Alles: Realm of the Stargazers [Archive] - Wizards Community

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Arco Versipellis

11-04-07, 01:11 AM
I posted a little about this a while back. I've been working at this for about four years, maybe five. I am trying to condense it all down into an easy to interpret form. I figured while I was at it I should get some feedback.

To summarize, the material world, Alles, exists in the age following to the first world, refered to as Former Prime. Natur was the creator and destroyer of that world, while Kegan watched all the transpired. Having learned from those eents, Kegan sets out to create his own world.

Continetal Nations: (Salsadhir, Woodland Realm); (Frozen Wastes, The Silver Fords)
Island Nations: Atlantis, Gem-Dust Isles, Isla Mirage

There is a single large landmass, seperated into halves by an interlocking chain of mountains. Climate tendencies and water resources seperate each half into quaters. Lying not far from this land mass, almost encompassed by it, lies Atlantis, a large island.

Humanoid Races:
Betohoh: (Homebrew, posted later)
A proud race of shapechangers, the betohoh lost much of their ability. Resilient, they forever seek to regain these skills. This goal is of such importance that little else motivates these people. They care little for politics or economics, but their skills on the battlefield are of great reknown. They are semi-nomadic, following paths within traditional lines.
Dwarf (Seacliff):
Long ago, the dwarves stood a chance of developing powerful empire, but greed lead to civil war. A pack of werewolves joined one side as mercenaries, and the disease spread through the frontlines. The restuls were horrible, wiping out both of the kingdoms. However, many of those who were against the war migrated to sea cliffs far from their homeland. Over the centuries, these dwarves have created an expansive kingdom, and the dwarves have adapted to their new home. Meanwhile, a few scattered colonies of moutain dwarves exist, their people are disappearing
Elf:
The First Folk of Alles, elves have been the most influential race in the world. When the world was created by the Heavenly Bodies, the elves were born from the lingering essence of the mystics. They have established two world-spanning empires; both of which were long lived. They are masters of wizardry, and their people created the art of the duskblade, as well as making major contributions to philosophy and theology. They are reknown stargazers, but they sometimes don't take a break to look around. They are no longer concerned with world events, save for the Versipellis, werebears that seek to eliminates vampires and their werewolf servants.
Gnome (Wavecrest):
The gnomes were once the most dominant of their homeland, Isla Mirage, but they are now outnumbered there by immigrants. They are a simple folk who live peaceful lives on the coast, dabbling with magic and diving for pearls.
Half-Elf:
Half-elves are not uncommon, largely because many half-elves have mirgrated to Salsadhir and banded together. Over time, they have began to true-breed. Not only will two half-elves produce half-elven offspring, but a half-elf who mated with an elf or a human would most likely produce half-elven offspring. Half-elves gain extra skill points, as a human.
Halfling:
Halflings are a simple people who roam traditional paths in great caravans. They are not a powerful political or martial power, but they do have a great deal of economical prowess, as their caravans are largely responsible for Salsadhir's trade business.
Human:
Humans dominate two regions in the world, and they have penetrated every corner of the world. These colonies are no connected to each other, though there is one kingdom of men in exsistence.
Maenad:
Maenads live hard lives on the tropical coasts of the Gem Dust Isles, pitting their psychic skills against the terrible storms and powerful dinosaurs of their homeland. Worse yet, their traditional enemies are the yuan-ti, who share many of their talents. Despite this, maenads are a force to reckon with. They are crystal and coral workers, as well as skilled hunters and seafolk.
Mystic: (Homebrew, posted later)
The ancestors of the elves, mystics are not part if Alles. They are from Former Prime, the world that existed before Alles. Their lost empire is recognized as the pinnacle of achievement throughout the Great Wheel. However, their creator, Natur, turned on them, as ambition and corruption tainted many of them. After a long periof of exile to the Dreamscapes, the mystics have managed to raise Atlantis from beneath the waves and have returned to the material world, though in many ways they are outsiders here.

Regions:
Atlantis:
A relic of Former Prime, the mystics have managed to salavage their homeland and are trying to piece back their culture. This world was once a utopia with marvelous technology. The mystics focus most of their efforts on enriching the environment and regaining their lost technology.
Frozen Wastes: (Name?)
Although heavily populated by hordes of goblinoids, this area is ruled by the frost giants. These creatures serve the Morrigu the Vain, who requires sacrifice to maintain her beauty. The frost giants often order raids, as goblinoids do little trade.
Gem-Dust Isles:
The maenad had developed a tribal society is this land filled with dinosaurs and reptilian humanoids. Maenads worship the sun god, Kegan the Fiery, but Nicneven the Slime Tyrant is the patron of the reptilian races. Gems are the largest export from the isles, though trade is more limited here.
Isla Mirage:
The home of the gnomes is a strange place, covered in illusions, but recently many immigrants have flocked to the island. Mannan mac Lir the Raging Surf is patron of this trade center. Onyx and diamonds make up the two largest exports from the island, but its status as a major trade port fuels the local economy.
Saldsadhir:
An expansive desert, most of this region is nothing but a sea of sand roamed by nomadic bands dotted with monasteries and oasises. Cernonnus the Time Father holds sway over many of the creatures that dwell here, and magic is a precious rescource since even cantrips can make life in the desert easier. However, nomads tend more towards Tailtu the Free Wind. (What trade comes from desert regions?)
Silver Fords: (Name?)
An area with several rivers and countless streams, human kingdoms rise and fall in these lands. A confederation of barbarians rallies under Teague the Poet, and there is a kingdom of men under Moya the Great. Another nation under the rule of vampires answers to Airmed the Proud Mistress. Silver can be found all throughout these lands. Small bands of kenku dwell in admist these human settlements.
Woodland Realm: (Name?)
The elven courts exist alongside fey courts in this ancient forest, which has a great lake at its center. The area is often called the Garden of Caer, patron goddess of nature. The elves do use lumber, laregly for ships, and they even export some. However, their laws of conservation are the most strictly enforced of all their laws. Additionally, they have the most mithral resources in the world.

Some peoples belong to powerful racial groups that are nomadic. Halflings wander from Salsadhir into the Woodland Realm, representing a powerful trade force. Betohoh are the most powerful wandering nation. Their people scatter to the ends of the earth, and they are respected everywhere for their skill in battle.

Geological Notes:
The Great Lake of the Woodland Realm is largely responsible for the lack of water in the Salsadhir region, though climate has some effect. Meanwhile, climate has a big impact on the other side of the mountains.
Arco Versipellis

11-04-07, 01:13 AM
I haven't done divine ranks yet. I don't really see the point in statting out their power to much.

The Heavenly Bodies:
The Heavenly Bodies are comprised of a single sun god and four aspects of Luna. The sun god sacrificed a great deal of personal power to create the Lunar Aspects, and it is through his power that they influence the world in an effort to create balance. According to the mystics, Luna did not exist in Former Prime.

Kegan the Fiery
Sun King
Demigod: Divine Rank 1
Symbol: Jade Sun
Divine Domain: The Sun
Alignment: True Neutral
Portfolio: Creation, Knowledge, Sun, War
Worshipers: Maenad; Sages, Warriors
Cleric Alignments: Any Neutral
Domains: Balance, Courage, Creation, Knowledge, Sun, War, Strength
Favored Weapon: Battle Axe
Relics: Dawnstar, Belt of the Champion, Shard of the Sun, Shield of the Resolute
Church Abilities: 1 – Hearty Soul (Strength), 2 – Captain (War), 3 – Divine Light (Sun), 4 – Scholar (Knowledge), 5 – Paragon of Brawn (Strength)

Cullen the Beast
Demigod: Divine Rank 1
Symbol: Red Fangs
Divine Domain: Dark Side of Luna
Alignment: Neutral Evil
Portfolio: Corruption, Death, Evil, Suffering
Worshipers: Gnolls; Conspirators
Cleric Alignments: Any Evil, True Neutral
Domains: Corruption, Death, Deathbound, Destruction, Greed, Evil, Suffering
Favored Weapon: Scythe
Relics: Censer of the Last Breath, Tabard of the Disembodied
Church Abilities: 1 – Wrecker (Destruction), 2 – Adept (Death), 3 – Destroyer (Destruction), 4 – Paragon of Villainy (Evil), 5 – Annihilator (Destruction)

Moya the Great
Demigod: Divine Rank 1
Symbol: Orange Scepter
Divine Domain: Northern Portion Luna
Alignment: Lawful Neutral
Portfolio: Law, Nobility, Pact, Protection
Worshipers: Dwarves; Rulers
Cleric Alignments: Any Lawful, True Neutral
Domains: Community, Herald, Inquisition, Law, Moon, Pact, Protection
Favored Weapon: War Hammer
Relics: Hammer (Axe) of Ancestral Virtue, Cudgel the Never Forgets
Church Abilities: 1 – Protector (Protection), 2 – Guardian (Protection), 3 – Knight-Defender (Protection), 4 - Judicator (Law), 5 – Holy Shield (Protection)


Shela the Musician
Demigod: Divine Rank 1
Symbol: Blue Harp
Divine Domain: Light Side of Luna
Alignment: Neutral Good
Portfolio: Good, Healing, Joy, Purification
Worshipers: Faun; Poor, Musicians
Cleric Alignments: Any Good, True Neutral
Domains: Good, Family, Healing, Joy, Moon, Pleasure, Purification
Favored Weapon: Glaive
Relics: Armor of the Fallen Leaves, Cornucopia of the Needful
Church Abilities: 1 – Samaritan (Good), 2 – Humanitarian (Good), 3 – Altruist (Good), 4 – High Physician (Healing), 5 - Master Physician (Heal)

Teague the Poet
Demigod: Divine Rank 1
Symbol: White Dice
Divine Domain: Southern Portion of Luna
Alignment: Chaotic Neutral
Portfolio:
Worshipers: Halflings; Bards, Thieves
Cleric Alignments: Any Chaotic, True Neutral
Domains: Celerity, Chaos, Illusions, Luck, Madness, Moon, Trickery
Favored Weapon: Rapier
Relics: Rapier of Desperate Measure, Pipes of Frenzied Revelry
Church Abilities: 1 – Con Artist (Trickery), 2 – Expert Trickster (Trickery), 3 – Charmed (Luck), 4 – Scion of Luck (Luck), 5 – Fatebender (Luck)

The Spirits of the Land:

Just as Kegan's light fuels the Lunar Aspects, the influence of the Heavenly Bodies strengthens some of the elemental spirits that were dormant since the destruction of the world at the hands of Natur. Their origins are in many ways more mysterious than the Heavenly Bodies.

Caer the Earth Mother (The Swan Maiden of the Faerie Courts)
Demigod: Divine Rank 1
Symbol: Turquoise Swan
Divine Domain: Land Region of Caer
Alignment: Neutral Good
Portfolio: Animals, Earth, Fey, Plant
Worshipers: Betohoh; Bards, Thieves
Cleric Alignments: Any Good, True Neutral
Domains: Animal, Earth, Fey, Plant, Renewal
Favored Weapon: Scimitar
Relics: Caer’s Seed Pouch, Raptor Arrow, Staff of the Unyielding Oak
Church Abilities: 1 – Beast Adept (Animal), 2 – Sapling (Plant), 3 – Beast Heart (Animal), 4 – Old-Growth Adept (Plant), 5 – Beast Master (Animal)

Cernonnus the Time Father
Demigod: Divine Rank 1
Symbol: Burning Tome
Divine Domain: Land Region of Airmed
Alignment: Lawful Neutral
Portfolio: Fire, Magic, Portal, Time
Worshipers: Xephs;
Cleric Alignments: Any Lawful, True Neutral
Domains: Fire, Magic, Portal, Rune, Spell, Time
Favored Weapon: Quaterstaff
Relics: Rod of Reversal, Scrolls of Uncertain Provenance, Tome of Ancient Lore
Church Abilities: 1 – Orison/Cantrip (Magic), 2 – Prodigy (Magic), 3 – Sage (Magic), 4 – Master of Magical Philosophy (Magic), 5 – Raging Inferno (Fire)

Manannan mac Lir the Raging Wave
Demigod: Divine Rank 1
Symbol: Conch Shell
Divine Domain: Ocean’s Floor
Alignment: Chaotic Neutral
Portfolio: Blackwater, Water, Seafolk, Storm
Worshipers: Gnomes; Fishermen, Sailors
Cleric Alignments: Any Chaotic, True Neutral
Domains: Blackwater, Water, Ocean, Seafolk, Storm
Favored Weapon: Trident
Relics: Gem of the Glitterdepth, Morningstar of the Many, Trident (Spear) of Retribution
Church Abilities: 1 – (+2 Swim), 2 – River (Water), 3 – Flood (Water), 4 – Mighty Ocean (Water), 5 –

Manannan mac Lir is the sea god, often depicted as a breaded gnome. He is a creator and destoryer aspect, as the sea gives and takes from coastal people. Many of his worshipers believe that mac Lir can be pulled to one side or the other.

Morrigu the Frost *****
Demigod: Divine Rank 1
Symbol: Frost Covered Kukri
Divine Domain: The Frozen Wastes of the Frost Frontier
Alignment: Neutral Evil
Portfolio: Cold, Hatred, Pestilence, Vile Darkness
Worshipers: Goblinoids;
Cleric Alignments: Any Evil, True Neutral
Domains: Cold, Hatred, Hunger, Pestilence, Vile Darkness, Winter
Favored Weapon: Kukri
Relics: Executioner’s Hood, Ruby Blade, Shield of the Severed Hand
Church Abilities: 1 – Individualist (Chaos), 2 – Searing Scion (Sun), 3- , 4 – Anarchist (Chaos), 5 –

Morrigu is a beautiful goddess who is the creator of goblinoids. She would give up none of their beauty to them, and thus they are a hideous races. She presented her people to the frost giants as subjects if they would kneel before her. She hungers for sacrifice to maintain her enternal beauty.

Nicneven the Slime Tyrant
Demigod: Divine Rank 1
Symbol: Scaly Fist Oozing with Slime
Divine Domain: Jungles of Quartz Coast
Alignment: Lawful Evil
Portfolio: Gluttony, Scalykind, Slime, Tyranny
Worshipers: Reptilians;
Cleric Alignments: Lawful Evil, Lawful Neutral, Neutral Evil
Domains: Envy, Gluttony, Scalykind, Slime, Sloth, Tyranny
Favored Weapon: Heavy Flail
Relics: Chain of the Obeisance, Gauntlets of the Blood-Lord, Skewer-of-the-Gnomes
Church Abilities: 1 – Citizen (Law), 2 – Sapling (Plant), 3 – Mature Growth (Plant), 4 – Judicator (Law), 5 – Ancient Heart of the Forest (Plant)

Nicneven is a crocodillian being who is the creator of reptilian creatures. He is a demanding figure, whose had is cold. He never acts when it isn't necessary, but he is driven by envy and takes great delieght in gluttony of any form.

Tailtiu the Wandering Twister
Demigod: Divine Rank 1
Symbol: Cyclone
Divine Domain: The Skies of Alles
Alignment: Chaotic Neutral
Portfolio: Air, Charm, Liberation, Travel
Worshipers: Raptorians; Slaves, Travelers
Cleric Alignments: Any Chaotic, True Neutral
Domains: Air, Charm, Liberation, Travel, Windstorm
Favored Weapon: Throwing Axe
Relics: Boots of the Unending Journey, Map of Unseen Lands, Throwing Axe (Rapier) of Unerring Direction
Church Abilities: 1 – Journeyman (Travel), 2 – Wind Runner (Air), 3 – Life Pilgrim (Travel), 4 – Breath of the Hurricane (Air), 5 – Nomad of Many Worlds (Travel)

Tailtu is a traveler who is a free spirit. However, he is not a trickster. Rather, he is depicted as a charming being with little concern for the law.

The Spirits of the Cosmos:

There are few extraplanar beings that hold a great deal of influence over Alles. These beings are unconnected to the Heavenly Bodies and the Spirits of the Land by extenstion. As such, members of those ranks sometimes often try to limit the influence of these deities, but not always.

Airmed the Proud Mistress
Demigod: Divine Rank 1
Symbol: Dagger Stuck in a Skull
Divine Domain: Pandemonium
Alignment: Chaotic Neutral
Portfolio: Competition, Domination, Pride, Undeath
Worshipers: Humans;
Cleric Alignments: Any Chaotic; True Neutral
Domains: Competition, Domination, Pride, Summoner, Undeath
Favored Weapon: Dagger
Relics: Dagger of Denial, Tome of the Stilled Tongue
Church Abilities: 1 - , 2 - , 3 - , 4 - , 5 –

Airmed is the scheming daughter of Natur, half-sister to the forebearers of the mystic race. Unlike her brothers, she was born unto a fiendish mother, and she opted to share none of her power. However, her schemes have often been foiled, though she has managed to cobble together her followers into a powerful kingdom, powered by warlocks and necromancers.

Bahamut the Platinum Dragon
Demigod: Divine Rank 1
Symbol: Star above a milky nebula
Divine Domain: Celestia
Alignment: Lawful Good
Portfolio: Air, Dragon, Luck, Protection
Worshipers: Dragonborn; Sorcerers
Cleric Alignments: Lawful Good, Lawful Neutral, Neutral Good
Domains: Air, Dragon, Good, Luck, Protection
Favored Weapon: Claw (Spiked Gauntlet)
Relics: Gauntlets of the Talon, Platinum Helm
Church Abilities: 1 – Protector (Protection), 2 – Wind Runner (Air), 3 – Soaring Gust (Air), 4 – Saint (Good), 5 – Holy Shield (Protection)

Taliesan the Master Craftsman
Demigod: Divine Rank 1
Symbol:
Divine Domain:
Alignment: Lawful Neutral
Portfolio: Craft, Metal, Planning, Wealth
Worshipers: Dragonborn; Sorcerers
Cleric Alignments: Any Lawful; True Neutral
Domains: Craft, Metal, Planning, Trade, Wealth
Favored Weapon: Light Pick
Relics: Hooked Hammer of the Heartfire, Enveloping Pit
Church Abilities: 1 - , 2 - , 3 - , 4 - , 5 –

Tiamat the Chromatic Dragon
Demigod: Divine Rank 1
Symbol: Five-headed Dragon
Divine Domain: Baator
Alignment: Lawful Evil
Portfolio: Destruction, Dragon, Trickery
Worshipers: Kobolds; Sorcerers
Cleric Alignments: Lawful Evil, Lawful Neutral, Neutral Evil
Domains: Evil, Destruction, Dragon, Law, Trickery
Favored Weapon: Claw (Spiked Guantlet)
Relics: Chromatic Rod, Dragonscale Cloak
Church Abilities: 1 – Scoundrel (Evil), 2 – Reaver (Destruction), 3 – Master of Deception (Trickery), 4 – Superior Dissembler (Trickery), 5 – Annihilator (Destruction)

The Hero Spirits:

These are mortal beings that have ascend to quasi-deity status.

Ildon the
Demigod: Divine Rank 1
Symbol:
Divine Domain: Dreamscapes
Alignment: True Neutral
Portfolio: Dream, Endurance, Force, Mysticism
Worshipers: Mystics
Cleric Alignments: Any Neutral
Domains: Dream, Endurance, Force, Mysticism
Favored Weapon: Mystic Blade (Great Sword)
Relics: Sword of the Mighty Thews, Tabard of the Great Crusade
Church Abilities: 1 - , 2 - , 3 - , 4 - , 5 –

Ildon has been the leader of the mystics since the end of the age of Former Prime. His exploits brought him a great deal of acclaim, and his time spent among the Dreamscapes has infused him with extreme powers, though much of his divine strength was stoled from Natur when he finally defeated him in direct combat.

Lolth the Spider Queen
Demigod: Divine Rank 1
Symbol: Head of a Female Drow With Spider Legs
Divine Domain: The Abyss
Alignment: Neutral Evil
Portfolio: Cavern, Lust, Retribution, Spider
Worshipers: Drow
Cleric Alignments: Any Evil; True Neutral
Domains: Cavern, Lust, Retribution, Spider
Favored Weapon: Whip
Relics: Rod of the Recluse, Vestment of the Ebonsilk
Church Abilities: 1 - , 2 - , 3 - , 4 - , 5 –

Nym the Prophet
Demigod: Divine Rank 1
Symbol: A Single Arrow
Divine Domain: Arborea
Alignment: Neutral Good
Portfolio: Glory, Mentalism, Mind, Wrath
Worshipers: Elves
Cleric Alignments: Any Good, Neutral Good
Domains: Glory, Mentalism, Mind, Wrath
Favored Weapon: Long Bow
Relics: Bow of the Wintermoon, Millienial Chainmail
Church Abilities: 1 – Sergeant (War), 2 - , 3 - , 4 - , 5 –

Nym is an elven hero deity. He was the first mortal to travel to another plane of existence. He learned a great deal of the history of the world, the Heavenly bodies, and the mystics and Former Prime.

Seven the Young
Demigod: Divine Rank 1
Symbol: A Sword With Angel Wings
Divine Domain: Atlantis
Alignment: Lawful Good
Portfolio: Celestial, Incarnum, Fate, Oracle
Worshipers: Heroes, Youth
Cleric Alignments: Lawful Good, Lawful Neutral, Neutral Good
Domains: Celestial, Incarnum, Fate, Oracle
Favored Weapon: Mystic Blade (Long Sword)
Relics: Helm of the Purple Plume, Sword of Virtue Beyond Reproach
Church Abilities: 1 – Blessed (Luck), 2 - , 3 – Sage (Knowledge), 4 - , 5

Seven is new age hero, who is believed to be the world's only hope when the end of time falls.
Arco Versipellis

11-04-07, 01:15 AM
The following list covers some of the monsters that I plan to commonly use.

The Dragon Menace (Civilization)
After the giants overthrew their masters, dragons were nearly extinct, but the few who survived turned to the Dragon Gods for aid. The descendants of the planar dragons eventually became the dragon of Alles, chromatic and metallic. Until recently, their numbers were few, but now their influence is strong.

The Faerie Menace (Betohoh, Elf)
Though not all fey are evil, the majority of them are troublesome anyway. That said the elves have good relations with those who are not evil, but they see those that are as a major threat. Some say their power is waning, but the faerie know they are eternal.

The Giant Menace (Elf, Maenad)
Giants have long been part of Alles, and they cover the world with great diversity amongst them. However, there are two places where the represent a major threat. The Gem Dust Isles are home to more giants than any other place in the world, and the maenad have more than their fair share of problems with them. The elves have resently constructed a Citadel Row to defend against the frost giants and their goblinoids hordes. Unlike many of their enemies, giants are relatively new to elves.
Goblinoids

The Vampire Menace (Elf, Human)
The first vampire was an elf noble. He turned his wrath to his own people during the First Betohoh Empire, creating the curse of the werewolf to dominate them. However, the Versipellis came forth, and he was driven away. He then crossed the ocean and turned his attention to the humans. It was vampires who organized the northern province. However, given the choice vampires prefer elven blood to all other.
Lycanthropes

I also should mentioned I use pretty much any class, inclunding psionics, incarnum, TOB, and so on.