiance self immolated herself, destroying Agrivar worldly form but not his spirit. 
   
With their leader gone the slave legion fell into disarray.  Abidors legion scattered as a new leader appeared known simply as he Cerulean queen.  Some say she was the daughter of the Blue Jin, other say she came from the elemental plane of air.  The Cerulean Queen was a leader Alhazakan needed.  She repulsed the slave legions and rallied her people to her.
   Sincer the end of the way the two kingdoms have been at odds and a secrete war has developled
   Places of Interest.

•   Mount Abridor-at the base of the mountains is the giant geo thermal cavern, this cavern houses the capital city Agrivar Proper.  The city is a vast complex of over 1,000 building with sprawling walks ways and aqueduct, that are the life blood of the city.

•   The Aquifer way Four great Aqueduct  bridges way stream heated water directly into t he city, and two story homes utilize the water.  Light gleam with the use of Phlogiston lanterns and reflective sun gems and rods.


•   The Slave markets- of Agrivar are located in the middle of the and cover a distance of over two mile.  It is the center of slave activity bustling with merchants unveiling their new wares, and trading their old stock of slaves.  Slaves are not the only goods that are sold there, goods and ware are sold through out where any can buy.  They say it is easy to buy a sword in Agrivar but is easier to buy a slave.  Here all manner of slave is bartered on, from elves to dwarves, Human slaves are the most populace, while many of the other races fetch a fair price by the most wealth of the oligarchy lords.

•   The Slave Colesseum- this giant edifice is a stadium createfor slave gladiator games.  It is modeled after the Colesseum Magnus of Castillion.  The forum stands over 60 feet tall and over 200 hundred yards long.  Great sculptures of long dead merchants line the great arches, and before the gate stands the Visage of Agrivar in his glory.  The giant 30 foot iron sculpture was said to be forged by Agrivar himself.

Rumor and Lore.

•   During the war of the Thrones Abridor followed a policy of neutrality at face value, but was seceretly supporting the iron gauntlet and Vortigen, during the campaign, by lending out slave legion conscripts.  This eventually came to an end in the last year of the war as Adventueres highered by the Cerulean Queen smashed the operation and revealed what was transpiring.

•   Abridor is currently probing deep into the Khun Conferederacy, sending several legions into the foot hill to possibly begin and invasion of the surrounding tundra and hills.

Spirit Hawkfellow

Promo Poster for Elfseed the novel by R.R.Ryder. The Kickstarter campaign begins, early October 2012.

Spirit Hawkfellow

#70
The Blepharitis-Eye-blade


Large Aberration (Evil);

HD 8d8+16 (Aberration);

hp 52; Init +3; Spd Fly, Good 40; AC:12 (Flatfooted:9 Touch:12);

Atk +7 base melee, +8 base ranged; +7/+2/+2 (5d10+2, Light rays; 2d8+1, Bite; 2d6+1, Crush);

AL LE; SV Fort +4, Ref +5, Will +6;

STR 15DEX 16, CON 14, INT 14, WIS 11, CHA 12.

Feats: Flyby Attack.

Description: The Blepharitis or Eye-blade as most adventures describe them as, are horrid creature that call the Umbrel Delve home. These nightmare terrors are considered the lords of the underworld, due to their powerful magic and devastating tentacle like attacks.

The Blepharitis is a giant ball with a singular vast eye in the center that has a front view of at least a 180 degree. A great maw can be scene upon the giant orb, arrayed with sharp barbed like teeth, which is slick with gray ooze. Scaly Skin glistens, with a thick milky viscous, and from its thick orb like body shoot out tentacles that can wrap around and squeeze the life of any foe. Upon these six tentacles, and riding the fleshy appendages are eyes that blink of malevolence.


QuoteCombat: The Blepharitis is a powerful foe in combat. The creature can hover above the ground at least 40 feet.
Powers  
Eye Charm-  It great eye cast a magical beam that cause any to look at it to be charmed. Thaco rules- on a successful attack the target is charmed. At the end of the combat turn the target can use his or her end save.
Tentacle Crush- The Eye-blade can use it tentacles to grapples and squeeze the life out of its foe. Every round the crush of the tentacle does 2d6 points of Damage. Thaco Rule- Target is allowed an end save to release itself from the The Blepharitis.

Bite- If the Eye-blade succeeds with it tentacle crush attack, it then draw you to it maw and take a bite of the target.

Spells- the Blepharitis cast it spells through its eyestalks on its tentacles. Each of the six tentacles has it own spell.

Roll 1d6 to see which spell us used.

1. Sleep
2. Fireball
3. Melf acid arrow
4. Lightening
5. Monster Summoning 4
6. Inflict serious wounds.

Society: The Blepharitis Is solitary creature, and several only come together in order to reproduce. It is rare that they work together in an yfashion, since each individual tends to hate the other. When they do come together it is called a cabal. The most famous cabal in recent time is called the Cabal of the third eye. This powerful cabal of elder Eye-blades came together for one reason, and that was to rule the Umbral Delve. It is only when several hundred years pass doing Blepharitis work together, and even then they are a group they seek way to destroy the other.

4E stats

The Blepharitis   Level 8 Solo Controller
Large aberrant    XP 1,750
Initiative +6      Senses Perception +5
HP 352; Bloodied 176
AC 22; Fortitude 20; Reflex 20; Will 19
Saving Throws +5
Speed 6
Action Points 2
R Eye charm (at-will; free) • Charm
The Blepharitis unleashes a ray that charms their target
+12 vs Will; 2d6 + 5
M Tentacle Crush  (recharge 4 5 6; standard)
The Blepharitis grapples and crushs its target in a mighty grip
+13 vs AC; 2d6 + 5
m Bite (at-will; standard)
The Blepharitis seek to devour its prey with it great bite
+13 vs AC; 2d8 + 5
Spell ability  (recharge 3 4 5 6; standard) • Acid
+13 vs AC; 2d6 + 5
Roll 1d6 to see which spell like power is used
1. Sleep
2. Fireball
3. Melf acid arrow
4. Lightening
5. Monster Summoning 4
6. Inflict serious wounds.

Alignment Unaligned   Languages —
Str 15 (+6)   Dex 14 (+6)   Wis 13 (+5)
Con 16 (+7)   Int 17 (+7)   Cha 14 (+6)


Spirit Hawkfellow

Earlier one of the member asked for me to put up some of the maps I made for TGR. 
This will be the first one.


Seraph

I should preface this by saying that I have only read a few scattered posts, and skimmed or skipped over the rest.

It seems to me that you have quite a large mass of information, which I applaud.  It must take a lot of time and energy to come up with it all. 

But the setting suffers from bad presentation.  We see a huge wall of text, that isn't formatted in any way that actually aids our finding the information we want.  That's intimidating to look at, and makes many people just decide not to bother reading it at all.  I would suggest using the IC tags, NOTE tags, Tables, the list function, and perhaps spoilers as well, all more often and more consistently.  They can really help you to divide up information and conserve space.  Also, just run everything through a simple spell-check.  Many programs will offer you suggestions when you do this, and you can easily just click "accept" or "ignore" for many of the spelling mistakes. 

But there is also the fact that much of what is written seems to be rather self-indulgent, and if-I-may-say-so, a bit pretentious.  There is nothing wrong with talking up your setting, but if you are going to make claims about how great the setting is, you should try to give us reasons that are convincing.  Take the first post for example, with the quote by Elathaan Belafor:
Quote from: Spirit Hawkfellow'The world of Chalice is a large place my friends; A world ripe with adventure, conflict and joy.  At every corner, may be a blade at your back, or a hand holding aloft a flagon of ale while sharing a minstrel's tale.
Chalice a world, like no other where noble heroes and dark villains struggle to determine the fate of the world.  Chalice is a world of vast beauty, and ugliness. 
  It is here you will find deep in the mountains the hum of Dwarven hammers that smack against stone; or the fey songs of the Elves of Florian.
Here you will find twisted mockeries of Halfings long tainted by cruel magic, or goblins granted the intelligence of the race of man, making them a greater threat to all that is good. 
Yes my friends beware, and be joyful for the wonders of Chalice are many, and the rewards great.'   
            Elathaan Belafor, Master Herald
            Anem 1445, Epoch of discovery
Twisted halflings sound kind of interesting, and intelligent goblins might be, depending on how they are implemented, but the rest of this does nothing to sell your world.  You bill it as "a world like no other" but then go on to talk about "noble heroes and "dark villains," beauty and ugliness, and dwarves hammering away in mountains.  I read this and don't know whether to laugh or hang my head.  This describes 1000 different settings.  I believe while skimming, I saw someone mention how weird this makes Belafor sound, which is a valid point, but for me it is drowned out by the fact that the point he is trying to make to the interplanetary visitors (I guess) is obviously bullshit from the point of view of anyone who has seen at least one other fantasy setting.

Quote from: Spirit Hawkfellow(Dm Note) As of the time of the Epoch of Discovery the gods have lost favor with the populas of Chalice.  They have locked themselves in the heavens in fear of being destroyed by weapons once forged by the Formorii during the Worldshaper wars.  Several humans have already attained godhood by slaying several old gods, for examples (Saladin, and St.Elmos).he Gods still grant spells to the their clerics, and even now make contracts with mortals to wield and represent them upon the prime material plane.  These mortals are called (Aeon)

Now this is somewhat interesting.  Gods being afraid of something.  So they are clearly not omnipotent, though they will grant spells to those who are devoted enough to them.  And it establishes godhood as something achievable, rather than something ontological and eternal.  And Godhood would be a pretty awesome thing to achieve, especially with a character you had been with since level one.

Now, to shift topic a bit, I liked the entry on Abridor.  It got a bit long winded, but it was good information that was interesting to read about.  I like the Alakahazan/Abridor enmity you have going on, and the places themselves are rather interesting, though Alakahazan might be taking the "blue" theme a bit too far.  With half the things being called "Cerulean" (Queen, Temple, citadel, palace) and the other half being called "blue" (Blue roses, Blue-blades, etc.) it gets a tad cheesy.  A motif for the place as a whole is fine, but it starts to sound like one of those "theme cities" with only one claim to fame, so they slap it on everything.  Of course, if it is all Blue/Cerulean/Azure because the "Cerulean Queen" has a fetish for the color, how do the lay folk feel about this?  Does EVERYONE love the color blue, or do they resent having a monochromatic city?  Do they snigger at her behind her back?  Is there a rebellious Orange Faction?  Or perhaps a less aggressive group that would settle for Teal?

Brother Guillotine of Loving Wisdom
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Spirit Hawkfellow

@ Seraphine, it seems like my setting is large and full of information, that's true, I've been running my campaign for over twenty years so there plenty of stuff to write about.  To you it may seem like my work is self indulgent, then again most writing is.  Pretentious not in the least, since what were creating is a work a fantasy. Why shouldn't fantasy and how I present it  be the way I want to create my world.  It seems like  what I am writing doesn't float your boat, and that fine.  You say that since there is so much stuff it cause people to just pass it up as well, which is okay as well.  If people choose to like a few things that they read and add it  to their campaign, then I am cool with it.  I like to create.  I have a mind for it, I like gaming and creating RPG, if that self indulgent well then I'm guilty as sin. 

As for bad presentation, again this isn't a beauty contest.  usually i'm writing notes on my iphone or word, and just leave my thoughts out there for people to read.  Again since i'm not to familiar with the tags, I tend not to use them.  I'm done talking about spell checking because I've talked about this before.


QuoteI believe while skimming, I saw someone mention how weird this makes Belafor sound, which is a valid point, but for me it is drowned out by the fact that the point he is trying to make to the interplanetary visitors (I guess) is obviously bullshit from the point of view of anyone who has seen at least one other fantasy setting.

Let me say this there are a lot of people who don't know what RPGs are, just because we do, doesn't mean everyone else does.  What i write might sound crazy to you because your used to seeing it, may not be the same for some one new to the genre.   Go back to plenty of the old games and you will find a lot of writing like this.

but then again why would you, you just skim through it.

I Joined this sight a 2007 to create a cool campaign and really just try to showcase and share, my world with people. But I'm beginning to see that its time to move on.  It was blast while I was here, I enjoyed being showcased for the month, and that was special to me, but I can do the same thing I'm doing here on my own, and the way I choose to.

My last post will be links, to where people can follow TGR if they want, I would love to see them.  But as of this moment A bid you a fond farewell.




Seraph

Quote from: Spirit Hawkfellow
@ Seraphine, it seems like my setting is large and full of information, that's true, I've been running my campaign for over twenty years so there plenty of stuff to write about. 
Good for you.

Quote from: Spirit HawkfellowTo you it may seem like my work is self indulgent, then again most writing is.  Pretentious not in the least, since what were creating is a work a fantasy. Why shouldn't fantasy and how I present it  be the way I want to create my world.  It seems like  what I am writing doesn't float your boat, and that fine.  You say that since there is so much stuff it cause people to just pass it up as well, which is okay as well.  If people choose to like a few things that they read and add it  to their campaign, then I am cool with it.  I like to create.  I have a mind for it, I like gaming and creating RPG, if that self indulgent well then I'm guilty as sin. 

As for bad presentation, again this isn't a beauty contest.  usually i'm writing notes on my iphone or word, and just leave my thoughts out there for people to read.  Again since i'm not to familiar with the tags, I tend not to use them.  I'm done talking about spell checking because I've talked about this before.
It may not be a beauty contest, but having a nice looking layout instead of a chaotic jumble does help people trying to read.  This website is in large part about sharing not only your campaign setting, but your thoughts on other people's settings.  If people have trouble reading your information because it is poorly presented, then you are hurting yourself by not getting their input. Tags help organize the material and improve readability.  And you know how you get more familiar with the tags?  (Hint: It involves using them)


Quote from: Spirit HawkfellowI Joined this sight a 2007 to create a cool campaign and really just try to showcase and share, my world with people. But I'm beginning to see that its time to move on.  It was blast while I was here, I enjoyed being showcased for the month, and that was special to me, but I can do the same thing I'm doing here on my own, and the way I choose to.

My last post will be links, to where people can follow TGR if they want, I would love to see them.  But as of this moment A bid you a fond farewell.
When I posted my first setting on this site, I received a much more scathing review than you got from me.  And I deserved it.  I made claims about my setting that weren't true, I played into tropes and didn't even realize how cliche and actually UNCREATIVE I had actually been.  But I absorbed the advice, harsh as it was, and was able to use that to make something better.

If you share a setting with other people, you have to be prepared to take their opinions on it, both good and bad.  If you can't, or just don't want to, hear anyone criticize your setting, then you can indeed "do the same thing [you're] doing here on [your] own." And maybe you'd be better off doing it that way.  We all have our tastes, and many of us have experience with other games, and with other settings.  So, if you want to be a member of our little community, that involves both not just posting your setting and expecting us to be glad you did.  It involves posting comments on other people's work, engaging in the conversations, and yes, listening to our thoughts on what you show us, whether it is good or bad.  You can still do things "the way you choose to."  Our opinions on what makes a good setting are not law.  But if you can't stand to hear a negative opinion ever, then you are better off keeping it to yourself. 
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

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