Posts Tagged ‘Elorian Campaign’

Fallout

February 9, 2019

Eliryl Glorytree was fidgeting a lot and it was beginning to bother her roommate Promise Truename. The two had roomed together for quite a while now and Promise could tell things about Eliryl without even looking. She turned her head to focus her attention on Eliryl in hopes that Eliryl would get whatever it was out of her system.

“Everything is different now,” Eliryl said. “I hate it.”

“Well,” said Promise. “It’s not every day that your school blows up or most of it anyway.”

“Enough of it to send us to this new school,” Eliryl said. “At least I still have you as a roommate.”

“Because you made your parents bribe New Moon to make it happen,” Promise said. “Otherwise, I would be out on the street.”

“And I got them to transfer your scholarship over from The White School,” Eliryl said. “You’re welcome. If you had rich parents, you would have done the same for me.”

“If I had parents,” Promise said. “Thanks for the reminder. What are you complaining about, anyway? This place is a lot like our old school. Besides, you weren’t hassled like I was.”

“That was unacceptable,” Eliryl said with an exceptionally frowny pout. “I told them to leave you alone. There was no way that you were involved in the accident. It was all Violet’s fault. We know that.”

“We know that but I’m a tiefling so they assume I’m a criminal by the way I look,” Promise said. “It’s not my fault that I’ve got demon blood. I don’t even have a connection with that heritage. I didn’t know my parents.”

“I know,” Eliryl said. “It’s still an absolute tragedy. I do feel for you. They should not have discriminated against you. I told them to stop it and that you’re with me.”

“Well, not with me with me,” Promise said.

“Oh Gods no,” Eliryl said. “My parents would literally die on the spot.”

“Thanks for that,” Promise said with a scowl.

“No offense,” Eliryl said “I’m also I’m not into that sort of thing. Girls. I’m not into girls whether they have horns or tails or whatever.” Eliryl looked frantic, she went to great pains to show that she was no longer prejudiced even though she stumbled over her words sometimes. She had been in the beginning but Promise had been patient and educated her in a painstaking process. Promise knew that, in the beginning, Eliryl had done everything she could to get a different roommate but had given up when it was not possible. She had acted like she was doing Promise a great charity when accepting the situation and that false kindness had eventually given way to real kindness and genuine friendship.

“Relax,” Promise said with a smirk. “I’m just messing with you. I know you have my back and I’m not actually attracted to you either. I’m not attracted to people who aren’t attracted to me.”

“Well,” Eliryl said. “That’s a relief. I wouldn’t want you to suffer the pain of unrequited love.”

“Thank you,” Promise said. “What I’m more worried about is our classmates. I’ve heard stories of things happening to people. Strange things.”

“What sorts of things?” Eliryl asked. “I’m usually the gossip expert.”

“Some of our classmates have experienced changes after the accident,” Promise said. “Access to new spells, new innate abilities, physical changes, and all sorts of strange effects.”

“Physical changes?” Eliryl asked. “Is that what happened to Delilah Bramblewood?”

“No,” Promise said. “That was just puberty. At least, I’m mostly sure it was.”

“Mostly? Hmm,” Eliryl said. “Well give me an example of one of these ‘strange things’ then.”

“The Hobkill twins have been given a strange new form of Shadowstep,” Promise said. “They can change their bodies to shadow. They can hide in people’s shadows. I’m worried because they were close to the blast. Who knows what further effects the fallout could have?”

Eliryl shivered. “You mean I could, like, grow a third eye tomorrow?” she asked.

“As always, your priorities are well placed,” Promise said. “but you’re also not wrong. Magical fallout is literally unstable magic that is hard to study. You could grow a literal third eye, or a figurative one, your hair could fall out, you could become a copy of me. Anything is possible.”

Eliryl shivered again and waved her hands frantically as if trying to dispel Promise’s words as if they were invasive pipe smoke. “Please stop scaring me,” Eliryl said. “I like me as I am. I like there only being one of you. You’re unique. I mean, maybe I would consider a third eye as long as it was perfectly centered. It would be a bit exotic and I could still cover it with a hat.”

“Uh huh,” Promise said. “Always the pinnacle of style.”

“I was taught to always put my best foot forward,” Eliryl said with a shrug. “It’s practically a Glorytree motto at this point. I’ve taught you a thing or two.”

“Mostly against my will,” Promise said. “but I have to admit that you’ve been helpful.”

“You’re welcome,” Eliryl said. “So what do we do about these magical revelations then?”

“Well, first thing we need to do is get ourselves checked out,” Promise said. “There’s a doctor who specializes in more magic-based conditions in town.”

“Alright,” Eliryl said. “I could send for my family’s doctor but I feel like we’re trying to keep this quiet for the time being.”

“Exactly,” Promise said. “Nobody’s talking about this for a reason, they want it to go away. They’ll make us go away if we make too much noise. Permanently.”

“Definitely not my preference,” Eliryl said. “I prefer life over death. Then what do we do after that?”

“We need to find Violet,” Promise said. “She knows better than anyone what happened. Maybe she can help figure things out.”

“She was expelled, Promise,” Eliryl said. “Drummed right out the door. I saw them load her onto a carriage and send her away.”

“She still has to be somewhere,” Promise said. “Maybe if we tried a sending. We could arrange to meet with her.”

“Alright,” Eliryl said. “Do the sending, then.”

“Alright,” Promise said and folded her legs under her carefully and placed her hands on her knees and closed her eyes. The spell was still new to her and it took a lot of concentration. She took a deep breath and then sent her message out into the ether, intending it to go out to Violet Teagarden like drops of water sliding down a string.

She sent out her thoughts, trying to adhere to the limits of the spell while still being gentle with her subject. “Violet. It’s Promise from school. We miss you here. We were wondering if you wanted to get together and talk about what happened.”

What came back was as if several people were talking over each other and none of it was coming through. Only at the end of the garbled mess did the voices all speak the same line. “I don’t know what happened.”

Promise was so shocked that she nearly fell off of her bed, grabbing the bed post for balance as she blinked back to awareness. She managed to focus on Eliryl after a few moments. “Something is wrong. We have to find her.”

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Banished Pt. 2

January 26, 2019

“Our story?” Random asked, pausing to think about it for a moment. “Well, Kris’ story is simple as far as I can tell. Kris isn’t much for talking. Right, Kris?”

“Talking boring,” Kris said and grunted and then started to walk off a few paces. They started to pull pieces off of a dead tree to keep busy.

“Anyway,” Random said. “As far as I can tell, Kris’ tribe got into a big fight with some interlopers. They don’t really like interlopers here.”

“What are interlopers?” Katelyn asked. “Also, where are we? I can’t believe I didn’t ask that yet.”

“The jungles of Oochar,” Random said. “This is all tribal land more or less belonging to the unknown amount of tribes of the land. Interlopers are people from outside who walk in and get violent or act like they own the place. Getting rid of them is one of the few things the tribes always agree on.”

“So they attacked Kris?” Katelyn asked.

“Or the other way around,” Random said. “Either way, Kris got messed up in the fight and it left her a bloody mess. At least, I assume from the, uh, physical scarring. I wasn’t there myself. All alone with no proper healer, Kris was left to fend for themselves. Which is a real credit to Kris as it can be really dangerous around here.”

“How do you lose somebody that big?” Katelyn asked, gesturing toward an oblivious Kris.

“My guess is that it happened when Kris was still young but yeah, there’s a lot there I don’t know and quite a bit that Kris probably doesn’t know.”

“Mysterious,” Katelyn said. “So that just leaves your story.”

“My story?” Random said with a somewhat theatrical flair. “I don’t think you would find it interesting.”

“I might,” Katelyn said. “Just tell me your story already.”

“But it’s so, so boring,” Random said with a sly smirk and a few bats of her eyelashes.

“You’ve successfully whetted my appetite,” Katelyn said, hands on her hips. “Out with it.”

“So, I was on the deck of the pirate ship The Stormeater,” Random started.

“A pirate ship?” Katelyn asked. “You were a pirate?”

“Yes and no,” Random said with an ambiguous hand gesture. “I wasn’t and then I was. Basically, I was kidnapped by pirates in my early teens and my parents took so long paying my ransom. By the time it was paid, I had decided that the pirates treated me better than my family and I decided to reject my birthright and join the pirates.”

“Interesting,” Katelyn said. “It’s a little hard for me to swallow seeing as how I have never had that kind of money to reject but whatever makes you happy.”

“It was kind of a spur of the moment decision that I rarely regret,” Random said. “Unfortunately, we ran afoul of the navy.”

“Aren’t there, like, several navies?” Katelyn asked.

“Yes,” Random said. “I have no idea which one it was. The point is that their boats sank ours and I nearly drowned. I woke up with Kris holding me upside down to get the water out of me and we have been friends ever since.”

“When did that happen then?” Katelyn asked.

“Three months ago,” Random said. “Frankly, I’m getting bored of wandering the jungle.”

“Itching to get back to the pirate life?” Katelyn asked.

“I don’t know,” Random said. “The way it ended last time, I’m hesitant to go back on the water. Besides, it wouldn’t be the same without my friends.”

“The ones that originally kidnapped you,” Katelyn said.

“Yes,” Random said. “but you didn’t know them like I did. They were nice to me.”

“Are you sure they aren’t out there somewhere?” Katelyn asked.

“I have a feeling none of them made it. The boat was absolutely wrecked when I last saw it,” Random said. “But I have been wrong before. Still, even if somebody else survived, I think I’m done with the pirate’s life. I’m ready for new challenges.”

“Hmm,” Katelyn said with a smile slowly creeping onto her face. “Do you think Kris is looking for new challenges?”

“I think so,” Random said and then turned toward Kris. “Hey, Kris! Are you looking for new challenges?”

Kris looked up from a bit of bark they were grinding into the jungle floor with their foot. “Always!” Kris yelled and gave a broken smile and then went back to what they were doing.

“Well, that settles that,” Random said. “What did you have in mind?”

“Revenge,” Katelyn said. “I need to get back to Sigil and take revenge on my ex-partner and investigate whether the third member of our trio was in on it.”

“Alright,” Random said. “that all sounds like fun. Besides, I get to see this Sigil place. How far away is it?”

“Well, that’s the problem,” Katelyn said. “It’s not a matter of distance. Sigil is not on this plane of existence so the only way to get there is through a portal. Maybe a plane shift spell would do it. Maybe some more obscure stuff.”

“That sounds complicated,” Random said. “Can’t we just go back the way you came? Wouldn’t that be easier?”

“I would need a key to do that and I have no idea what it would be,” Katelyn said. “Where’s the nearest magic expert?”

“Uh, well,” Random said. “I know some magic but I’m not an expert. Most of the magic users in these parts are more ‘shamanistic’ and they’re also hard to pin down.”

“So, what you’re telling me is that we have a long walk ahead of us?” Katelyn asked.

“To the border of Oskia,” Random said. “That place has a ton of magic and there’s bound to be somebody who can lead us in the right direction.”

“I suppose there’s no time like the present to get going then,” Katelyn said.

“Well, you still look pretty banged up from your fall,” Random said. “I’m not sure you should walk too far yet.”

“I don’t want to wait another moment,” Katelyn said. “I need to get to this Oskia.”

“I have a thought,” Random said. “How about we strap you to Kris’ back so you can rest a bit while we travel?”

“Um,” Katelyn said. “Is that safe?”

“I already have the harness made,” Random said which was met with a questioning look from Katelyn. “I got bored out here.”

“Strap me in, I guess,” Katelyn said. “Wait. Did you see a sword out here? I’m pretty sure I tumbled through the portal with it.”

Random looked around and then pointed. “There it is! Sticking out of the ground,” she said. “Lucky it didn’t stick into you.”

The sword was indeed sticking straight up out of the ground as if somebody had placed it there. It was fairly fancy as it was the sword that Katelyn performed with and had rarely used to draw blood. She walked over to it and grabbed the handle and slowly pulled it from the earth. The blade seemed to be covered with a dark purple viscous substance.

“Disgusting,” Katelyn said and tried to wipe off the gunk on a nearby tree. “I hope this stuff doesn’t corrode the blade.”

“It looks fine to me so far,” Random said. “Let’s get packed and head out, alright?”

“Sure,” Katelyn said. “We have a long way to go.”

Banished

January 19, 2019

Katelyn stumbled and tripped and it was only then that she realized that she was on top of a hill. She started to tumble down the hill, as an alien landscape flew by in a blur. A string of curses flew out of her mouth as she tucked and rolled, trying to protect her body from the fall. She felt her body hit several hard objects but thankfully they were only glancing blows and each hit drove the breath from her body, leaving her gasping for air as she rolled to a stop. She ended up on her back looking up at the sky. Well, it would have been the sky if it were not for all of the trees. She had no idea where she was but she had never seen trees before. Well, she had seen them in books and at the gallery but had never seen any in person. She decided to rest for a moment as there did not seem to be any danger close at hand.

“Is dead?” A deep voice asked. Katelyn tried to move her head to follow the sound but winced at a literal pain in her neck.

“She moved,” A female voice said. “I would think that means that she’s alive.”

“No eat?” The deep, gravelly voice asked. To Katelyn, whoever it was sounded disappointed.

“I keep telling you,” the woman said. “people don’t really taste very good. Are you really that hungry?”

“Always,” the gravelly voice said.

“Fair enough,” the woman said.

Katelyn sighed. “Can you show yourselves?” She called out. “You can actually talk to me and not just about me.” Katelyn was used to being the center of attention but this was not the same.

Two heads popped into her field of view and if she felt up to moving, she might have tried to scramble away. What she saw was a half-orc with a broken-looking face and a red-skinned demon. Her mind tried to make sense of things but for a moment her eyes just went wide. Then she realized that the demon was actually a tiefling, one who had demon energies in the blood. The woman was neither good nor evil inherently. Still, strangers were not to be trusted.

“Are you alright?” the woman asked. “It sounded like you took quite a fall.”

“You think?” Katelyn said with her best withering glare. “I feel about as bad as I look.”

“Pretty,” the Half-Orc said.

“Kris is right,” the woman said with a roguish smile. “you are quite beautiful.”

Katelyn blushed. “You’re not so bad yourself,” she said. “Are you a good tiefling or a bad tiefling?”

The woman grinned. “Only time will tell,” she said. “For now, we mean you no harm. What’s your name, stranger?”

“I’m not sure I should give it,” Katelyn said. “Why should I trust you?”

“That’s fair,” the woman said. “Let me put it this way: Can you move? If the two of us walk away right now, will you survive?”

“I guess that’s also fair,” Katelyn said. “I guess I’m just a little touchy, I just got betrayed by my one of my partners and I’m a bit suspicious at the moment.”

“I’ll tell you what, I’ll go first,” the woman said. “This is Kris and my name is Random Starfire.”

“That’s quite an odd name,” Katelyn said.

“It fits,” Random said. “I like to keep them guessing.”

Katelyn looked up at Kris. “And what’s your family name?”

“Just Kris,” Kris growled with a blank look in her eyes.

“I don’t mean to be rude,” Katelyn said. “but are you a boy half-orc or a girl half-orc?” She gave her best smile which Kris did not respond to.

“Kris is just Kris,” Kris said and looked away. “No flirt.”

“Sorry,” Katelyn said with a little laugh. “It’s a natural defense mechanism. My name is Katelyn Brandywater.”

Random was going to say something but she was cut off by Kris. “Don’t drown,” Kris said. Before Katelyn or Random could respond, Kris grabbed a bottle of viscous red liquid and overturned it into Katelyn’s mouth. She swallowed hard over and over, trying not to drown just like Kris had said. The liquid tasted somewhat spicy and bitter at the same time but not altogether unpleasant. When Kris pulled the bottle away, Katelyn found herself licking her lips as an afterthought.

“What?” Katelyn managed to ask.

“A healing potion,” Random said. “Sorry about Kris’ bedside manner but just relax and let it do its work.”

Katelyn closed her eyes and felt her bruises, cuts, and broken bones start to heal. She felt warm all over and she let out a contented sigh. She did not feel back to perfect condition but she felt a lot better and she slowly sat up and started to make sure all of her parts were still attached. Everything was still in place so she pushed herself to her feet and brushed herself off the best she could.

“My thanks,” Katelyn said. “Now I can properly introduce myself. My name is Katelyn Brandywater of Sigil. Actress, sword fighter, and all around performer extraordinaire!” Katelyn bowed with a flourish and rose back with a smile and just a touch of dizziness.

“Sigil?” Kris grunted, giving Random a questioning look.

“Search me,” Random said. “I’ve never heard of it myself.”

“It’s the City of Doors out there on the planar sea, so to speak,” Katelyn said. “The important part is that it was my home where I performed with my troupe. That is, until I was tricked by a woman I thought was my friend. She nearly killed me.”

“Didn’t,” Kris said with a shrug.

“Yes,” Katelyn said. “I suppose that’s the right way to look at it.”

“Kris and I are survivors too,” Random said. “It’s really the best kind of person to be.”

“Really? Katelyn asked. “What’s your story?”

Pekko Atlas Pt. 2

January 14, 2019

pekko

Triele
Humans 46% Half-Elves 24% Elves 10% Dwarves 12%
Half-Orcs 5% Halflings 8% Tieflings 6% Gnomes 3%

Triele is divided into four large regions with a central, land-locked seat of power and wealth. To the north are cold wildlands with mountains and cliffs on the northern and western coast. The northerners do not fit into civilization very well but they are loyal to the Kings of Triele. To the south are the majority of the farmlands, which feed the country and trade with Ukresh. To the west are the lands where there are predominantly merchants and crafters. To the east is a region of magic users and a center for raising a military and thus many schools exist there. The central capital city is where most of the wealthy reside. The King of Triele lives there and rules with absolute power. Curiously, the citizens of Triele have little use for money among each other and only deal with currency with foreign powers. They have developed an internal trading system that fulfills most of the needs of everybody. Therefore, the jewels and gold go to the capital.

Ukresh
Humans 35% Half-Elves 21% Elves 15% Halflings 12%
Tieflings 11% Dwarves 9% Gnomes 7% Half-Orcs 5%

Is ruled with absolute certainty by King Murat who lives in the castle-fortress in the Ukreshi capital. The royal family rarely leaves the capital and prefers to let their agents carry out their will throughout the land. These local lords have great leeway outside of the commands of the royal family and some use this to subjugate the people of Ukresh. Upsetting the king (or the lords for that matter) is completely unwise, as they have absolute power to punish the citizenry and often use it. This is also known as a land that birthed the traditional idea of witches. Covens of witches inhabit the wilderness against the government’s wishes. As a result of their rural upbringing, a witch’s looks range from rustic to absolutely filthy. Many villages rely on these witches and will ally with them in secret to protect them from the government in exchange for healing and magical favors. Also, the King has ordered tight security for the borders of the land which often makes things more difficult for trade caravans coming from Triele.

Astala
Elves 25% Half-Elves 21% Humans 19% Halflings 12%
Tieflings 11% Dwarves 9% Gnomes 3% Half-Orcs >1%

Astala is ruled from the Star Island far to the north and no army has ever made it that far north. In fact, most foreigners have never traveled that far north as it is cold there and most of the trading is done on the southern borders. In the southern parts, merchants are everywhere and most of them learn sign language in multiple languages as a means to communicate secretly with each other. In the far north are the hearty tribes who protect the capital and have often shipped out to fight Astala’s wars. In many places, there are hearty farmers who have to work hard to grow food in the northern land. There are also great hunters and magic users all over. Then there is the poison plains to the east, which are impassable and forbidden. There are some who live there, twisted creatures that are known as Drow but little contact is made with them.

Kuma-Jo
Elves 27% Half-Elves 23% Humans 21% Halflings 10%
Tieflings 7% Dragonborn 6% Gnomes 4% Dwarves 2%

Kuma-Jo has been ruled over by an Emperor (or Empress) since the days after the sundering of the continents. Many royal families have come and gone but the sanctity of the royal house of the empire has always been preserved. So has the code of honor that has been passed down from the honored ancestors of modern Kuma-Jo. The signature armor and weapons have not changed over the ages and their style has only been honed and refined as the years went by. The code of honor is very important to the warriors of Kuma-Jo (and the civilians too) much like the knights of Shera. Much of the culture of the island is dictated by ceremony and adherence to it (at least for outward appearances) is very important. Still, those who buck tradition are not necessarily outcasts but they do not quite fit into the culture as well. Local lords rule over divisions of the island and each is required to swear fealty to the empire and each new ruler.

Kusura
Elves 20% Half-Elves 20% Humans 15% Halflings 15%
Tieflings 13% Half-Orcs 12% Gnomes 4% Dwarves 1%

Kusura is fairly well known as the land of ninja assassins and there are many schools there where natives and some foreigners are taught the art of stealth and the silent kill. The schools each have a guild family as their patron which fund the school and decide the curriculum. These guild families rule the island nation by a council with a ruling figurehead. This ceremonial figurehead is decided by an annual test of skills that involve a champion put forward by each guild family. These guild families are also pretty strictly divided by race, each using their racial traits to aid their specialties. The guild families rarely cooperate with each other, preferring to keep private and cooperation is something that should cause alarm. Each family takes contracts and hires out their ninjas for riches or political favors. As one would expect, the island is eerily quiet and outsiders often find themselves intimidated by the deathly stillness practiced by every single denizen of Kusura.

The Crumbs
(The racial and cultural makeup is too varied and mysterious to be measured by any reliable census)

The Crumbs are a series of uncharted islands that stretch between the East and West Continents. They are called as such because people claim that the two continents were once one continent and they were broken in half like breaking a loaf of bread. Of course, all of the inhabited islands have names but nobody has bothered to chart them. There are so many islands that it is hard to navigate all of the channels and most people don’t bother and simply go around through the waters to the south. It is rumored that the pirate factions have maps or special magical artifacts that help to navigate the Crumbs in order to hide from the various naval forces of both continents. There are also indigenous people on certain islands but they tend to be pretty isolated from the rest of the world due to the difficulties of getting in and out of the Crumbs.

Pekko Atlas Pt. 1

January 5, 2019

Today we start exploring the eastern continent of Pekko across The Serpent Sea from the continent of Taldona.  Pekko has less violent changes in climate probably due to it not having as many magical calamities in the far-flung past.  It also has bigger kingdoms due to more stability in its early settlement.  I only have a few more lands to do and I will have completed my world’s atlas.  You can find earlier parts here and here for the western continent.

pekko

Ieshon
Dragonborn 68% Humans 4% Half-Elves 4% Elves 4% Dwarves 4%
Half-Orcs 4% Halflings 4% Tieflings 4% Gnomes 4%

Ieshon is a kingdom settled by the dragonborn shortly after the Great Conflict where they resolved to wait should they be needed again by their patrons, the dragons. Over time, most of them forsook the dragons and formed a civilized society. In Ieshon, many prejudices between chromatic and metallic dragonborn have died down but the blood still calls to both sides. Used to hierarchical rule, the dragons formed a rigid feudal society which is still followed in the present. Who rules the land is determined by bloodline and power. Bloodlines rule the people indefinitely unless they grow weak and another more powerful bloodline wrests control from them. Most dragonborn (and others who have come to call Ieshon home) live in large city-states surrounded by farmland. Regional lords control and manage their land while a king or queen rules on high. The overall ruler is usually a metallic dragonborn but many lords and ladies have been known to be chromatic.  The worship of Bahamut is very popular in Ieshon, even among chromatics as the desire for fun battle is strong in their culture.

Oochar
(An accurate census of races of Oochar is not remotely possible but pretty much every race is present)

Most of Oochar is covered in thick jungle, only cleared out in places where people settle. It is a hard-fought living in the jungles of Oochar and there is very little of what the rest of the world might call civilization. There is only one city and only because they needed a place for important meetings to take place and a refuge for the darkest times. The government is actually made up of a large amount of semi-nomadic tribes with each of them being autonomously governed. The tribes are fairly varied as they are somewhat isolated from each other and it is difficult to determine from the outside how many tribes there are and how big each tribe is. It is also hard for outsiders to deal with Oochar as a whole because you never know who you might encounter once you cross their borders. A diplomatic expeditionary group once went mad trying to track the comings and goings of all the tribes. Most other countries find it not worth their time to do anything but trade on the Oochar borders but the place is great for adventurers. There are legends of the tribes uniting for various causes but it is rare for it to be done. Many tribes leave their elderly or infirm in the capital city as a sort of retirement along with some diplomatic members (with the message spell).

Oskia
Elves 25% Half-Elves 21% Humans 19% Halflings 12%
Tieflings 11% Dwarves 9% Gnomes 3% Half-Orcs >1%

Oskia is a matriarchal society currently ruled over by Queen Lynna and Queen Calasi. It has long been a society that revered the power of women but never treated men unfairly and the men of Oskia always supported the right of rule of women. Their society is highly based on and dependent on magic. Druids shepherd the fauna and flora. Wizards design the buildings and structures. Sorcerers, warlocks, and bards protect the peace with magical might. Not everybody in the country is magical but all are encouraged to learn a little bit of magic if they can. It has given rise to a nation of mostly hedge wizards who may know a trick or two. It is how the small nation has stood out and survived, especially next to the somewhat dangerous nation of Oochar. The country is fairly temperate if a little hot sometimes but definitely a famously pleasant place to live. Historically, Oskia often takes the lead in diplomatic negotiations in its area (even when it’s not asked for). For some reason, there is a higher percentage of sorcerers in Oskia, perhaps due to the more frequent use of magic but it is unknown at this time. There is also heavy prejudice against half-orcs in Oskia and many are driven into Oochar or killed.

Treania
Humans 32% Half-Elves 21% Elves 15% Dwarves 6%
Half-Orcs 9% Halflings 8% Tieflings 6% Gnomes 3%

Treania is home to the three greatest ports of the continent and therefore is the local shipping capital. Most things that come from the other continent or the Crumbs touches Treanian soil at one point even if it is just a quick stop. This has made Treania a very rich land and those riches have in turn made Treania more dominant in world trade. Of course, immense wealth for the trade barons has led to a greater disparity between the haves and the have-nots. At a certain point, the middle class in Treania began disappearing and the economy boiled down to the aristocrats and the working class. The working class people are not serfs but because the aristocrats have so much money, they are often quite powerless in class warfare. The only way the system has remained stable is that the working class bands together while the aristocrats compete with each other. The have-nots tend to look after each other better and are often kinder yet hardier as a result. Treania has also spearheaded the hunting of pirates from The Crumbs as much of their economy depends on shipping.

The Faith of the Raven Pt. 8

December 29, 2018

The adventurers lept into action immediately. Carania ran directly at the two zombie goliaths. They swung their fists but Carania narrowly dodged their attacks. While the zombies were distracted, Galath pointed his holy symbol and there was a brilliant flash. The goliaths turned away in fear from the divine light and started to run but they accidentally ran into each other and fell to the ground in a tangle. Carania descended on them and slashed at them and then pierced both with her sword. Arne finished it by setting them on fire as Carania moved to safety. The zombies did not react as they started to burn to ash. Carania guessed that they did not even feel the flames.

Carania gripped her sword tighter and trudged toward the King of Crows. She stopped short when she saw that the King had a knife up against one of his captives’ throats. She heard Arne and Galath halt as well. She grunted and glared at the man. Close up, she could see how pathetic he looked. He was old and scared and Carania felt all of the adrenaline leave her system and she grew calm as death. The captive, a young girl, was shaking but Carania did her best to offer a reassuring look.

“Leave the girl and deal with me,” Carania said. “Face me fairly.” She gripped her sword tightly, calm but tense like a wound spring. Her years of training had prepared her for these moments and she was not about to back down.

“Three against one is no fair fight,” The King said. His voice sounded a bit like a cawing crow. “Give me but a moment and I’ll summon up some friends.”

“No more moments, Crow,” Carania said. “My Lady of Ravens has requested I deal with you by sending you to meet her. Your time is up. I would not want to disappoint her as you have done.”

“If I go then I won’t be going alone!” The King crowed out and dragged the knife across the girl’s throat with a sick smile on his face. He started to chant something, waving his fingers.

The moment that followed felt like it flowed like molasses. Carania shouted wordlessly in anger and shock. She ran forward and stabbed the King of Crows hard through the stomach. His face seemed to freeze in surprise for an eternity. At the same time, Galath grabbed the girl and laid hands on her, healing the wound with holy light. Carania looked up into the branches above as the symbols of Nerull clattered to the forest floor. The ravens were up there in the trees, dozens of them, and they were glaring down at the necromancer. Carania smiled and calmly dragged the point of her sword across his throat as she mouthed a little prayer to Azrea.

As Carania stepped away, the ravens descended on the body of the King of Crows. She turned away and let them have it. She suspected it was their right as vassals of Azrea. She tried not to think of the sounds the birds made as they tore at the corpse. Arne was busy burning the symbols and tokens of Nerull and instantly the forest seemed to feel brighter. It was as if a fog was lifted and the evil evaporated from the fabric of the place. Carania walked over to Galath and the young girl. The paladin wore concern on her face.

“How is she Galath?” Carania asked. “Will she make it?”

“She will,” Galath said, looking up at Carania with a relieved smile. “She’s lucky a healer was so close by.”

“She’s also lucky the Talons were here,” Arne said.

Carania looked back over her shoulder. “Wait, who are the Talons?”  She asked.

“Just a suggestion for our little group’s name,” Arne said. “In honor of your patron, the Queen of Ravens.”

“I like the sound of it,” Carania said. “I think we’ll add it to our official introduction. I think we’ll be saying it a lot if we continue these fights.”

“I think you’re right,” Arne said.

“I agree,” Galath said. “I think this is exactly what we should be doing.”

Arne walked over and knocked on the cage holding the necromancer’s captives and the lock shattered and the door opened. The people started streaming out of the cage. They thanked the three adventurers profusely. Carania and Arne gave them directions back to town while Galath treated the most grievous wounds. As he did, Carania heard a noise from behind. The young girl was waking up. Carania knelt beside her. The girl was an elf so it was hard to judge her age but the light in her eyes looked very young. She had not yet reached physical maturity. She glanced around and saw no other elves which confused her.

“Are you alright?” She asked. “I’m sorry I couldn’t save you from that pain.”

“You tried,” the girl said. “and you saved us.”

“What is your name?” Carania asked. She smiled at the girl, remembering when her former charge had been this young.

“Taryn Moonglow,” the girl said.

“Are you here with someone?” Carania asked.

“No,” Taryn said. “I came here alone. I was on my way back home when I was surprised by these men.” She sat up a little, taking deep breaths as she took it slow.

“Where do you live? I could take you there. We could take you there,” Carania said.

“The Fangleth Forest,” Taryn said. “I live among druids like me among the trees.”

“The Fangleth?” Carania asked. “What brings you out this far?”

“I came here to fetch a rare flower that grows here,” Taryn said. “It is the Southern Star Flower.” She pulled a dark purple, five-petaled flower from her cloak and held it up for Carania could see. “It can be used to heal some of my people from a specific curse.”

“Well, perhaps we can help with that too,” Arne said.

“Really?” The girl asked.

“Of course,” Carania said and took the girl’s hand. “The Talons are here to help.”

Elorian Campaign Pantheon Pt. 4

December 3, 2018

Nerull (God of Undeath)

No god had the fall that Nerull experienced and nobody pitied him because he brought it on himself. In ancient times, Nerull formed from the primordial forces of death and never really connected with the 6 Holy Domains. He remained on his own, hiding away from the world while the other gods roamed and introduced themselves to each other and creation. For the first while, there was not much for Nerull to do until more people started to die. This was back when there was only one afterlife and Nerull watched over it with his nameless lieutenants. As the afterlife was populated, Nerull started to experiment on the dead in secret. He was very interested in the domain that he had been given, so interested that he wanted to take it apart and put it back together again. As he experimented, he succumbed to madness and contempt for the Holy Six whose fingers were not stained by the dead. One of his experiments ended up destroying a whole kingdom. In revenge, Azrea killed him and stole his domain from him, casting his body into the afterlife he had called home. However, Nerull did not die, at least not exactly. He pulled himself back together and used the energies of his broken home to become the God of Undeath. In the Shadowfell, he continues his experiments mostly by whispering to the wizards of the material plane, trying to tempt them into creating more undead to rip apart and corrupt the creation that spurned him. His followers are necromancers, liches, and other dabblers in the undead arts. His symbol is a sewn X.

Those of the Abyss

Gruumsh (God of Destruction)

Where there is creation, there will also always be destruction. It is part of the natural order. And so, Gruumsh was born of that primal force and from birth desired to destroy what others had made. However, evil bent his heart and he desired only to destroy what was good in the world. As he was thwarted again and again by the Holy Seven, he began to thirst for their blood and the blood of everyone they sought to defend. When he was defeated in the great conflict, he was chained up at the very bottom of the Abyss and left there. Still, there are plenty who remember him fondly and carry out violence in his name. Many evil men, bent on destruction, carry out his mission, trying to wreck society and make it bleed. Principal among his followers are the orcs who have constructed large stone temples where they feed victims’ blood to their god to sustain him should he ever return. Few have seen one of these temples and lived and most would rather die on the battlefield than be captured to bleed for the brutes who follow Gruumsh. His followers hate all government, desiring pure anarchy where the weak are controlled or destroyed at the strong’s whims. His symbol is a bleeding heart.

Shar (Goddess of Darkness)

While physical darkness is not inherently evil, metaphorical darkness is known as evil and Shar works with both. Shar lurked in darkness and learned to love all of the other things that lurked in darkness and also hated the things that lurked in the light. Her beloved monsters were quite adept at destroying allies of the light and good. The drow, duergar, ilithids, and the beholder societies were all born bathed in Shar’s darkness. Gods like the Three Suns, the Moon, Bahamut, and Mara tried to seek her out but they could never find her in her element. They successfully fought back her companions mostly into the Underdark but dared not journey too deep into her territory. In the final conflict, Shar and Lloth chose to support Gruumsh as they admired his passion. They struck from the darkness as Gruumsh raged against the other gods and it was only through the use of a terrible weapon that Shar was removed from the Underdark, leaving much of its civilization in ruins. Afterward, Shar was thrown into the darkness of the Abyss where she was free to create the demons with Lloth, hoping to use them to destroy the material plane as she wished before. Her symbol is a black diamond.

Llolth (Goddess of Poison)

Lloth was born to kill the world or pervert it in her own message or one and then the other. Lloth quickly partnered with Shar, seeing that the two were of a similar mindset. However, Lloth’s attentions turned toward both harmful and beneficial poisons, ingesting them all until she herself was toxic. She mutated and that gave her ideas of how she and Shar could accomplish their goals. She used her poisons to mutate elves and dwarves into drow and duergar. She kept all sorts of spiders and other poisonous creatures as pets and part of her personal army. She and Shar are responsible for the particular deadliness of the Underdark. In the great conflict, she and Shar struck from the shadows but both were horribly injured by the terrible weapon used against them and their armies. Her creations are still very loyal to her and also to Shar but Lloth above all. Her followers despise the surface world, attributing the Holy Seven’s previous devastation to their heirs. Rampant xenophobia on both sides has created an unending divide between both sides. Her symbol is her beloved spider.

Those of the Nine Hells

Cyric (God of Corruption)

Born from that little voice in your head that tells one to act for evil instead of for good. Cyric seeks to turn the tide and make the world as evil as himself and his compatriots. Unlike his more monstrous-looking friends, Cyric easily walked among the races that walked the world to learn all he could about them. He learned so many weaknesses that he used to make the world darker and more vicious. He followed two main lines of thought. He used charisma and he invented psionic powers to influence minds directly. In the final conflict, he helped amass an army for one of the evil sides. He was cast into the Nine Hells along with his allies where he is the most beautiful thing there. His followers seek to spread evil through influence, anyway that they can. His techniques with psionics were picked up by the ilithids deep underground although some have survived on the surface available for use for good and for evil. His symbol is the slithering serpent.

Torog (God of Subjugation)

He is called He Who Binds and is the god of kidnappers, slavers, and all of those who entrap and use other beings. In ancient times, he seized people in the darkness and held them against their will. He created creatures to entrap those he was interested in and exhorted evil people to help him in his task. Even those who served him did not count themselves as free as Torog would not let them go too far. In the final conflict, he constructed a grand fortress but a division in the evil gods’ ranks caused an easier defeat. After the final conflict, he was sent tumbling into the Nine Hells where he eventually set up his own twisted prison to torture anybody and anything he could get his hands on. Few have truly seen him and escaped but those who did shakily described a living shadow with large glowing eyes from which long clawed arms would stretch impossible distances. His followers feel they gain and show their power by enslaving others. His symbol is a lock.

Tiamat (Goddess of Conquest)

In response to the creation of Bahamut, the evil gods all agreed on something for once. They needed to create their own enforcer and so they did, taking their inspiration from Bahamut himself. However, they constructed something from the chromatic dragons instead since they seemed to be of like mindset. Of course, they had to try to make her more powerful, fusing five ancient dragons together and upping their power level. What resulted was a very powerful force of combat but also a very intelligent new goddess. She believed that the world deserved to be under her thumb or ground under her heel. An intelligent general, she was the only force existing that could rally all of the chromatic dragons together which was scary on its own. However, she was out-thought by Ioun in the final conflict and defeated by her rival Bahamut. She was sealed with her compatriots in the lowest layer of the Nine Hells where she schemes without much effect. However, she still has plenty of worshippers who will try to carry out her will. Her symbol is an inverted pentagram.

Elorian Campaign Pantheon Pt. 3

November 26, 2018

Bahamut (God of Battle)
War Domain

Known both as the Stormlord and the Platinum Dragon, Bahamut was actually created by some of the gods in response to the emergence of some of the evil gods. They needed a champion to help defend the world from the more violent divine threats of the world. They created something based on the dragons they had seen roaming the land but empowered with the primal power of the storm and infused with a love for combat. He is depicted as a giant platinum dragon and as a winged knight based on what aspect people focus on. His followers are also varied. Some of them are ardent defenders, only seeking battle to bring peace or justice to the world. Some of them are just focused on his love of battle and are just looking for a good fight. Of course, there is also everything in between. In ancient times, he worked with Mala, Pelor, and Ioun to protect the world but also challenging other gods to friendly yet destructive fights. In the Final Conflict, he was instrumental in subduing the enemy before their eventual banishment, taking heavy damage. When it was time to go, he decided to have his own plane created Ysgard, a land for deceased warriors to endlessly battle and feast. His symbol is a lightning bolt.

Mala (Goddess of the Hunt)

Created a little later by the gods, Mala also loves battle but she loves the finesse of the hunt more. She is known as The Huntress. She lives for the thrill of adventure and was often relied upon to locate anything or anyone for the gods. She is not based on a dragon but is instead depicted as a feral woman with mottled gray and brown skin. During ancient times she often either hung out with Bahamut or hunted great beasts or tiny quarry. In the Great Conflict, she shot Gruumsh and Shar from behind with a bow and arrow, helping to turn the tide of the battle. When it was time to go away, she happily joined Bahamut in Ysgard where she can hunt as much as she wanted. She was also the leader of a group of warrior women known as the Freya who later became planetars in her service. Her symbol is the bow and arrow.

Akanay (Deity of Chaos)
Tempest Domain/Trickery Domain

Akanay is the genderfluid deity of chaos and tempest and has always existed outside of the continuity of good and evil. Akanay has never really supported either side but instead often made things stranger through altering reality or playing pranks on others. Not much is actually known about Akanay as they have never held a consistant form. They have often done things without claiming credit, letting chaos reign as people blamed each other. However, the only real enemies of Akanay are those who would spoil their good time. They dislike Pelor and to a greater extent, they absolutely hate Torog. In the Final Conflict, Ioun manipulated Akanay into occupying Torog. After that, the gods imprisoned Akanay in their own plane of chaos but their energy sometimes leaks into the other planes. Akanay has few worshippers and most of them are insane but those who do worship Akanay use a swirling whirlpool as their symbol.

The Children of Akanay

The Following deities fall under the domain of Akanay, the Chaos Deity because all three are hard to pin down and because there is some vagueness to them. Religious records are not clear whether or not anybody ever actually encountered these gods on the material plane. In fact, sometimes scholars wonder if Akanay made them up. Some other scholars theorize that they are merely aspects or alter egos of Akanay. It is not clear but still, the early elves wrote them down so they must have existed in some form or another.

Somnus (God of Dreams)

The lord of both dreams and nightmares, he is a hard one to pin down. He maintains the Plane of Dreams and most of the time his sleeping charges go where they will based on the currents of their minds and their hearts. However, he allows many gods to alter the trajectory and itinerary of various mortals in order to provide prophetic dreams or dreams of a divine message. A shepherd, he tries to keep the boundaries of people’s dreams separate. He also shepherds those who die in dreams to their true destination.

Lyssa (Goddess of Madness)

Born as the fire in the minds of early elves, Lyssa is rather harmless on her own. Like her patron, Akanay, she is just looking for a good time by shaking things up. She apparently did this by infecting those she met with various forms of mental disorders. She does not care about laws, society, or ethics in general. She is pure madness incarnate. Those who met her could not be fully believed but there is evidence that she existed. She was apparently caught and imprisoned in a cell somewhere in the Outland Plane. While she did not intend to be a villain, she was treated as one.

Sharess (Deity of Desire)

Both male and female and also everything in between, Sharess is desire incarnate. They are not “love” but physical lust and attraction instead. Also, to a lesser degree, Sharess is greed and envy. They are everything you want and therefore they proved to be far too distracting to mortals and gods alike. Sharess has no form of their own but instead is constantly shifting to attract those in their surroundings. Sharess was reportedly imprisoned somewhere. Nobody is quite sure where so it is impossible to verify. This has led to rumors that Sharess still walks the material plane or is perhaps traveling the planes at will. Or, again, Sharess never existed and is just a convenient excuse for previous drama.

 

Laverna (Goddess of Thieves)

Laverna is a goddess that was never spoken of in ancient times and has only appeared in the last few centuries. Many theories swirl around her existence. Some wonder if she is a new goddess, formed long after the others. Some think that she may have been around a lot longer but people covered it up. Yet more people think that she might have been made up by the thieves guilds which is where he legend is believed to have begun. She is known as Lady Luck, an enigmatic figure who plucks the strings of fate, doling out fortune as she sees fit. She is often depicted as a woman in rags, hidden by a long cloak with her eyes covered by a blindfold. She has no public temples but sometimes people might come upon a makeshift altar in an alley or other hidey holes. She is prayed to by thieves and criminals but she is also sometimes worshipped by the poor, hoping for her generosity. Her symbol is the question mark.

Elorian Campaign Pantheon Pt. 2

November 19, 2018

Asherah (Goddess of Life)
Life Domain

Known as the Queen of Life, she is often depicted as a woman with four wings and five eyes. She was the kindest and least destructive of the original deities, preferring to talk to people, meditate or heal the damage caused by others. In the final conflict between the gods, she was instrumental in restoring the forms of Kord, Azrea, Lathander, and Sylvanus when they were nearly routed and overcome. While she herself is peaceful, she understands that physical intervention is sometimes needed in order to protect others. Her followers are often healers or those who choose to protect those who cannot help themselves. Her temples often double as centers of healing, tranquility, and sanctuary in both urban and rural settings. Her followers are not as preachy and usually let their actions lure people into their lady’s service. She resides in the material plane of Avalon in a simple cottage. Followers often use the dove as her symbol.

Azrea (Goddess of Death)
Death Domain/Grave Domain

Known as the original Goddess of Winter, many believe that Azrea killed the original god of death in order to seize his domain for herself. The other gods decided to let this aggression go unchecked since she turned out to be a more benevolent death god than Nerull had been. She is now sometimes known as the Raven Queen. She views death as a kindness, a reprieve from suffering usually reserved for those who reach a certain age. Death is a necessary part of the cycle of existence and at least a kind hand is guiding that force now. She also remains vigilance against the undead magicks promoted by Nerull, locking them into an eternal conflict. Her followers seek to facilitate funeral services, eradicate necromancy and its creations, and guide souls to their eventual destinations. In reality, Azrea was the denizen of an ancient civilization which was decimated by one of Nerull’s experiments. She seized what power she could and, through a miracle, used it to attack and kill Nerull. At that point, she was accepted by the rest of the pantheon after she pledged her allegiance to them. She is usually depicted as a heavily cloaked woman with a bone-white bird skull mask. She resides in her own plane called the Farplane which is a waystation to various eternal resting places, often conversing with souls to pass the time. Her symbol is the raven.

Ullur (God of Winter)

He is known as the Winter Lord, he is often depicted as a massive silver-skinned man with one massive eye and long light blue hair all over his body. He is known to not be very sociable but not evil, he just enjoys his solitude. He could be listed as neutral. Originally under the domain of Sylvanus, he left his service to convene with the like-minded Azrea. Still, there was an understanding between him and Sylvanus about the need for Winter. During the Great Conflict, he often fought by her side. In the end, he willingly left the material plane and made his home in the Elemental Plane of Ice. His symbol is a snowflake.

 

Sylvanus (The God of Nature)
Nature Domain

He is known as Father Nature, a mountain of a man whose form keeps changing based on his mood and his needs. He is very hairy but some of it is hair, some is fur, and some of it is vegetation. He and his entourage built the material plane and Sylvanus populated it with his and Asherah’s magic. He created animals, plants, and most of the other living things on the Material Plane. He spent a lot of time exploring the Material Plane and examining his and others’ handiwork. The other gods would lose sight of him for days, weeks, sometimes months as he faded into the wild (it was mostly wild at that point). In the Great Conflict, he used his power to change shape to battle the opposing gods. When he left, he passed through the barrier and created the Feywild and he has not been seen since. His followers are naturally often druids or barbarians. His temples are not often traditional temples. They are either open-air altars in clearings or are set up in already enclosed places like caves. His symbol is a wreath of vines entwined with a stag’s antlers.

The Four Elements

These four are the blue collar workers of all of the entourage of the gods. When the gods were formed, they quickly realized that their purpose was to build the material plane. They worked together with Sylvanus to put it all together after Lathander brought light to the material plane. Umberlee is the Lady of the Sea, she once enjoyed roaming the depths and often upset early sailors unless they warded her off with prayer and offerings. Geb is the Lord of the Earth who spent much of his time walking his creation which caused earthquakes. Akadi is the Lady of the Air and she once flew everywhere and people grew to worry when they saw her shadow for high winds usually followed her. Kossuth is the Lord of Flame but he lay dormant beneath the surface and people feared him emerging. All four eventually agreed to leave the material plane, enticed by the four Elemental Planes. Those planes are playgrounds where each can control their element as they wish. With their departure, their creation was allowed to operate on its own, growing and changing for the first time in eons.

Chauntea (Goddess of Farming)

Legend has it that she imparted her love of vegetation and animals to the first elves who, until then, could only hunt and forage. She taught them how to farm and allowed the first of them to settle and the no longer nomadic elves started to create culture and civilization. These methods were also taught to gnomes and dwarves who adapted the practices for their underground civilizations. Chauntea often wandered through orchards eating produce, squished her feet in the mud of the fields, and stopped by to pet the livestock. She was one of the most peaceful and least-feared gods to encounter before the Great Division. Her symbol is a shepherd’s crook crossed with a pitchfork.

Elorian Campaign Pantheon Pt. 1

November 12, 2018

Alright, I have rethought my campaign setting’s pantheon a bit to be more inclusive of creation. Of course, I have once again almost completely disregarded lore that I have not seen or experienced myself. My goal was to make this world my own with DnD’s 5e mechanics. Below are the corrections and elaborations needed to worship in my setting. We will start with the ‘good’ gods.

The Three Brothers of the Sun and The Sister of the Moon
Light Domain

Lathander (God of the Morning Sun)

Known as the Morning Lord, Lathander is the most positive of the Brothers of the Sun and that is reflected in his followers. His followers are very enthusiastic and often evangelical about their religion and often spread their Lord’s gospel to and fro. Their main message is one of hope as each day dawns after even the longest night. His followers seek to pull others from the darkness and use their faith to rekindle hope in others. Although the siblings of light are technically all the same age, Lathander is often depicted as acting and looking like the youngest brother. He is depicted as having shining golden skin and shining yellow hair. He was the one who urged his siblings to bring light to the multiverse, allowing the creation of the material plane. He spent a lot of his time delivering sermons of hope and fellowship to the earliest denizens of the world. However, when the final conflict came, he eagerly picked up his sword and fought as hard as the rest of the gods. Like other gods, he retired to Avalon taking up the east wing of the Shining Palace. His symbol is the rising sun, beams of light stretching forth.

Pelor (God of the Midday Sun)

Known as the Shining Soldier, Pelor is most interested in fighting the good fight among his brothers. His followers often hold justice and the vanquishing of monsters in the highest regard and make such ideals their goal. This is the church of the sun which is most likely to spawn adventurers, traveling the world in order to right wrongs and vanquish evil. When the sun is high, shadows run in fear. He encourages clerics and paladins to go forth under his banner in order to make the world a better place, eschewing personal glory for the glory of all. In urban settings, his followers might be involved in law enforcement. His temples sometimes double as law enforcement or military headquarters. Pelor appeared to many like he was the middle brother, putting himself out in front only to shield his siblings. He was reportedly hard to look directly at as he often shone like the sun as he walked the material plane. This was fine as he really only showed up to trounce evil and then departed again. In the final conflict, he led the charge against the evil gods with his grand mace lit up like a beacon. Like other gods, he retired to Avalon where he decided to live in the tower of the Shining Palace. His symbol is the full sun, fire on its rim.

Arrah (God of the Setting Sun)

Known as The Twilight Scholar, Arrah set himself up to be the border between the light and the dark. His followers are constantly vigilant for whatever darkness might threaten the world. They tend to be more strategic people, thinking through their problems more like a chess game than an all-out brawl. His temples are often partnered with temples to Ioun and Azrea. His followers know better than many that all good things must end but all hardship will end one way or another as well. He was always the quieter, more thoughtful brother and is often depicted as being the oldest and wisest of the brothers. He is often depicted as being more bronze colored and less shiny than his siblings. He often walked alone on the material plane, examining what his brothers had missed or studying their wake. He sometimes had long discussions with Lona, Ioun, and/or Azrea. In the final battle, he, Ioun, Lucia, and Oghma drew up the battle plan. When it was time to leave, he chose to retire to Avalon where he took up residence in the west wing of the Shining Palace. His symbol is the setting sun.

Lona (Goddess of the Moon)

The quieter sister of the three brothers of the sun she is known as the Watcher in the
Night. She watched peacefully over the night but would spring into action while her brothers slept if need be. Her ways are more subtle, akin to a classic rogue archetype. While not as forceful as her siblings, she has a quiet, subtle magic of her own. She is depicted as a pale woman with shining pupil-less eyes. She often had long talks with Ioun and often spoke with Sylvanus’ followers as well. She often spent her nights drinking tea either alone or with whoever happened upon her. Sometimes, she would preside over the Court of the Gods at night in place of her brothers. When it was time to leave, she chose to live with Ioun and her retinue in the Eternal Library but she does visit her brothers on occasion. Her symbol is the crescent moon but some worshipers use other phases.

 

Ioun (Goddess of Knowledge)
Knowledge Domain

Known sometimes as the Knowing Mistress, Ioun is tapped into the collective knowledge of all things on the Material Plane. She delights in keeping tabs on all of creation and waits in anticipation for creation to surprise her. She is rarely disappointed. She especially became interested in magic as it poured into the world before she departed it. She is interested in wizards and witches in particular as they are just as studious as she is. Her followers are often curious, studious, and observant. In ancient days she would travel the world interviewing people and observing events. In the great conflict, she wielded awesome and terrifying magicks and designed the spells that sealed all of the gods away. Her temples are often schools or libraries. She lives in the Eternal Library in Avalon, rarely leaving as she reads and stays in her observatory. Her symbol is an open eye.

Lucia (Goddess of Memory)

One of the librarians of the world, she is known as the Memory of the World. She spent much of her time cataloging the world to make sure that the absolute truth was written in stone. In the final battle, she used her encyclopedic memory to help plan for the final battle. When it was time to leave, she leaped at a posting in the Eternal Library and her home and office is in the Non-Fiction section. She spends her time meeting with Ioun and Oghma where she struggles not to correct Oghma’s stories. She loves them both with all of her heart. She appears as a studious, serious looking woman. Her symbol is a book.

Oghma (God of Imagination)

The other librarian of the world, he is known as the Story of the World. He spends much of his time writing wild stories and listening to the stories invented by the storytellers of the world. This is not all that different from what he did before the Final Conflict. In that conflict, he used his vast imagination to inspire the plans for the final battles. He spends his time regaling Ioun, Lucia, and Lona with stories and trying not to add embellishments to Lucia’s histories. He appears as a wild-haired man with a goofy grin. His symbol is a pen.


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