A peaceful tavern in which to discuss the details, philosophy and tales relating to the many fantasy, sci-fi and horror roleplaying/fiction settings that pique the interest of me and my friends. Maybe an occasional tangent into the philosophy of leadership and teamwork.
Monday, March 3, 2008
Commerce, Trade Routes and The Free Cities
The Free Cities originally grew from small communities of travelers who came from the North and settled where the river met the sea. In fact, though not a well known fact, the first communities were started by Halfling and Gnome Nomads from the lands known as ‘The Provinces,’ far to the north. The first walled settlement was actually the doomed city of Ekulon. These days, it is not uncommon for traders and explorers to arrive from the north coming downriver. Sailing ships can traverse the river for almost five hundred miles and then river barges and smaller boats can be used to transport people and cargo further. The river brings hundreds of travelers into the Storm Coast community every year. These traders very rarely head back up into the northern provinces. Commonly, such traders become very wealthy by selling their exotic goods and settle here.
The Free Cities are the most cosmopolitan places in the south. They have become centers of international trade by sea and by land. Most trade routes around the Storm Coast begin or end in one of the free cities. More exotic goods can then be transported north away from the Storm Coast for huge profits if an adventurous enough trader can be found. It is said that the lands in the north will pay exceedingly well for the weapons of the Three Kingdoms, the textiles of An’ia and Torqueshae, and any imperial Elven crafts. All that being said, traders heading north are far less common than traders coming out of the north. The journey is not an easy one and it is unusual for anyone to take the trip more than once in their lifetime.
Though the Free Cities are commonly lumped together as a political entity, they are actually a number of large self governed and competing mini-states. These city-states trade with local farmers, fishermen and tradesmen for food and resources. The locals are taxed by the city government and in return are provided protection and support against the growing danger of raiders. Much of the land around the cities is sparsely populated with small farming villages. The rest of the land is largely untamed. In some cities, recent increased taxation of trade goods exported and imported has been an unpopular move and has intensified smuggling activities along the river.
The Three Kingdoms have important economic ties with the Free Cities. The Kingdoms sell goods through the Free Cities and they also tax products crossing their borders on the way to the North River. These import/export taxes are highly unpopular amongst the merchant houses. More dangerous routes around the mountains and long voyages via the sea are often chosen to increase the profitability of trading goods. These ‘smuggling’ activities have increased tensions in the Three Kingdoms and trading caravans are often raided, not be independent criminals, but by organized militia from local Kingdoms towns. Such raids can lead to full border disputes and there is a fear that war between the Kingdoms is on the horizon.
The cities are in competition with each other for the best trade treaties and shipping agreements with local and not so local merchant houses. This competition can turn quite nasty. Agents from other cities are not uncommon on the streets of a competing town trying to undermine their economy or cause other troubles. The Merchant Houses hold a lot of sway in the Cities. The interaction between these Houses, the City State governments, mercenary and militia forces can become quite complex. It takes an insightful student to be able to navigate the economic, political and military relationships on the streets of the Cities as they ebb and flow. However, such a student can find numerous ways to become wealthy or dead!
Flamekeep
Most renowned of the Free Cities is Flamekeep. It is named for the large lighthouse that guides ships into port. The flame on the top of the lighthouse has not gone out in a century. The light of the flame is amplified using strange alchemies and arrangements of mirrors. Not surprisingly, there are many legends and tales surrounding its nature.
This city is governed by a council of Sorcerers. It is rumored that they can see into the future. The facts are that the choicest goods and services have passed through this city for decades. Activities of enemy spies continue in the city but are rarely overtly successful. However, several infamous agents are still at large and many of the trade agreements that Flamekeep maintains are considered the juiciest targets for local competing economies.
Across the river from Flamekeep lies Ekulon, City of the Dead and the Plague Lands that border An’ia. Ekulon used to be a sister city to Flamekeep. However, several generations ago, a blood plague broke out in the city that threatened to spread along the entire river. The Flamekeep Council quarantined Ekulon, damning all of the inhabitants to a painful death. Ekulon now stands as a reminder of the Council’s hard approach to problem solving. Ekulon and its environs are now plague free. However, the city is said to be haunted by the doomed inhabitants of the city and their dread descendants. There is no doubt that brave smugglers use the ports of the haunted town as a base for operations, and that the city also houses numerous exiles and wanted criminals.
Flamekeep has become the center of commerce for the Storm Coast. Agents of the city and its Merchant Houses are common in the royal houses of all of the other nations. Rumors that Flamekeep might try to bring all of Karadeen under its governership are very common, but no overt moves have been made in that direction. There is no doubt that Flamekeep’s relations with the other City States are strained because of its success and its growing influence in the outlying areas.
Saturday, March 1, 2008
Desertlings, The Windrift Desert and Wihrus
Desertlings
Desertlings are an indigenous race of tribal Halflings who live in the
Life is harsh in the desert and Desertling children are protected with a fury that is even beyond the comprehension of parents of other species. Other travelers in the desert will rarely see Desertlings unless they are in trouble. They do not like strangers and do not like to draw attention to their tribes. However, there are many tales told in taverns all along the Storm Coast, of Desertling warriors swooping in to save lost caravans from the rigors of the desert or from the many dangerous scavengers that lurk in that part of the world. Also, certain savvy traders have developed friendships with certain tribes learning their ways well enough to barter for supplies and safe places to rest. For reasons that are not quite clear, the Desertlings have developed a kinship with the exiled Elves in the region.
Desertling communities are almost always centered around an oasis. These small outposts of paradise are closely guarded by the Halflings and they use several semi-tamed lizards, the Naguer and the flying Lydrake to help them. These lizards are both trained for riding and the Naguer is more common than the horse in the deep desert. The lizards sleep for much of the day as do most Desertlings. The tribes' active times are from a few hours before sunset to a few hours after sunrise.
Desertlings very rarely travel beyond the borders of the desert. However, some Desertlings develop an adventurer’s spirit or a wanderer’s heart and do depart their own lands seeking exotic excitement and adventure. Such adventurers always take the blessing of the Elders of their tribe and their god with them.
Desert Religion
Desertlings worship Novem. They believe that the great sandstorms common in the hotter months are a sign of the god’s powers. Those people who survive out in such a storm without shelter are called Stormriders and are considered blessed by Novem.
The Desertling religion is quite structured and revolves around the teachings of the Seventh Prophet. The religion is called Wihrus (which means ‘Fire of Judgement’ in Desert Halfling) by outsiders who have learned of the religion, named after the Seventh Profit. Cults of Wihrus have sprung up all over the
The four faces of Novem are:
Ekuma ‘The Red Star’
The Red Star is seen in the night and early morning sky. It usually stays low on the horizon and stays visible for different amounts of time throughout the year. It does not appear over the horizon in the hottest months but its glow can still be seen just at the horizon. This face of Novem wants order, rules, peace and security for the inhabitants of the Windrifts.
Narcis ‘The Moon’
The Moon is the largest body in the sky. It is approximately one degrees across (about 2 times larger than Earth’s moon) and has rings. It is usually visible for about half of the day. It is visible even when the sun is in the sky. It changes phase from full moon back through to full moon over about a thirty day period. However, both its dark and light side are usually visible. The Wihruuns believe that the phase of the moon represents a shifting aspect of Novem’s personality. The full moon and the light side represent wisdom, knowledge, research and learning. The dark side of the moon represents shadow, subtlety, treachery and secrets.
Gehlon ‘The Sun’
The Sun is the most powerful aspect of Novem. It is a small, bright, blue-white star that puts an intense contrast on everything, particularly in the deep desert. To the Wihruuns, The Sun is a symbol of Power, strength, light truth, life and death. The Sun is the reason the Windrifts are as desolate as they are. The Sun holds sway over all things and some Wihruuns believe the other aspects of Novem are insignificant when compared to Gehlon.
Ondah ‘The Constellation’
The Constellation is a grouping of twelve bright stars that can be most easily seen in the hottest months of the year. This aspect of God is the humorous side of the deity. It wants chaos, whimsy, frivolity and fun.
The Seven Prophets
Wihruuns believe that six prophets came to the Windrifts to bring the knowledge of Novem to the Desertling tribes. Some believe they came directly from Novem and others believe they came from across the ocean. These six prophets were human, perhaps the first humans in the Windrifts. They came to the Desertlings, taught them and tried to convert them to the way of judgment, Wihrus. The Desertlings killed them but not before each of the six prophets separately prophesied the coming of a seventh prophet, a great leader from within the Desertling’s own community.
Wihrus, a Desertling, was found by the banks of an oasis about three hundred or so years later. As she grew up, she discovered she had an easy wisdom, a natural charisma and vast talent for sorcery. She also had an inborn knowledge of the ways of Novem. She survived many trials, that are now passed down through oral tradition. She traveled amongst the tribes, both human, in the
The Desertlings believe that the
Wihruuns also believe that magic is a gift of God. They are very suspicious of magic users who do not have the faith. They consider it blasphemous. This can cause a great amount of tension between the Desertlings and other magic users on the
Sunday, February 24, 2008
The Three Kingdoms - Background
Thekbar and the Ignathans
Legend has it the geographical area known as The Three Kingdoms is tied together by ages old lore. In ancient times, long before the Shattering, the
The Ignathans were a humanoid race who worshipped the Dragons of the
The Royal line of Thekbar had a magical gift tied to a distant draconic bloodline in their ancestry. This gift allowed them to intimidate and sway the minds of Ignathans and Dragon kind. The power did not show itself until a royal child’s coming of age; their sixteenth birthday. For many years, this gift held the Ignathan hordes at bay and slowly over generations the gift was forgotten.
Forgotten until, one fateful day, it came to pass that the King and Queen of Thekbar died in a terrible accident leaving their only daughter, a young girl of thirteen years. Iliani was well supported by advisors and counselors as she took on her role as leader. However, as months passed the Ignathans found that they could encroach further into Thekbar. Soon, their raids turned into full blown invasion. Thekbar struggled to hold back the horde and called upon their neighbor, the Empire of Suepen and the Elves, for help.
Suepen did not help them, but built up their own naval defenses in preparation for the Ignathans reaching the coast. Thekbar and the Ignathans fought for two years. During that time, scholars on both sides sought to discover what had changed to allow the war. They both soon learned that Iliani was the key to long term victory. The Ignathans had the advantage and Thekbar had been brought to its knees. Iliani’s gifts were already starting to come into fruition and she spent much of her waking time in hiding, sketching places and maps that she had never seen before that held unknown secrets of the Dragons.
The Ignathans used all of their means to kill Iliani before she could come of age. The sorcerers of Thekbar were tenacious. They set a trap for the Ignathan army, drawing them in and around the city of
The last few Ignathans hunted for Iliani’s true location. They found her just in time to see her being sent through an ancient magical portal that the sorcerers had changed to push her somewhere beyond her enemies knowledge and hopefully to safety. The sorcerers were slaughtered, but Iliani was safe.
In the meantime, the Suepenese had displeased their Goddess Novrius because they had dishonorably chosen not to help. Novrius ordered that when the time came, the Empire of Suepen would send their finest warrior to help the descendants of Thekbar.
The Sixth Age
When the Northern Empire swept down to destroy the Elves, the land of the Three Kingdoms succumbed and became a part of the devastating war that ended in the Shattering. The Elves’ perspective on the humans that populated that land twisted. The ancient peace turned to fear, hate and arrogance.
In the Sixth Age, after the great Reformation, a large part of the
Over the past few centuries, these kingdoms have been in an almost predictable cycle of war and cold war. A state of cold war has existed during the past few years and there are concerns that national sensitivities have begun to increase again and a wrong move from one of the nations, or from an external source, could lead to bloody conflict on the border lands once again.
Though trading treaties have been developed between these three nations, raiding and conflict still occurs regularly along the borders. Perhaps, more of a concern is the strong smuggling community that has developed along the
The Three Kingdoms have the coldest climate on the
The humans of the Kingdoms are a tough breed. They live off the land, having developed agricultural techniques that suit the harsh climes. Even the farmers are fighters, used to having to fend off raiding beasts from the mountains and dark forests, and warriors from other nations. The people of the Kingdoms have more in common with each other than they like to admit. Most of the differences have grown out of the politics and policies of the three royal families.
The Fallen Empire of the Elves
Before the Shattering, the Elven Empire had conquered all of the lands now known as the
Ael’Kandar
Nine surviving Noble Houses of the Great Elven Empire withdrew to the Islands of Ael’Kandar after the Shattering. These islands had always been a center of commerce and politics for the Empire. The ruling House of the Empire, the Imperial House, originated from these islands and had its center of power there. As the surviving elves began to resettle across the island chain, it became evident that even the civilized Imperial Elves would quickly devolve into violence and civil war without leadership. Small skirmishes for land and resources had already begun to break out on each of the main islands.
Dyana Ce’lene Morningstar, Empress and House Elder of the Ce’lene Noble House convened a council of the remaining House Elders and called for peace and the reforging of the Empire in the name of the future and Baryus (see religion). The Imperial Accord was scribed and signed by each of the Elders. The Accord provided lands to each of the Noble Houses to be ruled as they saw fit. The Empire would be governed by the Empress, a High Council and a reformed senate. The Noble Houses would always have a say.
For a thousand years, the Elven Empire has flourished under the rules of the Accord. The Noble Houses vie for power and influence in the Senate. Rarely does the power struggle develop into open conflict, but acts of subterfuge, subtlety and assassination are common throughout the islands. On the surface, the noble families are civil and honorable. However, the dark side of the empire is a deep mire indeed.
Only two years ago, Dyana was succeeded by her only daughter, Eleana, to the role of Empress. Dyana remains as a member of the Senate and House Elder for the House Ce’lene. Politics and intrigue in the Imperial capital have never been so involved. The senators, the holy church and the labor council try to take advantage of a naïve Empress. Young Eleana and her aging mother are only now beginning to learn how many enemies they have and how much may be at stake should they lose control of the Empire. .
Imperial Elves
The Imperial Elves or Aelar Elves are only one of several races of elves that survived the shattering. They are the most numerous of the races, particularly along the Storm Coast. However, the Aelar population is concentrated in Ael’Kandar. They are very rarely seen anywhere else. Rumors of rogue noble houses and small pockets of Aelar continue to seep into the river of gossip that flows through the mansions and palaces of the Empire.
Elves are the only innately magical mortal species in the Shattered Lands. They are the only species who produce Sorcerers without the need for other external magical influence or magical bloodlines. It is more common for elves to be sorcerers than wizards. There is a certain northern race of humans, the Issiyari, whose descendants also have some innate magical talent. Legend suggests that this is because they have the blood of ancient dragons flowing in their veins. The point is moot as the Issiyari bloodline is all but extinct.
The society of the Empire is based on a caste system. There are five primary castes: The Sun caste is the warrior caste and is commonly the caste to which the nobility belong; The Star caste is the labor or peasant caste and makes up 80% of the population; the Moon caste forms the merchant community; the Dawn caste is the caste of priests, priestesses and other holy people; and the Dusk caste forms the community of magicians, sorcerers and other academics.
An elf’s caste is based on their lineage. Very rarely, an elf will be born a different caste to that of his or her parents. When this occurs, the event is usually foreseen and overseen by a member of the Holy Church of Baryus.
The Houses of Ael’Kandar
The general day to day governance of the provinces held by each Noble House is administrated in any way the House Elder for that region sees fit. Some provinces are found to be more accommodating than others where specific laws are concerned.
Oversight of the Empire is initially carried out by the Imperial Senate. Each Noble House has one representative in the Senate. The representative for a Noble House is not necessarily the Elder of the House. Most commonly, a trusted advisor or first born offspring are given the role of Senator for a Noble House. Senate sessions are held at the Palace in Aemon’ra, the capital city, and usually occur once a month. Each representative is allowed to bring three advisors to the Senate sessions. The Senate formulates Law and Policy and votes on each change. Any changes to the law, usually in the form of an amendment to the Accord, are passed to the High Council for ratification.
The Empress, the High Priestess, the Guildsman, the Niavin (first peasant) and the Archmagus make up the High Council. They are the de-facto leaders of each of the castes. They can:
- Make changes to a policy and pass it back to the Senate for revote
- Veto the policy
- Pass the policy into law
Finally, the Empress may veto the policy against the wishes of the High Council. This is very rare. The Empress also has absolute power over the Law but that is also very rarely used.
Elven Religion
The Aelar Elves have a unique perspective on the God Ebrus. Most of the rest of the surviving species in the Shattered Lands believe Ebrus to be a mad, power hungry and chaotic god. The Aelar Elves believe that Ebrus is only one face of a much more complicated deity, albeit the most dangerous face.
The
The church is possibly the most powerful organization in the Empire. Every town, large to small, has a
The Priestesses and Priests of the Church are not considered members of a House during their service with the Church. However, when they do leave the church (including through death) they are returned to their House. Priestesses of the Church are respected members of a town. They usually have healing abilities. They tend to be a little arrogant and stuffy believing they are one step closer to God than the common elf.
There are two Monasteries of A’ruan in Ael’Kandar. They are respected holy sites and places of quiet contemplation. The monks of these sites do not claim to belong to a religion. They seek to find the place within themselves where violence and peace can reside in harmony. Monks of the order are a powerful ally of the Empress. She has done much to protect them from the gossip and lies that are spread about their esoteric practices.
Rumors of cults of Ebrus crop up from time to time. These heretical groups are usually crushed by the church before they become a significant threat. However, there are tales that a secret network of cult members continues to prosper and safely proceed with its activities, successfully hidden from the prying claws of the
The Cult of the
Elven Magic
Elves are inherently magical and with a little training can perform magical feats easily. All other species in the Shattered Lands require a magical talisman to perform magic. These talismans come from two different sources. Beyond the Empire, the shattered pieces of the
The second source of the shards is the crystal mines of the Empire. In the provinces of Amastan and Enalis, there are deep mines where shards and shard dust can be found. It is uncommon for the mines to produce shard crystals of any size and such shards are treasures beyond value. More often, an ore is dug from the mines and shard dust is extracted from the ore. This dust can be dissolved in alcohol and imbibed by a skilled magic practitioner to enhance her abilities. Untrained use of the dust can lead to erratic visions, magical accidents and madness. The shard dust is highly addictive and only the most affluent magic users tend to use it. It is a highly sought after substance.
The mines from which the shards are extracted are populated by dragon-like serpents called shardworms that make mining extremely hazardous. The creatures are sensitive to vibration and heat. The hammering of the miners always brings them eventually.
Ancient magical portals connect the Islands of Ael’Kandar. However, they have fallen into disuse. They are often found in remote and dangerous locations on the islands. It is rumored that the pathways between portals have become infested with violent alien life-forms and that opening a portal can be quite hazardous.
Gods and the Mythic Timeline
The Land was created by the First Ones. There were two First Ones Aria and Aerer. In their beginnings they took joy in each other and in the Universe that seemed to form around them without effort. After a while, measured in their time, they decided to direct their creativity in a new way. The First Ones created the Land from some of the essence that formed the Universe. They created the elements and then from those elements they created the oceans and the continents, the seas and the islands. With new places to inhabit, the First Ones created many fantastic species to walk the Land, communicate and become something more
This wondrous Land was a delight to look upon but Aria and Aerer had made it too fragile and they could not interact with it directly for fear of harming it. They decided to create stewards that they could relate with, almost as powerful as themselves, who would look after the Land and make changes when necessary. After all, the Land was a work in progress.
One of the Gods took matters into his own hands. Seeing only one way to wrest control from the Gods he arranged an intricate plot to trap the First Ones and destroy them, scattering their essence across the Universe. The other Gods observed the disappearance of the First Ones but it was unclear to them how or why they had gone. However, with the First Ones gone, the Gods could now manipulate the Land as they wished. The First Age of the Land was at an end.
The first mortal species were created soon after that. The mortal species were clever and spawned quickly. They learned new things promptly and soon they were building towns and fighting amongst themselves for resources. The Gods could see that their creations were getting out of control and the Gods understood their motives less and less. The Gods decided that two amongst the mortals must be brought up and imbued with the power of the Gods. One would be a God who understood battle and war. He would be strong and magnificent, loving life as much as he loved battle. The other would be brilliant and understand the complexities of the human mind, a lover of plots, subterfuge and diplomacy. Thus, Oculus and Arah, brothers in nature, were brought above the Land and were gifted with the power of Gods. Up until this point the Gods had always worked together. The Second Age of the Land ended.
The introduction of Oculus and Arah changed the relationships between the Gods in unforeseen ways. The Gods started to see themselves as unique and no longer mere parts of one fundamental whole. They all began to develop new plans of their own for the Land. The Land was thrown into chaos. Empires grew and were toppled, the Gods walked the Land as mortal Avatars and the Races of the First Ones, the Titans, began to make ready to protect their own territories.
The Pact was made. It was a huge and complex spell woven by the Titans and the Gods. The Gods would leave this plane and give up their right to appear as mortal Avatars on the Land and the Titans would return to their own territories and protect only those lands leaving the mortals to their empire building. Not all of the Gods agreed with this Pact but none could see another way to stop the utter destruction of the Land.
The Gods disappeared from the Land but when they returned to the Heavens, two of their number were missing. Ebrus, bright God of Magic and creator of the Elves and Novem, Violent Goddess of Storms did not return. It soon became clear that Ebrus had found magical means to circumvent the Pact. Fortunately, the Titans remained unaware of his presence at least for the time being. Of Novem, nothing could be found. The Third Age of the Land ended.
Ebrus became a God-King in the Land. His Empire became a shining monument to the achievement of his Elves. The other species formed vast empires also, but none of the others lasted. Other Empires rose and fell at the whim of Ebrus. It was only when an Empire started to form in the wild, cold North that Ebrus became greatly concerned. Fierce and strong humans were gaining in numbers quickly and their innovations both in war and peace were far exceeding those of his Elves. Thus began the war of the Shattering. The humans were strong and hardy, and only the toughest warriors had survived the centuries of tribal battles amongst themselves and the elves were bright warriors backed by the sorceries of the God-King Ebrus. The War of the Shattering was insignificant compared to the Titan-God wars, but it was the biggest war between two mortal armies in history. After many decades the Elven Empire began to push the Northerners back. However, a small band of humans, dwarves and Boreal elves moved secretly through the defenses of the Elven Empire and found their way into the inner chamber of the God-King himself. They discovered an amazing magical device, the bright
The Shattering sank the Northern continent and splintered the Southern continent across magical planes. Goblinoids and foul beasts began to rise out of the wastelands and mountains in numbers. With the influence of the Gods all but gone, the mortal races struggled to defend themselves against the hordes of chaos. Small communities of Humans, Elves, Dwarves, Halflings and Gnomes gathered and those last remnants of civilization joined forces and grew. Places, such as the
Ebrus had not been the only God who had tried to circumvent the power of the Pact. Moments before the last spell was woven into the Pact, Oculus tricked Novem into imprisonment on the Isle of the Eye. When the Shattering occurred, the Isle of the Eye was left untouched, protected by a powerful maelstrom. Oculus left the keys to her imprisonment in the Land fearing their detection by the other Gods. The keys were in the form of two powerful and sentient magical swords, Malice and Fate. Malice was found by a ‘broken’ warrior and after causing much devastation of its own was consumed at the same time as the
Novem would have her revenge. She called upon her old allies; Arah, God of War and Ebrus, God of Magic. She called upon new allies, giving the Dragons and their kin reason to fight for her. The War of the Gods began. The Land became the battlefield of the Gods once again.
In the midst of these events, three powerful Elves of the Old Empire, one Human orphan of the lost lands of the North and a Dwarf of Karak’Thor sought knowledge of the First Ones, Aria and Aerer, and their passing. They discovered the truth, that one God had destroyed them. They also learned a way to tap the power of the First Ones. The mortals took the fate of the Land into their own hands with the help of Ianuar, Goddess of Wisdom. They halted the war of the Gods and banished the Gods from the Land. The Gods were shattered into forty one demigods. In a similar way as the Gods had once done to Oculus and Arah, the mortals, the three Elves, the Human and the Dwarf gave up their mortality, imbued themselves with the power of the First Ones and took on the mantle of five greater Gods to watch over the demigods. They took five of the names of the old Gods: April, Ebrus, Ianuar, Novem and Oculus.
Using their new powers they reformed the Land. The Northern Continent was lost to them, but the Southern Continent was reformed to its original state, though its inhabitants were forever changed. The Fifth Age of the Land was at an end.
The Sixth Age would be dominated by events in the far south of the continent, in a region called The Storm Coast.