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09:13, 25th April 2024 (GMT+0)

The Lore of Ancerenth.

Posted by AuthorFor group 0
Drex
player, 195 posts
Avenger
HP:27/27 Surges:4/8 AC:18
Sun 23 Mar 2014
at 09:11
  • msg #10

Re: The Lore of Ancerenth

Okay that is interesting. So guys when can we go there X3
Iron Jubei
player, 127 posts
Paladin 21AC 14 otherDefs
31/31 HP 10/13 Surges
Sun 23 Mar 2014
at 09:38
  • msg #11

Re: The Lore of Ancerenth

Pretty sure it's reserved for the Paragon-tier... prolly along with Vayshore xD
Author
GM, 234 posts
The Storyteller
Sun 23 Mar 2014
at 11:07
  • msg #12

Re: The Lore of Ancerenth

Phelan Drixos
player, 162 posts
Sun 23 Mar 2014
at 17:59
  • msg #13

Re: The Lore of Ancerenth

In the words of  Phelan: "The hell is Vayshore?" :P

Actually a lack of knowledge of the setting is helping me a fair bit. It allows me to roleplay Phelan better.
Author
GM, 264 posts
The Storyteller
Wed 9 Apr 2014
at 07:51
  • msg #14

Re: The Lore of Ancerenth

Arcadian Calendar

  Arcadia is a poetic name for the Crystal Isles, and because academia has a tendency towards the pretension of artistry the scholars of the Old Kingdom adopted the term as both a reference to the geographic area of the Crystal Isles and to the language that the human exiles (membered in the annals of history as the Maesadro) brought to the region.

  The draconic races (doola tywuar and kaetyma) share a few cultural similarities though humanity is distinctly different in that regard, so while cultural osmosis between the draconic races was minimal when they met the humans that had settled on the north-western islands of the Crystal Isles the sheer differences between the societies was not only blatantly apparent but stark.

  One of the most significant of these differences is how these races each measured and kept track of time.  The ancient calendars of the dragons were based upon the mating cycles of the wyre queens which were inturn influenced by the conditions of the wyre itself.  How dense its population was, how well fed its population was, etc.
  In shaping the draconic races the dragons passed on portions of their own genetic material onto the base creatures from which both the kaetyma and the doola tywuar were derived.  And so both those races inherited something of the cyclical mating habits of their creators.
  The draconic year begins with the Hatchings, a roughly month-long period were eggs are gathered together by the clan, tribe, city or village and kept within very warm chambers often referred to as hatcheries. Most eggs hatch during the Hatching period though some don't either due to damage sustained to the egg or some illness within the egg itself, it is often seen as bad luck for a clutch to have one or more unhatched eggs.
  The middle of the draconic year is the mating period, given such names as "the Gathering" and "the Dance" depending on the particulars of each draconic social group.   This is also an approximately month long period wherein the females of the draconic races ovulate and thus are sought out instinctively by males to fulfill the genetic imperative.
  Finally, the draconic year ends when the eggs - laid not long after the midyear - reach their final stage of gestation, the sign of which is the change of the hard exterior shell of the eggs to a more leathery sort.

  The Maesadro brought with them a rather complex calender.  One based around the motion of the stars, the sun, the moon and the planets.  A fine thing for a society of well educated men and women but sadly ill suited to the needs of the common man who is often far more concerned with motion of the seasons.

  As the result of the Maesadro's return to a more simple, agrarian society a simpler calender emerged.  One centered around the four seasons.  Each of 90 days with 10 days aside for a transitional festival ending one season and leading into the next.
  Though the concept of the original Maesadro calender did not disappear entirely it did fade into near obscurity.  Although some basic units of time that existed within that calender endured.  Such as the week and the month.  Though both those terms came to be more often used by mariners then those who lived on land.  As both the week and the month became even more strongly tied to the motions of the moon and tides.

  As the draconic settlers and human settlers of the isles interacted with one another each had an effect upon the other and over time a new calender emerged and was eventually made the standard of the Crystal Isles.

  The Arcadian Calender follows the seasons and incorporates the breeding cycles of the draconic races and partially aligns itself to the cycles of the sun and moon.  First you have the four seasons that make up the year dividing it into 90 day periods, separated by 10 days of transitional festivals.  Then the lunar months which break up the calendar into roughly 16 periods - it takes about 25 days for the moon to transit from darkmoon to fullmoon.  And finally the solar year which has its own special day which replace one particular day of the seasonal calendar.

  The dragon races breeding period lies around the end of winter with the hatching period ending around the beginning of autumn.  The draconic races do not have birthdays or naming days like humans but instead have what could be considered a grand communal birthday festival, part of the start of the hatching period festivities are several days when - beginning with the elders and working down to the youngsters - gifts and other rare social interactions are generally engaged in during this period.
Phelan Drixos
player, 197 posts
Fri 18 Apr 2014
at 14:11
  • msg #15

Re: The Lore of Ancerenth

Actually there is something that might be useful. A few things.

First off, the common knowledge of each race. And then relations between races. Might help with getting into character if we know what our characters might know or believe of other races. What they might have grown up knowing of other races. It could be useful information, particularly with regards to Phelan and especially Willa.
Willa
player, 101 posts
Star Pact Warlock
HP:28/28 Surges:9/9 AC:14
Fri 18 Apr 2014
at 14:51
  • msg #16

Re: The Lore of Ancerenth

That would be cool, I agree.  Some details on beliefs regarding nature, magic, tech, politics, natural habitat etc.  Willa's own knowledge is a bit of an exception however because she is 'Wild Born' meaning that she has had effectively no contact with any other umbreans, being born/raised in isolation.  I have assumed that there are certain things that she inherently knows of her species however, passed down through her genetic material.
Author
GM, 290 posts
The Storyteller
Fri 18 Apr 2014
at 22:18
  • msg #17

Re: The Lore of Ancerenth

I'll do my best to answer your lore queries within the next few days.
Phelan Drixos
player, 203 posts
Sun 20 Apr 2014
at 07:40
  • msg #18

Re: The Lore of Ancerenth

Oh right. Almost forgot. What domains do each religion represent? This could be useful information for Drex and Jubei as they can take feats related to domains.
Author
GM, 295 posts
The Storyteller
Sun 20 Apr 2014
at 09:22
  • msg #19

Re: The Lore of Ancerenth

Because of the many gods in this setting quiet a few domains are shared by different pantheons.  The gods of each pantheon though, only has a single domain.  And to benefit from a domain you must pick a patron.  Its not a case of worshiping the whole lot and swapping out.  It requires piety to be granted those powers.
Author
GM, 328 posts
The Storyteller
Sun 27 Apr 2014
at 20:40
  • msg #20

Re: The Lore of Ancerenth

While I am working on the small book that will answer a few of the interacial relationship questions, I'll bring up something related to a conversation Phelan brought up.

Augrim

    The root of the name Augrim is difficult to trace, divination and postcongition has trouble providing information about things that occurred more then a few centuries ago, knowledge lost millennia ago can not be easily rediscovered through simple augury of scrying.  Divine or spiritual sources are suspect, as gods and spirits tend to have their own agenda which is seldomly in service of the scholars truth.
  So one must rely on texts and other records of ages past, though these are seldomly well kept.  I have done my very best, traveled to the flying cities of the Ehuron Federation, the glittering monuments of the Empire of Dawn, even featuring in the lost and forgotten Wyres of the Dragons of legend.  I even called upon some favors to visit the Black Library of the Scar in the midnight black, and frozen wastelands of Duzuat and the Summit of Enlightenment in bright, warm lands of Arut.
  All in the effort to learn the meaning of a word that has gone curiously unchanged in at least 10,000 years.


  Those unfamiliar with the word would do best to read this introduction.  As a hatchling I was raised upon the stories of the Dragon's Soul, a creature that appeared to the heroes of the stories to offer them gifts or guidance or even helped them if the situation was dire enough.
  As I began my apprenticeship I learned that there were other versions of these stories, and rather then being concerned that some of my favorite childhood tales were somehow wrong I instead was curious to learn about these other versions.  Sparking a hobby that eventually became something of a career.
  Over the years I collected hundred of variations.  Different clans often had different names for some of the characters and even the creature I learned that had been called the Dragon's Soul had different names, such as the Dragon of Light, the Butterfly Dragon, the Voice of the World and the Song Upon the Wind to name just a few examples.  Yet one thing in all these stories had remained a constant, they were all from Muatal.
  It was quiet a shock to me, during my journeymen years, to learn that other races had the same character.
  Now anyone who is familiar with the tales will ask how I can draw such a conclusion from not only different sources, but about a character that changes form in all of them.  The answer is simple.  The creature bears the same sigil in some way upon all its forms.
  And that symbol is of a bird in flight beneath a circle.


  Of all the details, in all the stories that had been changed, why had this one tiny detail remained a constant?  It even appeared upon the heroes that had been gifted with powers.

  Once I began collecting stories from beyond Muatal I discovered that this mysterious creature, of myth and legend, was known by an almost common name amongst the eldest races of the world.  Augrim.
  Giants, Narayah and the Ulh used the same name for this creature.  And it is amongst them that I have learned the most about who or what this Augrim could be.

  To the Giants, Augrim is the planet itself and is even venerated much like a god in their society.
  To the Narayah, Augrim had once been a mortal who through a profound knowledge and understanding of the world itself had transcended it to become a creature of pure conciousness that seeks to guide others upon the path of enlightenment.
  To the Ulh, Augrim was the first living thing to have ever existed and continues to do so as it came to be in a time before the spiritworld had touched the material world and as such had been spared the affliction of mortality - and she (the Ulh claim Augrim is female, their title for her translates to the Mother of Us All) gifted both the musadi and the ulh with self-awareness that through meditation and will one could escape the judgment of the Gate of the Dead and the entrapment of reincarnation.

  The Black Library even possessed a text that claimed it could summon Augrim, though I have the skill to even dare such a thing, nor did I ask any of the creatures that call Malus's realm home about it for fear of the consequences.

  In the end I can not draw a definitive conclusion as to the nature of Augrim beyond the fact of it's existence.  Yet by the evidence I have found it would suggest that it is a being with considerable power carefully channeled is the service to its own agenda.  It may seem benign yet it must be mentioned as well that in a few stories Augrim is not a benevolent or mentor like figure but a villian and trickster who turns its foes against their own people and cause for what seems to be only its amusement.  And for all we know that is all we are to it.  Toys to be played with.

Editors Note:  It should be mentioned that, despite the peculiar theories made by author and how ridiculous it may sound the printing and distribution of this book has been fraught with difficulties.  More so then with any other document that has ever passed over my desk.  Considering the experiences of myself and my workers I would strongly suggest that you heed his warnings.  Whatever the thing is that the author uncovered, it doesn't want to be made known.

This message was last edited by the GM at 19:58, Tue 17 June 2014.
Author
GM, 364 posts
The Storyteller
Wed 21 May 2014
at 17:07
  • msg #21

Re: The Lore of Ancerenth

A Treatise Upon the Return of the Narayan Race
by Ataros Karan, associate to the Greater Mysteries

Introduction
    As the reader might not be aware, at the time that I write these words, one of the lands that I have come to call home is in great peril.  These lands would be the many islands, isles and islets of the Crystal Sea.
  It is a region which is not known for peace, though I strongly believe its peoples to be a greater friend to peace then any country upon this earth - or under the seas for that matter.  Invasions by those who covet its location between the three great continents and skirmishes between its many houses are the common-most chapters of the Realm’s history.
  Though never since the Dreadborn War have the conditions been as ripe for an almost global conflict as they are now.  No place stands to suffer more of the crossfire from such a war as the island of Aria, its kingdom and its people.
  All because of the Narayah’s return.

History
  Some three thousand years ago, where the Crystal Isles now rest, was instead the small continent of Ursang upon which the Narayah had built themselves a great civilization.  Their society was sophisticated in ways so far beyond our reckoning as to make them akin to how most everyone in the world now look upon the Ehuron, with wonder and awe.
  Upon a terrible day, those three millennia ago, a doom fell upon their race one which cast the world into darkness and rained down fire from its skies for more than a year.

  When the rain of fire stopped and the darkness had passed away all that travellers ever found thereafter of the Narayan race was the broken, scattered chain of islands that are now known as the Crystal Isles.
  Everyone then came to believe that the Narayah had died in some terrible cataclysm which has then spread to the rest of the world.  The mystics and sages claimed that their searches had revealed only that the Narayah had “Departed from this world.”  Who was to have known that such a messages from the often cryptic oracles was intended to be taken literally.
  Few scholars over the ages had possessed any sort of faith in the stories of old of the Narayah having travelled to and having settled worlds amongst the stars of the astral sea.  Yet now the truth of that knowledge informs our grim reality.

Present Concerns
  Scarcely more than a season has passed since another tale of faerie came to life; a fissure opened in the earth in the north of the island of Aria and out from it poured the Narayah.  It soon became clear that they were not invaders so much as a people returning from another world.
  Sadly they Narayah have been loath to divulge much of any details of where they had been these last three thousand years or why they have returned now?
  Yet the tensions are clear, many of the Narayah view the Isleborn as interlopers and usurpers of what remains of their ancestral lands.  While the Isleborn fear another war against an enemy they had until recently considered legends.
  It is my sincere hope that dialogue, negotiation and reason shall win the day and a peaceful coexistence with these remarkable creatures can be attained.  For if most the stories of old about the Narayah are true then they can save our beleaguered lands and its peoples.  Or they could destroy them without barely any effort at all.

This message was last edited by the GM at 19:55, Tue 17 June 2014.
Author
GM, 400 posts
The Storyteller
Tue 17 Jun 2014
at 19:53
  • msg #22

Re: The Lore of Ancerenth

This is going to be less of an infodump then a conversation because what I am going to be the subject of religions which won't be getting a nice pretty write up for most of the faiths that the group has.

Also, I could REALLY use some suggestions/ideas for Boons because...I am one guy and I usually come up with things as the rays of inspiration that flood through the universe align with my plane of existence.  So...about every week or so.

Therefore we shall begin with Iron Jubei and the Dragon Cult, now for the most part the Dragon Cult is a big grouping of a bunch of religions that have to do for the most part with the worship of dragons.

Because most of the dragonlands are controlled by aggressive tribes of kaetyma you get various "competing" faiths centered around the worship of dragons.

Jubei picked to be of a "subrace"of kaetyma that come from the central, elemental desert marked on the map as the Primal Desolation - more on that sometime in the future.  Who have a Dragon Cult based on the veneration of two dragons, the Black and the White.  Rather then gods these two beings are representations of ideals of personal power.  The Black represents both the untapped potential and nature of an individual.  While the White represents the idealized form and reality of the individual.

To adherence they are seen as a dichotomy with which one struggles with through the entirety of ones life.  While the masters of the faith know the great secret about them.  That the distinction between them is nothing but an artifice that exists just as a beginning for the initiate upon the path of self-discovery and growth that is the very foundation of this particular faith itself.

Most adherents are often Unaligned or Lawful because of the faith's tendency to encourage a set of morals or code of conduct.
Author
GM, 565 posts
The Storyteller
Tue 14 Oct 2014
at 10:19
  • msg #23

Re: The Lore of Ancerenth


A Discourse Upon Demonology
by Andreavin Uthnonin Iosi

    Introduction
  Since times immemorial the peoples of the world have been plagued by creatures that would seem to have as their only operation the cause of harm and the spread of suffering.  Though as societies developed, we learned to call these creatures by different names dependent upon their natures.  Though each may still stir some fear in you there is one which is so primal as to lack a proper sense of it.  That is the otherworldly and unseen powers of spirits and daemons.  Though there is much confusion amongst both the lay and the wise as to the natures of these things.  Therefore I have spent many recent years investigating and researching this matter.  From the legends of hamlets to the great libraries of Aradtum unto an audience with the Emperor of Darkness Himself.
  The fruits of this study I shall no endeavour to transmit to you,  that you may count yourself amongst the wise in concern to this matter and that you may perhaps raise those beside you to a greater understanding of the terrible truths I will reveal to you upon these pages.
- - - - -
   Part 1 – Differentiation
  Ask yourself the question, what is the difference between a tree and the grass beside it.  Compare their similarities now in your mind and then their differences.  Which was greater to you?  The likeness?  Or the separation?  To you, no matter how small it is now, there is a clear distinction between the grass and the tree.  Though to the lay these are all but plants by different forms.
  This lay perspective of the world obscures much of the virtue of the world and its objects.  My first task and by extension yours is to divine the virtues of the objects we behold and in doing so make a study of them if we are to come to grasp some truth of the world and our place within it.
  Therefore let us first examine the words themselves.  Demon is a word with little in the way of precise definition, the priests of Aurelius gave me access to one of their great dictionaries and all it had to say was thus "A creature born of higher nature either a part or apart of another being."  This is was in contrast to the opinions of the lay who considered demons to be creatures of an unfamiliar or unearthly nature while the wise called demons creatures that tempted, subverted or even enslaved the will.  From here I ventured across my homelands of the Crystal Sea to the Great Federation of the metal clad elementals, learning a great deal upon the virtues of spirits before I departed for the eternally glowing realm of Arut to consult the Radiant Court of Alyssia.  Before making my way to the vast expanse of the Empire of Dawn and the great schools there.  Where I learned of the mentalist disciplines and began to glimpse a glimmer of the truth I had been seeking.
  For the masters of the east thought of demons in a much different light.  To them demonkind was but the uncontrolled thoughts that spilled from the mind and flowed like a great ocean in a realm beyond even the spiritual domain, an ephemeral place both more enduring then the spirit and far more transient then the material. This apparent paradox at first made no sense and of course the masters of the east found only humour in my confusion, claiming that once I had become properly enlightened that I would understand.  Chagrined I departed to the Dark Isles, careful though optimistic that the benighted realm of Malus would yield my final answers.
- - - - -
    Part 2 – Virtues
  Despite the reputation and the stories I had heard of the Dark Isles the realm was far more hospitable then I would have ever believed though the place and its people had their fair share of peculiarities.  The perpetually dark skies and roaming nightmares I found were confined to Du'zuat.  I was quiet surprised when an Agent of Chaos sought me out to meet with their Great Master of the Dark.  Naturally I was terrified though the academician in me was curious.  So I was escorted to what I believe must be the ancient fortress of the Scar.  I could not be certain because of the darkness that clung to any of the great spaces we entered.  Words fail me to describe the space within which I meet Malus and the terror I felt in the presence of a god.  Yet what I learned from that encounter is enough to last me a lifetime.
  The virtue of a daemon, Malus said, was their desire to possess the life or lives of others.  All else was simply crass distinctions.  Malus called my own work up to that point simply a foolish errand for my answers had been in my homeland all along if had had but the wit to have seen it.  Naturally I refused to consign my research to the pyre and so I pressed the god to tell me about the possessions and exorcisms I had witnessed and the conflicting elements amongst them which had lead me to believe that demons were of two distinct natures.  His response to me was thus “Spirits wrestle with their desired vessel, in time they fail and the original reasserts itself.  Minds are far more indistinct yet the peril is far greater for in that domain it is possible to be assimilated and to disappear forever into the daemon.  Though consider that too much of this can drown the daemon in a sea of identities no longer its own.  Perhaps, just perhaps the lost can be found within that tumult.”
  Keeping firmly to my heart and mind that I was dealing with the god of trickery and lies I decided to explore what Malus told me rather than simply take Him upon His word.  My years since have been spent carefully dissecting that audience and my own research.  From there I came to some useful conclusions.
- - - - -
    Part 3 – Conclusions
  Demonology is a subject in sore need of consensus amongst its scholars if any good is to be done with the knowledge acquired over the ages and to such and end I would suggest that some distinction be drawn between the various kinds of demons observed in the world.  So to that end I would point out to you reader the three broad kinds I have observed.  Creatures who are not of this world and intend its inhabitants harm often by means of possessing the victim in some way and subverting the will of the victim.  Such creatures can be fought and excised but the longer it takes to identify the invader the harder the task becomes to exorcise the daemon.  All cases of possession I have found in which the victim is possesed for a prolonged period of time the subject either suffers a gruesome death or is slowly transformed into a hideous thing that is unfit to survive in this world.  As such it would seem that demonic possession leads but to one certain outcome, death.

This message was last edited by the GM at 20:15, Thu 16 Oct 2014.
Author
GM, 575 posts
The Storyteller
Thu 23 Oct 2014
at 18:23
  • msg #24

Re: The Lore of Ancerenth

For those interested on the laws of magic, here is a nifty website to help! http://www.neopagan.net/AT_Laws.html
Author
GM, 580 posts
The Storyteller
Mon 27 Oct 2014
at 19:20
  • msg #25

Re: The Lore of Ancerenth

Phelan Drixos:
Actually there is something that might be useful. A few things.

First off, the common knowledge of each race. And then relations between races. Might help with getting into character if we know what our characters might know or believe of other races. What they might have grown up knowing of other races. It could be useful information, particularly with regards to Phelan and especially Willa.


This is a tad overdue but frankly I can't crank out nice and shiny lore pieces as fast as I'd like so your are going to have to take this from the horses mouth for now. (yeah I am particular about the way I write lore content is very important to me to a degree that I'll often make gross spelling and grammar mistakes or changes to carry over a tone in the work)

     Lets begin with Phelan and the Narayan League.  The Narayah were highly advanced in the arts (tech and magic) to a degree that exceeds our modern-day (IRL) knowledge.  Though most Narayah did not bother to learn more then the basics during their tutelage as part of the Youngest (the main governing body of the Narayan League, tempered by the Eldest).  Few went on to learn the intermediate or advanced subjects of various fields.  Academia was a very, very tiny fraction of their society, about 1-2%.

  This stemmed from two factors in league society, the first was the prevalence of both information technology and labour saving mechanism.  Leaving very little that the Narayah needed to do for themselves simply to exist.  A correlation to this was that their population was very small, approximately 20 million (this is small compared to the other 10 sophont races, with the most populous being the over 2 billion Weavers of various castes, though that is not a common known fact).  Who were scattered not only on Ursang (the landmass that became the Crystal Isles) but colonies on worlds connected to Ancerenth by the portal books of the K'yri.

  Most Narayah were explorers or adventurers, travelling Ancerenth and the almost infinite worlds provided by both the K'yri and the World Gates though the latter mysteriously sealed themselves after the arrival of humanity around 5,000 years ago from the time of the </i>What Fades Away</i> and the citadel of the builders became dormant and closed off as well.  No more Keepers of the Gates were chosen after this event either leaving a lot of questions and no answers to be found the builders of the gates.

  Another significant fraction of the population was the Narayan military, who played a roll in many global conflicts, if only as disaster relief, peacekeeping, or special task forces.  The Narayah did in fact play a large role in inciting and supporting the rebellion of the Doola Tywuar against the Kaetymic Empire, though only some tribals believe this as part of their legends and the Record of Youngest* of the League knows this.

*Record of the Youngest: A member of each circle of the Youngest who was specially selected and altered to be both unaging and telepathically linked to others like him/herself.  The Record contains the sum history of the Youngest council within their collective memory.  It is difficult for the Record to loose or forget events as their minds have been tailored to this purpose, even if one dies her mind lingers until the spirit has past fully into the Underworld.

  The remaining population was content to do what little work needed doing in their civilization and living their lives, some strove to better themselves, their people or the world in which they lived though those were only about 3% or less of the population (this is not to say that other narayah didn't do similar things I am only talking about those who were dedicating their lives to such actions).
Author
GM, 587 posts
The Storyteller
Wed 5 Nov 2014
at 20:57
  • msg #26

Re: The Lore of Ancerenth

  Because this came to mind during a recent conversation.  The K'yri.

  Some general and basic information.  They K'yri were effectively human, they had arrived on Ancerenth many tens of thousands of years ago and were chanced upon by the narayah during early excavations of the then mostly untamed continent (or REALLY big island take your pick) of what would later become the homeland of the Narayan League - Ursang.

  Two things were remarkable to the narayah about the K'yri, the first was that the K'yri were the first species known to possess absolutely no magical ability (i.e. could not use the arcane powersource) and of course the K'yri's language.  Which could not be read by any magical means, nor could the knowledge be taken or transferred through any means.  It had to be taught.  Furthermore the written form of the K'yri language appeared to have magical properties but no magical energy was every detected from them.

  Even the K'yri had no idea how their writing could so dramatically alter reality.  They knew only of the "rules" their art possessed.

  Humanity came to Ancerenth much more recently, and though the K'yri seem to have died out from some calamity it would seem that some significant fraction of their population integrated with the human Isleborn population.  K'yri traits are generally recessive and include white skin red to blond hair and green, blue and violet eye colours.
Author
GM, 660 posts
The Storyteller
Tue 16 Dec 2014
at 14:01
  • msg #27

Re: The Lore of Ancerenth

quote:
    This is a quick and dirty post about the Grimm which I will clean up over the next week.  I'll bump the thread and post a comment in the OOC thread when I have rewritten this entry.  Part of what I write here will also be reflected in the Cult of the Grimm entry under Religions and Philosophies section in the Ancerenth Character Creation Book.

  To begin any discussion of the Grimm we first need to talk about the Underworld, the Spirit Realm and Arcana as these three are connected.  Spirit is as much a state as it is a plane of existence, most all things that we think of as being things (and not being things like void) has a spirit in some form or to some degree.  Spirit is more enduring then matter yet less tangible as a result alchemists tend to liken Spirit as unto a liquid, something one can hold but never truly grasp.  This endurance can be seen in the lingering of a spirit of a thing after its corporeal form has been lost or destroyed.  Spirits can intermingle or overlap as oil and water but cannot readily mix thus even when a spirit “possess” another it can be undone if one is careful and clever with no harm to either spirit.
  Due to this curious nature the Spirit Realm it can easily overlap with the Material Universe especially at holy places (particularly altars), consecrated spaces or areas host to plentiful or a power spirit(s) often causes a sort of “bleeding” between the planes resulting in more direct and sometimes dangerous interactions with entities from both realms as effects which are minor in their interactions normally suddenly become magnified.  Particularly of note is the disruptive effect of purified metals on spirits, highly concentrated and pure metallic objects (such as a well forged steel sword) can harm a spirit as well as it would harm a man.  Though it often requires a metallic mass equal to or larger than the volume of the spirit to actually disperse it entirely (this effectively destroys the spirit) other factors such as energy density may also play a role as more powerful spirits are not so easily disrupted and require higher or more exotic metals to cause them harm.  Of course there are a few metals which do not possess this disruptive effect and others which can trap a spirit within a container made of the metal or within the metal itself of particular note in this regard would be silver (through which a spirit cannot readily pass) and gold (which draws a spirit into itself).

  A distinctly different plane of existence but very much still a spiritual realm is the Underworld (the existence from which the Elementals spring is quiet similar to the Underworld in this regard) and it is the most direct metaphysical border between the Spiritual Realms and the Material Universe.  All departed spirits are drawn to this place by some call or other, it is not very well understood what or who or even how this call functions beyond the simplest fact that the longer one is dead the stronger the call becomes to the point where one feels pulled or compelled to go there.
  Unbound spirits (spirits who were not created, conceived or born with a physical form of some kind) are uneasy within the Underworld and feel a dread and revulsion to the realm they are unable to place or explain venturing further into the Underworld they find that this sensation becomes stronger and stronger until they flee in fear of it.
  Though the Underworld is a vast, seemingly endless wasteland there are settlements within it.  Created by the inhabitants these settlements are curiosities in and of themselves mostly created for the sake of community the majority of those commonly known to the departed are those nearest the borders of the Underworld and the physical world though others along different borders for other reasons.  More curious structures can be found deeper into the Underworld such as the libraries of the Watchers (beings who collect the knowledge and histories of the living), the terrifying fortresses of the Phantoms (departed spirits who reject the path of the dead), the wandering vaults of the Keepers (creatures who collect curious deceased individuals for their own collections) and other stranger still.
  There is no single ruler or governing body of the Underworld there are simply loosely allied domains and territories claimed by the various beings that inhabit the strange lands of the dead.  The most prominent of these are the so called Lords of the Underworld a very, very loose council of the most ancient and/or powerful factions of beings in the Underworld.  This council was supposedly formed after a terrible and almost forgotten war between the various gatherings of the dead over one simple thing.  The ways in which the dead could and should interact with the living.
  The Phantoms championed the notion that the living should benefit from the wisdom and experience and the power of the dead.  While the Grimm sanctioned that such interaction should be limited and that the material world and all therein was the concern of the living not the dead.  Eventually the Grimm won a bitter victory over their rivals and have maintained an uneasy peace ever since.

  Wandering the Wastes of the Underworld is a tricky thing as all such wanderings lead to the circle of death, the stones of judgement, the gate of the dead or the pit of transmigration.  Whatever one chooses to call it there is a structure at what some believe to be the centre of the Underworld yet geometry is a very different beast in the spirit world then it is the physical world and one cannot reach the end (as is another name for the gateway of the beyond) by merely planning a route upon a map of the Underworld (which is an entire subject unto itself) as the gateway appears only under three circumstances; the first is upon the moment of death when some part of the spirit summons the gateway and thereafter departs through it, the second is when one has made the journey called the path of the dead (often also known as the final rites, a series of deeply personal spiritual trials by which one is said to shed all earthly ties and even identity to become the true self or some such philosophical thingy or other) and thereby find the gate and pass through it, finally there is the use of magic which can conjure the gate of the dead as one would summon any other spirit though this is done at the conjurer’s peril as there is a harrowing which can in and of itself injure or even slay the spellcaster.  Though this harrowing can be eased with the aid of a powerful resident of the Undeworld, compacts with the Grimm are often made for this purpose.

  These compacts are simply promises which societies (usually those who can wield magic) make in accordance to the laws for interactions between the living and the dead as set out by the Grimm.  Specifically limiting and outright forbidding forms of Necrothaumaturgy as related to the abjuration, binding, compulsion, conjuration, communication and evocation of the dead.

  The Grimm themselves often appear as small quadruped creatures (sometimes likened to the bodies of living creatures such as cats, dogs, horses and the like) which appears to have been skinned (though this is not always their appearance) with Etheric writings, arcane sigils and diagrams often being present as tattoos or brands upon their flesh or skin.  Furthermore their faces or the entire head is often concealed or covered by a stylized, pale mask (usually white though faint colours are not uncommon) with the eyes being the only openings.  More powerful grim have one or both eyes sown shut with open eyes often appearing as radiant pools of light amidst the eye of a fierce storm.  Their eyes appear to be crying blood though no such fluid reaches the ground or pools beneath them.

  Arcane power, magic as scholars think of it, is strongly related to the spiritual realm and seems to spring from it yet is not limited to that plane or entirely subject to its laws.  Magic almost entirely seems to defy any attempt to directly quantify it or if one would try to create a single description of it, it would finds some way to subvert that description thus causing many an academician a never-ending headache.  It is often easier to view magic as part of larger hierarchy of the supernatural powers to understand what the power is most spellcasters draw upon when they cast their spells.
  At the top there is Divine power which is transcendent magic, far beyond any reason we can conceive of.  Therefrom follows Psionic power which is the magic of thoughts, ideas, consciousness and the mind itself and information.  Thereafter lies Arcane power which is feeling, sensation and emotion and the power thereof.  Finally there is Primal power which is the expressions of reality and the elements.


  Of Light and Darkness is a body of wisdom produced by the antiquitans and given to the Caretaker of the Gateways as an educational tool.  Over the ages various Caretakers have passed on some of the material to either persons or organizations they trust or consider worthy.  With the passage of time peoples became aware that these apparently different bodies of similar lore sprang from the same place.  Naturally many have come to desire the completed work and many a Caretaker has perished as a result of the pursuit by others for the lore they possess.  It is believed that the reason the Gateways have not allowed travel from Ancerenth through them in the last few millennia is due to either the Caretakers having been hunted to extinction or because the antiquitans do not believe the peoples of Ancerenth worth of either the responsibility of the Gateways or the knowledge the antiquitans possess.
  Regardless of the truth the material herein are excerpts from some of the volumes belonging to this bulk of knowledge.

Of Spirit
Extract from Of Light and Darkness, translated and condensed by Orin Toba

Before there was matter there was spirit.
Spirit permeates all things, visible and invisible, knowledge and ignorance, finite and infinite.
As with the waters spirit flows, where spirit gathers life springs, where spirit drains life follows.
As the lakes and seas where either a great spirit or many spirits gather earth and water become conjoined and a shoreline exists at the periphery.  A great shivering veil betwixt domains.
This message was last edited by the GM at 08:25, Fri 27 Mar 2015.
Author
GM, 800 posts
The Storyteller
Fri 27 Mar 2015
at 09:24
  • msg #28

Re: The Lore of Ancerenth

A Warlock's Pacts are both extremely simple and grossly complicated in that its springs from a particular source (the arcane) though it is granted in a manner not too dissimilar from the powers of the priesthood and many more parallels can be made between a warlock and a priest though don't mention such things within earshot of either as for the most part they tend to despise each other.

  As a point of comparison and in some cases contrast here are some conversions of the Warlock Pacts:

Star Pact warlocks are a rare breed as their power is the closest simulacrum to what is classically considered to be divine.  Though generally believed to be empowered, if distantly, by the Far Gods their power actually springs from the Stars themselves.  An important distinction which few care to really make, afterall what is the difference between the distant stars and the entities of some Immaterial Beyond?
>> Naturally due to this difference the Star Pact warlock's powers have a far more celestial flavour to them then then being cheap eldritch abomination knock offs.  By extension this means that warlock is also in service to the stars and has favour amongst them, becoming in essence lesser Mondoshawan (celestial for 'guardian').

Phantom Pact (originally Dark Pact) warlocks are more common particularly in regions (and amongst cultures) with prominent death rituals.  The warlock allies himself with the Phantoms, one of the factions who function as part of the "governing" body of the Underworld (collectively known as the Lords of the Underworld).  The Phantoms charge their warlocks with acquiring spirits of the mighty at the moment of death and also to seek out lost or hidden knowledge of peoples from ages past.
>>  The greatest difference here is focus on control of life and power over undeath utilizing pain and suffering as merely components of magical power rather than the ends of that power itself.

Spirit Pact (originally Fey Pact) warlocks make deals with either a singular immensely powerful spirit  (there is some overlap here between the Elemental Pact as Elementals are just a different kind of Spirit) or a group of powerful spirits.  A spirit's agenda can be as varied as that of any other sapient creature and having material agents can naturally serve in their best interest.
>>  Not too much difference in overall package rather the focus is on spirit rather than fairy.

Infernal Pact warlocks are a curious bunch, Devils are a hedonistic bunch deriving sustenance from emotional energy and naturally tempt or encourage non-devils towards various activities and revelry in their emotions.  As such warlocks allied to Devils are trouble.
>>  Major differences is less about hellishness and more about emotional manipulation.  Devils don't care about spirits or souls or torment (unless you know they feed on pain and suffering) but rather fulfilling a need which ties into what the particular Archdevil the warlock made his pact with.  Of all the pacts an Infernal Warlock is considered to be the most disposable by his sponsor.

Malus Pact (originally Sorcerer-King Pact) warlocks are an unusual lot to say the least, either brave or foolish these have decided to make the journey to the dark and frozen lands of Duzuat and survived to reach the Scar - the immense forbidding crater which is the fortress of the God Malus from which issues the black, smoking pillar of His presence - and then manage the tricky task of impressing the Emperor of Darkness enough that He grants them  the tiniest sliver of His considerable powers.  Then Malus losses His new creation upon the world.  Warlocks of Malus enjoy the most freedom of all, Malus grants power with no strings attached.  Naturally His warlocks have to accept the consequences of being allied with possibly the most reviled being in all of existence.
>>  Malus is what makes all the difference here, the dark god is a champion of freedom and chaos unlike the tyrannical sorcerer-kings of Darksun. Another factor is the role seasons will play with a Malus Pact warlock, in Autumn and Winter you will receive a divine bonus to  your powers.
This message was last edited by the GM at 09:24, Fri 27 Mar 2015.
Author
GM, 874 posts
The Storyteller
Wed 24 Jun 2015
at 19:50
  • msg #29

Re: The Lore of Ancerenth

On Divination

    Magic or Arcana dealing in the discovering the unknown by mystical means are broadly grouped together into the sphere of divination.
  The everyday forms of divination the common folk are most acquainted with is augury, which is simply predicting the future.  Common folk often employ simple divining tools, such as sticks, dice or even natural events and to such ends so most people don’t how different common divination is from that practiced in scholastic, monastic or political circles.  Where being off or wrong can be very, very costly to someone.
  From elaborate rites to conjure forth esoteric knowledge to lengthy prayers there are whole sects of society simply dedicated to learning not only what the future holds but those things unknown to us.  It should also be noted there is quiet the business to be made in the opposite trade, to keep certain things from never being discovered.
  Divination, as anyone even slightly familiar with predictions of any sort can tell you, is a very tricky if not downright difficult thing.  Signs and portents, prophecies, dreams and visions are often symbolic and as such open to interpretation.  Even genuine glimpses of the future can become distorted, warped by recollection of them so as to render them imperfect copies of the actual events.  So while we can learn much about things from divination it is ultimately a mug’s game.
-- by Ergreious Vastussi, excerpt from “Magiks & Common, Treaties on the Preternatural and Natural worlds for the Laymen and the Scholar”
Author
GM, 955 posts
The Storyteller
Tue 20 Oct 2015
at 11:03
  • msg #30

Re: The Lore of Ancerenth

The Realms of the Crystal Isles

    The current state of the Realms is naturally a measure of their history.  Though I will keep this lesson short so as not to addle your brains with what most people think of as “unnecessary” history.  Travel the Isles and speak to its people and sometimes, you will hear them talk about three cardinal directions as if they were places.  This is due to the last two or three centuries events, the end of the war against the undead armies of the Terrible Enslaver, followed by the scores of draconic invasions the encroachments of foreign powers and the ceaseless powergrabs and paranoia of the noble houses.  Each has the once proud realm of the Great Kingdom of the Crystal Isles into three territories broken up into smaller kingdoms some spanning several islands others trying to claim only one.

  The largest of the realms is the West, countless invasions in recent centuries have hardened the people for wars and sieges.  To survive trust amongst the houses and their people have become essential and as such alliances between the nobles have allowed very large kingdoms to form.  Westerners are proud and hardy folk who will fight to the death rather the flee from battle.  Though they can be grim and cynical they do not let themselves be swallowed by melancholy the draw strength and hope from the things in the world and their lives which they can change.

  The second largest realm is the South, largely safe from invasions the houses here are not strangers to war though large open conflicts are very rare.  Being the old thoroughfare for trade between the Empire and the Federation has made the Southerners some of the wealthiest amongst realms.  This wealth has over the centuries breed a noble class of very deliberate, cautious and paranoid houses.  Politics are an every present concern for southerners and friendships last only as long as both parties gain some benefit.  The people are far more bonded to particular houses than anywhere else and folk are less willing to say more then they have to around there.

  The North may be the smallest realm but the near ceaseless strife in the region would make one think it was a dominion of Malus, and there are those who believe that is the case.  I do not know the root cause of the North’s strife but I would wager it can be laid at the feet of our own vices and the grasping of those in power at false treasures.  There are also tales of roving bands of undead in the region though the authenticity of this is something I strongly doubt.

Author
GM, 956 posts
The Storyteller
Wed 21 Oct 2015
at 10:25
  • msg #31

Re: The Lore of Ancerenth

Here is a link for the Crystal Isles maps, updates will come occasionally.
https://www.dropbox.com/sh/5xp...39KO5Ibo1Ih8uWa?dl=0
Author
GM, 1023 posts
The Storyteller.
Fri 8 Jan 2016
at 20:12
  • msg #32

Re: The Lore of Ancerenth

Antiquita

    I'd like you to imagine strange, impossible creatures, which float and move through the air as if unconcerned by gravity or winds.  They distantly resemble creatures of the deep earth or the sea.  Their skin a thick carapace yet it is wet and spongy.  Their limbs are eerily thin tendrils yet stronger than the finest rope.  Their faces are otherworldly shapes and points that share the body's peculiar symmetries yet bare little familiarity to anything in our day to day lives.  These creatures are the Antiquitans.
  Unconcerned by and yet infinitely fascinated by the world around them the Antiquitans build great monuments to the heavens and out across the astral sea stories tell of whole worlds built, of structures and machines so great in and yet so strange in their dimensions as to be beyond reckoning.
  They allow us to approach them, to wander and even make use of their creations, some of use are even chosen to be their caretakers either in the Antiquitans absence or forever under their strange gaze.  For they can appear and vanish in the blink of an eye, moving as if from one place to another in an instant.  Perhaps not to different from you or me would who would turn about to walk one way instead of another.
  Rarely do they speak to anyone else but their caretakers and equally as strange as themselves is their speech, the air shimmers, waves and warps.  Sounds, scents, sensations and visions spill through as though one is intoxicated and meaning comes through them only by interpretation.  Time becomes meaningless and legends speak of entire lifetimes unfolding to those the Antiquitans speak in no-time at all to the rest of the world and no one but those the Antiquitan wants to speak to even aware of the communion.
  What writings the Antiquitans make are known as Prime, a homage to the timelessness of their kind, it is a peculiar array of glyphs intrinsically bound to its author.  Who becomes of aware of anyone reading his writing and the well versed reader of Prime could discern through only a single glyph the exact author there off even if they had never seen any other work from this particular author.

  To humans the Antiquitans are the Great Builders, or simply the Builders, those who built the Star Portals and the Singing Towers. The ones who were instrumental in mans survival by leading them away to Ancerenth when a nameless and unspeakable evil was unleashed upon mankind.

  For the ehuron the Antiquitans are a mighty mystery, and the Antiquitans absence over the last few millennia has only raised more questions which the Federation has no real answers to.

  To the dragons the Antiquitans were a curiosity and their artefacts a means to an end few studied or even understood the Wanders as to try is considered futility or prideful foolishness.

  Musadi once made extensive use of the Star Portals to spread across the span of the celestial wheel, their civilization known throughout the astral sea - now gone for the most part - wonder where the Antiquitans could have gone for they might hold the keys to secrets of the vanishing of the musadi.

  The Ulh's curiosity seldomly overcomes their pragmatism and most, especially from the Veil, are wary of the alienness of the Antiquitans and their inscrutable motives.

  What perspective the Narayah might have had on them has been lost to history but it quite possible that they, the most inquisitive of all, may have studied the Antiquitans in great detail and unraveled many mysteries.  Perphase, in the end, that is what doomed them all, for it may not be a great coincidence that the Narayan Cataclysm coincides with the gradual decline in the presence of the Antiquitans on Ancerenth and the closing of the Star Portals.

  Whatever the Weavers think, they keep to themselves.
Author
GM, 1026 posts
The Storyteller.
Wed 13 Jan 2016
at 20:25
  • msg #33

Re: The Lore of Ancerenth

Tale of the Dreadknight

  A popular story in area around the city of Tolan, especially during the fall and the late hours of the night, is that of the Dreadknight.  Frequently travellers through the region will be warned of the Dreadknight "Don't travel the roads at night." or "Make sure to dress any wounds you might have properly."

  Different storytellers give different origins for the Dreadknight, from a disgraced long-forgotten nobleman who made a pact with Malus to save his honour to vengeful spirit who gathers the armours and weapons of the fallen to use in righting the wrongs afflicting the land.  Regardless of the background stories they all agree about roughly the same details.
  The Dreadknight appears to be a very large man in impossibly heavy armour, layers upon layers of it, his strength much greater than that of any one man and his iron armour is soaked-no-caked-no-stained with the blood of the wicked to such a degree that the grey metal has long ago turned almost black.  Though some would say the dreadknight was black from the start, or he had turned dark after killing his first victim, or indeed his lover, or some innocent.
  His weapon varies from account to account as well, though a great sword is a common one, often his weapon is said to scream with suffering, or cry blood.  Bemoaning it, or perhaps the Dreadknight's wretched existence - the last one being particularly popular amongst bards.

  The Dreadknigh's motives are his own, how or why exactly he appears changes from tale to tale though violence and bloodshed, especially on the open road are believed to draw his attention.  Long time bandits of the region, wildmen in particular, are often so remarkably superstitious about the Dreadknight they will leave out fetishes to ward-off, appease, or confuse the Dreadknight.  Whether these actually work is a mystery.  Though there are stories that if someone surrenders to the Dreadknight and prostrates themselves before him and truly, in the hearts, repent their evil doeings that they will be spared.  Otherwise they are all put to the sword.
  Bandits often threaten violence rather than actually commit it for fear of drawing the Dreadknight's ire though there are always those who take the chance anyway.  Afterall, maybe the Dreadknight is just as story...
Author
GM, 1272 posts
The Storyteller.
Thu 2 Feb 2017
at 20:38
  • msg #34

Re: The Lore of Ancerenth

The Welfare Chanters

    Whether you are from the country or more distant lands, you may have noticed around large towns and cities bands of men or women dressed in brown or grey robes walking around near the outskirts chanting in unison something that sounds very much like gibberish.  These are known around the Isles as the Welfare Chanters.

  It is generally believed they came into being in one form or another in the early years of the Old Kingdom.  I am however told by my more scholarly acquaintances that the tradition dates back far longer than that but I have never been much of a person to let the ugly facts of history get in the way of a good story.
  The purpose of the chanters, as the name would suggest, is to enchant their city or town with health, security, wealth and prosperity.  A feat I have been told which would require an exorbitant expenditure of magic under ordinary circumstances.

  Are we then to believe that the chanters are great magisters who see it fit to spend their days toiling away for the benefit of their fellow man?  If you believe that than you are either a child or an idiot, either way I admire your naiveté.
  No the chanters my good reader are infact no more capable at magic than you or I.  They are spellwrights, artisans who spent years mastering and perfecting the art of casting a single powerful spell.  While ever craft has its own sort of magic about it only spellwrights, so I am frequently reminded by every wizard I talk to on the subject, actually wield the mystical elements.  If only to a single purpose.

  Even though the spell they cast is powerful it not without limits.  I am certain you have heard it said that magic always has a price.  The due the chanters owe is that of time and effort.  Their spell requires them to walk a boundary, which the chanters call a perimeter, within which their magic takes its effect upon completion of the circuit all the while performing the other rites of the spell as well.  Chanting being the most obvious component of their magic.
  I don’t know about you but I get winded after singing a few songs so imagine a day in the life of chanter.  Not for long anyway my captive audience, as I will tell you what it is like for I have walked beside the chanters.  For a little while anyway.  Craftsmen are after all a secretive lot and though I see no assassins about my abode I do not doubt for an instant that once this book is made public I shall surely be struck down by a shadowed hand.  But fear not dear reader!  I am an adventurous sort and shall use every skill at my considerable disposal to keep death away for at least a few more volumes.

  Different chanters have small different ways they go about their craft.  Though the most significant art by which they ease the burden of their duty is by distribution.  The chanters maintain small stations around cities and towns where members of a chant are switched out like relay mounts for messages.  Again I am told by my studious magical sources that it is a great deal more complicated than just sitting down at a bench to catch your breath and taking a drink from a bottle.
  Some common variations on the spellcasting I’ve found are smaller interlocking perimeters.  Like a great chain or the brickwork of a stone mason.  The cardinal star, where the chanters walk out from the center of the town to the edges and at a certain, precise distance away from the center of town make might proclamations like some crier and return to the center.  Apparently timing is crucial on that one so I only ever found a handful of examples.

  If you listen and ask around you’ll hear a fair number of stories about the chanters.  Tales from the comedic, to the heroic, to the romantic and the tragic.  One such tale which stood out was that of a contest of chanters between two armies.  Each trying to cast their spell well before the other so as to favor their army and curse the other.  In the end neither matters as hideous draconic invaders swept in by sea and slaughtered both armies but up until that point I was rolling with laughter.  If you don’t know why try chasing someone in robe.  It will be a laughably short pursuit I assure you.

  What effect the welfare chant really has is something of a debate in proper magical circles I am told.  On one end of the argument there are those who believe the chanters are charlatans.  On the other those who think they bewitch people with foul and sinister sorcery to enslave the good people to the wiles of the nobility.
  Rarely am I caught without words to say on a matter and this is one of those.  I have seen cities which certainly thrive both with and without the chanters.  As well as those who suffer greatly even with them.  I have also uncovered my fair share of scandals in relation to the chanters of different cities and met the good honest folks of others who really were committed to doing their best to aid their fellow citizens.  A fellow I met in particular was a chanter who also worked as a blacksmith and found great fulfillment in the intense, meditative focus of the chanters work.
  So as with most people I say take them to the tavern and liquor them up until the floor is your dearest companion.  Then you can find out yourself if they are good people or not.
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