RolePlay onLine RPoL Logo

, welcome to Echoes from the Darklands

20:22, 28th March 2024 (GMT+0)

Game World and Campaign Information.

Posted by GMFor group public
Xand
GM, 6 posts
Wed 31 Aug 2011
at 07:12
  • msg #2

Deities and Religion

The following is a list of custom deities for the setting and their associated domains (with applicable sub-domains).  If a sub-domain is not listed, that deity has both sub-domains listed under the primary domain.  If you're interested in a particular deity and want more information, tell me so and I'll post it.

High Gods
 Lyrax: Lawful Good, Favored Longsword.  Law(Archon), Good(Archon), Nobility, War(Tactics), Glory
 Librera: Neutral, Favored Quarterstaff.  Knowledge, Magic, Repose, Rune
 Jerilith: Chaotic Evil, Favored Pick.  Chaos(Demon), Evil(Demon), Madness, Trickery, Darkness

Mid Gods
 Forge: Lawful Good, Favored Warhammer.  Law(Archon), Good(Archon), Artifice, Protection(Defense), Earth
 Pelanor: Neutral Good, Favored Heavy Mace.  Good(Agathion), Sun, Healing, Animals
 Silver Fox: Chaotic Good, Favored Rapier.  Chaos(Azata), Good(Azata), Luck, Trickery, Liberation
 Alanor: Lawful Neutral, Favored Sickle.  Law(Inevitable), Plants(Growth), Community (Home), Weather(Seasons)
 Brisus: Lawful Neutral, Favored Halberd.  Law(Inevitable), Magic(Arcane), War, Strength (Resolve), Glory
 Watas: Chaotic Neutral, Favored Cutlass (Scimitar).  Water(Oceans), Weather(Storms), Chaos(Protean), Travel(Trade)
 Xyn: Lawful Evil, Favored Scythe.  Law(Devil), Evil(Devil), Death(Undead), Darkness(Loss), Plant(Decay)
 Drakis: Chaotic Evil, Favored Flail.  Chaos(Demon), Air(Wind), War(Blood), Destruction(Catastrophe), Weather(Storms)

Minor Gods
 Nika: Lawful Good, Favored Longbow.  Community, Protection(Purity), Good(Archon), Healing(Restoration)
 Duns: Neutral Good, Favored Starknife.  Darkness(Night), Void, Good(Agathion), Nobility(Martyr)
 Rose: Neutral Good, Favored Dagger.  Charm(Love), Community (Family), Good(Agathion)
 Figment: Chaotic Good, Favored Crossbow.  Magic, Trickery(Deception), Chaos(Azata), Good(Azata)
 Sedon: Lawful Neutral, Favored Falchion.  Sun, Fire, Law(Inevitable)
 Seris: Neutral, Favored Greatclub.  Animals, Plants, Earth, Air
 Guyver: Chaotic Neutral, Favored Firearms.  Chaos(Protean), Artifice(Construct), Rune, Knowledge (Thought)
 Larran: Chaotic Neutral, Favored Short Sword.  Travel(Exploration), Luck, Chaos(Protean), Liberation(Freedom)
 Lily: Neutral Evil, Favored Dagger.  Charm(Lust), Madness(Insanity), Evil(Daemon)
 Kron: Chaotic Evil, Favored Greataxe.  Death (Murder), Destruction(Rage), Strength (Ferocity), Evil(Demon)

Duns
Duns, also known as The Martyr or The Lord of the Stars, represents the calm and peace that comes with the night.  He is the gentle hand that washes away worries and is opposed to creatures that disrupt the blissful darkness.

Duns' worshipers do not fear the night or the darkness and his churches tend to hold service after the sun has set.  Priests that pay homage to the Lord of the Stars are most active at night, working to keep at bay the more foul denizens of the night.  His priests also study the stars and have the foremost knowledge of astrology and astronomy.  Most small towns and villages have at least a shrine to Duns and pray to the god to see them through the night, especially in wild areas that might prove dangerous.  The largest temple to Duns lies in Rembar, in the coastal city of Lypton, where his priest's knowledge of the stars serve to teach sailors the practice of celestial navigation.

Larran
God of the roads and travel, Larran watches over wayfarers and has a special fondness for adventurers.  Most people who have need to travel often say prayers to Larran when setting out on their journey.  Larran also values freedom, most often interpreted as the freedom of the open road but occasional taken to mean freedom from tyranny and society's rules.

The only god with no churches or temples, Larran instead has many small wayside shrines found on the roads throughout the region.  The shrines are often as small as a single statue where travelers can leave behind offerings in an attempt to gain favor with the god.  In keeping with Larran's chaotic nature not all of his shrines are on the roads or even in well-traveled places, and explorers or adventurers have often been surprised to find one of his shrines deep inside a swamp or atop a high mountain.  Worshipers of Larran rarely stay in one place long and his priests spend most of their time traveling; either tending to the wayside shrines or spreading the teachings of their sometimes whimsical god.

Favoring the halflings because of their penchant for wanderlust, Larran often appears in the guise of an unassuming halfling wielding nothing more than a walking stick and small sword.  Offerings to the god of wayfarers are often simple tools useful to an adventurer: trail rations, rope, packs, or walking sticks are common offerings, but the god has a special liking of well-worn shoes and boots or a filled traveler's journal.

Guyver
Guyver is the youngest and newest of the gods, and watched warily by many of them.  He is the patron of inventors and industry, and as such promotes the advancing of society and technology.  However, not all advancements are entirely good and not all technology completely useful; but the Tinker revels in the mishaps just as much as the successes.  Which is one reason that the deity and his followers have such a love for black powder firearms; they are loud, explosive, useful, new, and unpredictable.  Since they occasionally blow up in your hands.

The god doesn't seek new technology for any altruistic goal of bettering society, but neither does he do so for a malicious reason.  He simply has an inexhaustible curiosity and pushes his followers to have the same, to keep building and creating better and newer things.  The nature god Seris opposes Guyver for having no concern for the natural world and pushing his people to consume its resources for use in their endeavors.  Forge, the Dwarven god of the forge and construction, watches Guyver very carefully; as he can see that the new god's ways can eventually lead to the downfall of his own.

Some people claim that Guyver is not, in fact, a real deity.  His priests deny this adamantly, however, and none can deny the fact that these priests of the God of Tinkers do display the same kind of divine power that priests of the other deities show.  It is assumed that those who deny Guyver are merely denying change and advancement, preferring to cling to old technology and the old ways for doing things.

Guyver is usually portrayed as either a human or a gnome; depending on who you ask.  Almost any gnome will say that Guyver is indeed a gnome, non-gnomes who do not like the god also have a tendency to portray him as a gnome, though usually not in a complimentary fashion.  Most others portray the God of Inventors as a human.  In almost every portrayal, Guyver is dressed in an oil-stained and powder-burned apron, wearing goggles and wielding any one of a number of tools in his hands and sticking out of pockets.  He almost always is pictured carrying a very large black powder blunderbuss, usually across his back.

The Silver Fox

The Guiltless Trickster, The Lady of Luck, The Liberator; The Silver Fox is known by many different names, but all of them speak of the same goddess.  She is most often invoked for her aspect of luck; the phrase 'The Silver Fox was with me' can be heard spoken by many people who experience luck in one nature or another.  The nature of luck itself often gives The Silver Fox a capricious reputation among the general masses, which leads into her next most commonly perceived persona as the Guiltless Trickster.  The Silver Fox respects trickery and good-natured pranks so long as they are not malicious in intent, giving her a playful image to many.

But while extreme luck and clever trickery are qualities associated with her, The Silver Fox herself is often more concerned with her role as The Liberator.  She is a tireless opponent of slavery, tyranny, servitude, and oppression.  The Liberator is the patron goddess of righteous rebellion; places where people gather to rally often teem with her followers and priests.

The Silver Fox favors rebels, free-thinkers, activists, and others who challenge authority, structure, and tradition.  She watches over the children of oppressive parents, workers for cruel employers, and the subjects of corrupt rulers.  Of all the deities, other than Jerilith, she is the one who most often challenges the High God of Order, Lyrax; while the two count each other as allies they maintain a strained relationship.  She counts the deities Larran, Rose, and Figment as her friends, while the deities Xyn and Drakis are her enemies.  Guyver is viewed as a curiosity.

Legend tells that the Silver Fox was once a human woman and adventurer, many centuries past.  It is said that, through determination, skill, and copious luck she managed to trick, outwit, outmaneuver, and finally slay an ancient and cruel god of tyranny.  In order to fill the divine void left behind, The Silver Fox was recreated as a goddess and has remained so ever after.  It is said that her nickname was the Silver Fox even before she became a deity, but whatever her real name was is a mystery known only to the goddess herself.

In appearance the goddess most often takes the image of a small silver fox; having a particular fondness for those animals.  Other than that, she also appears as a tall, svelte, and athletic human woman with long silver hair; dressed in the leathers of an adventurer and wielding a shining silver rapier.  The silver rapier is also the symbol of her clergy; all of her priests are trained in its use to deadly effect.
This message was last edited by the GM at 10:36, Thu 06 Feb 2020.
GM
GM, 7 posts
Wed 31 Aug 2011
at 07:22
  • msg #3

Countries

Rembar
 Social Alignment: Lawful Good
 Ruler: King Wilhelm (Human)
 Population: High
 Dominate Races: Human
 Minor Races: Gnome, Dwarf, Halfling
 Capitol: Barrun

The most industrial country, Rembar has been behind most of the technological advances made in the last several hundred years.  The flintlock made it's debut in Rembar and while it is still an uncommon weapon for open conflict they are seeing more widespread use.  Rembar's navy is the finest in the region as well, thanks mostly to the development of the cannon and it's introduction to naval warfare.  Newer and sturdier vessels are constantly being designed, and soon Rembarran explorers hope to be able to set sail into the deep ocean to the west and south.

A kingdom that highly values the knightly virtues of chivalry and honor, Rembar's people are typically friendly and law-abiding.  Home to the Magic Academy, Rembar also has a large number of wizards in it's populace; even people with no magical inclination can be found within the walls of the Academy, seeking education and enlightenment.  Rembar's soldiers, while not the best warriors on the battlefield, are an all volunteer, disciplined force with no expense spared on their equipment.

Once spotted with forests, Rembar's industrial revolution devoured most of the trees in the country, leaving many empty areas in the countryside.  Now dependent on trees imported from Kataar, the fires of Rembar's industry know no limits.

Ascadia
 Social Alignment: Lawful Neutral
 Ruler: King Jaspar Goldcleaver (Dwarf)
 Population: Moderate
 Dominate Races: Dwarf, Human
 Minor Races: Dracil, Lupin
 Capitol: Drane

A strong country with a long military tradition, Ascadia's soldiers are the finest in the known world.  Toughened by living in the mountains, all citizens of Ascadia are required to serve at least four years in the military before being allowed to take up civilian careers.  Because of this, most Ascadian children are trained in warfare from the moment they can wield a weapon.

With the military being central to the Ascadian people, they value discipline and skill over almost any other attribute.  Originally a dwarven territory, the two cities of Ascadia, Drane and Gonan, are built into the mountains rather than atop them.  Most races find living in these cities very awkward and disturbing, but human versatility has led them to make a large presence alongside the dwarves natural to the environment.

Covered in mountains, Ascadia's income comes mostly from stone quarries and iron mines, but the country makes good on the export of it's soldiers as highly valued mercenaries as well.

Arnia
 Social Alignment: Neutral Good
 Ruler: Duke Ludwig Grayson (Human)
 Population: Very High
 Dominate Races: Human, Halfling
 Minor Races: Elf, Gnome, Lupin
 Capitol: Arnia

A vast grassland valley, Arnia's economy is devoted almost entirely to farming.  It has the best soil for growing to be found in the region and most of the other countries depend on trade with Arnia to keep their people fed.  As the only country that physically borders the Darklands and with Arnia's military being fairly weak compared to Ascadia and Rembar, Arnia is a protected tributary of the stronger two nations.  Arnia maintains its independence as a Duchy, but trades great amount of food in exchange for military protection from the two strong kingdoms.

With a larger population than any of the other countries, Arnia is also home to the two largest cities in the region: Calahan and the city of Arnia.  The people of Arnia are generally good-natured and hard working with nearly any race being accepted into Arnian communities as long as they pull their weight.

Fed by a massive lake on the northern edge of Arnia, the Ogrebane river flows the length of the country, south past Calahan, to the city of Arnia, and finally out to the ocean.  Many smaller communities are built along the banks of this river as well.  People and supplies can always be found being transported up and down the river, making the Ogrebane a major highway.

Kataar
 Social Alignment: Chaotic Neutral
 Ruler: None
 Population: Moderate
 Dominate Races: Human, Koban
 Minor Races: Halfling, Elf
 Capitol: None

Loosely called a country, Kataar is actually a confederacy of city-states.  Almost anything goes in Kataar, and it is one of the few places where the owning of slaves is acceptable.  With widespread gambling and loose laws, Kataar is a knave's paradise.

The Kataaran people cannot be described in a word.  Mostly, they are made up of those either not accepted by the other countries, or those who don't like a structured life.  Many of them would be considered crooks, and most people from other countries don't trust a Kataaran.

Laying inside a huge jungle, Kataar has many creatures that other countries consider exotic.  Once you leave the cities, it is best to stay on the roads in Kataar, as you can easily become lost or trapped in a swamp and left for dead.  Only the native Koban call these jungles home, living in parts of the jungle that the city-states can't reach.

Polyissa
 Social Alignment: Chaotic Good
 Ruler: Aran Blackwind (Elf)
 Population: Low
 Dominate Races: Elf
 Minor Races: Human, Lupin, Gnome
 Capitol: Oor'ta

Over a thousand years ago, the island chain of Polyissa was sparsely populated.  When the elves arrived in the region from their mass exodus at the time, they saw this and decided that the islands would be the perfect place for them to rebuild their communities.  Only the elven elders remember where it is they came from and why, but they will not share this information with anyone, even the younger generation of elves.

The islands themselves are quite habitable.  With a semi-tropical environment, most races would call them a paradise.  Only one proper city was ever established on the islands, which the elves use as their capitol; cutting most of the city districts off from outsiders so that they can live in peace.  Polyissa relies heavily on sea trade to thrive and every village in the islands is linked to a bustling sea port.

Pacifistic by nature, the elves of Polyissa have no army of their own and only a small defensive force in their capitol, even though they still uphold their ancient traditions of archery and swordplay.  They don't prevent elves from leaving the islands, however, and actually encourage more aggressive younger elves to travel and see the world.

Balorn
 Social Alignment: Chaotic Evil
 Ruler: Warlord Markul (Human)
 Population: Low
 Dominate Races: Lupin, Human
 Minor Races: Dwarf
 Capitol: Selorn

A nation in conflict, Balorn has been in a state of civil war for nearly thirty years.  Recently, a previously unknown warlord by the name of Markul managed to capture the capitol city of Salorn and set himself up as regent.  As things go, it looks as though he might be able to conquer the country given a few more years.  Most people don't see this as a good outcome, however, and fear that should he indeed bring all of Balorn under his heel Markul would turn his attention south, to Rembar.

After so much war and bloodshed most of the decent people have been chased out of Balorn, living as refugees in other countries that would take them.  This has left only the most determined and violent of people to see this civil war through to it's end.  No one travels to Balorn without a good reason and a large escort.

Chi'in
 Social Alignment: Lawful Evil
 Ruler: Shogun Akinori (Woren)
 Population: Unknown
 Dominate Races: Woren
 Minor Races: None Known
 Capitol: Tanyo

Not much is known about Chi'in, save that it is a colony established by the woren people who traveled from far across the western sea.  Attempts at diplomacy have thus far failed and the woren seem to have little interest in dealing with anyone.

Most experience that anyone has with woren is in meeting with woren pirates who have plagued the shores ever since Chi'in was discovered.  It is not known whether these pirates are woren military or rogue ship captains, but some of the more excitable people have claimed that they are the advance of an eventual invasion.
This message was last edited by the GM at 01:56, Tue 04 Feb 2020.
GM
GM, 20 posts
Wed 7 Sep 2011
at 10:47
  • msg #4

Organizations

There are several influential organizations active in the region:

The Knights of Lyrax

Also known as The Holy Order, The Knights of Lyrax are a knightly order devoted to the Dragon God.  Members are all well schooled in the ways of the sword and lance and are famous enemies of the Darklands.  The knights number just over five hundred members but most also command their own force of soldiers that they lead into battle.

Respected by all for their devotion and prowess, the Knights have chapter houses throughout Ascadia and Arnia, though they are based in Rembar.  Not wanting to take sides in Balorn's conflict, their holdings in Balorn were abandoned after the civil war dragged on too long and supporting the castles became too costly.

The Knights of Lyrax watch the Darklands closely and always have a presence at the fortifications in Arnia guarding from invasion from the Darklands.  During times of peace they travel the region spreading the will of Lyrax and bringing justice to the unjust, often found rooting out dangerous monsters or aiding in the putting down of rebels and bandits.  When the Darklanders invade they are found on the frontlines of battle, serving as an inspiration to all warriors on the battlefield.


Order of the Iron Fist

A militant organization, the Order of the Iron Fist, also known as the Iron Knights, lacks the ideals and convictions of the Knights of Lyrax.  Members are typically boisterous and loud, often bragging about their successes on the battlefield.  Requirements to join involve enduring great physical duress as well as displaying exceptional ability in combat, but the Iron Knights are quite lax when it comes to social graces, lending to many of it's members being gruff and mean, sometimes even violent, combat veterans.

Believing that the weak exist to uphold the strong, members of the Order of the Iron Fist pay no respect to anyone who hasn't proven themselves to be capable warriors and hold most spellcasters in contempt for not facing opponents in honest battle.  Viewed by many to be brutes simply out to cause trouble, the Iron Knights prove the value of their prowess when war breaks out with the Darklands.  Their love of fighting gives them a need to test themselves against the orcs, giants, and other foul creatures that invade from the Darklands, and the Iron Knights are one of the few groups to regularly makes forays into the Darklands.

Often opposed ideologically to the Knights of Lyrax, The Order of the Iron Fist treat them as worthy rivals, especially on the battlefield.  Members will often challenge Knights of Lyrax that they encounter to duels and sparring matches, and once every several years the two groups organize a tournament to determine who has the better warriors.

Arcane Alliance

Dedicated to the acquisition of knowledge, the Arcane Alliance is guild of spellcasters who pay homage to the goddess Librera.  Found within its ranks are many wizards, bards, and mystic theurges, as well as the occasional sorceror or cleric of Librera, but it's most respected members are the rare loremasters.

Intellectual and mostly non-violent, members don't often turn to the life of an adventurer.  Those who do, however, are greatly appreciated additions to almost any group thanks to their extensive knowledge and magical power.  Most of the members of the Arcane Alliance prefer to remain in safety when doing research, and commonly hire adventurers to do investigations for them, or to collect specimens and relics from particular sites.

Many members of the Arcane Alliance frequent the Magic Academy in Rembar and often teach students there as well.

Battle Mages of Brisus

Followers of Brisus the Battlemaster, the Battle Mages are one of the most feared forces on the battlefield.  Blending steel with arcane might, they wade fearlessly into glorious battle.  Based in one of the islands of the Polyissan chain the Battle Mages also maintain a fleet of warships, quickly recognized by their red sails.

Devoted entirely to the art of war, the Battle Mages train relentlessly to improve their fighting skills and spend just as much time in meditation and study to improve their magic abilities and discipline.  The organization is divided into three parts: the true battle mages, the shield bearers, and the clergy.  The true battle mages are what everyone thinks of when they hear about the Battle Mages of Brisus, but every mage is supported by a shield bearer who usually has little or no magically ability.  Shield bearers train in defensive fighting tactics and wear heavy armor, charged with supporting and defending the sometimes reckless battle mages in combat.  Made up of priests of Brisus, the clergy are keepers of the faith and rarely stride the battlefield, though they train extensively for when they are finally called to battle.

The Darkstar Guild

Rich, powerful, influential; the Darkstar Guild is the largest and most widespread merchant company in the region.  Representatives of the guild can be found in near every settlement and they are well known for being shrewd, some would say cruel, negotiators.

In addition to the multitudes of merchants and moneylenders on their payroll, the Darkstar Guild has many mercenary soldiers working for them.  Whether as guards for guild buildings or influential members, escorts for caravans, or simply muscle and extortionists, anyone with decent fighting ability can find employment with the Darkstar Guild.

With agents everywhere the Darkstar Guild is quite well informed on anything happening in the region, and it is rumored, that many members of the guild are trained spies and assassins.  Often selling information, and other "services", to the highest bidder, the guild remains neutral in politics as long as it is profitable.  It is also rumored that the Darkstar Guild has some level of interaction with the Woren colony of Chi'in, but there is no definite proof.
This message was last edited by the GM at 19:39, Thu 15 Mar 2018.
Xand
GM, 374 posts
Sun 6 Apr 2014
at 18:13
  • msg #5

Rembar: A Closer Look

Think of Rembar as being somewhere in the mid 16th to early 17th century.  Plate armor still sees widespread use but the invention of the flintlock is just beginning to change warfare.  Currently, firearms are too expensive and uncommon to equip entire armies with.

It hasn't quite reached the level of industrial revolution that we see in our own 18th century; but Rembar is close.  Barrun, the capitol of Rembar, is in the process of constructing the towering, smoke-spewing factories that we know and love, and the city is beginning to develop it's own aura of smog around itself.

Rembar is also a center of Arcane Knowledge and it's citizens are the best educated of any in the region.  The Academy in Barrun teaches not only magical studies to apprentices of magic though, but also opens its doors to those seeking more mundane or practical knowledge.  So long as they have the influence, wealth, or talent to get in.

Lypton is a large, bustling port where Rembar constructs the majority of it's navy.  It is a center for sea trade, regularly seeing ships everywhere.  As a consequence, pirates plague the trade lanes leading from Lypton, and regular patrols from Rembar's navy attempts to keep them in check.

Barrun is divided into districts; the Merchant's Quarter, Noble's District, the King's Palace, the Industrial District, The Common Run, the inevitable Slums, and the Temple district.  Paramount in the Temple District, located in a fortified castle at the edge of the city, lies Lyrax's Great Cathedral.  Everyone is allowed in, but the castle in which the cathedral is located is manned, at all times, with a force made of from the Knights of Lyrax and their soldiers.

Charus isn't a city but a town; I left it out of the improved map becuase it wasn't large enough to warrant cluttering things up.  It lies on the less-used trade route that runs directly from Barrun, through the mountains of Ascadia, to Drane, and into Arnia.  It is a technically shorter route but is more hazardous and less used than the one that runs into Kataar and up through the mountains from there.

Charus is also a quarry town, located in the foothills of Ascadia.  They mostly excavate stone, but also have access to an iron mine located just within Rembar's borders.  Which is an occasional case of contention between Rembar and Ascadia, because Ascadia otherwise has the market cornered on the export of iron and other metals.  With the exception of tin found throughout Polyissa.
This message was last updated by the GM at 01:25, Tue 04 Feb 2020.
Sign In