Difference between revisions of "Cyllian Sea"

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Ninevehn's 5E D&D game.
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=Characters=
 
=Characters=
  
===[[Malvolio Ioricci]]===
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* '''[[Godbound Character Blank]]'''
Noble Tiefling Blade Pact Warlock - played by Richard
+
 
 +
*'''[[Aruna mac Lir]]'''
 +
 
 +
*'''[[Luna Salvia]]'''
  
===[[Ser Peter Selmy]]===
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*'''[[Ezio di Ferro]]'''
Noble Human Battlemaster Fighter - played by Britain
 
  
===[[Darrak Fireforge]]===
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*'''[[Bree]]'''
Dwarf Eldritch Knight Fighter - played by Griffith
 
  
===[[Lutra D'Nyl]]===
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*'''[[Weston, the Lightning Thief]]'''
Hermit Human Land Druid - played by Michelle
 
  
===[[Leandar]]===
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=Mechanics=
Outlander Half-Elf Beastmaster Ranger - played by Mica
 
  
===[[Adelin Lihol]]===
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*'''[[Cyllian:Godbound Character Creation|Character Creation]]'''
Human Wizard - played by Ross
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*'''[[Cyllian:Attributes|Attributes]]'''
 +
*'''[[Cyllian:Saving Throws|Saving Throws]]'''
 +
*'''[[Cyllian:Facts|Facts]]'''
 +
*'''[[Cyllian:Words|Words]]'''
 +
*'''[[Cyllian:Effort, Influence, and Dominion|Effort, Influence, and Dominion]]'''
 +
*'''[[Cyllian:Godbound Combat|Combat]]'''
 +
*'''[[Cyllian:Godbound Equipment|Equipment]]'''
 +
*'''[[Cyllian:Godbound Advancement|Advancement]]'''
  
=Chargen=
+
=Setting=
  
*Races
+
Humanity is slowly climbing back from the destruction wrought hundreds of years ago when the Dieni, who ruled humanity, clashed with the expanding Illyrian Empire in the lands to the northThe Dieni Empire was utterly destroyedThe Dieni ceased to exist as a race in the aftermath. The Illyrian Empire was devastated and retreated to their island in the center of the Cyllian Sea and only recently have started to venture out into the world againRumors persist that a small group of Dieni escaped far to the east but nothing has been heard from them in the years since.
**Dwarf. Short, rugged people with a talent for metal and stone work.
 
**Elf. Tall and pointy-eared, with a mystical bent.
 
**HalflingShort and less rugged, but sensible and optimistic.
 
**Human. You know what these are.
 
**Dragonborn. Metallic-scaled descendents of Bahamut.
 
**GnomeDimunitive herders and crafters, with a penchant for clockwork and devices.
 
**Half-Elf. Rare mix of human and elf.
 
**Half-Orc. Represents both civilized orcs and their human hybrids.
 
**Tiefling. Humans tainted by their ancestors' pact with AsmodeusOften nobility.
 
  
*Classes
+
Humanity had been enslaved to the Dieni when the conflict started.  The end of the conflict freed humanity, but the price was high as most humans were destroyed as a consequence of the warThe terrible magics unleashed by both sides left much of the Western Continent a barren wasteland with wrecked humanity clinging to survivalOnly pockets of humanity survivedIn fact, most of the Western Continent still remains barren and uninhabitable by humansAlong the western shore of the Cyllian Sea and along rivers and other small enclaves cities and even small kingdoms have survivedThree hundred years ago, a mass migration of people moved across the Cyllian Sea to the lush lands of the Eastern ContinentThose kingdoms now thrive, though they are hemmed in by mountains and hostile forest to the south.
**Barbarian. Mighty thews, giant axes and berserking. Mostly melee striker with some tank.
 
**Bard. Singers, loremasters and manipulatorsMostly healers with some control via enchantments and illusions.
 
**Cleric. The followers of their chosen godHealing casters with some tank and melee.
 
**Druid.  Followers of an older, primal magic.  They heal, do animal stuff, shapeshift and have a decent mix of spells.
 
**FighterMasters of warThey're very flexible, with options for tank, melee, ranged, buffs, control and even some wizard spells.
 
**Monk. Disciplined warriors of the empty fist. They're self-sufficient, do solid melee damage and have a lot of interesting abilities.
 
**Paladin. Righteous warriors and defendersMelee tanks with some cleric casting and healing.
 
**Ranger. Patrollers of the wild places. They're flexible scouts with some druid-like spells and mixed melee/ranged options. Can have a beast ally.
 
**Rogue. Sneaks and backstabbersStealth, lock-picking and mixed melee/ranged game, with a wizard-casting option.
 
**Sorcerer. Natural spellcasters.  They're mostly damage spells, with tricks for customizing their spells on the fly.
 
**Warlock. Make pacts with things from beyond your world! Mix of melee and offensive casting, with spell buffs and a potential familiar.
 
**Wizard. The learned casterThey have a great deal of utility magic, as well as solid control and damage.
 
  
=Custom Material=
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The setting is largely Classical in technology.  Equipment is both bronze and iron.  The muscle cuirass and Corinthian helm are the equipment of heavy infantry, usually armed with spear and short sword.  The curved bow is the height of ranged weapon technology. 
 +
 
 +
==Dytika (Western Continent)==
  
=Ancient Days=
+
This was the home of the Dieni Empire when they ruled and much of that civilization was destroyed by the cataclysmic war with the Illyrian Empire. The once fertile plains of the central continent are now barren wastes, the '''[[Cyllian:Blasted Lands|Blasted Lands]]''', inhabited by only pockets of humanity surrounding oases that managed to retain their fertility.  Much of the land is ravaged by magically enhanced storms and pockets of magical radiation that warp and corrupt many of the wastes. Vagabonds and other nomads wastes surviving off what they can, frequently off each other and oasis's they can conquer.  The wastes are filled with many terrors warped by magical radiation.
  
The world and the many planes that surround it are ancient beyond belief.  In the earliest of reality's days, Tiamat and Bahamut willed each other into existence and for a time, they lived in harmonious companionship, a cosmic joining of order and chaosBoth were proud and mighty, and the fruit of their union were the dragonsBahamut took great pride in their children and grew to love them, and this love revealed to him the nature of Good and elevated himTiamat . . . felt otherwise, and remained true to her original nature.  In time, this rift between them became impossible to bridge, and the two separated.  Their children split also, the ones loyal to Bahamut shedding their colors, while Tiamat's children shed their metallic gleam.
+
To the north of the '''[[Cyllian:Blasted Lands|Blasted Lands]]''' lies the '''[[Cyllian:Brupek Empire|Brupek Empire]]''' that is said to have existed since before the Diene arrived in this dimension and continues to survive todayThe '''[[Cyllian:Eternal Emperor|Eternal Emperor]]''' sits at the center of the empire, maintaining the lands of the people in exchange for their worshipThe Brupek negotiated with the more powerful Diene and Illyrians and managed to avoid the direct conflict and redirect most of the backlash around themselvesDuring that time, several groups of humans rebelled against their distracted masters and have been client kingdoms ever since, paying taxes to the empire, while mixing an adaptation of their customs and those humans traditional customs.
  
Of course, pride and a wounded heart seldom lead to a happy ending.  Tiamat and her brood struck at their now despised family. Bahamut was wounded in the surprise attack and ascended to the heavens, while his children were slain over a bloody millennium of war.  Once that was done, Tiamat and the chromatic dragons bent their will to subjugating the world, which did not work out as planned.
+
Surrounding the '''[[Cyllian:Brupek Empire|Brupek Empire]]''' are a number of other smaller human civilizations who have found land they can survive on and have manged with some success since. These tend to be small city states and confederations of cities, rather than true nations.  
  
The metallic dragons are thought to be lost to time, but hope persists, and they left remnants of their power and lives behind.
+
To the north are the '''[[Cyllian:Northern Wastes|Northern Wastes]]''', inhabited by hardy barbarians and all manner of fierce creatures.
  
=Triple Alliance=
+
South of the Blasted Lands lies '''[[Cyllian:Garhattan|Garhattan]]''', an open land of rugged, rolling hills.  It remained independent of empires and sets along the major trade route out of the Cyllian Sea to the Southern Islands.  The cape is dominated by two ancient city states, each with their own god, in the east and south.  While the western part of this land is controlled by a powerful Amazon queen.
  
==History==
+
==Anatoli (Eastern Continent)==
Halflings brought savage orcish and human tribes together under one banner to defend each other against the chromatic dragons.  Over centuries, this union has created an intermingled culture and population that is both vibrant and strong.
 
  
The final turning point in the War Against Dragons is central to the current state of the Triple AllianceDespite heroic efforts and generations of fighting and sacrifice, the alliance was unable to break the power of the dragons, largely because any time they got close, Tiamat would descend from the heavens and incinerate everythingIn desperation, many of the human leaders joined a secret cabal to find the power necessary to keep The Queen of Dragons out of the fightThey found the answer in the dark flames of Hell, and made pacts with fiendish powers up to Asmodeus himself, pacts that altered their very flesh and blood.  They wielded the terrible power they'd bought to curse Tiamat, sending her crashing from the skies and crawling back to her island in tatters.  At this moment, the paladins of Bahamut struck, not at the Queen, but at the human nobles, bringing them low before the evil they'd sold their souls for could infect the world.  They spared the children of these nobles, and from them are the tieflings descendedThis act of seeming betrayal is known as the Sacrifice of Saints, and is generally accepted in the stories to have been a fate the infernal nobles planned on.
+
Four kingdoms have recently been established in the fertile lands on the western seaboard of this landThey had been uninhabited for centuries, and at one time it was thought foreverExpeditions brought colonists to this land after wars had decimated the westThese kingdoms are larger than any in the west, except the '''[[Cyllian:Brupek Empire|Brupek Empire]]''' and are largely established along feudal principlesTrade flourishes with the west with shipments in grain in exchange for manufactured items.
  
==Demographics==
+
South of these kingdoms is the massive '''[[Cyllian:Grindalspar|Grindalspar]]''' forest, rumored to be the home of elves, sprites, spirits, and all other manner of horrible creatures.  What is know is that no human has ever returned from this forest.  The large Grindal river acts as a natural barrier across from human occupied lands.  In fact, the largest city in the east lies on the high ground to the north of the mouth of the river.
*30% Halfling
 
*30% Human
 
*30% Orc
 
*4% Tiefling
 
*2% Dwarf
 
*1% each of Gnomes, Dragonborn and Elves (including Half-Elves).
 
  
Halflings dominate the agrarian river valleys, orcs are most common along the northern coast and western foothills, while humans are dominant along the southern coast and eastern woodlands and plains.
+
The Grindalspar ends at the Anatoli Kraggs which act as a natural east-west barrier to the high plains to the east for most of the continent, but turn toward the southwest to barricade Grindalspar to the south.  Further south, like the '''[[Cyllian:Principalities|Eastern Principalities]]''', dozens of city states that control shipping and trade from the Cyllian Sea to the unknown lands of the east.  These principalities are the richest lands in in the east but completely dependent on trade as many have outgrown their ability to supply their own food needs.
  
==Geography==
+
East of the Anatoli Kraggs are the massive highland, shortgrass plains, the '''[[Cyllian:Ajzerian Plains|Ajzerian Plains]]'''The horse nomads that occupy these lands are considered uncivilized by many others, but are also greatly feared.
There are foothills and low mountains in the west, two broad river valleys in the center, rugged coasts in the north and south and rolling forests that taper into flat plains in the eastThere are few good ports, and no deepwater ports at all in the north.  The Triple Alliance is roughly in the center of the continent.
 
  
==Government==
+
==Cyllian Sea==
Feudal electorship.  Archdukes, Dukes and Counts vote to elevate a Duke or Archduke to the High Kingship, a position held for life.  Barons serve viscounts or counts, who in turn serve Dukes or Archdukes.  Some barons and counts are styled 'free', and swear fealty directly to the High King.  Archdukes, Dukes and Free Counts may attend the Council, an advisory parliament with little hard power (but substantial influence), as may several high-ranking clerics, important guild leaders and powerful mages.
 
  
==Religion==
+
This great sea lies between the Dytika and Anatoli continentsIt is deep with fierce storms that crop up at times, while remaining calm and easily traversed at other times. Shipping and communication east-to-west require vessels capable of days out at sea beyond land, while shipping along the coasts is done with shallow draft vessels that make landfall on a daily basisOne large island sets in the center of this sea, Illyria, the center of the '''[[Cyllian:Illyrian Empire|Illyrian Empire]]''' at one time, and all that remains now. Only recently have ships from Illyria reappeared on the Cyllian Sea, trading in ports on both continents and collecting taxes or pirating merchants on the seasLittle is known of this island as visitors are strictly quarantined in a seafront quarter in the only port on the island.
Religion is an important part of life in the Triple Alliance, and religious tolerance is considered an important civic idealThe primary religion centers on the Neufiad, which contains nine gods, three from each of the founding Races of the Triple Alliance.The orcs contributed the Ishtar, Goddess of Love and War; Bau, the Goddess of Fire and Irkalla, God of the Spirit WorldHumans put forth The Raven Queen, Goddess of Death; Anu, the God of Walls and Enki, the God of Knowledge.  Halflings added Pelora, the Goddess of the Sun; Tammuz, the God of Agriculture and Avandra, the Goddess of LuckA number of minor gods are also associated with this pantheon, including Melora, the Goddess of Nature; Nanna, the God of the Moon; Malar, the God of the Hunt; and Corellon Larethion, the God of Magic.
+
 
 +
==Notos Ocean==
  
Elvish, Gnomish, Dwarvish and (metallic) Draconic religions are also practiced in the Triple Alliance by members of those races, in far smaller numbersThe Paladins of Bahumat are notably integrated tightly into the nation.
+
To the south of the Cyllian Sea is just ocean as far as anyone knowsRunning east west through it is the '''[[Cyllian:Notos Archipelago|Notos Archipelago]]''', made up of thousands of islands, with hundreds of them permanently settled by humans.  Most islands are independent, with smaller primitive fishing clans managing some, while large city states control others and exert control through surrounding islands.
  
The Dwarven pantheon consists of the Forefathers, a set of founders and teachers who are worshiped only together, though some dwarves unofficially acknowledge a particular deity as a patron or matron.  These include Moradin, the creator of the dwarves, and the Forefathers of Learning, the Hearth, Smithing, Stonework, Trade and Tempests (including earthquakes and avalanches).
+
==Magic==
  
==Duchies and Major Cities==
+
The gods spoke the world into being with their words and symbols; the runes/words of power.  These runes exist throughout multiple dimensions, beyond comprehension of mortal.  However,  some individuals can learn fractions of the runes that allow them access to a small fraction of the power of those runes. This is the magic of the world.  Some heroic mortals are born with a fraction of a rune embedded into their being, while others may be warped by stray magical energy and embody some aspect of that afterward.  Mortal sorcerers spend a lifetime gaining command over a handful of snippets of runes they can use to create magical affects.  These heroic mortals and sorcerers are extremely rare through creation, only occurring one in a thousand.
  
==Major Figures==
+
Many a town will have an individual who can manage a minor spell or two, but can never progress beyond that.  That is the experience most people have of magicIt is mysterious, scary, but sometimes usefulThey also know through the stories that it destroyed the world in the past, so they are rightfully fearful of itThroughout the world, there are powerful people who have the ability to manage many powerful spells and work them to their advantage. These may be reclusive sorcerers, powerful priests, or even minor godlings if they can garner the worship of enough people.
*The Lady Neega Prowbreaker, Third of Her Name, Archduchess of the Stone Shore, Admiral of the Northern Fleet.
 
**An aging orc noble, a powerful leader and warriorTall, robust and strong, her hair is marked by swatches of iron greyShe traces her descent back to Holg Peacemaker himself, and carries the magical great ax her house is named for.  A talented strategist and skilled sailor.  She assumed control of House Selmy's lands when they fell.
 
*Archduke Salazar of the Sand Coast.
 
**A human man who was involved in House Selmy's downfallHis house is wealthy and a trade rival to the Ioricci's.
 
*Duke Milo of the Upper Jadube.
 
**A scheming halfling who engineered the destruction of House Selmy for reasons unknown.
 
*Duke Volerio Ioricci of the Midlunds.
 
**A tiefling lord of great wealth and power. Malvolio's father.  He acquired House Selmy's ancestral regalia when they fell.
 
*Duke Jonathan of the East Marches.
 
**Religiously intolerant of druids and those who worship the wild gods.
 
  
==NPCs==
+
=Religion=
*Free Count Gell of Grey's Manor.
 
**An orcish noble whose future was saved from goblins by Ser Peter Selmy.
 
**Lady Yevelda, the damsel daughter Peter rescued.
 
*Baron Holg of Grey Tower.
 
**Orcish vassal of Count Gell.  His son (a half-orc) is squire to Peter.
 
*Lady Elann.
 
**Human, Baron Holg's wife, and no small master of the halberd.
 
  
==Military==
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The world lies at the juxtaposition of the elemental planesAt one time, it was the fault line between these planesThen the gods took an interest in the existence of multiple forms of matter and used them as material to craft the worldsThey crafted the animals and people of the world, but then they fought over themThe fight ended with many compromises, most of which affect humanity to this day rather than the gods.
The armed forces of the Triple Alliance are a patchwork of feudal and national forcesEach Lord maintains their own force of armsmen, with larger forces the greater the titleOf course, each noble can also levy the troops of their subordinate vassalsMost peasant populations and cities maintain their own militia to protect their homesThese localized forces comprise the bulk of the army.
 
  
Outside of this, the High King commands the Royal Army, which is comprised of several parts.  The first part is the Royal Guard, which supplies the High King with bodyguards and secures his residences.  The second part is the Royal Post, which secures royal messages and guards the roads, keeping them clear of bandits and monstersThe third part is the Royal College of Magic, which trains military wizards and sorcerers for both direct combat and support rolesLastly, the High King commands the Otomies, a professional army loyal to the office of the Kingship.  They are not terribly numerous, but are very well-trained and well-equippedIn addition, the High King can levy the Free Barons and Counts, and has whatever troops he brings to the office via his ducal titles.
+
The old gods, or greater gods, have many interests and only occasionally have an active interest in the world nowThey have many worlds to catch their interest, all inhabited by different beingsThey have their own realms to rule over.  They possess phenomenal powers that some humans can tap into, but generally they are appeased with hopes that their interest remains elsewhereTheir power exists completely outside of the ability of humans to affect it.
  
Finally, there are the knightsKnights are essentially professional adventurers and mercenaries bound by ethical and feudal obligationsThey are technically nobility, though knighthoods are non-hereditary and come with no land grantsThe average knight is styled simply a Knight of the Realm, and is raised to his position by a noble of count or higher titleThere are also several knightly orders, including the famed Pegasus Knights and the Paladins of Bahamut, that generally recruit from knightly petitioners but may contain noble members capable of knighting a person directly into the order.
+
The new gods, or lesser gods, exist only on this plane and have a direct interest in the world and the lives of their followersThey depend on active worship of their followers to sustain themselvesWithout, they lose their divinity and will become mortalAs such, they can be bargained with to gain power from them in exchange for worshipMany priests of these gods have access to many powers, with the trust that they will bring more worship to the god.  
  
While the Triple Alliance limited port cities, it does maintain two fleets.  The Stone Fleet is stationed along the northern coast and, due to the lack of deepwater ports, consists almost entirely of longships.  It is kept busy escorting shipping and sparring with the savage orcish raiding squadrons from the east.  In the south, the Fire Fleet guards against the dragon ships.  It maintains a powerful core of well-built warships, backed by troop carriers and fast longships for scouting and courier service.
+
==Greater Gods==
  
==Economy==
+
The greater gods are known throughout the world, though their names and details known or accepted about them may well change.  They existed before the worlds were created and exist completely outside of them.  It is possible to gain access to portions of these gods powers, but as they have no impetus to deal with mortals it can be very difficult. 
  
==Other==
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*'''[[Cyllian:Aryk|Aryk]]'''
 +
*'''[[Cyllian:Dyne|Dyne]]'''
 +
*'''[[Cyllian:Errikyn|Errikyn]]'''
 +
*'''[[Cyllian:Groetash|Groetash]]'''
 +
*'''[[Cyllian:Harken|Harken]]'''
 +
*'''[[Cyllian:Kron|Kron]]'''
 +
*'''[[Cyllian:Lorian|Lorian]]'''
 +
*'''[[Cyllian:Rynn|Rynn]]'''
  
=The Cloud Republic=
+
==Lesser Gods==
Dwarves on the mountaintops. With a surprisingly tough navy.  And skyships.  They are located west of the Triple Alliance, on a mountainous and arid peninsula.
 
  
=The Elven Isles=
+
*'''[[Cyllian:Krayton|Krayton]]'''
North of the Triple Alliance, across the Narrow Sea, are the elves.  They are reclusive and rarely send trade ships to the mainland, but are recognized as the masters of the sea.  Their fleets still periodically patrol the draconic coast.
+
*'''[[Cyllian:Rel|Rel]]'''
 +
*'''[[Cyllian:Soltrax|Soltrax]]'''
 +
*'''[[Cyllian:Erosel|Erosel]]'''
  
=Tiamat's Dominion=
+
=Old Rules=
The long island and surrounding archipelago south of the Triple Alliance and stretching east below the hobgoblin lands, is ruled by the Queen of Dragons in the flesh.  Lizardmen, kobolds and chromatic dragons and dragonborn control the land here, and they await the day their royal goddess frees herself from the wasting curse set upon her so that they might once more reave the lands to their north.
 
  
=The True Empire=
+
These are left only as a reference for myselfEveryone else can ignore these.
East of the Triple Alliance lies a rapidly growing militant empire of hobgoblins.  While they've long been a threat, their increasing organization, unity and tactical acumen is a cause for concernThey make regular use of conquered goblins, bugbears, savage orcs, trolls and other large humanoids in their regiments.
 
  
=Maps=
+
*'''[[Cyllian:Character Creation|Character Creation]]'''
 +
*Character Classes:  '''[[Cyllian:Warrior|Warrior]]''', '''[[Cyllian:Sorcerer|Sorcerer]]''', '''[[Cyllian:Rogue|Rogue]]'''
 +
*'''[[Cyllian:Skills| Skill Resolution]]'''
 +
*'''[[Cyllian:Saving Throw|Saving Throw]]'''
 +
*'''[[Cyllian:Movement|Movement]]'''
 +
*'''[[Cyllian:Encumbrance|Encumbrance]]'''
 +
*'''[[Cyllian:Fatigue|Fatigue]]'''
 +
*'''[[Cyllian:Encounters|Encounters]]'''
 +
*'''[[Cyllian:Hit Points|Damage and Healing]]'''
 +
*'''[[Cyllian:Combat|Combat]]'''
 +
*'''[[Cyllian:Equipment|Equipment]]'''

Latest revision as of 09:52, 7 December 2019


Characters[edit]

Mechanics[edit]

Setting[edit]

Humanity is slowly climbing back from the destruction wrought hundreds of years ago when the Dieni, who ruled humanity, clashed with the expanding Illyrian Empire in the lands to the north. The Dieni Empire was utterly destroyed. The Dieni ceased to exist as a race in the aftermath. The Illyrian Empire was devastated and retreated to their island in the center of the Cyllian Sea and only recently have started to venture out into the world again. Rumors persist that a small group of Dieni escaped far to the east but nothing has been heard from them in the years since.

Humanity had been enslaved to the Dieni when the conflict started. The end of the conflict freed humanity, but the price was high as most humans were destroyed as a consequence of the war. The terrible magics unleashed by both sides left much of the Western Continent a barren wasteland with wrecked humanity clinging to survival. Only pockets of humanity survived. In fact, most of the Western Continent still remains barren and uninhabitable by humans. Along the western shore of the Cyllian Sea and along rivers and other small enclaves cities and even small kingdoms have survived. Three hundred years ago, a mass migration of people moved across the Cyllian Sea to the lush lands of the Eastern Continent. Those kingdoms now thrive, though they are hemmed in by mountains and hostile forest to the south.

The setting is largely Classical in technology. Equipment is both bronze and iron. The muscle cuirass and Corinthian helm are the equipment of heavy infantry, usually armed with spear and short sword. The curved bow is the height of ranged weapon technology.

Dytika (Western Continent)[edit]

This was the home of the Dieni Empire when they ruled and much of that civilization was destroyed by the cataclysmic war with the Illyrian Empire. The once fertile plains of the central continent are now barren wastes, the Blasted Lands, inhabited by only pockets of humanity surrounding oases that managed to retain their fertility. Much of the land is ravaged by magically enhanced storms and pockets of magical radiation that warp and corrupt many of the wastes. Vagabonds and other nomads wastes surviving off what they can, frequently off each other and oasis's they can conquer. The wastes are filled with many terrors warped by magical radiation.

To the north of the Blasted Lands lies the Brupek Empire that is said to have existed since before the Diene arrived in this dimension and continues to survive today. The Eternal Emperor sits at the center of the empire, maintaining the lands of the people in exchange for their worship. The Brupek negotiated with the more powerful Diene and Illyrians and managed to avoid the direct conflict and redirect most of the backlash around themselves. During that time, several groups of humans rebelled against their distracted masters and have been client kingdoms ever since, paying taxes to the empire, while mixing an adaptation of their customs and those humans traditional customs.

Surrounding the Brupek Empire are a number of other smaller human civilizations who have found land they can survive on and have manged with some success since. These tend to be small city states and confederations of cities, rather than true nations.

To the north are the Northern Wastes, inhabited by hardy barbarians and all manner of fierce creatures.

South of the Blasted Lands lies Garhattan, an open land of rugged, rolling hills. It remained independent of empires and sets along the major trade route out of the Cyllian Sea to the Southern Islands. The cape is dominated by two ancient city states, each with their own god, in the east and south. While the western part of this land is controlled by a powerful Amazon queen.

Anatoli (Eastern Continent)[edit]

Four kingdoms have recently been established in the fertile lands on the western seaboard of this land. They had been uninhabited for centuries, and at one time it was thought forever. Expeditions brought colonists to this land after wars had decimated the west. These kingdoms are larger than any in the west, except the Brupek Empire and are largely established along feudal principles. Trade flourishes with the west with shipments in grain in exchange for manufactured items.

South of these kingdoms is the massive Grindalspar forest, rumored to be the home of elves, sprites, spirits, and all other manner of horrible creatures. What is know is that no human has ever returned from this forest. The large Grindal river acts as a natural barrier across from human occupied lands. In fact, the largest city in the east lies on the high ground to the north of the mouth of the river.

The Grindalspar ends at the Anatoli Kraggs which act as a natural east-west barrier to the high plains to the east for most of the continent, but turn toward the southwest to barricade Grindalspar to the south. Further south, like the Eastern Principalities, dozens of city states that control shipping and trade from the Cyllian Sea to the unknown lands of the east. These principalities are the richest lands in in the east but completely dependent on trade as many have outgrown their ability to supply their own food needs.

East of the Anatoli Kraggs are the massive highland, shortgrass plains, the Ajzerian Plains. The horse nomads that occupy these lands are considered uncivilized by many others, but are also greatly feared.

Cyllian Sea[edit]

This great sea lies between the Dytika and Anatoli continents. It is deep with fierce storms that crop up at times, while remaining calm and easily traversed at other times. Shipping and communication east-to-west require vessels capable of days out at sea beyond land, while shipping along the coasts is done with shallow draft vessels that make landfall on a daily basis. One large island sets in the center of this sea, Illyria, the center of the Illyrian Empire at one time, and all that remains now. Only recently have ships from Illyria reappeared on the Cyllian Sea, trading in ports on both continents and collecting taxes or pirating merchants on the seas. Little is known of this island as visitors are strictly quarantined in a seafront quarter in the only port on the island.

Notos Ocean[edit]

To the south of the Cyllian Sea is just ocean as far as anyone knows. Running east west through it is the Notos Archipelago, made up of thousands of islands, with hundreds of them permanently settled by humans. Most islands are independent, with smaller primitive fishing clans managing some, while large city states control others and exert control through surrounding islands.

Magic[edit]

The gods spoke the world into being with their words and symbols; the runes/words of power. These runes exist throughout multiple dimensions, beyond comprehension of mortal. However, some individuals can learn fractions of the runes that allow them access to a small fraction of the power of those runes. This is the magic of the world. Some heroic mortals are born with a fraction of a rune embedded into their being, while others may be warped by stray magical energy and embody some aspect of that afterward. Mortal sorcerers spend a lifetime gaining command over a handful of snippets of runes they can use to create magical affects. These heroic mortals and sorcerers are extremely rare through creation, only occurring one in a thousand.

Many a town will have an individual who can manage a minor spell or two, but can never progress beyond that. That is the experience most people have of magic. It is mysterious, scary, but sometimes useful. They also know through the stories that it destroyed the world in the past, so they are rightfully fearful of it. Throughout the world, there are powerful people who have the ability to manage many powerful spells and work them to their advantage. These may be reclusive sorcerers, powerful priests, or even minor godlings if they can garner the worship of enough people.

Religion[edit]

The world lies at the juxtaposition of the elemental planes. At one time, it was the fault line between these planes. Then the gods took an interest in the existence of multiple forms of matter and used them as material to craft the worlds. They crafted the animals and people of the world, but then they fought over them. The fight ended with many compromises, most of which affect humanity to this day rather than the gods.

The old gods, or greater gods, have many interests and only occasionally have an active interest in the world now. They have many worlds to catch their interest, all inhabited by different beings. They have their own realms to rule over. They possess phenomenal powers that some humans can tap into, but generally they are appeased with hopes that their interest remains elsewhere. Their power exists completely outside of the ability of humans to affect it.

The new gods, or lesser gods, exist only on this plane and have a direct interest in the world and the lives of their followers. They depend on active worship of their followers to sustain themselves. Without, they lose their divinity and will become mortal. As such, they can be bargained with to gain power from them in exchange for worship. Many priests of these gods have access to many powers, with the trust that they will bring more worship to the god.

Greater Gods[edit]

The greater gods are known throughout the world, though their names and details known or accepted about them may well change. They existed before the worlds were created and exist completely outside of them. It is possible to gain access to portions of these gods powers, but as they have no impetus to deal with mortals it can be very difficult.

Lesser Gods[edit]

Old Rules[edit]

These are left only as a reference for myself. Everyone else can ignore these.