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[Info] Exandria.

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Tue 23 Feb 2021
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[Info] Exandria

WORLD MAP



EXANDRIAN CALENDAR
MONTHDAYSHOLIDAYS
Horisal29New Dawn (1st), Hillsgold (27th)
Misuthar30Day of Challenging (7th)
Dualahei30Renewal Festival (13th), Wild's Grandeur (20th)
Thunsheer31Harvest's Ride (11th), Merryfrond's Day (31st)
Unndilar28Deep Solace (8th), Zenith (26th)
Brussendar31Artisan's Faire (15th), Elvendawn (20th)
Sydenstar32Highsummer (7th), Morn of Largesse (14th)
Fessuran29Harvest's Close (3rd)
Quen'pillar27Hazel Festival (10th), Civilization's Dawn (22nd)
Cuersaar29Night of Ascension (13th)
Duscar32Barren Eve (2nd), Embertide (5th), Winter's Crest (20th)




THE MOONS
Exandria has two known moons that orbit the planet. Catha, the larger and closer of the moons, is the herald of night travel and shines a bright white when visible in the sky. Catha is considered to be intrinsically tied to Sehanine, the Moon Weaver, and is regarded by some as a creation of the Moon Weaver to watch over the just and hide those who require obfuscation. Ruidus, the second moon of Exandria, is much smaller and farther away. With a slower rotation around the world and dark redbrown coloring, Ruidus is often difficult to see among the stars of the night sky and nearly impossible to spot during the day. Little is known of Ruidis, though older cultures and texts speak of it as an omen of ill tidings, or even a remnant of a Betrayer God plot left abandoned and unrealized.



TECHNOLOGY
The level of technology is generally consistent with the technologies found in the Player's Handbook. However, Dwendalian scientists in Hupperdook and Concordian tinkerers in Port Zoon have made incredible advances in black powder technology. Cannons, mobile war engines, and even handheld pistols and muskets have begun to be used as weapons of war. Black powder weapons are not common, nor are they available to the general public. Only military engineers and special regiments within the Dwendalian armies and the Concordian navy have access to these powerful weapons, though some aspects of these designs are now finding their way into the Xhorhasian military. Statistics for weapons such as black powder barrels, pistols, and rifles are provided in chapter 9 of the Dungeon Master's Guide. All items listed as "Renaissance Items" on the Firearms and Explosives tables exist in some form, but they can't be purchased in a normal store.
This message was last edited by the GM at 20:54, Wed 24 Feb 2021.
Game Master
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Wed 24 Feb 2021
at 20:50
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[Info] Exandria

PRIME DEITIES


AVANDRA, THE CHANGE BRINGER (Chaotic Good)
Also known as "She Who Makes the Path," Avandra champions freedom, travel, trade, and adventure. Her will heralds open frontiers, and her call beckons her followers to discover that which awaits them beyond the known. Her worship is commong among merchants, free spirits, and adventurers, and tavern cheers celebrate her as a bringer of luck and fortune. She is often depicted as a young woman of dark complexion and long, light brown hair that cascades to form the road left behind her. Her holy day is the New Dawn.

BAHAMUT, THE PLATINUM DRAGON (Lawful Good)
The pillar of justice, protection, nobility, and honor, Bahamut is a beacon to paladins of order and good, and is revered by most metallic dragons as the first of their kind. To follow him is to look after those who cannot look after themselves. He is often seen emblazoned on shields and armor, both functional and decorative, in the form of a brilliant dragon head in profile. His holy day is called Embertide.

CORELLON, THE ARCH HEART (Chaotic Good)
Guardian of spring, beauty, and the arts, Corellon is the patron of arcane magic and the fey. The Founding inspired them to wander the twisted lands, seeding them with the first arcane magics and raising the most ancient of forests. It was by the Arch Heart's hand that the first elves wandered from the Feywild, and for this reason they are considered the Mother and Father of all elves. They loathe the Spider Queen and her priestesses for leading the drow astray. Most modern tapestries and tomes depict them as an elven being of impossible grace and beauty, androgynous and alluring, framed by long, wavy, golden hair. Their holy day is called Elvendawn.

ERATHIS, THE LAW BEARER (Lawful Neutral)
The inspiration behind many great inventions, the creation of vast cities, and law and order within society, Erathis claims dominion over civilization. Judges and rulers pay respect at her temples, which are central structures in many cities across Exandria. Peace and order through structure and law guides the will of her devout followers. The Law Bearer has a tempestuous romance with Melora the Wild Mother, a furious love that is tempered only when civilization and nature are in balance. Erathis is shown in most texts and statues as a hooded, armored woman sitting atop a throne of pillars. Her face is generally obscured or depicted without expression. Her holy day is Civilization's Dawn.

IOUN, THE KNOWING MENTOR (Neutral)
Revered by seers, sages, and teachers of all walks of life, Ioun guided the growth of civilziation throughout the Age of Arcanum like sunlight guides the branches of a tree. Grievously wounded by the Chained Oblivion during the Calamity, her followers are now hunted by agents of her ancient foes as she recovers. Her devout now worship in private, spreading knowledge, philosophy, and lore anonymously through traceless channels. Common representations show the Knowing Mentor as a graying, mature woman with a welcoming, matronly smile, swathed in billowing robes and scarves that fan into books and scrolls. She has no public day, for her public worship was shattered during the Calamity.

KORD, THE STORM LORD (Chaotic Neutral)
Where thunder booms and conflict rises, prayers to the Storm Lord are shouted into the maelstrom. Reveling in all tests of strength, Kord blesses those who prove themselves on the battlefield. Worshiped by athletes and warriors across Exandria, he exalts those whose force of spirit and desire for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers to appease him. Within his temples, Kord is shown as a quintessential warrior, often nude with a beard and short, curled hair. As the epitome of muscle and strength, most art depicts the Storm Lord in a stance of dominance, and perhaps wrestling a terrible beast. His holy day is the Day of Challenging.

MELORA, THE WILD MOTHER (Neutral)
The realm of Melora extends to wherever the seas shift and the land grows wild. As the keeper of the wilderness, she represents the wild creatures of nature, the rush of the angry rapids, and the heat-heavy stillness of the desert. Elves worship her, as do hunters, accepting her guidance to exist harmoniously within savage lands. Those seeking safe passage across dangerous waters pray to her to guide them. Followers of the Raven Queen also show respect to the Wild Mother as the caretaker of what remains when the Matron of Death's work is done. Immortalized through wooden reliefs and carved idols in hidden, overgrown groves and rural shrines, the Wild Mother is shown as a beautiful woman with green skin nearly swallowed by a wild, tangled wreath of hair, leaves, and vines that dwarf her lithe form. Her holy day is Wild's Grandeur.

MORADIN, THE ALL-HAMMER (Lawful Good)
Moradin is worshiped by smiths, artisans, and miners alike, granting inspiration in exchange for respect and prayer. He shaped the mountains from the chaos of the Founding, and stands as the patron protector of home and family. The devotion to the All-Hammer is strongest in dwarven communities, and many temples to Moradin mark the center of a mighty dwarven stronghold. Many guild halls and workshops contain images of Moradin, a faceless, stout dwarven being of immense strength, hunched over a flaming heart clasped within his massive hands. His holy day is Deep Solace.

PELOR, THE DAWN FATHER (Neutral Good)
Pelor rules over sun and summer, his vigil encircling the ages as the keeper of time. As lord of agriculture and harbinger of the harvest, he is worshiped by farmers and most common folk, and his priests are welcomed in many lands. Supporter of the needy and destroyer of evil, the Dawn Father is often the patron of paladins and rangers who follow a similar creed. He is also known for his defeat of the Chained Oblivion and is revered by those who hunt aberrations. Tapestries of old match early texts describing Pelor as a paternal figure in silver and gold armor, his head a beacon of light and fire so bright that his face can barely be seen. Many statues in holy places use the head as a brazier, lit with each dawn and extinguished at dusk. His holy day is called Highsummer.

RAEI, THE EVERLIGHT (Neutral Good)
God of atonement and compassion, Raei spreads the message of understanding and optimism in even the darkest of places. She believes that the corrupt can be redeemed, a mindset that led to a betrayal by the Lord of the Nine Hells, who decimated her followers during the Calamity. This misplaced trust caused many priests to strike her name from historical records, leaving her title and faith scattered to obscurity for much of the recent age. Only recently has her fath been rediscovered and her temples returned to prominence. Those who bring the Everlight's words back to the light unearth her image from ruined temples, or create new art to inspire others with her message. Raei is represented as a beautiful, strong woman with dark skin and light hair, rising betwixt a set of angelic ivory wings. Her holy day has been long forgotten.

THE RAVEN QUEEN, MATRON OF DEATH (Lawful Neutral)
Master of the skein of fate and the mistress of winter, the Raven Queen is the god of death. Her gaze follows and marks the end of each mortal life, watching over the border between life and death and ensuring the natural transition is undefiled. Many funerals ask her blessing to protect the deceased from the terrible curse of undeath. Those who study ancient lore believe that the Matron of Death was once mortal herself and is the only known mortal to have ascended to godhood. Her rise instantly obliterated the previous, now-forgotten god of death, and the other gods quickly and fearfully destroyed the secrets to the rites of ascension. Few existing visual depictions of the Raven Queen exist; many temples merely use the rave nas a symbol of her blessing. The few illustrations of her portray a tall, pale woman wrapped in dangling black linens, with her face obscured by a white porcelain mask and her onyx-black hair straight and neverending. Her holy day is called the Night of Ascension.

SEHANINE, THE MOON WEAVER (Chaotic Good)
Sehanine is the god of moonlight and the autumn season, as well as the patron of illusions and misdirection. Widely worshiped in halfling and elven cultures, she is considered to be the deity of love, protecting the trysts of lovers with shadows of her own making. Those who work in darkness and trickery often ask for her blessing. Her depictions are as numerous as the myths and stories of her meddling with the unison of mortals. She is most often painted as a young girl with light-blue skin and white hair, her body and limbs merely wavy silk strands of silver moonlight that caress and create the edges of the shadows around her. She has no holy day but is celebrated by the elves on the night of the decade's largest full moon.


BETRAYER GODS


ASMODEUS, THE LORD OF THE NINE HELLS (Lawful Evil)
The devil god of the Hells is the master of tyranny and domination. His words are honeyed and carefully crafted, soothing and corrupting the mortal heart. Asmodeus rules his domain with an iron fist, and the punishments awaiting those that cross him are the basis of nightmares. Evil entities pay him tribute alongside his devils, and many warlocks are drawn to his power. A twisted image of the celestial blood that once bore him, the Lord of the Nine Hells is revealed in many tomes and murals as a handsome humanoid with deep, red skin and long, black hair. Two curling horns rise from his brow, and his lips bear an eternal, knowing grin.

BANE, THE STRIFE EMPEROR (Lawful Evil)
Blood-drenched armies of brutal warriors oft crush their foes in the name of Bane, the evil patron of war and conquest. To serve his will is to accept the call to conflict, seeking lesser people to break and subjugate. Warmongering nations and goblinoid tribes worship the Strife Emperor as they strike out at the world to bend it beneath them. Bane twists all living things to his iron will, forcing even nature itself to bow to his whims. Bane is often depicted as a brutish, ogre-like man clad from head to toe in jagged black armor. Heads dangle from his belst, and the shadows that obscure his helmeted face do not hide his yellow eyes.

GRUUMSH, THE RUINER (Chaotic Evil)
Gruumsh commands hordes of barbaric marauders to destroy, pillage, and slaughter for the sheer joy of it. Orderless and without honor, the creeds of the evil hordemaster urge savage creatures to devour the world around them, giving in to the chaotic and selfish nature of the predator. A number of violent clans of humanoids and beasts across Xhorhas pay homage to Gruumsh, asking him to bless their hunts and gift them with spoils worth ruining. Primitive clay representations in barbaric communities of his followers show the Ruiner as a hulking, bulbous behemoth of an orc. His missing eye has shifted, and the prominent eye is now centered in his face, like a nightmarish cyclops.

LOLTH, THE SPIDER QUEEN (Chaotic Evil)
The evil god of deceit, shadows, and spiders, Lolth weaves a complicated web of schemes and treachery through her worshipers, deceiving allies and enemies alike to gain power. It is said that the Spider Queen can see through the eyes of all spiders, and that she is truly all-knowing. Lolth's worship is entwined with the society of dark elves across much of Exandria, but she has lost her influence in Wildemount since the Calamity, when her drow rejected her in favor of the ancient entity known as the Luxon. This slight has drawn her venomous hatred, and she now seeks vengeance against those who betrayed her. Many Lolthite icons and idols show an alluring woman with dark purple skin and silver hair, her abdomen swelling into the terrifying body of a monstrous spider.

THARIZDUN, THE CHAINED OBLIVION (Chaotic Evil)
It is darkness unending, less like a god and more like another world. Life and death do not exist within Tharizdun, only utter destruction and madness. Even the other Betrayer Gods treat this mad god with caution. In its endless imprisonment, Tharizdun dreams the infinite depths of the Abyss into reality, along with all its demonic legions. The Prime Deities had thought it locke away during the Founding until it nearly returned to ruin the world during the conflicts of the Calamity. Now, its chaotic mind has fallen into more frightful dreams, imagining nightmarish aberrations into existence deep beneath Exandria. Few visual attempts to depict Tharizdun exist, but the texts speak of a creature of rolling, hungry ink and darkness, a spreading cloud of lightless destruction born from a thousand ravenous mouths. Current references show the nightmares constrained by chains of gold and black, barely keeping the dark at bay.

TIAMAT, THE SCALED TYRANT (Lawful Evil)
The evil queen of dragons is a fearsome god of greed, envy, and hoarded wealth. While chromatic dragons are her foremost worshipers, Tiamat accepts the worship of any who crave wealth. All chromatic dragons have a fearful reverence for their tyrannical queen, but many dragons of near-deific power and ambition chafe under her rule. Most representations of Tiamat exist as warnings within sanctuaries of the Platinum Dragon Bahamut. She is shown as a drake of frightful size, with massive leathery wings spreading clouds of poisonous mist, while she shouts from five vicious dragon heads, each one a chromatic color of her evil children.

TOROG, THE CRAWLING KING (Neutral Evil)
The dark god of the endless tunnels and caverns beneath Exandria, Torog is the patron of torturers, slavers, and jailers across the realms. His violent tears carved the pathways under the world, and his realm of imprisonment is a network of deadly caves and manacles from which few return. Creatures that wander the desolation of Carceri often construct prisons in his image. Those who rob others of their freedom offer prayers to him in cellars and other subterranean domains, and many creatures who live in the darkness below worship him and seek his guidance. The Crawling King is rendered as a swollen, malformed worm that slithers through the dark below, with a screaming, hairless human head at the helm and three arms carving through the lightless rock.

VECNA, THE WHISPERED ONE (Neutral Evil)
The lich lord Vecna presides over villainous mages, conspiring politicians, and envious servants as the dark god of necromancy, undeath, and secrets. Once a dangerously clever and powerful archmage-turned-lich, his hunger for dominion over all mysteries and obsession with conquering the pantheon led to his own dissolution, leaving behind only his left hand and eye. His enduring spirit reformed through the ages and managed to recosntruct the Raven Queen's rites of ascension to become the newest of gods to walk Exandria. Defeated by the legendary heroes Vox Machina and sealed behind the Divine Gate, the Whispered One now quietly rules over that which is not meant to be known. Those who claim to have looked on Vecna's form speak of a tall, skeletal lich swathed in tattered robes and enchanted jewels, missing both his left hand and left eye.

ZEHIR, THE CLOAKED SERPENT (Chaotic Evil)
A wanderer in shadows and the creator of snakes and serpentkin, Zehir is the evil god of poisons, assassins, and darkness. The ancient serpentkin worship him over all other deities, dragging screaming offerings to their temples in his honor. Most of the Cloaked Serpent's worshipers were annihilated during the Calamity, and the rest are either suspended in self-induced stasis or hunted for sport by the servants of Lolth and Torog. Many forgotten temples were once built to the Cloaked Serpent, and within these chambers his image was embedded within much of the architecture. He is shown as a human body with six arms and a gargantuan serpentine head, fanged and frilled in aggression. Strands of thick, dark hair that sprout from his scaled body form layers of swirling shadow, obscuring his form.
This message was last edited by the GM at 22:12, Wed 24 Feb 2021.
Game Master
GM, 8 posts
Wed 24 Feb 2021
at 21:05
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[Info] Exandria

FACTIONS AND SOCIETIES


THE ARCANA PANSOPHICAL
All Tal'Dorei's greatest mages fought at the Battle of the Umbra Hills. They saw the incursion of demons and devils firsthand, and were rightly terrified that the spawn of the Betrayer Gods could ever return to the world. It was clear that the Divergence did not wholly prevent supernatural evil from infringing upon the world, and the mages of Exandria must prevent future "surprises" of this nature. The mistakes of the Age of Arcanum must never be repeated. Considering this, Yurek Windkeeper, high enchanter of Syngorn and a well-respected arcanist, reached out to the realm's most t rusted and capable mages, and together they formed a private society called the Arcana Pansophical.





THE ASHARI
While the boundaries between the planes are generally strong, there are some places across Exandria where the veil is thin and occasionally sundered entirely. There are places in the world where the elemental planes bleed into the Material Plane, scarring the land with their primordial power and threatening all surrounding life. During one Celestial Solstice, elemental rifts of untold proportions burst open across Exandria. The tide of elementals was eventually stemmed, but the world was gripped by fear - what would happen at the next solstice? In the wake of the planar disturbance, a society of druidic masters called the Ashari made a covenant to divide and form four separate tribes to seal and watch over the sources of these unleashed energies. The Pyrah Ashari left for Issylra, and the Vesrah Ashari relocated to an island cluster in the Ozmit Sea. The Terrah and Zephrah Ashari remained within Tal'Dorei near their respective elemental rifts. A dozen generations later, the Ashari still hold watch over these tumultous locations.





THE CERBERUS ASSEMBLY
The Cerberus Assembly was established nearly three hundred years ago, when strife and competition between warring mage lords threatened to unravel the social order of the Dwendalian Empire. The house leaders of this conflict nearly destroyed one another in what was called the Eve of Crimson Midnight, an arcane battle within the capital of Rexxentrum that leveled two wards of the city, killing hundreds of civilians. At the peak of the violence, a parlay was called, and the mage lords decided to put aside their differences and avoid mutually assured destruction, instead joining as a unified conclave. When brought before the king for judgment of their crimes, they offered an accord to instead officially instate the conclave and submit entirely to the king's rule. Taking the name the Cerberus Assembly, the mages took the empire to new heights of power and expansion. In the centuries since, they have subtly ingrained themselves within most facets of the empire's government, becoming a force of political and military power that many say could rival the king himself. This reality is not lost on the royal council. There are eight ruling positions within the assembly, and the families of each member are appointed as lesser members without responsibility, called annexes.





THE CLARET ORDERS
Centuries ago, the high cleric of the Julous Dominion made secret pacts with a devil of the Nine Hells, hoping to gain enough power to repel the aggressive Dwendalian Empire. However, he failed to read the fine print of the devilish contract - he succeeded in his mission, but his people paid a terrible cost. The empire was indeed repelled, but it was because the lands of the Marrow Valley were brimming with devils and undead. In this brief era of terror, a humble priest of the Raven Queen named Trence Orman prayed for a way to protect his flock, his people, and the lands they called home. The Matron of Ravens blessed him with the ancient secrets of bloodmagic. Trence trained his most trusted friends in the techniques of hemocraft, and they sacrificed a portion of their humanity in exchange for the power to defend the dominion. This marked the origin of the Claret Orders. Using forbidden skills, they managed to seal away the source of this dark deal, free the high cleric from his torturous form, and clear the countryside of the evil that pervaded it. Unfortunately, before the Claret Orders could be celebrated as saviors, the armies of the empire swept into the freshly purged Marrow Valley and crushed the Julous Dominion. The newly installed Dwendalian lords blamed the Claret Orders for inviting fiends into the valley and they were no longer welcomed in their own homeland. Trence and his followers went into hiding, but they never stopped protecting their lands from the shadows. The orders have now spread to the outskirts of Western Wynandir and beyond.





THE CLOVIS CONCORD
Nearly four hundred years ago, an alliance of the Ki'Nau islanders and foreign Marquesian traders founded a new nation on the tropical Menagerie Coast. The Clovis Concord is a democratic nation that enforces law and order, and regulates commerce along the length of the coast. The nation is composed of eight independent city-states, each ruled by its own marquis, which operate as one union under the banner of the Clovis Concord. This arrangement ensures uniform laws, regulation of trade, and mutual protection between the city-states. These eight cities are Port Damali, Port Zoon, Gwardan, Tussoa, Othe, Feolinn, Nicodranas, and Brokenbank. Open shipping lanes and inviting tropical scenery have made the domain of the Clovis Concord a cultural melting pot and a popular place to live or visit.

Internally, each marquis of the Clovis Concord keeps a tight grip on the shipping and trade that comes through their cities, overseeing all guilds that organize imports and exports and managing a handful of guildmasters that form the backbone of local commerce. When a marquis dies or is impeached by the other members of the concord, the remaining members choose a successor. While the cities do work together for the good of the concord, they are also each in silent competition with each other, flaunting their affluence and clientelse at every opportunity. In recent times, the Myriad is suspected to have subtly infiltrated the Clovis Concord, often with the unwitting aid of greedy local politicians.





THE COUNCIL OF TAL'DOREI
When the new reign of Tal'Dorei was established roughly three centuries ago, Zan Tal'Dorei did not wish to be given unchecked or uncounseled rule over the realm. Though she was crowned by a small council, she expanded its ranks by selecting her trusted allies and even dissenting voices to form an assembly of scholars, generals, and philosophers to govern at her side. This Council of Tal'Dorei worked at their Sovereign's side to rebuild the realm following the end of Drassig's line, and were instrumental in the recovery and subsequent prosperity of Tal'Dorei. Sovereign Uriel Tal'Dorei II publically ended the monarchy and passed power over to the council, formally divesting his line of power. He would later be slain by the green dragon Raishan. The remaining Council members would later reform the realm as a republic under the same name.





THE DIARCHY OF UTHODURN
When the elven city of Molaesmyr unearthed a terrible curse that ruined the Savalirwood, many survivors fled to the north. Though many perished in the harsh elements, the elven refugees finally located the iron doors of the subterranean stronghold and requested asylum. It was with only mild hesitation that the dwarves accepted their desperate guests, taking them into the warm halls of their city and giving them a place to stay. Many years later, people realized that the situation was permanent. Social tensions rose as cultural differences and forced proximity placed the denizens of Uthodurn into rising discomfort. This growing divide worried Judessa Fruunast, the queen of the dwarves of Uthodorn. She met with the throneless elven king, Imathan Talviel, and unexpectedly offered to instate a diarchy within the city. The process of restructuring the stubborn societies of this new Uthodurn forged a long partnership and deep friendship between the two leaders until Queen Judessa's death in 794 PD. Even after her daughter, Simone Fruunast, took up the mantle, the dual society flourishes and the Dual Monarchs seek to build a better future together.





THE DWENDALIAN EMPIRE
The Dwendalian Empire has reigned over Western Wynandir for over twelve generations. Imperial rule is maintained through its powerful military, its policy of religious restriction, and the support of the secretive Cerberus Assembly. King Bertrand Dwendal rewards loyalty and swiftly punishes insolence and failure. His family has developed a totalitarian rule that reaps heavy taxes and looms over society with a military presence that only grows stronger with proximity to the capital city of Rexxentrum. Dwendalian society has a rigid caste system, in which denizens of the arcane are considered elite members of society. Many Dwendalian ladies and lords come from a sorcerous bloodline or studied the arcane arts within the walls of the Soltryce Academy. Those who especially excel can come to hold power as a member of the Cerberus Assembly, a council of extremely powerful mages that works directly with King Dwendal and his councilors to develop and enforce laws throughout Western Wynandir. However, there is distrust between them, since neither the King nor the Assembly trusts each other.

Most cities and townships throughout the empire are ruled by a local government under the leadership of a starosta, usually a native baron appointed by the Crown and the Cerberus Assembly. Reporting directly to the king's council, the starosta is given absolute control over local government, appointing and maintaining responsibility for the heads of the city guard (watchmaster), the regional military (warmaster), local commerce (coinmaster), infrastructure (pithmaster), religious practices (idolmaster), and the courts of law (lawmaster). Twice a year, tithe collectors visit each imperial city to inspect households for records and proof of income, collecting a percentage of their earnings in coin as determined by the tithe collector.

Soon after the Dwendalian bloodline came into power, there was a short-lived rebellion helmed by religious civilians. The ruling class has regarded religion with suspicion ever since, believing that faith inspires the unworthy to rise above their station and spark fruitless rebellion. Instead of abolishing religious practice, the empire regulates it. All temples are owned and run by the government, and must be dedicated to deities approved by the Crown. Keeping private shrines or worshiping outside official temples is punishable by fines or imprisonment. The only deities that are approved are Erathis the Law Bearer, Bahamut the Platinum Dragon, Moradin the All-Hammer, Pelor the Dawn Father, Ioun the Knowing Mentor, and the Raven Queen, Matron of Death.





THE GOLDEN GRIN
When the lands of Tal'Dorei were ruled by the tyrant Drassig, a hidden society of muses, storytellers, bards, and folk heroes assembled to oppose their despotic king. The Golden Grin has endured since those dark years, and it has secretly guided the just, inspired the common folk, and planted the seeds of discontent and rebellion amid tyranny ever since. Each member, known as a grinner, pledges to uphold the ideal that every individual has the power to change the world. They seek out places where hope is faint and the soul grows dim without inspiration, lifting the spirits of the downtrodden and heartening those who feel forgotten.





THE KRYN DYNASTY
The Kryn Dynasty rules the northern wastes of Xhorhas, and has only revealed itself to the wider world within the past century. Centered around - and under - the ruins of Ghor Dranas in Eastern Wynandir, the dynasty governs many townships and small villages where the Kryn have helped establish a modicum of civilized living among the nomadic wastefolk. They believe that beings not yet beyond redemption can be turned to the light of the Luxon, and often struggle with the unruly denizens of the wastes, hoping to gain converts to their cause and faith. Dark elves are the most populous race within the Kryn Dynasty. They claimed the dread citadel of Ghor Dranas as their own, as well as the massive network of underground caverns that make up the Underdark of Wildemount. The Kryn drow who emerged from the shadowed depths now endure periods of sunlight as part of their worship, though their cities are shaded by umbral magic during daylight hours.

Artifacts left behind by the Luxon that holds its essence are known as Luxon beacons and are coveted by the Kryn Dynasty as central to their civilization. If a proven soul is ritualistically bound to a Luxon beacon, they can enter a process called the consecution: when a mortal bound to the Luxon dies within a hundred miles of a beacon, it ensnares their soul from its intended afterlife and prepares it to be reborn in a new child within that same vicinity. When that child then matures into adolescence, they begin to recall subtle knowledge from their past life's experiences - a process called anamnesis. The people of the dynasty stand under the first Umavi, known as Bright Queen Leylas Kryn. Beneath the first Umavi, there are twelve noble Dens that mark families of souls who have lived together through generations: Dens Kryn, Mirimm, Thelyss, Hythenos, Icozrin, Biylan, Tasithar, Duendalos, Daev'yana, Omrifar, Beltune, and Zolaed. When someone is believed to be experiencing anamnesis, they submit to a deep meditation with a guide trained in the ways of consecution. This process helps restore memories of the past life, which then mingle with current memories. The awakened soul is then reunited with their Den. The older the soul, the more prestige it holds in the dynasty. The Kryn Dynasty has uncovered four beacons and is certain that more remain to be discovered. It is believed that once all the beacons are brought together, the Luxon will be summoned from their slumber to ask their children the great question and impart the truth. It is said that at this time, the Luxon will take those who entered the consecution and abandon this lesser world to start a new world elsewhere.





THE LIBRARY OF THE COBALT SOUL
Under the enlightening scriptures of Ioun, the Knowing Mentor, teachers, priests, and monks who have been drawn to the calling of truth and knowledge spend their lives training with the Library of the Cobalt Soul. Rather than a single physical building, the Library is a collective term for the universal knowledge and philosophies upheld by those who follow Ioun's teachings. They are guided by a central belief that true strength is found in understanding the world around you. The Cobalt Soul is based in Rexxentrum but operates throughout the empire and across the whole of Exandria. Temples to Ioun under the management of the Cobalt Soul act as massive libraries called archives, usually located in larger cities and cultural centers. Archivists act as administrators at each Archive, delineating tasks, overseeing the training of new members, and even negotiating for or purchasing artifacts and records. The monks are the enlightened knowledge-seekers of the order. They research places where ancient knowledge could be hidden and lead large-scale expeditions to these places. Expositors are the covert agents of the Cobalt Soul. These enlightened infiltrators extract information that others would keep secret and use their newfound knowledge to better the world. At the top of each Archive is a High Curator, who dictates the Archive's goals to subordinates and uses this power to assign marks to expositors, outline allies and enemies to their archivists, and approve the expeditions proposed by the monks.





THE MYRIAD
The continent's largest criminal organization took shape about eighty years ago, when a shipping company in the Dwendalian city of Yrrosa turned to smuggling contraband to make ends meet. This tight-knit group of clever smugglers soon began to bargain with their competitors, employing blackmail and offering membership to their organization as an alternative to elimination. The syndicate grew with alarming speed, infiltrating the criminal underbelly of every major city in Western Wynandir. Masquerading as purveyors of antiquities and foreign textiles, the Myriad focuses on providing their clients with exotic goods, such as illicit substances and magical beasts, or supplying hired muscle to intimidate their clients' rivals. The worst of the Myriad even deal in human merchandise. The Myriad now operates across the continent as a loose network of gang bosses who run their own local sects without direct oversight from the mysterious heads of the syndicate. Each satellite group is expected to regularly deliver information and a cut of their profits to the leadership. Those who fail to pay up receive quiet threats of enslavement or assassination - and the Myriad always makes good on its threats. Members of the Myriad are sworn to keep their syndicate secret by pretending that their chapter is still just another local gang. This makes it so that officers of the law often fail to recognize Myriad activity until it's too late. However, the empire discovered and raided the central Myriad stronghold in Yrrosa fifteen years ago, forcing the surviving leadership to scatter across the continent. Shifting tactics, they have now begun seeding major factions with double agents, who turn the most foolish or corrupt of their colleagues into the Myriad's unwitting pawns.





THE REMNANTS
In a time long past, a powerful archmage known as Vecna, the Whispered One, attempted to ascend to godhood by conducting the Ritual of Seeding from high atop the citadel of Thar Ampala in the realm of Shadow. He surrounding himself with a cult of fanatical mages and empowered murderers to protect him during his ritual of apotheosis. Yet the cult was shattered, and Vecna defeated, at the hands of Yos Varda and the Army of the Just. Defeated, ruined, and Vecna destroyed, the cult seemingly vanished from the world. But even in apparent death, Vecna left instructions with his most devoted, allowing for the possibility of his defeat - and the promise of rebirth. The remains of the cult dubbed themselves the Remnants and began laying the groundwork for the Whispered One's eventual return. Many years later, they seized a number of ziggurats and corrupted them as part of a ritual to return Vecna to a physical form. Many of their higher-ranking members remove their left eye (and some their left hand) as a symbol of devotion to Vecna. Under the leadership of Delilah Briarwood, the cult was able to resurrect Vecna only for him to be sealed away beyond the Divine Gate by the heroes known as Vox Machina. The Remnants were scattered in the world again, and still to this day seek new ways to restore their god to his promised position of absolute dominance over creation.


This message was last edited by the GM at 21:33, Wed 24 Feb 2021.
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