Background.   Posted by DMKevin.Group: 0
DMKevin
 GM, 2 posts
Wed 18 Mar 2020
at 21:50
Background
Amariel

In the First Age of the world the gods created life, and it was good. According to their histories, the Dwarves, Yuan-Ti and the clans of Giants were the first races. However, from their records all three races have dreams of the echoes of dragons.

Based on archeological evidence, and fragments of ancient stories among the Dwarves and Yuan-Ti, it also seems likely that the seafaring Ents and the Lizardfolk have lived for about the same amount of time. However, neither of those races have written records and the Ents, at least, seem to experience time differently than the other races.

Some three thousand years later, the First Age ended with the death of one of the gods. The Dweller Near a Stoney Clearing created many of the intelligent races, but in doing so exhausted itself, and it ceased to exist, being known now only in echoes, like the Dragons it had destroyed thousands of years earlier.

Accidentally abandoned by their creator, these races were adopted by other gods, and they flourished. However, the echoes of the Dwellers death amplified the echoes of the Dragons, and a reflection of the Elves, Cerellia, searched for the source of these memories. Cerellia brought the Dragons back to the world and spent the next thousand years spreading them across the world.

During the thousand years of the Second Age many other races were found, trade networks were built and civilization grew. The Second Age ended, though, when the Yuan-Ti left their jungle homes and began enslaving their neighbors. First to fall were the Thri-Kreen and the Kobolds.

The Third Age was an age of war that lasted hundreds of years. It ended with the fall of the Yuan-Ti and their slaves. As they fell, the Yuan-Ti destroyed their network of travel circles, but the energy released destroyed the cities where those circles were located. There are undoubtedly strongholds of Yuan-Ti in the far jungles, but they are unlikely to be a threat for years to come.

We have entered the Fourth Age. Will the alliances built around defeating a common enemy survive? Or will new wars break out?
DMKevin
 GM, 3 posts
Wed 18 Mar 2020
at 21:50
Background
Evrand, the Verdant Kingdom (1st draft)
Evrand was founded after the original mixing of the elves and humans. The country is the most tolerant of multiple races, and almost any intelligent creature can become a citizen. There are even several towns whose primary populace are Satyr. Citizenship requires sponsorship by a local institution or citizen, usually a parent.
Evrand, the Verdant Kingdom is actually a Republic. Although there are lots of citizens, only landowners can vote, and then only in proportion to the land they own.
Capitol City is Dolores:
Major cities:
The Exalted City of Thidrilundr
The Five Cities of Dolonde
Framibekkr, the City of Bells
Cadun
Ugdul, the City of Miracles
Weoham, the Dragon's Lair
Beeminster
Tahyrst, the City of Incantations
Salosa, City of the Curse

Towns and Villages:
Dimashk: Population 520, mostly human, some other races. The village is built around an abandoned silver mine. It is governed by a consortium of guildmasters, known as the Parliament of Ten. The most prominent tavern in the village is The Cock's Hall. Dimashk was recently attacked by monsters, some buildings still in ruins.
Sorriholm - attacked and destroyed in the night
Conwe - somehow polluting river
Hafeld
The Honorable Village of Radun
Marasea, the Place of Pavilions - the most permanent settlement of Satyrs.
Cacot
Pastow - former slave holders, revolt being put down by Calerman priests and and Evrand knights
The Port of Undus

Nearby countries:
Naramunz, the Dwarven Kingdom of the Stormcrags
The Mystical Realm of Formaras, beyond the Dwarves. This forested realm does not allow outsiders, all the flora and fauna of these forests actively fight against invaders. The only exception is the Lumba-Lumba river, which the Pirate Ents use, and allow others to use, to move between the ocean and Lake Tasik. The Naramunz Dwarves border the Lumba-Lumba to the great falls, where they have built a series of locks that allow ocean ships to access Lake Tasik. Anyone that leaves the river in the forest beneath the great falls does not return.
Nimriande, the Elvish Confederacy of Voices is made up of many communities of elves that work together. The greatest voice, and oldest permanent settlement, is Ninjyone the capitol. It is located on the shores of Lake Tasik, at the mouth of the Nelayan river.
The Kingdom of Indelion to the north is made up of several smaller principalities that all border Evrand. The Principality of Vallerion, The Principality of Shinegreg, The Principality of Ganimrie, The Principality of Konyamen
DMKevin
 GM, 4 posts
Wed 18 Mar 2020
at 21:51
Background
The Order of the Silver Thorn

The Order of the Silver Thorn is a militant arm of Panyela's Church based at the Wastow Bastion near Dimashk, in Evrand. Their main goals are to battle evil wherever it is found, and to retrieve sacred relics and holy artifacts. Their leader is Sabeorht Nelley, a tiny old human woman who sends out groups of her "children" on missions for the church. She is a pious old priest who sees the hands of the divine in every event, even the actions of unbelievers.
The Order of the Silver Thorn has several groups of agents that normally work together, but all of the various agents know one another from their time training, or living, at the Wastow Bastion. Unfortunately, your group has attracted unwanted attention to your order from outside, so you are under a great deal of pressure from Nelley to keep a low profile.

Their symbol is a sunburst, a circle with 8 rays emanating from it.


Equipment. Each member of your party has a holy symbol; a sunburst necklace, a circle with 8 rays emanating from it, even if it isnít needed for spellcasting. You each have a couple sets of clean, simple clothes that mark you as members of a religious order, and to the knowledgeable, as a follower of Panyela .Each of you also has a book containing prayers, rites, and scriptures of your faith. You are all literate. You all have a small room at the Bastion, and can take meals with the rest of the church.
Proficiencies. Each member of your party gains proficiency in the Religion skill, if the character doesnít already have it.
Divine Service. In times of need, your group can appeal to the priests of your faith for magical aid. A cleric or druid of your faith who is of sufficiently high level will cast any spell of up to 5th level on your groupís behalf, without charge. The priest even provides any costly material components needed for the spell, so long as you can demonstrate your need and are in good standing with the church.


The Gods:
Tuleen (Kate - pure , clear)
Panyela (Josh - generous, savior)
Tedakunga  (Tony - Highly praiseworthy or priceless., flowers)
Dipenas (Curtis - polite, courteous, or well-bred)
Calerman   (Kevin - kind, gentle, handsome and gein "birth")
Jake (Jake)
Penghuni Dekat  (Jake - dweller near a stony clearing)

Major gods:
Tuleen - light, tempest; symbol is two circles, entwined
Panyela - life, light; symbol is sunburst
Tedakunga  - Nature, grave; symbol is daffodil
Dipenas  - knowledge, forge; symbol is an anvil beneath a set of crossed pens.
Calerman - war, tempest; symbol is a set of scale balances.
Minor gods:
Jake - vengeance, trickery; symbol is a pine tree
Penghuni Dekat - dead, but once life and nature
Rangka - death; symbol is a skull
Several other minor gods.


Tuleen - Tuleen and Panyela are sibling gods, both gods of light, but with different views. Panyela specializes in life, safety and new beginnings, while Tuleen favors the destruction and rebirth that comes with a storm. Their symbol is two circles, entwined.

Panyela - Sibling to Tuleen, Panyela is the god of safety, the dawn, and new beginnings. Part of their mission is to root out evil, specifically to hunt it where necessary, but to destroy it when found. Their symbol is a sunburst, a circle with 8 rays emanating from it.

Tedakunga  - Tedakunga is the god of nature, and the grave. She knows that life depends on the renewal that comes with death. Followers seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. Their priests are often in charge of graveyards, and temples for the remembrance of the dead. Their symbol is a flower, usually a daffodil.

Dipenas  - Dipenas is a god of many faces, and may in fact be many minor gods that work together as mystical patrons of artisans who work with metal and paper. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object.  Dipenas also values learning and understanding above all, specifically the practical knowledge of craft and invention. Dipenas promotes the practical knowledge of craft and invention, including smithing. Their symbol is an anvil beneath a set of crossed pens.

Calerman - the Justicar, their churches often serve as courts, and their priests as traveling judges. The church doctrine is that church law supersedes local law for priests themselves, but that priests must follow local law during deliberations, and as much as possible during their daily lives.
Calerman is also the good of war, and righteous battle. Unfortunately, due to the local law doctrine, it is possible to have Calerman priests on both sides of a conflict.  The tides of war and the finality of a storm are also part of Calermans' domain.  Their symbol is a set of scale balances.

Jake - also known as The Doombringer, is the vengeful deity of retribution invoked by those who seek to repay an eye for an eye. He is a bitter deity, prone to mood swings and fits of violence.
Jake works to spread misfortune to those that do not honor him.
Aside from a handful of scattered temples, the church of Jake is composed primarily of lone wanderers who traveled the world, agreeing to pray for Jake's aid on behalf of those who seek or fear vengeance, in exchange for a small fee. Charlatans who try to scam people in this manner quickly feel the punishment of Jake. His followers seek out victims of injustice, hear and appraise their stories, and track down the perpetrators in order to inflict a fitting form of punishment. No injustice is too small or too large for revenge to be sought and a fitting punishment meted out, which earns the church of Jake the ire of town watches and Calerman churches alike as well as the adulation of the downtrodden.
If one seeks vengeance on another by praying to Jake, it is believed that writing prayers down make them more likely to be answered. To ensure a long-lasting reach for prayers, some vengeance seekers carve them into items made of lead. These items are then buried to keep others from knowing about them.
Temples to Jake are rare.
Their symbol is a pine tree.

Penghuni Dekat - (dead) The Dweller Near a Stony Clearing created many of the intelligent races, but in doing so exhausted itself, and it ceased to exist, being known now only in echoes, like the Dragons it had destroyed thousands of years earlier.

Rangka - Rangka is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Rangka is a secret patron of necromancers, death knights, liches, mummy lords, and vampires. They at times embody murder, pain, disease or poison, and eternal torment. Their symbol is a simple skull.
DMKevin
 GM, 5 posts
Wed 18 Mar 2020
at 21:52
Background
Dimashk

Dimashk: Population 520, mostly human, some other races. The village is built around an abandoned silver mine.  Dimashk was recently attacked by monsters, some buildings still in ruins.

Parliament of Ten:
Amror Gormabli - Brewers, distillers, and vintners 
Fellen Dina - Cobblers and shoemakers
Idel Mose - Leatherworkers, skinners,
Gladhere Finore - Masons and stonecutters
Eblung Golathilb - Potters and tile-makers
Hily Loba - Smiths and metal-forgers, Mekeil lyft friend works there, almost a journeyman.
Celinor Lengor - Tinkers, pewterers, and casters
Amrakil Erophin - Wagon makers and wheelwrights
Hera Wardson - Weavers and dyers
Linda Bella - Woodcarvers, coopers and bowyers

Prominent taverns:
The Cock's Hall, best Tavern and restaurant, no rooms.
The Minstrel's Pub
The Jester's Flask
The Lewd Sage

Prominent Inn:
The Broken Blade - Gerald lives here
The Crossed Blades
The Jovial Sage
The Broken Wand
The Triumphant Dragon
The Crossed Wands
The Green Chain