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, welcome to 5e: Harsgal Colosseum

05:08, 10th May 2024 (GMT+0)

Setting:

Posted by The VoiceFor group 0
The Voice
GM, 2 posts
Sun 19 Apr 2020
at 20:08
  • msg #1

Setting:

The world of Ashter is my own homebrew world. Our game will take place in the Amuyeli Archipelago in the city of Harsgal. The Amuyeli Archipelago is found west of the Continent Eelsglad (Eels-glad) in the the Northern Hemisphere.

The Archipelago is located in the Ocean of Terrath.

The  islands are dotted with tribes of Aarakocra, Tabaxi, and Kenku. The main trading center in the Archipelago is the city of Malie. The city its self was founded by Genasi, and has thrived under the Council of four (Repesented by the leader of each Genasi clan).

Harsgal: Harsgal is a moderate city state. Used as a jail of sorts for the region, it has a heavy military presence. Harsgal is home to a Gladiator Colosseum and acts as both entertainment and judicial executioner. Be you a prisoner or volunteer the games within the Colosseum are often deadly.
This message was last edited by the GM at 22:47, Tue 15 Feb 2022.
The Voice
GM, 4 posts
Mon 20 Apr 2020
at 11:50
  • msg #2

The Hithari People

The Hithari are a nomadic people who are wide spread across the world. Each tribe has their own customs but the people as a whole share some core beliefs.

The Hithari are mainly made up of Humans, though tribes have started to take in outsiders who are willing to adopt their ways. Half-Orcs tend to be the most common outsiders accepted and can be found in most tribes.

Most of the Settled Humans in Ashter are descended from the Hithari and thus many of their traditions are still present in human socity.

The Three Traditions

There are three ancient traditions, found among the Hithari people and many of their "barbarian" cousins. Those who violate one of the Three Traditions invite upon themselves exile or death.

These traditions are: courtesy, hospitality and sanctuary.

The tradition of courtesy is the basic notion of showing respect and civility to others, and not acting with hostility without reason.

The tradition of hospitality is the practice of providing food and shelter to any who come to your door seeking it, regardless of who they are and where they are from.

The tradition of sanctuary grants special privilege to temples and other places of worship, and dictates that no blood shall be spilled on sanctified ground.

Courtesy, hospitality, sanctuary. These are the traditions at the foundation of Hithari society.



While not as harsh in the general population of Humans for violations, these three traditions have carried over to Human society and are the foundation of many of the laws that create the foundation of current Human society.
The Voice
GM, 5 posts
Mon 20 Apr 2020
at 11:53
  • msg #3

the gods of Ashter

The main gods in Ashter carry over from the Hithari people.

The Star Kings

As a people who travel the world, the Hithari do not attach their gods to people or places. Instead, their gods are those that they follow each day on their travels, following their divine guidance wherever it leads. Each god is associated with a specific star or constellation, which is used as part of both the Hithari's navigation and their divination.

Jinak, the Silver Pillar: Associated with the North Star, Jinak is the sole constant in the skies above. Representing the stability of tradition and the comfort of hearth and home, Jinak is the most ancient of the Star Kings, and also the most revered. He is said to sometimes take the form of a silver bird, guiding lost souls on their way home.

Orsevir, the Vagabond in Gold: Associated with the constellation known as the Vagabond, Orsevir is typically seen in the Western part of the sky during the summer, disappearing during the winter months. He represents both wealth and its absence, and the way that all luck can wax and wane. He is typically depicted, as his name suggests, as a wealthy traveler or merchant in gold-colored clothing, and his passage is said to bless all nearby with wealth and fertility.

Gera, the Wind Dancer: Associated with the Constellation known as the Dancer, Gera is seen traversing the sky around the year, circling around Jinak at a regular, constant rate. Though she occasionally disappears over the horizon, she always returns. Gera is thus seen as a consort to Jinak, representing the fleeting nature of love and desire. Gera is a matron of poets, musicians, artists and (of course) dancers, bestowing inspiration when the mood strikes her.

Sohai, the Unyielding Mountain: The earth quakes, and a mountain rises in an explosion of fire and magma. The earth trembles, and the mountain returns to the flat earth in a shower of rock. This is the nature of Sohai, whose constellation, the Stout, stands to the South, slowly moving across the Southern sky. He represents strength and fortitude, the ability to stand tall against adversity and the willingness to fall for the sake of the greater good. Sohai is said to show his favor through various lizards, and the presence of one in your tent prior to a battle is seen as a good omen for the fight ahead.

Paisha, the Luminous Sage: The constellation known as the Sage is typically seen to the North and East, and is usually more visible in the autumn and spring. Paisha is a goddess of knowledge, discovery and invention, always guiding others to new and interesting places. She is the first of the constellations to appear in the night sky, and the first to greet the sunrise, hence her name. Woe betide the world when Paisha does not appear, for it means confusion and chaos are imminent.

Lueth, the Bramble Queen: The Wild Rose is a fearsome and temperamental constellation of the south and west, for it represents the Bramble Queen, whose favor is as dangerous as her disfavor. She represents fervor and passion, the things that drive men to great deeds but also lead them to stray from the path. She is the matron of the gambler, the drunkard, the berserker and the lover. Her prominence in the sky demands people give in to the desires of the night and damn the consequences of dawn. Regret has no place in the court of the Bramble Queen.

Virhara, the Black Star: Though it may technically be "seen" in the sky all year around, just as Jinak can, this star shines no visible light. Indeed, it can normally only be seen when it blots out the light from another star. The appearance of Virhara is a terrible omen, for Virhara exists only to disrupt the fate laid out by the other Stars, unraveling the natural order of things. Virhara sometimes takes the form of a bird of prey, when he wishes to influence the affairs of mortals more directly, and as the name suggests, his messengers are always pitch black, regardless of their regular color.

In addition to these other important gods in Ashter are as follows (These are still a work in progress).

Unelanuhi is the Sun goddess

Ishala is the moon goddess

Ocasta god of Dwarves

SINA goddess of the Elves

Sehulu god of Halflings

Kanati god of Dragonborn

NAFANUA god of Ocrs
The Voice
GM, 6 posts
Mon 20 Apr 2020
at 11:56
  • msg #4

The Shadow Lands

On the continent of Eelsglad (Eels-glad) is an area known as The Shadow Lands. Few dare venture there, and fewer return from there. Those who do tell or dark horrors and strange magics.

The Shadowlands cover an area west into the Ocean of Terrath and east to the base of the World top Mountains. As such it has created a natural barrier separating the northern kingdoms from the southern ones on the western coast. The Shari have populated the belief that it was the Northern kingdoms that created the Shadowlands and thus destroyed themselves in the process.
The Voice
GM, 7 posts
Mon 20 Apr 2020
at 11:58
  • msg #5

Shari

Isharna is a grand city that lies on a narrow coastal strip south of the Shadowlands. The human population of the city, (calling themselves Shari, which is also the name of Country), have lived in and around the city for centuries — or at least so their histories say. Isharna is a bustling port city, with a large natural harbor, and engages in extensive trade with the island peoples who live on the numerous archipelagos which dot the southern sea. The Shari mainly subsist on grain grown on the arable land around the city, supplemented with seafood gathered by the city’s extensive fishing industry. Isharna has an old and respected tradition of magic use, and those who are trained in the arcane arts (wizards) are revered in Shari culture — often seen as special protectors and guardians of the city and her people. However, those who are born with strange arcane powers or who make bargains with extraplanar entities for them, (sorcerers and warlocks), are looked on with suspicion and fear by the Shari — and those unfortunate souls often spend their lives hiding their abilities. Isharna is governed by the Council of Nine, (the most powerful wizards of the city), who are responsible for maintaining the wards which have kept the blight of the Shadowlands at bay for as long as anyone can remember. Isharna has a strict policy of information control and thus access to the country (as well as leaving the country) is strictly controlled by the military.
The Watcher
GM, 20 posts
Sun 20 Feb 2022
at 02:37
  • msg #6

The City-State of Nakur

The City-State of Nakur: (This city is a 15 day journey [by ship] to the north of where our story takes place.)

In the western part of the continent lies the ancient, massive city of Nakur. The port city has grown in the last few centuries, once it was conquered by pirate lords who retired to become merchant-lords and opened the city to outsiders. Now it's ports are thriving, with visitors from every corner of the world coming to trade and make their fortune. Open to all races, both accepted and infamous, with a truce enforced by a ruthless, yet corrupt, city guard. It's normal to see Dwarves trading with Goblins, or Drow and High Elves glaring daggers at each other from across the tavern.

Honor

But the strangest custom to most visitors is that of honor: how to gain it, lose it and maintain it. Honor among Nakurans is complicated to explain, and varies from rich to poor, old to young, but guides every aspect of their lives. Public slights, a spurned lover, a bad deal among merchants, or being accused of cheating at dice are just a few of the countless ways of losing honor. High honor opens doors to a better life, earns the respect (and an open ear) from other natives and allows one to walk the street with their head held high. Dishonor makes one a pariah, and atonement can be long and humiliating. This is why perceived dishonor between two parties are settled not before magistrates, but within the halls of the Duelist Areana.

The Duelist

It's normal for young noblemen to settle their families' disputes through quick duels overseen by a judge. In fact, most nobles see it as a rite of passage into adulthood to train as a duelist. Duels end when one duelist is either disarmed or "marked" by a cut deep enough to draw blood and scar. Death by duel are rare and frowned upon, seen as barbaric and unnecessary.

But what of the merchant, tradesman or commoner who does not have the skill or inclination to draw blade? They hire a professional duelist. A duelist is half skill, half swagger, each one boasting that they are the best at what they do. Some work with the blade alone, other try to stand out by using exotic weapons, magic or through garish costumes. But like all of Nakur, duelists work on reputation, and an unofficial ranking of duelists constantly changes from duel to duel. It's customary to match a duelist from a challenger with one of similar ranking, an insult to hire a lower ranked one, and cowardly to hire a higher ranked duelist. The higher the rank, the higher the pay, and high ranking duelists are local celebrities, often retiring to a life of leisure. But most duelists either become too crippled to hold a blade, die from infections to their wounds, or fade into obscurity once they hit the bottom of the ranking.

Thus, matters of honor are handled in proxy by hired duelists, who's own honor and reputation are tied to their successes and failures. Duels happen in the Duelist Area, and are seen as a form of entertainment by the inhabitants of the city, and with confusion and consternation by visitors. The Duels themselves bring in a good amount of coin to the city its self and high ranking duels are announced and scheduled months in advance of the actual event.
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