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'''
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== Introduction ==
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'''
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''Know, O Prince, that between the fall of the elder world and the coming of the great glaciers, there was an age undreamed of. An age of wonder and terror, when a newborn species of weak, ignorant, yet clever and ambitious apes gazed with fear... and avarice... upon the ruins of the world they had inherited by chance.
 +
 +
''For uncounted epochs, monsters had crawled over the primeval earth, their wars and magics twisting land, sea, and sky. Yet all things end. Elder race warred with elder race, to their mutual downfall. Senescent species made horrible pacts with strange Powers to avoid decline. As elder things clung to life and power beyond their time, their wombs and cultures withered. The lands moved upon the waters, and monsters who had ruled over jungle and swamp shivered as the ice came. The life of monsters is as the life of stars, but even stars die. And finally the ancient world collapsed.
 +
''
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 +
''Continents broke; seas boiled as fangs of fire erupted from the deep; the stars of heaven lurched into new constellations. The elder masters' towers fell, their leviathan-gods retreated to nurse their wounds. From the heights of power and erudition, the elder lords were cast into savagery. And in the wreckage, the lowliest slaves... sequestered from the worst of the ruin as fodder for their masters' magics and military experiments... cast off their chains, went forth, and multiplied.
 +
''
 +
 +
''In only a handful of generations, mankind rose far: mastering fire and bronze, building cities in imitation of the prehumans', developing systems of writing and mathematics... and delving into the same dark sorceries that brought down their predecessors. Power fostered arrogance; wealth nurtured greed; the city walls that sheltered from the wilderness allowed vice to fester in their midst. And in their dark dens and hidden places, the surviving monsters of the elder world grinned in anticipation and stretched out their talons to goad man against his brother, that the world might be theirs once more.
 +
''
 +
 +
''Yet something happened unforeseen by man and monster alike. From among humans of all stations... from the mightiest hero-lugal to the merest slave... a divine spark alit in mortal clay. Human in form yet wielding the cosmic and elemental power of leviathans, these demigods went among the nations to work wonders and receive the awe of their fellows.
 +
''
 +
 +
''Did they defend their newborn species as guardians? Uplift and teach it as culture heroes? Oppress it as immortal tyrants? Fleece it as tricksters? Or betray their birth-kind to go among the elder races, not as slaves but as masters over a second age of monsters?
 +
''
 +
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''That tale remains to be told.
 +
''
 +
 +
  
 
== Player Characters ==
 
== Player Characters ==
  
[[Ama]]: Ama, the Sun of Yayoi
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Ladies and gents, I'll clean this up later, but for now I just need a cut-and-pasted repository for tonight's dry run.
 +
 
 +
'''Ama (Jeremy Kopczynski) (Command, Fertility, Sun):''' The sun rises upon the Yayoi, and impurity withers in its light.
 +
 
 +
Strength: 10/0/11
 +
Dexterity: 14/1/7
 +
Constitution: 16/2/5
 +
Intelligence: 13/1/9
 +
Wisdom: 13/1/9
 +
Charisma: 18/33
 +
 
 +
Saves:
 +
Hardiness: 13
 +
Evasion: 14
 +
Spirit: 12
 +
 
 +
Words:
 +
Command-Charisma 18 plus perfect communication. Gift: Bearer of the Scarlet Crown
 +
Fertility-Control of personal fertility plus immunity to plant based toxins
 +
Sun-Immunity to fire and perfect vision even if eyeballs removed. Gift: Body of Burning Light, Sunlight Sight, Purity of Brilliant Law, Hope of the Dawn.
 +
 
 +
Facts:
 +
Born among the Yayoi
 +
Sacrificial Priestess
 +
Fighter of Ogres
 +
 
 +
Weapons:
 +
Bow 1d8 ranged weapon
 +
Armor: Leather AC 7
 +
Attack Bonus +1
 +
Wealth: 0
 +
Influence: 2
 +
Dominion: 0
 +
Effort: 2
 +
Hit Points: 10
 +
 
 +
'''Anka (Marikir) (Death, Fertility, Health):''' From the dry lands the green breath blows.
 +
 
 +
Description
 +
Age: 25; Gender: Female; Hair: Black, unbraided, raggedly cut (sign of mourning); Eyes: Brown; Skin: Tan
 +
 
 +
Level: 1
 +
 
 +
Facts
 +
•Origin: Born to the migrating Tribes.
 +
•Profession: Gatherer, Wife, Mother
 +
•Relationship: Widow & Revered by the Tomb Lords.
 +
 
 +
Attributes
 +
Strength 13 (+3) [Check: 8+]
 +
Dexterity 13 (+1) [Check: 8+]
 +
Constitution 18 (+3) [Check: 3+]
 +
Intelligence 10 (+0) [Check: 11+]
 +
Wisdom 16 (+2) [Check: 5+]
 +
Charisma 14 (+1) [Check: 7+]
 +
 
 +
Saving Throws
 +
Hardiness: 12+
 +
Evasion: 14+
 +
Spirit: 13+
 +
 
 +
Combat
 +
HP: 11
 +
AC: 6 / 8
 +
Fray Dice: 1d8
 +
 
 +
Base Attack Bonus: +1
 +
Melee Attack Bonus: +2
 +
 
 +
Resources
 +
Effort: 2
 +
Influence: 2
 +
Dominion: 0
 +
Wealth: 0
 +
Experience: 0
 +
 
 +
Words
 +
Death
 +
Fertility
 +
Health
 +
 
 +
Gifts
 +
Death
 +
Keeper of the Graves (Lesser)
 +
Withholding the Mercy (Lesser)
 +
 
 +
Fertility
 +
Birth Blessing (Lesser)
 +
Unending Abundance (Greater)
 +
 
 +
Health
 +
Ender of Plagues (Lesser)
 +
 
 +
Equipment
 +
Hand Sickle (Light – 1d6+1 damage)
 +
Knife (Light - 1d6+1 damage)
 +
 
 +
'''Illuminous the Arcane (lordmcdeath):''' '''(Knowledge, Sorcery, Time):''' The shape of things to come is unknown... yet He knows more than you.
 +
 
 +
HP: 9
 +
AC: 2
 +
 
 +
Attributes Mod Checks
 +
Str 10 +0 11
 +
Dex 13 +1 8
 +
Con 14 +1 7
 +
Int 18 +3 3
 +
Wis 16 +2 5
 +
Cha 13 +1 8
 +
 
 +
Facts
 +
-Born into the people of the volcano, awakened the mysteries of fire. (Familar with Cinnabar Order Magic)
 +
-Wandered the earth pursuing lost knowledge, a sage of the ancient and forbidden lore.
 +
-Saved from death by a healing adept. (Familar with the Merciful Hand)
 +
 
 +
 
 +
Words
 +
Knowledge (Int 18, Revealing information)
 +
Sorcery (As Instant, Can have commit effort to cancel low magic or constructs)
 +
Time (Wis 16, Time Sense, Immunity to Scry and Time)
 +
 
 +
Divine Gifts
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-The Best-Laid Plans (Commit Effort for a day and lay out a plan, DM lays out most relevant unknown danger to goal. Once per goal, 1pt)
 +
-Exicision of Understanding (As an action remove memory of language, skill, event, or topic and the worthy may resist in Spirit, 1pt)
 +
-Adept of the Gate (4 Gate invocation, 1pt)
 +
-Adept of the Way (3 Way invocation, 2pt)
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-Immediate Foresight (AC 3, 1pt)
 +
 
 +
Saving Throw
 +
Hardiness 14
 +
Evasion 12
 +
Spirit 13
 +
 
 +
Effort 2
 +
Wealth 0
 +
Experience 0
 +
Dominion 0
 +
Influence 2
 +
 
 +
Invocations
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Barred Gate of Forbiddence (Cast someone out of a location, Spirit to resist)
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Kiss of the Crane (1d6 per level to arcane connection, Evasion for half, find target anywhere)
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Seal of Regnal Dominion (1 thrall per level, Spirit to resist)
 +
The Trumpet of Far Utterance (Communication between arcane link or close people, pass one 10 lbs object)
 +
 
 +
Path to the Bright Sanctum (Travel to prepared Sanctum)
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Sign of Avulsive Banishment (1d10 per level to any angel or uncreated, can be area effect, backlash if not)
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Sunder the Greater Spell (Make the spell not happen, 1d10 backlash for Gate or Way)
 +
 
 +
Weapon
 +
Throwing Knives (+2, 1d6)
 +
 
 +
Armor (None, Robe)
 +
 
 +
'''Pars (EngmaticOne) (Artifice, Earth, Endurance):''' All things of worth are forged from fire and earth. My hammer will make yet greater things.
 +
 
 +
Name: Pars
 +
Age: 18
 +
Gender: Male
 +
Hair: Black
 +
Eyes: Green
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Skin: Dark Tan
 +
 
 +
Level: 1
 +
 
 +
Facts
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•Origin: Commoner of Gath
 +
•Profession: Bronzesmith's Son
 +
•Relationship: Favored by the Priests of Jawa
 +
 
 +
 
 +
Attributes
 +
Strength 16 (+2) [Check: 5+]
 +
Dexterity 13 (+1) [Check: 8+]
 +
Constitution 16 (+2) [Check: 5+]
 +
Intelligence 16 (+2) [Check: 5+]
 +
Wisdom 14 (+1) [Check: 7+]
 +
Charisma 13 (+1) [Check: 8+]
 +
 
 +
Saving Throws
 +
Hardiness: 13+
 +
Evasion: 13+
 +
Spirit: 14+
 +
 
 +
Combat
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HP: 10
 +
AC: 2
 +
 
 +
Base Attack Bonus: +1
 +
Melee Attack Bonus: +3
 +
 
 +
Resources
 +
Effort: 2
 +
Influence: 2
 +
Dominion: 0
 +
Wealth: 0
 +
Experience: 0
 +
 
 +
Words
 +
Artifice
 +
Earth
 +
Endurance
 +
 
 +
Gifts
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Artifice
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Perpetually Perfect [Greater]
 +
Ten Thousand Tools [Lesser]
 +
 
 +
Earth
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Builder of Mountain Peaks [Greater]
 +
 
 +
Endurance
 +
Body of Iron Will [Lesser]
  
[[Anka]]: Anka, the Widow
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Equipment
 +
Hammer (Heavy – 1d10 damage)
  
[[Illuminous]]: Illuminous the Arcane, Master of the Healing Flame
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'''Tarrlak Varr (CowboyEnergy) (Alacrity, Health, Sword):''' The mountain stands. And so do we.
  
[[Pars]]: Pars, the Smith of Gath
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Name: Tarrlak Vaar
  
[[Taarlak]]: Taarlak Vaar, the Grandmaster of Tolundria
+
Attributes:
 +
Strength: 16 (+2) (Check: 5)
 +
Dexterity: 16 (+2) (Check: 5)
 +
Wisdom: 13 (+1) (Check: 8)
 +
Constitution: 16 (+2) (Check: 5)
 +
Charisma: 10 (+0) (Check: 11)
 +
Intelligence: 8 (-1) (Check: 13)
  
== Factions - PC ==
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Facts:
  
'''Citadel of Learning (lordmcdeath)'''
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-Was a Martial Arts Teacher even before he became Godbound, and still is.
(Power 2, Cohesion 2, Action Die 1d8, XP 0, Dominion 2)
+
-Created his own styles from observing nature in motion, such as the Lesser Strife of Broken Earth from the mountains themselves
By all rights the city-state recently renamed the Citadel of Learning should be the most powerful entity on the continent. Sitting at the mouth where the Father Torrent and Nin-Sish Rivers mingle and rush through the Alluvial Deltas, the Citadel is the natural gateway between the river civilizations of Nin, Neb, Zin; the rest of the continent; and the archipelago beyond.
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-He comes from the Mountain City-State of Tolundria,  
 +
 
 +
Words:
 +
Sword, Alacrity, Health
 +
 
 +
Sword: Treats all melee attacks as magical, can never be disarmed, and can summon any weapon used before to their hand.
 +
Alacrity: Dex to 16, Never surprised,
 +
Health: Invincible defense against disease and poisons, can diagnose in an instant, Con to 16.
 +
 
 +
Gifts: Flickering Advance (Alacrity)
 +
Steel Without End (Sword)
 +
Nine Iron Walls (Sword)
 +
Shattering Hand (Sword, Greater)
 +
Intrinsic Health (Health)
 +
Lesser Strife of Broken Earth
 +
 
 +
Saving Throws: Hardiness: 13
 +
Evasion: 13
 +
Spirit: 14
 +
 
 +
Health: 12
 +
Effort: 2
 +
Wealth: 0
 +
Influence: 2
 +
Dominion: 0
  
But woe has befallen the city in recent years. The lugals who ruled the city were slothful, vice-ridden, and neglectful, thinking the river's bounty was theirs by right. Slowly, over the years, troubles beset them.
 
  
First, a tribe of near savages, the Scylaxi, wrested control of Great Pincer Bay from the city, choking off trade not only to the city itself by the entire fertile valley region.
+
Weapon: Fists
 +
Armour: Incredible martial arts skill
  
Then strange events began occurring in the abandoned ruins between the city and the ancient, swamp-submerged settlement of E-adish. Raids by bandits and even the long-legendary bullu-gug... the degenerate man-frogs of the elder world... ravaged the city's surrounding fields. Fear blanketed the settlements nearest to old E-adish; whispers arose of strange prophets urging renunciation of the old Laws in favor of obeisances to something called "The Devourer." Ill stars appeared in the heavens, pestilence ravaged the city, and people clutched their amulets against what seemed to be an unending plague of misfortune.
+
Description: Tarrlak Vaar looks like a dark brown-skinned man in his 50s, complete with a full black beard with streaks of gray in it, going with his long, equally graying hair and carefully styled mustaches.
 +
His dark eyes twinkle with jovial good humour as he overlooks his student's training in his dojo in Tolundria, The School of the Avalanche Fist, where the greatest fighters in the world are made (according to him, of course).
  
The people, desperate, decided to fight sorcery with sorcery. When the outlander mage Illuminous appeared in the city, working miracles, invoking the mantle of divinity, claiming to have the answers to the city's problems, the people rose up and overthrew the lugals. Illuminous was anointed ruler, but he immediately delegated rule to a council of hand-picked viziers, the Order of the Healing Flame.
+
Even though he is in his fifties, he moves, breathes and...well, does everything with the ease of a man in the prime of his life. Even before he was bound to the word of Health, he was known for barely ever getting sick, of training well into the night,
 +
and of going out on long excursions deep into the wilderness with barely any supplies. Similarily, Tarrlack was a master of unarmed combat before he was bound to the Sword and Alacrity, but now his skills have gone deep into the uncanny. He casually parries the sword-swings of entire
 +
mobs of enemy soldiers, and disarms bow-men before they can even draw their strings back. Despite this, Tarrlack refuses to attack except out of defense of himself or of another, believing that unchecked aggression opens one's soul up to the corrupting influences that brought down the devil-kings and so many other strange beings.
  
Even so, life improved. The Order began beating back the pestilence, rooting out evil and purging impurity with flame. Schools were opened, not merely to the children of the high and the wealthy, but to all.
+
== Factions ==
  
Illuminous, though, had important work to do. Restoring the city to greatness would be among his tasks, but this would be a consequence of his greater plan.
 
  
 
'''Gath (EnigmaticOne)
 
'''Gath (EnigmaticOne)
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This is Tolundria, stranger. For your sake, may you come in peace.
 
This is Tolundria, stranger. For your sake, may you come in peace.
  
'''The Tribes and the Tomb Lords (Marikir)'''
+
'''The Tomb Lords and the Clans (Marikir)'''
 
(Power 2, Cohesion 2, Action Die 1d8, XP 0, Dominion 2)
 
(Power 2, Cohesion 2, Action Die 1d8, XP 0, Dominion 2)
 +
A formerly migratory band of wandering clans came upon a small enclave of humans living in the mountains. These humans dwelt in what were called "the Tombs", a network of cyclopean ruins and caves in the mountain range and were dubbed the Tomb Lords by those they traded with. The Clans traded with the Tomb Lords for a time, having to settle there while the Winter swept through the area. Unfortunately for the Clans, a disease from the Tombs burst forth and proceeded to decimate (1 in 10) them.
  
They only called themselves the Tribes. A loose collection of families, led by a council of wisemen, the Tribes were once a migratory society. They moved from area to area, seeking food, shelter, and other necessities. But, tales told at night around the campfires spoke of the Menace; the event or thing that had driven them out decades before. They did not follow a set path through the land, no. For if they did, the Menace would find them. No, they were the Tribes and to survive, they moved ever onward. Always moving onward.
+
One woman, a gatherer from the Clans, lost her entire family; both husbands, and two children. She nearly died as well, but something from the Tombs awoke in her instead the Words that she is learning to control.  
  
Until the Winter.
+
The Tomb Lords, watching dispassionately and tending to and disposing of the dead, were stunned at her survival. Her gifts have now turned the tide of Death back and brought the concept of Planting and Agriculture to her Clan. Tired of moving from place to place, and weakened by the disease, the Clans were forced to stay. During this time, the Clans and the Tomb Lords have, with her influence, begun to integrate their ways. The Tomb Lords revere the dead and dispose of them in whatever way needed. They are a society of undertakers. The Clans have given the Tomb Lords a glimpse of a different way: A way of living for life, instead of death.
  
They were known as the Tomb Lords. A society of humans dwelling in ruins and ancient septs carved into the living mountains they called home. It was a mountain full of ancient tombs and the Tomb Lords, as they came to be known, lived and dwelled here, eking out a meager existence through trade and service. What service you ask? The service of internment. They learned how to handle the dead in all manner of ways. Burial, cremation, sky, water, all manner of ways of dealing with a mortal form no longer inhabited by life. A society of morticians. They were silent, observing all, never becoming involved.
+
And in the middle of it all, a widow looks on, seeing the possibility of a new family in those around her with her guidance and these new powers.
 
 
Until the Winter.
 
 
 
The Winter brought the Tribes to the doorstep of the Tomb Lords. A hasty agreement was made. The Tribes could camp near and shelter from the worst of the weather, but only for that Winter. Trade between them was good and sustained both. All the while, the Tomb Lords watched, silent.
 
 
 
Until the White Death came.
 
 
 
The plague swept through the Tribes, causing massive loss of life. Unable to resist the ravages of the disease, many thousands died. The Tomb Lords did what they could, but the chaos and confustion wrought by the disease spread fear among the Tribes; fear of the strangers who came to claim their dead. To the Tomb Lords, there was no question. Who better to deal with the dead bodies? They had a many lifetimes's experience at this. But the tension grew and grew until it was about to burst into spilled blood.
 
 
 
Until the Widow awoke.
 
 
 
One of the many victims of the White Death, a wife and mother of the Tribes, the Widow awoke from her death to a new life. With a sudden command over Death, Life, and Disease, she swept the White Death from her people. She moved among them, all vestiges of the plague driven before her. And in her Rising, the Tomb Lords saw a glimpse of the Divine; a glimpse of Death, personified.
 
 
 
Now, two societies, neither whole alone, find themselves at a crossroads. The Tomb Lords see the Tribes as possessing a being of Divine Death. The Tribes, long wanderers, can no longer leave this place. They must settle here, using the gifts of the newly awoken Widow to discover the sciences of farming and planting. They do not know what will befall them now. But some of the very few surviving elders whisper a name...and wonder when, not if, but when the Menace will come for them.
 
  
 
'''Yayoi (Jeremy Kopcynski)
 
'''Yayoi (Jeremy Kopcynski)
Line 82: Line 339:
 
In matters of religion they are led by priestesses and shamans who attempt to serve as intercessors between the people and anything viewed as supernatural. Until very recently, sacrifices of the high priestess was common.  
 
In matters of religion they are led by priestesses and shamans who attempt to serve as intercessors between the people and anything viewed as supernatural. Until very recently, sacrifices of the high priestess was common.  
  
== Factions - NPC ==
+
'''Ashada, City of the Bitumen Kings
 
 
'''Ashada, City of the Bitumen Kings (hex 66.10)
 
 
'''
 
'''
 
(Power 2,
 
(Power 2,
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The fractious oligarchs that jointly rule Ashada were no more than junior merchants, speculators, or less savory things before their rise, but their wealth has made them forget their station, and so they style themselves as Kings. There is little majestic about the trade in slaves bought as needed and sent to work the pits. They grow encrusted and befouled with the stuff, and they sicken and die within 18 moons, but that is the lot of slaves. And after all, it is only right that the pits be fed with those who work them, in payment to the bitumen-spirits for the extraction.  
 
The fractious oligarchs that jointly rule Ashada were no more than junior merchants, speculators, or less savory things before their rise, but their wealth has made them forget their station, and so they style themselves as Kings. There is little majestic about the trade in slaves bought as needed and sent to work the pits. They grow encrusted and befouled with the stuff, and they sicken and die within 18 moons, but that is the lot of slaves. And after all, it is only right that the pits be fed with those who work them, in payment to the bitumen-spirits for the extraction.  
  
So, while Ashada is black and ugly and reeks of the underworld, within its asphalt walls are many beautiful things come to satisfy the urges and pleasures of the Kings.
+
So, while Ashada is black and ugly and reeks of the underworld, within its asphalt walls are many beautiful things come to satisfy the urges and pleasures of the Kings.  
 
 
'''Kainiso (hex 40.33)''' (Power 2, Cohesion 2, Action Die 1d8, XP [for purposes of measuring advancement] 0, Dominion 2): Building their resplendent palaces atop the Cyclopean ruins of what they deem to have been their gigantic ancestors, the people of this land refer to their city-state as Kainiso. Expert navigators who pay tribute to the Nereid Queen in exchange for her blessing, they sail as far as the mainland, trading olive oil and their elegant pottery while facilitating commerce between archipelago and continent. Kainiso has set up several colonies on outlying islands, and the city is arguably the known world’s supreme naval power. 
 
  
'''The Locust Tribes (nomadic)
+
'''The Locust Tribes  
 
'''
 
'''
 
(Power 2,
 
(Power 2,
Line 107: Line 360:
  
 
The Tribes' raids are spearheaded by the cult’s most fanatical marauders. Giving themselves the ancient epithet of “thri-kreen,” or “hunger swarm,” these braves intoxicate themselves on blue mantis flesh and scorpion venom before launching their cannibalistic atrocities.
 
The Tribes' raids are spearheaded by the cult’s most fanatical marauders. Giving themselves the ancient epithet of “thri-kreen,” or “hunger swarm,” these braves intoxicate themselves on blue mantis flesh and scorpion venom before launching their cannibalistic atrocities.
 
'''Ni Xhin, the City of Poets (hex 62.23)''' (Power 2, Cohesion 2, Action Die 1d8, XP [for purposes of measuring advancement] 0, Dominion 2): At the headwaters of the Eight Serpent River, the city of Ni Xhin grows fat on trade of millet and abalones. A former collection of market villages, since the Scylaxi invasion has inhibited the alluvial cities’ coastal trade Ni Xhin has replaced them as as the predominant hub of continental trade – a position its ''nouveau riche'' trading houses have every intention of keeping.  Although the houses hold the bulk of economic power, Ni Xhin’s ruler is its Oracle-Queen, who reads the signs found in fire, bones, and abalone shells to guide the city to luck and prosperity. The oracular signs have become the beginning of a system of ideographic writing, which in turn has led local artists favored by the great houses to begin composing written as well as oral works.
 
 
'''The Scylax People (hexes 64.27 and 64.29)''' (Power 2, Cohesion 2, Action Die 1d8, XP 0, Dominion 2) Divided between two garrison-towns, Xyph and Xyll, the Scylax People hold the straits enclosing the vital Great Pincer Bay that allows traffic between the Nin-Sish/Father Torrent Rivers and the coasts beyond. They are well aware of their dominant position and charge an exorbitant, at times obscene, tariff to merchants passing in and out. Many traders curse the Scylaxi and would do much to see them humbled.
 
 
Unseating them will be no mean feat. They name themselves after the scylax (dire mantis shrimp), the colorful but savage crustaceans whose seasonal migratory swarms ravage the nearby coast and in whose presence even makara and megalodon swim warily. A Scylaxi is not a citizen unless he or she, naked and armed only with a net and a single javelin, hunts and kills their namesake beast. This being done, the Scylaxi have somehow mastered a marvelous means of removing and treating the psychedelically colored carapace, harpoon-darts, and pincers to make armor of uncanny hardness and weapons of surpassing viciousness. Each Scylaxi citizen is given a customized panoply made from the beast he or she killed -- and as would-be ousters have learned to their chagrin, the Scylaxi are quite adept with those unusual weapons.
 
 
No great workers in stone, the Scylaxi use some of their usurious taxation to hire mason-engineers from more cultured peoples; Xyph and Xyll are expertly fortified and, once dug in, the Scylaxi are as hard to crack as their totem beast itself.
 
 
== Other Locations of Note ==
 
 
'''Map:''' https://drive.google.com/file/d/0B1XM_zCm8gCuYlpqSmVsSHNycDA/view
 
 
'''Gazetteer Notes/Brain-Scribble:''' [[Typhonian Reach Gazetteer]]
 
 
'''Neb-E-Theq of the Twin Grains (hex 74.28)'''
 
 
Neb-E-Theq's great fortune is also its curse. The city occupies a transitional zone where changing salinity levels allow harvesting of both barley and emmer wheat. As such, the clans of Neb-E-Theq have grown adept in the brewing of a vast variety of beers, and the other cities of Neb (as well as strangers from Nin, Zin, and even beyond) make pilgrimages to take part in Neb-E-Theq’s festivals and drink of its bounteous beers.
 
 
Yet within Neb-E-Theq trouble... pardon the pun... brews. The Barley Clans stoutly maintain that only beer made in the traditional way, using the barley mandated by the Fixed Sign itself, is true beer, while the elitist Wheat Clans look down their noses at what they consider an outdated brew. Additionally, even within the two factions, continuous infighting occurs over whose specific recipe is superior. Meanwhile, both factions resent the lugal-queen who wishes to funnel the booming beer trade through the palace.
 
 
And recently, frightful whispers spread among the people that Queen Lurshaba dislikes beer, drinking it only desultorily at ritual functions and in private preferring the outland beverage of... wine.
 
 
'''E-adish, the Sacred City of the Stelae, Now Abandoned (hex 60.33 – formerly 60.34, but I’m moving it to tie into Illuminous’ faction)
 
'''
 
 
Tales passed down from before writing fell from Heaven claim this was the first human city, founded on the banks of the life-giving Nin-Sish. For as far back as forefathers remembered, it dominated the delta. From E-adish arose its greatest and last ruler, the Queen of Queens, Bab-Shet-Gur-Shum the Inexorable, First and Last of Her Name, Victor over the Bullu-Gug.
 
 
It was Bab-Shet-Gur-Shum who conquered the lower delta and took the idols of other lugals to her House. It was Bab-Shet-Gur-Shum who called the Thousand Scribes to renounce sorcery and instead to unite the disparate Glyphs into a single written language, and then to found houses of learning. And having done this, Bab-Shet-Gur-Shum had porphyry and chalcedony and malachite brought from the mountains to the south, so that the cities' greatest mason-scribes could erect her Stelae: great pillars on which was carved Bab-Shet-Gur-Shum's Law. One Law for all the cities: harsh and inegalitarian, but clear and applicable to all under Heaven.
 
 
Yet Bab-Shet-Gur-Shum was not content with rule over men and women. She boldly proclaimed atop her ziggurat-palace that her Law applied even to the Nin-Sish itself. The Queen of Rivers would bend to Bab-Shet-Gur-Shum.
 
 
And so it was that all Three Comets appeared in the heavens. The Nin-Sish flooded Her banks, drowning the city and the Stelae and proud Bab-Shet-Gur-Shum. And then the very course of the Nin-Sish changed, renouncing E-adish to reconcile with Father Torrent: for if mortals would not show Her respect, then She would go back to Her mate who would. E-adish was left in mucky ruin, its irrigation ditches overrun with scum in which flies and frogs swarmed. No one dares to resettle, and so it lies amid the silty mire, a festering pit rumored to be haunted by all manner of unnatural things.
 
  
 
== NPCs of Note ==
 
== NPCs of Note ==
  
'''Demigods'''
+
xxxxx
  
'''Abnash:''' A mad eremite from the Desolation of Gebel, he has no home but wanders where he will. Ill fortune follows in his wake.
+
== Monsters ==
  
'''Belet the Astrologer:''' The Wise of Nin-Sekeb must be afforded their privileges, but even so the city's great clans are taken aback to see this girl, not yet 18 summers, with the shaven head of a Heaven Seer, instructing their councils of the mighty in the movements of fixed and wandering stars.
 
  
'''Phaisip, the Nereid Queen:''' Splendid in pearls, nacre, and iridescent scales, she occasionally advises the burgeoning naval power of Kainiso, but spends more of her time sporting with dolphins and her triton* subjects in the sea-foam. She rules her undersea domain from a magnificent coral palace amid the colorful reefs of her homeland, where she hears petitions from land- and sea-dwellers alike.
 
*Triton/nereid: Human with the Common Talent Water Adaptation.
 
 
== Monsters ==
 
 
'''Ogres'''
 
'''Ogres'''
  
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''Lesser Lingams (especially favored Spawn):'' AD&D ropers massaged to work for ''Godbound''.
 
''Lesser Lingams (especially favored Spawn):'' AD&D ropers massaged to work for ''Godbound''.
  
'''The Spawn of Calyx'''
 
 
The anakim of the old world feared, rightly, Calyx the Triple Hunger and gave her human slaves in tribute to sate her gluttony. What exactly She did with these humans is unknown, but in latter days monstrous abhumans have been seen in the wilderness, humans mixed with the animal type of one of Calyx's three heads. Those born of Calyx's saberlyon and goat heads are all male, while those born of her drakaina head are all female. Especially given these creatures' proclivity for ambushing and abducting travelers, the question of how such single-gender creatures reproduce is a matter best left unprobed.
 
 
While dangerous to humans, such creatures are of little threat to a demigod and for the most part use the Minor Misbegotten stats. More powerful ones might have better stats and appropriate troperiffic powers: e.g., satyr-type stuff for goat-men, medusa-ish abilities or poison breath for drakaina-women, etc.
 
 
'''The Five Sphinxes and Their Spawn'''
 
 
Creatures of the Elder Epoch that survived into modern times, the Sphinxes are thought to be horrible crossbreeds of anak and leviathan or anakim who infused leviathan flesh into themselves. They are enormous (house sized) creatures with the faces of beautiful anakim; bodies resembling crosses between saberfangs and dragons; and four feathered or leathery wings. Named for their coloration, there are five: Carnelian, Porphyry, Malachite, Alabaster, Onyx. All are supremely wise and erudite creatures who know many secrets of the elder world and impart their knowledge and advice to mortals, for a price. This price often seems innocuous and equally often leads to ruin for the mortal or the nearby nation, a fact in which the Sphinxes seem to delight.
 
 
Equally often, the Sphinxes will play the classic sphinx-game of "I'll tell you what you want to know if you solve my riddle, otherwise I eat you."
 
 
''Sphinx:'' Somewhere between a Greater and Master Eldritch but with potent physical attacks to back up the magic.
 
 
''Lamias and Manticores:'' The Sphinxes have spawned many offspring or created them from mortals who fail in their dealings with the Sphinxes. Male offspring are manticores (savage creatures with human heads, saberfang bodies, wings, and spike-flinging tails); females are lamias (head and upper torso of woman, body of a beast). These are adapted largely straight from the ''AD&D Monster Manual''.
 
  
 
== Astrology and Celestial Bodies ==
 
== Astrology and Celestial Bodies ==
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'''Of the Moon'''
 
'''Of the Moon'''
  
The Moon is vain and overfond of raiment, trying on and casting off dress and jewels and pigments in this manner: Purple, Blue, Bronze, Yellow, Silver, Scarlet, Green, Indigo, Copper, Gold, White, Coral.
+
The Moon is vain and overfond of raiment, trying on and casting off dress and jewels and pigments in this manner: Coral, Yellow, Purple, Blue, Bronze, White, Silver, Scarlet, Green, Indigo, Copper, Gold.
  
 
'''Of the Eclipse'''
 
'''Of the Eclipse'''
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Sorcerers say that Typhon's mate, who went into the Tehom and so is called Tehom-Maat, reaches Her five maws from the Outer Waters in which She is trapped, and She would swallow the Sun or Moon that She might strengthen Herself upon its light and free herself from the dark Beyond. Yet ere She can do this thing, the Demons of the Tehom draw Her back once more.
 
Sorcerers say that Typhon's mate, who went into the Tehom and so is called Tehom-Maat, reaches Her five maws from the Outer Waters in which She is trapped, and She would swallow the Sun or Moon that She might strengthen Herself upon its light and free herself from the dark Beyond. Yet ere She can do this thing, the Demons of the Tehom draw Her back once more.
  
'''Of the Three Comets'''
+
'''The Three Comets'''
  
 
There is Notok-Tha, the White Comet, which portends the birth of marvels and monsters. Look not upon Her.
 
There is Notok-Tha, the White Comet, which portends the birth of marvels and monsters. Look not upon Her.
  
There is Notok-Ku, the Red Comet, which prophesies the coming of kings and queens. Cast thyself upon thy face, lest the eyes of kings and queens fall upon thee.
+
There is Notok-Ku, the Red Comet, which prophesies the coming of kings and queens. Cast yourself upon your face, lest the eyes of kings and queens fall upon thee.
  
 
There is Notok-Zeb-Gul, the Green Comet, which bringeth lamentation upon the nations. Take up a goat that has not yet seen three moons and offer it to Notok-Zeb-Gul, lest thy kin have cause to lament thee.
 
There is Notok-Zeb-Gul, the Green Comet, which bringeth lamentation upon the nations. Take up a goat that has not yet seen three moons and offer it to Notok-Zeb-Gul, lest thy kin have cause to lament thee.
 
 
'''Of the Seven Wandering Stars'''
+
'''The Seven Wandering Stars'''
  
 
Of wandering stars there are seven, and they are named:
 
Of wandering stars there are seven, and they are named:
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Some doubt these tales, but who would gainsay the Wise?
 
Some doubt these tales, but who would gainsay the Wise?
 
''[Note: Characters with the Night Greater Gift A Darkness at Noon can set the entire night sky to their preference.]
 
''
 
 
 
== Calendar ==
 
 
 
The year is divided into twelve moons of 30 days each: Purple, Blue, Bronze (Spring); Yellow, Silver, Scarlet (Summer); Green, Indigo, Copper (Autumn); Gold, White, Coral (Winter).
 
 
There are also (1d8 – 2) days each year, diced for randomly, when one or more Comets appear in the skies. These inauspicious days are not considered part of the normal calendar. On a Comet Day, I roll 1d6: 1-3, one Comet; 4-5, two Comets; 6, all three Comets.
 
 
Comet Days are not good. I’m not talking “rocks fall, everyone dies” not good, but more like “milk curdles, the farmer in the field is stung by an adder, discord falls upon the house” flavor-y stuff. Demigods are largely above such generalized ill fortune, but I reserve the right to throw a few minor save penalties on those days – say, a single -1 penalty per Comet in the sky. If I’m rolling on a random table for upcoming events, Comet Days tend to force some of the less pleasant results.
 
 
'''Interactions with Gifts'''
 
 
'''Luck:''' Miracles of Luck can negate some or all of the effects of Comet Days.
 
 
'''Night:''' A Darkness at Noon can set the night sky to taste and may invoke Comets once per year, though the invoker has no control over what is unleashed. This does not actually advance the calendar, just changes the overall look and feel, which in an age of general superstition is a pretty good psyop.
 
 
'''Sorcery:''' Some specific theurgic invocations discoverable in game are tied to certain celestial conjunctions. In general, an invocation restricted in this manner is considered one level higher: so an Invocation of the Throne that can be performed on only a handful of days per year could be bought as an Invocation of the Way. I’m open to this rule munchkin-combo-ing with A Darkness at Noon one time per calendar year, but such strong magic requires two different magic-workers: one to set the night sky, another to cast the spell. 
 
 
'''Time:''' I’m open to a miracle of Time moving the calendar forward or back by one day, say once per year. This does not undo or cause a past or future event, merely changes the actual day.
 
 
== Languages ==
 
 
 
Humanity being only a few centuries old, all humans still speak a variant of the old anak slave-tongue. By now, dispersal has made some accents and dialects nigh unintelligible, but the Tower of Babel has not quite yet fallen. If a human tongue is really far removed from the main source, I might call for an Intelligence check.
 
 
Most of the prehumans had their own languages, which some sorcerers and scholars have unearthed. Also, the spirits, elementals, and other Powers of the world sometimes have their own secret languages. Finally, the burgeoning cults and secret societies in the cities sometimes develop their own cipher-tongues for use among themselves. (Fact to be able to decipher 2 + Intelligence bonus unusual tongues if you’ve run across them, or automatic if it’s appropriate from another Fact: e.g., Illuminos is going to know what he needs to know to function as a sorcerer.)
 
                                                                                                                                               
 
Those with Command, like Ama, can of course speak to and understand all sapient beings.
 

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