Avayevnon Reborn [Archive] - Wizards Community

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Seraphine_Harmonium

10-15-06, 01:08 AM
Chapter 1: Introduction
http://www.torrentialmuse.com/images/worldmap.jpg
"What is Avayevnon? You don’t get out much do you? It is a world of poetics, politics, piousness, and piracy. It is a world where gallant heroes woo fair maidens, where you can be hurt worse by the government than by any sword, where the holy crusade against the faithless, and where scoundrels make trouble at every pelagic port."
—Garcin Leblaque

The Year is 27 AR; for nearly three decades the world has been rebuilding itself after the demon Pazuzu launched his Blood Crusade. The world died then, but it has been reborn, and in the darkness a light is visible. The world can be vibrant again—life and color restored—if only the light can be reached. But there are those who dwell in darkness who would prevent this rebirth.
Avayevnon is a land where hope is eternal. Even in the darkest of circumstances there remains the spark of hope, guiding us, giving us strength, renewing our endless determination to go on.

Avayevnon is a land of rebirth. It emerges from a time of dread darkness into a world where everything is possible. It is a land of cycles, and after a great death, it has been reborn. Light has returned to the world. All that remains now is to spread that light, and all sides are anxious to see who will be chosen. The world emerges, fearful of the past, but hopeful for a brighter future. And yet, in the never ending struggle for the light, that past must be unlocked, its secrets revealed, for even the darkness itself must be brought into the light, if Avayevnon is to reach its full potential.

Avayevnon is in the midst of a renaissance. The once great land of Bizhentluus fell during the war, and is beginning to rise again; the center of a religious revival. But dark deeds awake within the streets of its capital, Shardmoore, and there is fearful talk of Lord Pontiff Tyrolean’s ever tightening grip upon the land. Meanwhile, the dwarf King Melech Issach has united the nations of Baldurbrock, Breeanen, and Gambodel into the mighty Issachar Empire; an industrious imperial giant whose economic and political power is unmatched throughout the land.

So why do people adventure? To uncover the past; the ruins of ancient civilizations and cities destroyed in the Blood Crusade hold innumerable untold secrets. To gain honor and glory; the new world is still in its infancy, and easily pliable by those with the courage to influence its growth. For king and country; after the war nations are wary to let their armies lose their edge, and all nations vie for dominance. No one knows what lies beyond the map, and adventuring is encouraged by those who seek to grow their power.



 Dwarves are the dominant race in Avayevnon; capitalistic and business-minded, the dwarves control most of the world’s trade—taking a cut along the way.
 Gnomish inventors and alchemists have brought firearms into existence, making them a major export of the Issachar Empire, and they have just reintroduced the Zeppelin.
 There is only one god, and his worship is simply called Theism. There are seven sects of the One God’s worship, assigned to the seven archangels that serve him.
 The seven archangels are opposed by seven demons, creatures of the ultimate evil.
 Theist Clerics and Pagan Druids have been near open war for centuries.
 Theists in Bizhentluus have placed heavy restrictions on the use of Arcane Magic, fearing it is connected to demons. This has created a ripple effect outlawing wizards and sorcerers are in much of the civilized world.
 Astrology to some degree has spread to be practiced throughout Avayevnon. Astrological signs are said to hold great power. Some can even read the future in the stars.
 New Astrological Alignment system for character creation
 Dashing heroes and scoundrels of Avayevnon duel in the name of honor, utilizing rules for maneuvers and parries.


Conflicts

 The dwarves look to expand their empire outward to the seas. This puts them in conflict with Iluvion, which currently holds dominion of the ocean. The elf navy is given permission for privateering, allowing them to attack dwarf ships without specifically committing an act of war. Dwarves push for war with Iluvion as the isle of elves prepares its navy for battle.
 Bizhentluus seeks to convert the pagan elves of Sylvaea to the “True Religion” of the One God. The elves have always worshipped the ancestors, however, and have no interest in change. The Lord Pontiff orders that missionaries be sent to show them the light.
 Dwarves colonizing the land east of the Inland Sea come in contact with hostile natives. They sign a treaty with Bizhentluus, to share profits, and Bizhentluus provides missionaries to help convert the savages, which, to the dwarves, should make assimilation and colonization easier. The less money that goes into fighting them, the more money can be made putting them to work.
 The orc Warlord Bagrath’s power in Shagrunk has been shaken since his defeat in the Blood Crusade. Other warlords are beginning to gain in power and now scramble to take his place, causing the whole of the “nation” to be gripped in a multi-factional civil war. The stability-seeking folk of Lythen, who were devastated in the war, throw their support to the southern faction, controlled by a hobgoblin wereboar Carnuth Fol.
 Nomads of Fer Khemer attack the city of Nazer Throm. The City Guard and military cannot track them down in the harsh deserts. Memory of the Nomads’ allegiance to Pazuzu in the Blood Crusade has not been forgotten, and the King fears that he may be somehow involved.
 An emissary from Fer Khemer is assassinated on a diplomatic trip to Shardmoore. Now the two nations stand on the brink of war as each accuses the other.
 The Inquisition made a proclamation following the Blood Crusade that all arcane spellcasters must be registered and follow strict rules. That proclamation has just been expanded to forbid outright the practice of sorcery. All those found practicing arcane magic without proof of education at a sanctioned Wizard Academy are put under arrest.

“All life comes out of death, for that is the nature of the world.”
—Eldirion the Stargazer, High Seer of Iluvion

This is a taste of Avayevnon. For more, come see it here (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?23221.last) at the CBG.
Seraphine_Harmonium

10-15-06, 01:14 AM
Chapter 2: Races
“The world is populous with peoples and monsters more diverse than dare we speak. Few of them directly shape the past and present of Avayevnon. We’ve yet to see, but I suspect it will be even fewer who forge the future.”
—Garcin Leblaque

Aasimar
The Aasimar are descended from Angels and lesser celestials who mated with humans. As such, Aasimar have a touch of divinity about them.
Personality: The aasimar are a divine race. They possess the kindness, honor, and noble demeanor of their heavenly roots.
Physical Description: At first glance, the aasimar look just like humans. They have an inexplicable beauty about them, and they are surrounded by an aura of goodness. They always show some trace of their ancestry, whether it be golden or silver hair, or a natural glow.
Relations: Naturally friendly, aasimar have a tendency to get along with most everyone.
Religion: Descended from angels, aasimar have a natural affinity for Theism. Their upbringing determines the exact nature of their worship, however, and which angel they serve.
Their favored class is Paladin
 +2 Wisdom, +2 Cha
 Medium
 Acid, cold, electricity resistance 5
 Light 1/day
 +2 Listen, Spot
 Darkvision 60 ft
 Outsider: Aasimar are immune to spells that affect only humanoids
 Level Adjustment: +1

Adu’jas
The plant-people mentors of the elves and Avayevnon’s first Druids. They rely on photosynthesis for food, and do not need much other sustenance. While they might initially seem to be related to treants, they are not. The treants are trees animated by the spirits of ancestors in times when the forests were in particular danger. Adu’jas petitioned the ancestors to create the treants. They both now inhabit Sylvaea, which forms the Great Forest as it exists today. Here the adu’jas keep alive the memory of the ancestors and the concept of their continual rebirth as animals.
Personality: During the Great Tear they fought against the demons that invaded their forests, but as a rule the adu’jas abhor violence. They are a rather motherly people; they tend to scold rather than strike. Still, when the forests are in danger, real danger, they have a mother’s fierce determination in defending them. In many ways they have a right to view the forests as their children, as most adu’jas are older than the trees around them.
Physical Description: Not truly a humanoid race, the adu’jas have nonetheless taken a vaguely humanoid form. Different adu’jas resemble different plants. Some have slender, stalk-like bodies, and their head are wreathed in petals, similar to a flower. Others are scraggly and stringy like ivy.
Relations: The adu’jas are a peace loving people and have no qualms with working alongside any other race. They get along particularly well with elves, whom they work side-by-side with to protect the forests. In general, however, they leave the defending of the forests to the wood elves.
Religion: The Adu’jas are the original druids. They hold the tradition of the veneration of the ancestors more strongly than anyone. Most all adu’jas follow that religion, even if they do not take levels in druid.
Language: The language of the adu’jas is difficult to learn by non-adu’jas, as it consists of sounds that are, at best, difficult to replicate with human vocal chords. It is composed of a rustle of leaves, the creaking of branches, and is conveyed as much in posture and body language as in sounds. Color is a major factor in Adu’jas conversation. A positive feeling is conveyed through vibrant petals or lush green vines, whereas a somber disposition would entail a withered look.
Names: Adu’ja names are, for the most part unpronounceable to speakers of the common tongue. When among other races, they tend to adopt elven names, or some approximate common tongue translation.
Their favored class is druid.
 +2 WIS, +2 CHA, -2 STR
 Medium
 Speed: 30 ft
 Woodland Stride as 2nd-level druid
 Plant type
 Photosynthesis: adu’jas consume ¼ the rations of a human if they are allowed at least 4 hours of direct sunlight
 Photoregeneration: adu’jas resting in sunlight with at least a gallon of water heal twice their level in hit points per day. They can regrow severed limbs in a month with only rest and light activity. Complete bed rest halves this time.
 +4 racial bonus on Survival checks
 Low-light Vision
 Vulnerability to fire: adu’jas take +50% damage from fire
 Spell-like ability: Speak with plant 1/day at caster level 1
 Automatic Languages: Adu’ja, Elven, Sylvan
 Level Adjustment +2

Dwarf
The ultimate capitalists, the motto of the dwarves is “mass-produce, mass-produce, mass-produce.” This does not mean, however that the dwarves will sacrifice quality for mere quantity. They simply have a veritable army of workers in the employ of several private manufacturers producing weapons, armor and other such products.
Personality: Dwarves are gruff and cold to outsiders, but often quite jovial with friends and family. The thing that drives all dwarves, however, is money. Dwarves can be convinced to do many things they would not otherwise do, if there is enough of a reward. The limit comes when such things involve going-against-the-clan. Members of a clan will try to outdo each other, but will never betray the clan itself. With regards to outsiders and other clans, however, the dwarves can be quite treacherous.
Physical description: Dwarves are short and stocky. Their skin tends to be similar in hue to that of the surrounding earth. Thus, they range from a ruddy brown complexion to a stony grey color. Their eyes are a bright gold in color. It is a common myth that this was caused by the dwarves’ obsession with the precious metal. Their wanton desire for the substance turned their eyes themselves gold, and now they see it everywhere.
Relations: The problems the dwarves run into are in the marketing of their products and the acquisition of enough food resources to sustain the workforce. These ends are met by the three-way economic trade league established between the gnomes of Gambodel, the dwarves of Baldurbrock, and the wandering Halfling merchant caravans. The gnomes have considerably greater food resources, and their cities hold a wealth of ingenuitive thinking that is often implemented by the dwarves. The halflings then control the marketing of the dwarven-made products, taking a slice of the profit
Dwarf Society: The dwarven “clan” is almost more of a business. Its members are loyal, but very competitive with each other, and clans compete to out-produce and out-profit each other. The Dwarves tend to follow a process of vertical integration monopoly, especially when it comes to the production of armors and steel weaponry. A clan is considered first-class if it controls everything from mining, to ore refining to the forges.
The leader of a dwarven clan is generally the head of the business, so-to-speak. The social hierarchy is directly connected to economic advancement. This is the cause of tremendous competitiveness on the part of the dwarves.
Dwarf society is rigidly patriarchal, and dwarven relationships are often conducted in the same manner as business transactions are. Marriages are usually arranged, and polygamy is perfectly acceptable. In fact, having multiple wives is a symbol of social standing; having enough money to support more than one wife and the children from each. Clan leaders always have at least two wives, often more.
Dwarf lands: The Dwarves directly control the area of land contained within the Issachar Empire. They control all north-south trade west of the Inner Sea, and their ships traffic the Inner Sea itself, carrying freight and passengers. Caervenfor is, perhaps the only nation that can contact Bizhentluus without dwarven intervention.
Dwarf warfare: Dwarven warfare is centered on out-resourcing their enemies. A common dwarven viewpoint about war is “If you shoot at them enough, they’ll die eventually. Or run screaming into the hills.” It was for the dwarves that the gnomes invented “semi-automatic crossbows.” These little gadgets sit on tripods for stability and have a top-loading ammo clip that can fire up to 30 bolts continuously.
Religion: Dwarves worship the One God. They do not necessarily have a specific angel, however; that varies from clan to clan. Dwarves are probably the most likely of any race to fall under the demonic influence of Balor: the demon of greed.
Language: Dwarfcommon is the language spoken by the majority of dwarves. It is also the trade language of Avayevnon. All traveling merchant caravans and traders learn dwarfcommon. A traveler to a land unknown to him is virtually guaranteed that someone there knows dwarfcommon.
Names: Dwarven names are largely straightforward. The dwarves dislike dilly-dallying and beating-around-the bush. They never exceed three syllables in length, and are usually only two.
Male Names
Achim, Aldabrat, Adelmar, Alban, Ansgar, Bastian, Bernd, Dedrick, Detlef, Dietmar, Egon, Emil, Eugen, Evert, Ewald, Gerlach, Guntram, Horst, Jörg, Lothar, Markus, Mathias, Radulf, Seppel, Traugott, Ulrich, Xaver
Female Names
Agnethe, Anina, Anke, Antje, Cäcilia, Christel, Cordula, Ebba, Ermtraud, Frauke, Gerda, Gudrum, Gunda, Hiltraud, Lys, Maike, Mirjam, Raimunde, Regula, Theda, Thora, Zenzi
Dwarves use the Stats presented in the Player’s Handbook.
+2 Con, -2 Dex: Dwarves are sturdy, but do not move quickly
20ft speed
Endurance as a bonus feat.
Stonecunning: Dwarves have an intimate connection with the earth and stone, and they spend a great deal of time underground, in mines, and in caves, allowing them a +2 racial bonus to notice unusual stonework and an automatic search for such stonework if they pass within 10 ft of it.
Stability: The dwarven kinship with the earth gives them an almost supernatural ability to become one with them, making them nigh-immovable stalwarts. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground)
Darkvision: Dwarves have darkvision out to 60 ft. This is in black and white, but otherwise the same as normal vision.
+1 skillpoints per level (as human)
+2 on craft checks related to stone or metal
+2 on Bluff and Sense Motive
+4 on Appraise

Elf
Elves come in two varieties: Sylvaese and Iluvinese. These are regional differences, but they happen to differ quite significantly.
Language: The elven language is one of the most eloquent languages in existence and rolls off the tongue quite freely and often sweetly. It is likely the most romantic of the languages spoken in Avayevnon, but also the most tragic. Its very notes echo with the sobs of its people.
Male Names
Achaius, Aeneas, Aengus, Ahearne, Aidan, Antrim, Carroll, Cathal, Cian, Devlin, Fallon, Faol, Fiach, Heiro, Kain, Kirwan, Laoghaire, Lysagh, Mago, Mogue, Naal, Nevan, Niadh, Phelan, Oran, Teague, Tiernan
Female Names
Aine, Alma, Ashling, Aurnia, Brenna, Bryna, Cait, Caragh, Dara, Darerca, Dierdre, Dymphne, Eavan, Etain, Eryn, Illona, Maeve, Mairead, Malvina, Orla, Riona, Sinead, Treasa

Sylvaese
Personality: Sylvaese elves are proud defenders of nature. They are mistrusting and are not easy to fool. They love freedom, however, and are very open with one another. Nudity, seen as sinful and perverted in other parts of the world, means nothing to a Sylvaese elf. It is merely the natural state, which, to a Sylvaese elf, is the most holy of states.
Physical description: Sylvaese elves are quite tall when they stand upright, but they often walk and move hunched over, to better hide and blend into the forests. They have a feral look about them. It is a wildness that, whilst terrifying to many, is also strangely attractive. Their animal grace and refined features are wondrous to behold. Their skin color is difficult to determine, as their bodies are often covered in paints, clays, and mud. They wear their hair matted and tangled with leaves.
Relations: Sylvaese elves get along best with the adu’jas. They are rarely friendly with other races.
Sylvaese Lands: Sylvaese elves dwell on the mainland in what remains of the Great Forest in the North, east of Caervenfor and Bizhentluus.
Religion: They still follow the Druidic traditions, they still watch over the forests, making sure that the humans and other races don’t abuse them. They still listen to the wisdom of the adu’jas, who still dwell in current day Sylvaea. The Sylvaese elves are still superstitious about magic, and tend to be bitter towards the established religion of the One God, though they no longer feel indignant rage on behalf of their ancestors.

Sylvaese elves use the elf stats listed in the Player’s Handbook except where follows:
 +2 Dex, -2 Int
Medium size
Base speed 30 ft
Immunity to sleep and +2 on saves vs. enchantment.
Low light vision
Proficiency with shortspear; longbow, shortbow, composite longbow, composite shortbow
+2 racial bonus on Listen, Search, and Spot
+2 racial bonus on Survival
Favored Class is the Ranger.


Iluvinese
Iluvinese elves are a people who have, in a sense, been reborn. They were separated from their Sylvaese kin by war and fled to a new land and a new life.
Personality: Iluvinese elves are proud and decadent, enjoying revelry and song, dance and drink. They are aloof to outsiders, thinking themselves superior, that they have suffered more than any other. They scoff at the mundane warring of humans and care little for the wealth that dwarves pine for. Iluvinese elves also have a gloomy outlook and a morbid preoccupation with death.
Physical description: Shorter than a human but taller than a dwarf, and lighter than either, an Iluvinese elf exudes an air of almost supernatural grace. Their eyes shine out with an intense green that seems to glow. They have pallid flesh and raven black hair. Their hair grows grey each year and falls out, leaving them bald around the time of Sam Beira, at which point their hair begins to grow back.
Relations: Iluvinese elves look down upon the other races of the world. They view themselves as superior to the other races. They do, however, have trade agreements with the Issachar Empire, and a rough allegiance with the largely human nation of Ithegra.
Iluvinese Society and Culture: They are ruled by a Seer Council of mages and astrologers, who, having determined that a sort of military “preparedness” was necessary, have had the entirety of the population trained in some form of combat. Be it melee or ranged, straightforward or subtle, mundane, or magical in nature. The point is everyone contributes.
Spirits haunt the island of Iluvion. While the ancestors cannot be contacted as they were before the Great Tear and the Flight, the spirits of those elves who died in the first of the great demon wars pursued the elves to their new home, to haunt them for their cowardice. Every year, on the anniversary of the Great Tear, called Sam Beira, or “Death-day” the spirits come and whisk away an elf to join them in the spirit world.
As a means to avoid this fate, the elves each year don culaiths—masks of the dead—and costumes to avoid the wrathful eyes of the spirits.
Iluvinese revel in the Sam Beira ceremony, which marks the beginning of the Elven year.
Religion: When the elves came to Iluvion, they lost the connection with the ancestors. Druidism no longer provided them with the power that it used to. In an attempt to hold on to their religion, the Iluvinese elves looked to the stars, to the mythical home of the ancestors who had transcended this world to the Great Beyond. They saw the future in the stars, and their pride was restored. Their religion is still druidism, after a sort, but the nature of it is in the practice of Astrology.
Despite the elves’ hatred of Pazuzu beyond any other, he is actually the most likely of demons to be worshipped by an Iluvinese Elf. Their arrogance makes them naturally susceptible to his influence.

In addition to the stats listed in the Player’s Handbook, Iluvinese Elves have the following characteristics
 +2 Dex, -4 Con, +2 Cha: The trials of the Iluvinese have left them with an indelible personality and sense of self, but even more fragile than their woodland kin.
Medium size
Base speed 30 ft
Immunity to sleep and +2 on saves vs. enchantment.
Low light vision
Proficiency with longsword or rapier; longbow, shortbow, composite longbow, composite shortbow
+2 racial bonus on Listen, Search, and Spot
+2 racial bonus on Spellcraft and Knowledge (arcana)
Spell-like abilities: detect magic, Nystul’s aura, read magic 1/day
Favored class: Sorcerer

Gnome
Personality: Gnomes tend to have very active (often overactive) minds. They are often rather inconstant, as they constantly come up with new ideas which must be weighed against the old. However, in terms of projects, gnomes tend to spread themselves too thin. They try to accomplish so many different ideas that they fulfill none to completion. If a gnome is on the verge of a breakthrough, however, a point is made not to ignore that project.
A gnome is always seeking information. This inquisitiveness may at times wear on the patience of those around them.
Physical Description: Miniscule people, smaller even than Halflings, the gnomes are a visible fountain of creative energy. They are massively intelligent, as is reflected by their slightly oversized heads. They once wore tall pointed hats that could be half-again their own height. That is, until humans began mocking them with lawn ornaments.
Gnomish Culture: Gnomish culture places a heavy emphasis on learning and education. They want to know everything. The greatest honor for any gnome is to be credited with a discovery, invention, or new knowledge. This allows the gnomes to become very driven when on the verge of such an honor. The ideal case for a gnome is to be able to have several ideas going simultaneously, each of which is somewhat related to the others, and whose advancement advances the others. More often than not, though, the spread is too random and uncoordinated to be of use to the gnome
Relations: Gnomes tend to get along with every race. They have a tendency to be annoying to other races, however, as they are very inquisitive.
Religion: Gnomes tend to follow the established norm of Theism with their favorite angel being Razhista Christa, as she is the matron angel of learners and philosophers.
The most likely demon for a heretic gnome to worship is Belphegor, as he is known to give gifts and knowledge, which gnomes have a special yearning for.
Use PHB stats except for the following:
 +2 Int, -2 Strength: Gnomes are natural learners, but are small and do not tend to exercise their bodies as much as their minds.
Small
Low-light vision: A gnome can see twice as far as a human in starlight, moon light, torchlight, or other such conditions.
20ft speed
+2 on all Knowledge skills
-2 on Concentration: While capable students and often knowledgeable, gnomes have scattered and active minds, and have difficulty concentrating.
Linguist: Gnomes frequently wander in search of an epiphany. Because of this, they are exposed to many cultures. Because of their global experiences, gnomes always treat Speak language as a class skill.
-2 racial penalty on Will saves: Gnomes tend to be inconstant and lack the determination to shrug off mental attacks.
Slippery mind: The same inconstancy that makes gnomes weak willed makes them difficult to retain control of. If a gnomes is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.
+2 racial bonus on saving throws against diseases: Gnome cities are often polluted with magical and alchemical refuse, giving gnomes a natural resistance to diseases.

Golmoid
Personality: Golmoids are a simple people. They have every sensation other humanoids have, though they tend to feel them with less intensity. Everything is dulled at the edges, perhaps the product of imperfect intelligence, perhaps due to their earthly nature.
They have a slow, generally peaceful way about them. They are slow to rouse, but when awoken, their wrath can be terrible.
Being artificially created, they lack strong cultural bonds. They are united mostly by common experience.
Physical Description: The golmoids are powerful, but not necessarily rough. They are earth and stone personified. They appear as if hewn from the earth itself; they are crude in shape, as of earth and rocks assembled in the effigy of a human. Their naked bodies are covered with arcane runes and show no visible signs of gender. One can, however, occasionally pick up a touch of femininity in a golmoids slow and steady speech, marking it a female.
Relations: Golmoids both love and hate the gnomes. In general, they view their creators as benefactors and friends. Some even revere the gnomes as gods. But their former enslavement and second rate status galls a select few, and there is a touch or resentment in more than a few. The other races tend to look down on the golmoid as artificial, but golmoids, when they leave their homes, by and large just seek their place in the world.
Religion: The golmoids are not a particularly religious people. Some gnomes converted their golmoid servants to Theism, but most never adopted it and are atheist.
Those few golmoids who take up worship of demons tend to lead towards Rahab, as they are envious of the intellect and confidence of the other races.
Adventuring: Radical thoughts are not prevalent among the golmoids, and differing from the norm is—well—not normal. There are very few to whom this thought even occurs. As such, the golmoids do not often adventure. When they do, they are usually recruited by others as muscle. Golmoids have, however, a hidden potential: some have been known to take up magic. Created by quasi-magical means, some are infused more strongly with magic than usual, producing sorcerers.
 +2 Str, +2 Con, -4 Dex, -2 Int
 Medium
 30 ft move while wearing medium & heavy armor
 +2 Natural armor
 +2 Racial bonus to Craft checks
 +4 Racial saving throw bonus against enchantment
 Automatic languages: Common, Gnome
 Level adjustment +1

Halfling
Personality: Natural charmers, they also tend to be a very romantic people, prone to great gestures. This is, at least, until they marry. Halflings are very traditional; a man must win his love by showing his worth, in strength, stability to win her head, and through romance to win her heart. Once they marry they are unflinchingly monogamous, but never do they lose their wit and charm, so many put it to other uses, in the sales industry.
Physical Description: For the most part, halflings appear as small humans.
Relations: While Halflings do not get out much, they are very friendly and hospitable people. They enjoy easy friendships with folk from all over the world; though most never leave their home town. The point is, travelers rarely complain of their hosts when staying in a Halfling village. The natives just have a charming way about them.
Religion: Halflings are some of the most pious folk in Avayevnon. They are very traditional in their outlook, and make sure to pray whenever appropriate.
Issachar Halflings: The Empire of Issachar often employs the Halflings of Breeanen as traveling salesmen. These Halflings ride in coaches up and down the West Coast of Avayevnon, and all the way east into Lythen. These southern states are not technically part of the Dwarven Empire, so their inclusion is desired, but more than anything, their money is desired. So those Halflings who choose the rather lucrative business of running the trade routes spend long times away from home, but always long to return.
Halflings use stats from the Player’s Handbook except where follows:
 Halflings gain one extra feat at 1st level
 Halflings do not receive a +1 bonus on all saves
 +2 racial bonus to Diplomacy, Bluff, Sense Motive, and Appraise; this replaces all other racial skill bonuses.

Human
Among the youngest races of Avayevnon, the humans are the heirs to the great empire of the Adam. The humans have since then proven time and time again their unworthiness by squandering their resources and causing great destruction. And yet, much of the world has come into the hands of humans. Of all the humanoid races of Avayevnon, humans multiply the fastest.
Personality: Humans do not follow any particular trend in their personalities. A human is as likely to be bitter and reclusive as amiable, or as likely to be a crusading hero as a despot.
Physical Description: Humans are one of the tallest races, with only perhaps the Golmoids, and Orcs any higher from the ground. They have the most rounded of builds, in terms of balance: neither particularly sturdy nor particularly nimble, but very capable in either sense. They have wide ranging hair and skin tones that vary from region to region.
Relations: Humans get along splendidly with Halflings, and enjoy the company of gnomes more than most. Humans and dwarves have been known to get along, but their relationship is more strained than those above. The elves, however, hate humans, for the most part. Humans, compared to demons, are a lesser evil, but still an evil.
Religion: While the majority of Humans is Theist and pays homage to the One God, there are a great many that have come to follow either the druidic tradition, the worship of archfiends, and heresy.
Language: Humans have no unified language. Most speak dwarfcommon, for trade purposes, but among each other, various regional languages and dialects have developed among them.

Orc
Orcs. Hobgoblins. Both names are used, and both are acceptable. The orcish branch of Adam retreated into the mountains, forging an empire that stretched across Avayevnon's Subterra. An illithid invasion fractured the empire, however, sending the orcs fleeing. Hobgoblins are now found in Shagrunk and Fjal Othila.
Personality: The orcs are a fierce and warlike, but very proud race. They are as racist as any others, confident in their superiority over the weaker races. Emotion is seen as a sign of weakness among them, so they its people seek to hide all trace of it.
They take pride in killing, and in making a clean kill. They see no moral dilemma in killing an enemy whilst their back is turned, if the orc fears the same from his victim.
Physical Description: They split from humanity about 2000 years ago, and since then, and the orcs appear twisted and crude by human standards. They are tall and, despite being somewhat twisted physically, they are well proportioned. Their skin is blue-black and tough as nails. They have slight snouts and exaggerated lower canines that are almost tusk-like. Despite their power, they are not heavily built, but surprisingly light-footed.
Relations: Orcish relations vary from region to region. In some areas they are hated, in other areas, they are a fact of life. The humans of Fjal Othila hate them. The men of Caervenfor welcome them. They are tolerated near Shagrunk, to varying degrees. Dwarves often come across orcish raiding parties in the mountains and underground. As such, the dwarves have come to view the orcs as their natural enemies.
Orc Lands: The orcs of Fjal Othila live in a desolate, windswept land of ice. They and their smaller goblin cousins survive by raiding the human villages. These orcs hold no facade of their former glory, and have descended into barbarism.
The orcs of Shagrunk are believed to have taken paths deep under even the Subterra to cross beneath the Inland Sea to their current location. This journey was harrowing and dangerous, and for a time united these orcs under a single banner and cause. They fought side-by-side, overcoming countless obstacles. They established a home in the Mountains to the North of current day Ithegra when the lizards came. Perhaps through the same path the orcs had taken, the lizards came in hordes the size of which were unimaginable. The hardened and united orcs were their betters in battle, but the numbers of the lizards were too great. In a wave they forced the orcs out of the mountains and into the lands to the east as they spread out over the mountains and into the surrounding marches.
The stubborn pride of these orcs kept them from becoming so barbaric as their northland brothers. Upon the death of their leader though, the remnants of the empire were divided. They rallied behind five Warlords who contended for rulership. But none would permit the others to exercise rule and the empire was split five ways. Even today there are five major warlords, though there are numerous minor lords who bicker and squabble amongst themselves, vying for power. Even the five powerful warlords contend with each other, though at present, none oppose Warlord Bagrath
Religion: Orcs do not tend to be religious. It is believed by some that they follow a certain kind of polytheism that is different from that of any other group of Avayevnon. They may worship the pagan spirits like the elves do, no one is quite sure what the official religion of the orcs is. It does not seem that they are united on this front.
The Orc favored class is rogue.
 +2 Con, -2 Int, -2 Cha; Hobgoblins have been bred for hardiness, but they have little use for books, and they're proud to the point of being hostile, and have difficulty expressing themselves
 medium
 speed 30 ft
 Darkvision 60 ft
 +2 racial bonus on Move Silently checks; Their time in the Subterra made them experts at sneaking about unheard.

Tiefling
Much the opposite of the aasimar, tieflings are descended from demons. As such, those who know their heritage are naturally suspicious of tieflings.
Personality: Tieflings have a natural inclination towards mischief making. They make play of those around them, sometimes quite cruelly. They have a tendency to enjoy baser pleasures and can be hedonistic.
Physical Description: Like the Aasimar, tieflings appear human at first glance. The demonic features of some are so subtle that they are barely noticeable. Sharp teeth or small horns are common. Horns can be hidden with a hat. Some are so overtly demonic as to have cloven hooves or inverted knees. These are harder to disguise.
Relations: A tiefling is really no more likely to make friends in one race than another. They tend to be hated the world over, and are suspected of worshipping the demons that bred them.
Religion: Tieflings are the most inclined of any of the races to adopt the worship of a Demon Lord. In pride, they sometimes view themselves above worshipping any power. In shame, some hope to overcome the natural sin of their very birth by appealing to the One God.
The favored class for tieflings is rogue.
 +2 Dex, +2 Int, -2 Cha
 Medium
 Cold, fire, electricity resistance 5
 Darkness 1/day
 +2 Bluff, Hide
 Darkvision 60 ft
 Outsider: Tieflings are immune to spells that affect only humanoids

T’kel
T'kel are an interesting anomaly. They are evolutionarily advanced cousins of the lizard-folk, who have developed a greater intellect than their savage counterparts. They advanced when certain tribes of lizardfolk expanded into the forests in the north of Ithegra. There they encountered magical beasts and energies, and challenges that required more thinking and strategy than most lizardfolk are capable of. The cleverst survived, and over time became the T'kel. When an Ithegran philosopher was waylaid in the forest, a t'kel hunting party was able to rescue him. After some time, the human and the t'kel learned to communicate with one another. By this means, the t'kel learned of philosophy,& the humans gained an ally in the forests. The T'kel remember this man (whose identity is unknown) as the light-bringer.
Personality: T'kel are now a very philosophical people; looking upon their lizardfolk cousins and their savage ways, T’kel are both proud and ashamed that that is what they once were. They are, by-and-large, a peaceful people. They dislike warfare and savagery. Hunting and battle is frequently a necessity, however, when one is confronted with all manner of magical beasts regularly. They are not knowledgeable people, but they are a thinking people, and their thoughts give way to their emotions. T’kel tend to have wide ranges of emotion.
Physical Description: T’kel are not particularly tall. They are shorter than most humans, and they are light and quick. They have, scaled skin, like a lizards, of various shades of brown with an aqua blue underskin that shows on their palms, feet, and stomachs. They hide their faces with masks of precious metal to signify their removal from their lesser-evolved cousins, and they have adopted the hooded outfit of the ascetic monk.
Relations: The only race with whom the T’kel have had much interaction is the human population of Ithegra, who have come to view them as friends.
Religion: The Ithegran “light-bringer” brought philosophy to the T’kel, but he also brought them into contact with Theism. The T’kel have embraced it wholeheartedly, taking up the veneration of Anahita, the angel of water and light as their Matron. It is their belief that they were created by the One God through Anahita, and the lizards were born, crawling out of the sea. Those that proved worthy of Anahita’s love became the T’kel and were granted civility and cunning, while the remainder was rightly abandoned, pulling its way in destitution and savagery to be a plague upon the land. Thus the T’kel feel themselves divine opposites of their lizard kindred.
Their favored class is monk.
 +2 Dex, -2 Int
 Medium
 Monstrous Humanoid
 Swim 20 ft; +8 racial bonus on swim checks
 Darkvision 60 ft
 Claws 1d4 damage
Seraphine_Harmonium

10-15-06, 01:18 AM
Chapter 3: Classes
“Everyone has a place and purpose in this world, regardless of who says otherwise. It’s my job to tell stories. Right now it’s your job to listen. I suggest you listen well, for you’ll need all the help you can get to survive an adventuring career.”
—Garcin Leblaque
Classes in Avayevnon work in the same way that they work in core D&D. There are two core classes offered in Avayevnon that are not found in the core rules, however. These are the Alchemist and the Swashbuckler. The Monk class has also been altered for style and flavor. The traditional “Barbarian” has been renamed Berserker.

Alchemist
A magical scientist, studying complex chemical reactions, reproducing magical effects, the alchemist seeks an understanding of, quite simply, everything. They desire knowledge of the world, its composition, and magic’s role. They wish to find the secrets of life, what it is about Avayevnon, religion, and magic that makes us live and die. Alchemists are sometimes viewed as heretics as they question God. But, then again, alchemists question everything.
Berserker
Hailing largely from the northern land of Fjal Othila, the Berserkers are thought poorly of by the “civilized world.” It is true, they are a wild bunch, but they are not the savages some think they are. Savages would not have the discipline to work themselves into a kinesthetic rage boosting, for a time their strength and stamina to almost super-human levels. The civilized world does have one thing on them, though: they tend to break things. They can’t read, either.
Bard
Who doesn’t love a bard? They are musicians, players, dancers, all around merry-makers. Believe it or not, this may be their most dangerous quality. A bard’s music is not just pleasant to hear—It produces magical effects. Add to that decent skill with weapons, knowledge of just about anything, deceptive stealthiness, and you never know what you might be getting into going against a bard.
Cleric
It seems these days it’s the priests who make all the decisions. Well and why wouldn’t they? They have God on their side. Well, some of them do. There’s tell of some dark priests who pay homage to the demons. And when you get one of those . . . well, it’s best not to get one of those.
Druid
The druids, not much is known about the druids, except that they’re pagans. They worship nature spirits, instead of the One God. It’s said that they can control the earth itself, and the trees, and the four elements. And they can turn into animals-like and hide, and listen to what you’re saying, and you’d never even know. Then watch out for storm clouds, cause they’re meant for you. If that’s true, pagan or not, you wouldn’t want to insult one, that’s for sure.
Fighter
Well, they’re naturally the best warriors money can buy. Well, all around. They are, at least, the most versatile. Sure, if you want to smash something, get a berserker. If you want to smite something, get a paladin. But if you want a warrior who’s consistent; will fight as good against that dragon as against that demon, or against that orc, get yourself a fighter.
Monk
Well, it’s true; a monk isn’t exactly what you might call a warrior. As a matter of fact they’re downright pacifists. But don’t you go underestimating them either. A monk learns all about the One God, and it’s said they have his special blessing. They study constantly in their books of scripture, and in the art of self defense, so though they won’t be killing anyone, they can put you to quite a bit of hurting.
Paladin
The paladin is your regular crusader. Noble dignified, ready to lay down his life for his God. They and monks have a similar blessing, and when one becomes a paladin, he’s a paladin for life. They’re chosen, it’s said, by the One God personally. Now, who knows if that’s true, but they can do some things that couldn’t be done without some divine inspiration.
Ranger
Ah, the woodsmen. You never know about them. They’re hunters, you see? But they don’t hunt animals, well, not just animals. Rangers hunt other creatures, creatures they know all about. They fight with two swords at once, so as to catch their enemies off guard with a second, unexpected blade. Or if they’re not fighting with swords, then they’re master archers. Either way, just make sure these hunters aren’t hunting you.
Rogue
Blasted scoundrels every last one! One came in here the other day, stole three full half gallons of ale and left without anyone noticing. Oh, it’s not just thieving they’re up to, sneaky little buggers. They move around in the dark, silent-like, and nobody would know they were ever there. Oh, and them rogues, they know where to stick a dagger to make a fellow bleed good and long. You best watch you’re back, lest you find a rogue’s knife in it.
Sorcerer
Well, a sorcerer. Some say they’re nothing but fellows with a bit of dragon blood in ‘em. Other’s say they’ve made pacts with demons. All I know is that they can do amazing things as if they were nothing. The clerics don’t like ‘em though, that’s for sure and certain. They’ve sure got a way with words, though. . .
Swashbuckler
To a swashbuckler, the sword is not a weapon—it’s a way of life. A swashbuckler uses his sword just as much for defense as for attack. In this sense, they are the deftest swordsmen in the land. Those fighting a swashbuckler may find their blades meeting a wall of steel, and their spleens meeting a shish kabob
Wizard
The wizards are surely more liked than sorcerers. Baffles me; they do most everything the same. Well, at least, that’s the way it looks to us outsiders. What I do know though is that wizards spend all day huddled up in their rooms, poring over their spell books. Right clever folk them wizards, seem to know all sorts. Get a wizard and a bard together and they’ll talk for a week.
Seraphine_Harmonium

10-15-06, 01:22 AM
Religion
Religion is amongst the most powerful forces working in Avayevnon. It is omni-present throughout the continent and wars are most often fought in the name of God.

Theism and the One God
The One God is the ultimate good.
The One God created each race.
The One God is known by a different name to each race.
The One God is served by several Angels.
The Will of the One God is worked upon the world indirectly through the Angels.
The Angels are intermediaries between the One God and the mortal races.
The Angels each head a church devoted to the One God.
The Churches each worship the One God in a different function.
The Churches each have their own clerics.
The Clerics have different abilities dependent on their church.
The Clerics all get their spells from the One God.

The Clerics do not worship the Angels, but an aspect of the One God, as presented to them by the Angels. (note that in this case "aspect" does not refer to a creature)

The aspects of the One God sometimes seem to contradict each other to mortal minds; in truth, they do not. The nature of the One God is beyond mortal comprehension. This however, has the potential to lead to great struggles between the churches, due to mortal folly.
The churches headed by Angels, while all serving the One God, and generally friendly with one another, are not organized into any form of cohesion. Therefore there is currently no single unified church, however, after the war, there is a call for a large religious revival and a tremendous fear of chaos, heretics, and outsiders. This result in the Bethorian Church receiving almost unanimous backing to take the lead, to attempt to exterminate all evil, that such a thing (demonic invasion) will never happen again.

Mythology

Of Creation
No, it wasn’t the One God. That’s not how it started. There was no “Let there be light. The One God is not so old as that. No, I heard a different story.
It is told that in the Beginning, there was matter and there was magic. There was no Avayevnon in the beginning of the beginning, life had not yet come. There was only matter and magic. You see, it’s magic that makes the world work. They may talk about all kinds of “forces” and “fields,” about things like “gravity”, but what it all boils down to is magic. The same thing that lets wizards cast spells keeps us stuck right to the ground.
Now, as it turns out, there was a lot more magic than matter. And as it turns out, matter is a lot thicker than magic, so they naturally want to keep separate. Anyone that tells you “opposites attract” is a fool. They don’t. So the magic got and moved around, and pretty soon there it was surrounding the matter, all the matter on the inside, all the energy on the outside. Well, almost all the energy on the outside. As it turned out, some of the energy got trapped in the middle of all that matter.
This is where our magic comes in. That magic that got trapped inside is what every wizard and sorcerer taps into to cast a spell. But here at the time of the creation, most of the energy was still outside. But as it turned out, not all the matter was inside that big ball of matter the magic made, so when magic found out about it, magic made the moon. Then when there was still more matter, magic made life. Magic put the first creatures on the world, plants, animals, dragons, fey creatures. And the Mehan. We mustn’t forget the Mehan. The Mehan were not much to speak of, besides being our oldest ancestors. But their progeny, the mehani were much more interesting.
The Mehani were very primitive, but they thought. They observed. They did things that the Mehan would never have dreamed of doing. Now, it is told, that after the forming of the Earth, and the Moon, and life, Magic’s job was pretty much done. What left to do, but collect in one big mass which we call the sun? Now magic isn’t all that dense, and can fill up a space pretty quickly. So this sun was sure pretty close to the ground.
So one day, this Mehani came by with his bow and arrow. Now this Mehani was the most innocent of all. He was the epitome of goodness, and curious as he could be, he shot an arrow straight up to the sun. And what do you think happened? Why that arrow stuck right into the sun and the sun bled all over Avayevnon. There was a veritable downpour, and don’t you know it fell right on that Mehani archer? And what do you suppose happened to him? It carried him away on a tide of blood and tears. No he didn’t drown, instead it carried him all the way off the face of Avayevnon. And there, out in space, for nearly an age he sat, soaking it all in. And after an age, the Mehani man had the power of the sun. He other was called Divinity.
Now of course you will tell me I must be wrong because there are not two suns in the sky. I agree with you, there is but one. But, for a brief time, there were two. Divinity was carried up to the sky, but the Sun continued to bleed all over Avayevnon. And where the Sun’s blood fell, the races of the world sprang up. Not right away, but when the Mehani lived where the sun’s blood had spilled, they began to change.
Still the sun continued to bleed gouts of sorcerous sanguine solution. Now Divinity, repentant for the ruin he wrought on the sun, sought to rescue the sun. Thus did divinity digest the dying Sun most mercifully, and Sun and Divinity became one.
As the races grew, they came to love the Sun Divinity. The Mehani soon began to die out. They had grown into the elves, into the dwarves and gnomes, and the Mehani were dying. So Divinity changed them. Divinity created the Adam. The Adam was as much as any humanoid, a perfect creature. The Adam was tall and noble; graceful, yet powerful. There was one Adam to begin with.

Of Angels and Demons
Divinity then created fourteen angels to serve him. Their names were Anahita, Balor, Belphegor, Bethor, Cabron, Daena, Graz’zt, Lillith, Pazuzu, Rahab, Razhista Christa, Sammael, Tanyn, and Xantros. They were to guard heaven and earth. Anahita was in the water that flowed, giving life to all creatures of Avayevnon. Bethor made the Adam mindful and intolerant of evil. Cabron gave them hope for the future. Daena showed them beauty, and Razhista Christa gave them wisdom. Tanyn gave them fellowship and love of community. Xantros taught them to be merciful. Lillith was the wife of the first Adam, and Sammael was Divinity’s executioner. Balor was meant to teach the Adam charity, Belphegor to teach them humility. Graz’zt was charged to instill in them the desire to preserve their race through procreation. Pazuzu was set to control the weather and winds, to help ensure good harvests. Rahab was given the duty of infusing them with a bit of ambition to do great things.
For a time, it was good. That time would prove to be short lived. Lillith, wanting all in excess, love, children, coitus, power, was not satisfied with the Adam. She was indignant that the Adam should seek the dominant role in love making. Rahab, the Leviathan was jealous of the Adam and called out to her. She left the Adam, and bedded instead with Graz’zt. He sired in her the incubi and succubi, lust personified. Divinity punished her, and ripped out her womb, that she would never be impregnated again. He gave the Adam a new wife, of his own kind. The Adam flourished. For a time, it was good.
Graz’zt, having tasted of the flesh, became consumed by his desire for it. Lillith, also hungered for flesh, but not just sexually. Grief-stricken at the loss of her ability to bear children, she became jealous of Adam women. She sought to impregnate herself artificially be consuming the child of an Adam woman. She devoured it whole.
God, in fury, sent Sammael, his executioner after Lillith and Graz’zt. Lillith sought aid from Pazuzu. After some convincing, he agreed to help them, and stood in Sammael’s path. An epic battle ensued, as Sammael turned his wrath on Pazuzu. The pair fought across the skies until Pazuzu called on the Storm winds at his command. The winds buffeted Sammael, casting him to the ground where he lay battered, bruised, and bitter. There he raped an Adam girl who would give birth to Murder.
The Church of Balor began extorting ever higher donations from its faithful. If the suggested donation was not met, plague and death would meet that house. The Adam began decadent celebrations in honor of the One God and the Angel Balor. With Rahab hiding under Pazuzu’s wing, ambition soon gave way to lethargy by the bidding of the wanton Belphegor.
Frustrated with his angels, Divinity gave Belphegor one chance to prove his worth. In their decadence, the Adam grew proud. Bestow in them some humility or else be banished from heaven. That was Belphegor’s mission. He stood there on the plain of battle prepared to halt the Adam and bring peace. He prepared his book of magicks with which to frighten and amaze them. But the Adam did not come. Belphegor waited two days and the Adam did not come. Drowsy from waiting, Belphegor drifted off to sleep. Two forces appeared on the field of battle. They clashed for three days, and many died. Never once did Belphegor wake. On the ninth hour of the third day, one observant Adam named Promithilus caught sight of a bearded figure lying just off the battlefield. At the creature’s side was a massive tome, covered in strange markings. It had conveniently been left open. He took the book back to his leader, who could read the words and recognized them as magic. The enemy was obliterated with the magic of Belphegor in less than two hours.
In rage, the One God sent his loyal angels, Anahita, Bethor, Cabron, Daena, Razhista Christa, Tanyn, and Xantros against the traitors. Bethor fought with Sammael, Razhista Christa with Belphegor, Daena with Lillith, Tanyn with Graz’zt, Cabron with Balor, Xantros with Leviathan. Anahita in her love of life, refused to fight, but stood by God’s side. Seeing an opening and weakness, Pazuzu attacked Divinity himself.
For seven days and seven nights the angels fought. Pazuzu was first to fall; the victim of his own voracious pride. One by one the other traitors followed him, and one by one were cast into the Abyss. Light had prevailed, but the workings of darkness could not be undone. The Adam could not resist forever the allure of Belphegor’s magicks. Their use would bring about a great disaster that would spell the end of the Adam, and Pazuzu’s first bid for dominance of Avayevnon.

The Angels
Anahita
This angel presides over water and as such is a representation of life-force and healing. Clerics who worship through Anahita can choose the following Domains: Healing, Ocean (FRCS), Renewal (FRCS), and Water
Bethor
Bethor presides over the direction of God's wrath upon the wicked. Clerics who worship through Bethor seek the destruction of evil and are granted their choice from the following domains: Fate (FRCS), Repose (found on SRD), Retribution (FRCS), Strength, and War.
Cabron
Cabron is the angel of hope and protection. The lowly and the oppressed turn to Cabron for aid. Clerics who worship through Cabron have access to the following domains: Liberation (Found on SRD), Luck, Protection, and Sun.
Daena
Daena is the angel presiding over love and beauty. She is also the Angel of Music. All those who love and love beauty come to Daena. Daena is Matron Angel of lovers and families. Prayers through Daena grant access to the domains of: Charm, Family (FRCS), and Moon (FRCS)
Razhista Christa
Razhista Christa is devoted to religious wisdom and knowledge. She is the Matron Angel of monks and religious philosophers. She gives her clerics access to the following domains: Knowledge, Mentalism (FRCS), and Travel
Tanyn
The Angel of Fellowship
Xantros
The Angel of Mercy

Druidism
Druidism is the official name for the pagan beliefs held by the elves of Sylvaea and the Adu’jas. It holds no god as supreme, instead, it is the veneration of Mother Nature in all her various forms. It is the veneration of the Ancestors, whom the Druids believe to be reincarnated as animals and plants. As such, all animals and plants are treated with respect, as they are the all-powerful person of Nature. This religion does not forbid the consumption of meat, on the contrary—the consumption of meat is considered a sacred act, but it requires that each hunter must pray before killing an ancestor, and that each person must pray again before eating the meat of a reincarnated ancestor. Hunting is considered a way of reconnecting with the ancestors, and by eating them, their spiritual power and energy is said to be absorbed, so that when the next pagan dies, both souls will go on to be reincarnated, and the cycle will continue.
While most associated with the elves, annual ceremonies celebrating the harvest and the sowing are universal to Druidism. Sam Beira has special significance to the elves as a day of remembrance of the dead and a day that holds special magical power and danger should the appropriate precautions not be taken. Still, Druids of all races in any land that the religion can be found have ceremonies in and around these seasons. The elves may, however, be the only race to place more significance on the Harvest ceremony, the symbol of death than on the Spring Fertility ceremony, the symbol of life. The Spring Fertility ceremony depicts the encounter of the Danuleagh and the Cerunannon, Great Mother and Horned God

Heresy and Demons
For every action there is a reaction; likewise, to keep the universe in balance, for every good there is an equally powerful evil. Archfiends are the evil equivalents to the Angels. In fact, once they were Angels. They serve not a god, but their own wicked agendas. It was the force of the primordial evil that corrupted 7 of the One God’s 14 angels and caused their fall from grace. As there is no singular personification of evil, the Demon Lords take on a more deific role than the Angels, borrowing a portion of the energy of evil to grant their followers spells and domains. By and large, though, Archfiends do not have widespread following. They are limited to scattered cults of worshippers known the world over as Heretics.
Heresy is a crime punishable in many places by death. It is the fanatic religions worshipping the vile demons that seek to destroy this world. As a Heretic may be suppliant for any of seven Demon Lords, it cannot be said that there is a “typical Heretic.”

Pazuzu
The Demon of Pride, Pazuzu appears in the shape of a lion’s head sitting atop a male torso with four massive feathered wings. His hands and feet are the mighty talons of a great bird of prey. Pazuzu is the plague bearer, bringer of disease on the South-Eastern wind. Pazuzu rules the Abyssal skies, and enjoys the privilege of being able to traverse the planes at will. Pazuzu yearns for purity and enjoys corrupting pure mortals, particularly paladins. Pazuzu has two arch-nemeses among the demon lords, Graz’zt and Lillith.
Clerics of Pazuzu have access to the following domains: Air, Pestilence, Plague, Pride, and Storm
Lillith
The Demon of Gluttony, Lillith is mother of all incubi and succubi, and of vampires. She was the wife of the first of the Adam, a divinely touched race preceding the modern humans. She seduced him, but would not relinquish dominance, and left him. She has two insatiable appetites: the first is sexual and erotic; the second is a cannibalistic appetite for children, especially young boys. Incapable of having children herself, she eats the children of new and expectant mothers. Lillith appears as a humanoid female from the waist up, but beneath the waist she is a long, sinuous snake. She is the mortal enemy of Pazuzu.
Clerics of Lillith have access to the following domains: Gluttony, Passion, and Pleasure
Graz’zt
The Demon of Lust, Graz’zt, Prince of Seduction is the father of all incubi and succubi with Lillith. Graz’zt has an even stronger sexual appetite than Lillith. He is also incredibly impatient and envious. Graz’zt’s power is limited, and he lusts for power as much as flesh.
Clerics of Graz’zt have access to the following domains: Charm, Lust, Passion, Pleasure, and Seduction
Sammael
The Demon of Wrath is also called the Venom of God. He appears in the form of a dark angel with a sword. He was once God’s executioner and Angel of Death. Since the fall, he is the Reaper, death dealer, father of murder. His wicked blade drips with venomous gall. He is the destroyer and despoiler; he is the havoc-bringer.
Clerics of Sammael have access to the following domains: Death, Hatred, and Wrath
Rahab
The Demon of Envy, The Leviathan is resentful of the other demons. Rahab was cast deeper than any other demon, into the depths of the Hells, to the watery tomb away from the other demons. Leviathan works to poison the minds of mortals who are not so lucky as their comrades. He preys on their sense of justice and injustice. Why should they deserve it more than I? Leviathan is, perhaps the most treacherous of demons, for lacking the power of others, he seeks the downfall of those around and above him. He is constantly plotting some new vengeance, some new trickery. His appearance is not always the same, at times he appears as a massive whale with nigh impenetrable skin; other time he is great serpent with the head of a dog.
Clerics of Rahab have access to the following domains: Envy, Illusion, and Trickery
Belphegor
The Demon of Sloth, Belphegor lures mortals into inaction. It is said that “all that is required for evil to prevail is for good men to do nothing.” That is Belphegor’s purpose. To make good men do nothing. He brings negligence and apathy, and eventually ignorance. Belphegor is one of the worst demons, because he is subtle. He does not cause overt immediate harm, so he is not cast aside as easily as the others. Belphegor provokes laziness by providing suggestions; ideas; gifts. He seems helpful, but with each of his gifts, his subjects grow more lethargic, more apathetic. He is represented by the donkey and can appear as either a horned and bearded devil or as a beautiful naked woman.
Clerics of Belphegor have access to the following domains: Magic, Sloth, and Spell
Balor
The Demon of Greed, Balor is possessed of Avarice for Gold and acquisition of all things. Such is his wealth, that he imprisoned his daughter in a tower of crystal to prevent her becoming pregnant. Balor hungers endlessly for riches. The more he acquires, the more he desires. He is hateful and spiteful of others and despises anyone else with money, and anyone without money. He is envious and will invoke treachery to acquire more of that which he desires. Balor is nearly ten feet tall, with red skin and one foul eye. That eye is Balor’s most feared weapon, for it has the ability to turn any man it sees into solid stone.
Clerics of Balor have access to the following domains: Avarice, Commerce, and Tyranny

Pazuzu and Lillith
Pazuzu is the ultimate enemy of Avayevnon. His influence on the Material Plane is stronger than any other demon. Pazuzu is the bringer of plagues, the Demon of Pride, and Master of the Southwest Storm Wind. His powers are many. Pazuzu can strike with famine, with death and disease, with bitter, biting winds, thunder, wildfire, and all manner of disaster. But Pazuzu’s most insidious power manifests itself much more peacefully, at least at first. He is the purveyor of aid to the pure and righteous, and a protector of pregnant mothers.
Lillith represents gluttony with twin hungers, both for flesh—one sexual, the other cannibal. Lacking the ability to produce children, Lillith is known to devour infants in the twisted hope of impregnating herself. Such a crime enraged the One God to send his executioner, Sammael. Her crime would ultimately cause the Schism, an event that would forever damn fully half of the One God’s archangels to the Abyss.
At the time of the Schism, Pazuzu protected Lillith and Graz’zt from the still-loyal Sammael. In his hubris, Pazuzu then claimed Lillith as his rightful prize. He took her as his consort, but Lillith would prove treacherous. Betraying Pazuzu, she invoked his truename, wounding him greatly. For her insolence, Pazuzu imprisoned her in a tower with no exits.
Lillith has never left that tower, but that does not mean her power was shattered. She continues to work her influence. She was the mother of Incubi and Succubi before her womb was ripped from her body by the Right Hand of God. As revenge for her imprisonment, she laid upon Pazuzu’s first born son a terrible curse. Forever would he be forced to walk the Material Plane in darkness, eternally hungering for the blood of mortals, particularly women of childbearing age. His name was Vampire.
Pazuzu is not one to easily forget a grievance. Lillith had struck at him worse than any blade could have—she struck at his pride, his very sense of self. From that day forward, Pazuzu would violently oppose all that Lillith would work on any plane of existence. He is a patron of new and pregnant mothers and infants. His countenance is a strong repellant against the machinations of Lillith. She cannot harm a child who bears an amulet of Pazuzu’s image, and her vile creations from Pazuzu’s own progeny, the vampires, are equally repelled by the symbol of Pazuzu as by the Holy symbol of a Priest of the One God.
Pazuzu’s conception of himself is one of divinity. He believes himself the equal of those angels who stood at the side of the One God. He feels that his station was stolen from him, and he above all else desires its return. Pazuzu yearns for purity above all else. On the souls of ten thousand wholesome innocents shall he ascend to heaven and retake his seat at God’s side.
The divinity of Celestia is the one place Pazuzu cannot venture. It is not that he has not the power to reach the plane, but rather it is too agonizing to travel there. He must first become pure. Pazuzu has determined that the path to purity is paved with paladins. They are his most prized of prey, for they are pure above all others; the power of their person and soul is the demon’s key to unlocking the upper planes.
But Pazuzu cannot simply snatch a soul; it must be given. The King of Plagues is cunning. He is helpful to those who ask his aid. The more pure the soul, the better his aid—and Pazuzu asks nothing in return, not the first time. The next time they call on him, he asks a small favor, nothing unreasonable. As they continue to call on him, their soul is slowly corrupted by his treachery, their purity dissolved into Pazuzu’s being. They then fall to his will, as his thralls.
A mother is quite often Pazuzu’s gateway into influence. One instance of negligence, failure to invoke the demon’s aid during childbirth—one instance that ends in tragedy is often all it takes to secure Pazuzu’s place among that family forever. And from the mother, he spreads naturally to the child, untainted by time, naturally pure. That child will be Pazuzu’s servant it’s entire life. From the mother and child, the disease that is Pazuzu spreads throughout the family, throughout town.
Seraphine_Harmonium

10-15-06, 01:23 AM
Parrying
While fighting an enemy for which they have designated a dodge bonus (as per the feat), a character may, upon an opponent's successful attack role, expend an attack of opportunity to attempt to parry their opponent's attack. If their attack role exceeds their opponent's the attack is parried successfully.
*All characters can attempt to parry an enemy's attack once per round. After an opponent's attack role has been made, but before damage is rolled, the player may announce a parry attempt. The player then makes an opposed attack role, and if successful, the attack is parried.
*You can only parry a weapon up to two sizes larger than your own.
*Natural attacks are considered two sizes smaller than the creature that makes them
*You may make only one parry attempt per round. This uses up one attack of opportunity for that round.
*You cannot make an unarmed parry, but you can parry with a gauntlet.
*You cannot parry while wearing medium or heavy armor, or when denied dex to AC

Feats can be taken to enhance and expand upon the ability to parry.

Controlling Ground

removed
Seraphine_Harmonium

10-15-06, 01:36 AM
removed

removed
Seraphine_Harmonium

10-19-06, 07:11 PM
removed.
Seraphine_Harmonium

01-07-07, 04:09 PM
The Empire of Issachar
The Dwarven Empire of Issachar is not completely literal in nature. Led by the dwarven Emperor Melech Issach, it is composed of the physical area that falls within the relative dominion of the dwarves of Baldurbrock. As such, it spans the West, to the East of the River Brunriig, South to Verlan, and is said to control the Inland Sea. These areas are considered part of the Empire because they are part of the economic unit that is dependent on Dwarven Trade, trade routes, and loans. Nations that protect dwarven interests are offered loans and unlimited use of trade routes. Nations that gross oppose dwarven interest find more and more privileges removed.
There is some discrepancy about the inclusion or exclusion of Bizhentluus from the empire. Those that argue for it point to Bizhentluus’ reliance on Dwarven loans. Those who argue against point to Bizhentluus’ own religious empire, centered on the oligarchic theocracy of Shardmoore.
Regardless, in all countries surrounding Baldurbrock, the center of the Issachar Empire, harbor a large dwarven population. Gambodel to the Northeast has a dwarf minority second in size only to their native golmoids. Breeanen’s dwarf population is its only sizable minority outside the Halfling race (gypsies are considered a minority). Dwarves are also the leading minorities in Bizhentluus and Caervenfor. Territories east of the Inland Sea and south of the Great Forest of Sylvaea are being used for material resources, and are home to a few scattered savage tribes, besides the dwarf colonizers.
The Issachar Empire is largely of Bethorian and Cabronian worship. Many Issacharonds like to think themselves noble crusaders for goodness (whether it be true or not) and pay homage through Bethor. Cabron who presides over protection and good fortune is also praised by the fiscally-minded West-folk.

The Ithai
Dwarves do not call themselves dwarves. It is a name the humans gave them based on their height, similar to the Halflings. They call themselves the Ithai—“the people” (singular Ith). They are a matter-of-fact business oriented people. It is difficult to classify the dwarves ideologically, due to their highly situational thought process. Among a clan, they lead a very structured, but competitive, honor based system. Their conduct towards foreigners, however, can be subtly cruel. They are infamous for their propensity to cheat foreigners with spectacularly high sale prices and abysmal purchase prices. Interestingly, this does not tend to carry over to large-scale trade with foreign countries. Ithai do not necessarily tend towards good or evil (though few will admit to honoring archfiends), but they do have a slight tendency towards law, as even their conduct towards foreigners is calculated.

Business
Lamech's Axes
This dwarven company of adventurers has set up their base of operations at the edge of the Deadhaunt Woods. They train hardy dwarves and send them out on adventures. While not off on some quest, the adventurers are hired out to protect merchant caravans using the Forest Pass, and once a year providing similar service to faithful pilgrims to Shardmoore. They make a point of rotating their members, to keep them fresh, let them rest, and provide all members the opportunity to go on an adventure. The services of a veteran cost more than those of a rookie. This also tends to follow the law of supply and demand.
Nereus Inland Sea Company
A dwarven shipping and transport company that largely monopolizes the Inland Sea. They use darkwood boats and charge for transport of people and goods. They elicit a toll from fishermen, and provide the colonizers of the eastern territories with supplies that cannot be obtained there.

Gambodel
Government: Republic
Demographics: 59% Gnome, 27% Golmoid, 8% Dwarf, 4% Halfling, 2% Other
Capital: Teeackall

Teeackall
The center of Gnomish society, Teeackall is home of Gnomish learning and innovation. With its many libraries, universities, and laboratories, Teeackall houses a host of brilliant thinkers. It is a city of many colors, with arcane towers reaching like fingers to the sky. A sort of purple haze fills air, obscuring the sun, but street lamps flicker with magical light. One of the city’s current projects is waste removal, as the city streets are in places nigh intraversable due to the buildup of refuse.

The Academia Magaelia
The most prestigious academy for the study of the Magical Arts in Teeackall and the entirety of the Issachar Empire, the Academia gives birth each year to the foremost arcanists in the land. In order to matriculate from the halls of the Academia Magaelia, each student must perform a detailed study in the workings of magic in the world. In order to achieve the status of Magus a student must achieve a new magical discovery.
The Magistrates, who head the Academia, are very selective in their admission and judgement of potentials. If a student does not meet their criteria for graduation, they must continue or leave without that recognition. Generally only graduate scholars are allowed into the service of a Magus. Options awaiting those unluckier folk include adventuring or self-employment.

The Order Vivus Alchemia
This is a more recent establishment whose means and ends are deviant enough from the Academia to require separate grounds and supervision. The Order’s goals are simple, to know. Members of the Order wish to know and understand everything. They seek to unlock the secrets of life and the universe. Their means of acquiring this knowledge is known as Alchemy. Alchemy is the study of the world, its composition, and its interaction with the mysterious force of Magic. Alchemists can make chemical compounds whose mixture results in contained magical effects, known as Infusions. The ultimate goal of an Alchemist in the Order is to master the knowledge of life to the extent of transcending death

Important NPCs:
Senator Spriwell—Elected Head of the Senate of Gambodel. Spriwell has more power than any other individual within Gambodel, next to King Melech Issach, who rules over the entirety of the Issachar Empire. Spriwell’s power is not absolute, but his influence is great. Those seeking to climb the ladder in Teeackall would do well to befriend the Senator.
Essik Faust—Faust heads the Order Vivus Alchemia. He is the most learned of his profession in the land, and some suspect he has come to achieve that which all alchemists aspire to: the complete knowledge of life, of death, and of the universe. Faust, however, denies these rumors, claiming no such mastery, that he himself still has a great deal to learn.
Gambol—Gambol is the most widely known merchant in Teeackall. He has been so successful that he has bought out merchants in of all goods. Now, in his own shop conveniently called Gambol’s, anything from meats, spices, and wine to Axes, rapiers, and mail to alchemical concoctions to magical scrolls. One would be hard pressed to place an order Gambol couldn’t fill.

Baldurbrock
Government: Monarchy
Demographics: 77% Dwarf, 11% Gnome, 11% Halfling, 1% Other
Capital: Crownhome

While a large section of the dwarven workforce now produces dwarven handcannons, the dwarves still rely heavily on mining and the forging of sturdy, 7-lifetime-guarantee axes, hammers, and armor, though the armor market is nearly gone. Now the dwarves sell armor only to themselves and to the human kingdom of Bizhentluus.
The dwarven clan-unit is a strong one. If their clan is in danger, every dwarf will stand and defend it till the end.

Crownhome
“Crownhome; the seat of the imperial throne of Issachar. It is a wonder to behold, and more so from within than without. Looking upon its exterior, with its grim sincerity a monument to the persistence and tenacity of the Ithai, one immediately notices it is a very pragmatic city. Its strict geometry at times seems almost imposing, but with such perfection that even its hardness has a kind of beauty. Well, some might not call it beauty. Perhaps it’s merely that I’ve seen so much I can see beauty in most anything. Its triple walls and battlements are the peak of engineering, with the best of iron gates that could keep out a troll or five. Each wall is higher than the last, with defense towers to match. Between each is a moat of indeterminate depth. A marvel of defense it is. Within the walls lie rows and rows of nigh identical hovels and shops where Halflings barter goods and peddle wares, where gnomes run Apothecaries, and where The finest bartenders of the Ithai brew spirits from the hops brought in by the Halfling traders. One may see a caravan of Ithai and Halflings making their way from the city gates, delivering shipments of weapons or armor to the armies of Ithegra or Caervenfor. You may see some adventuring types like yourselves inspecting the merchandise available for purchase at the Arms Guild Headquarters. If you come across the rich ones, they might be buying weapons ingrained with the skillful tampering of the alchemists. But all this is only a trifle compared to the wonders of the Inner City. It is a secret jealously guarded by the Issachar Empire, so much so that I myself have not seen it. But I have been told. I have been told of the mines, a sprawling labyrinth of mines, and the forges: forges the size and manner of which to make human smiths drool. These and the Castle Ithanash rest within the very mountain: the mighty Taran’s Peak. It would drop your jaw for amazement.”
—Garcin Leblaque
As the capital of the entire Issachar Empire, Crownhome is quite a grandiose place. It is, however, with full dwarven style that the inner workings of the city take place within the mountain itself, Taran’s Peak. The Mountain is so named in honor of the great dwarven hero Taran who chained the Worg of legend and later led his clan to this mountain kingdom. The city exterior provides all the amenities necessary for contact with the world at large, shops and businesses, guild houses, guardhouses, open-air markets, Temples to the One God, Inns, and Taverns.

City Exterior
This is the face Crownhome presents to Avayevnon. It is a stately city with rigid and efficient geometry. It is filled with shops and guild houses, competing with one another for the business of the residents and visitors. The Guildhouses are large, competitive unions of tradesmen. The Caravansary, a large inn built to house trade caravans delivering darkwood, spices, barley, or a number of other imports, and to help prepare Issachar caravans for export journeys.

The Three-fold Wall: The City’s outer defenses, the Three-fold Wall are actually three walls encircling the area of the city at the base of Taran’s Peak. The outermost wall is twenty feet high, the middle wall is fifty feet high, and the innermost wall is eighty feet high. Between the outer and middle walls, and the middle and inner walls, are a pair of moats consisting of running water channeled from an underground river.

The Caravansary: As an inn, The Caravansary is immense. Complete with stables for horses and six carriage houses, The Caravansary has more than enough room for traveling merchants. A cobblestone courtyard serves as the entry way, and a small staff of Halflings serves as valets for the incoming caravans. Each carriage house can service four merchant wagons, for a total capacity of 24 wagons. If the place is exceedingly packed, an additional caravan can be stationed in the courtyard, though it is a rare occurrence. The Inn itself can serve up to 200 people comfortably, with the ground floor and “The Grotto,” an underground floor, being used as restaurant and tavern, while the second and third floors are exclusively rooms for rent. If forced to serve more than 200 people, the staff breaks out the set of folding chairs contained in their storage room and sets them up for the excess.

The Proprietor of The Caravansary is an Ithai named Frugel of Clan Derschvint. Frugel is responsible for the running of the Inn. He was in his youth a caravan man himself; the expert on dwarven merchandise along the Admark Road in the south. Now, as he gets on in years, he runs his business from the other end. Rather than following the trade roads, he serves those setting out and coming in. He knows the strains of a travelling life and also knows its joys, and knows well how to associate with such people. He makes it his priority to see that their needs are met, keeping a large staff of dwarven barmen, and bouncers, dwarven and Halfling wenches, a few gnomish entertainers, and Halfling named Freeman as his maitre d’.

The Caravansary is far from lavishly decorated. Like many taverns it is rather dim, with one roaring fireplace and a few wrought iron chandeliers. But the travelers tend to find this rather fitting and enjoyable, especially among the Ithai, who are used to low light and sometimes grumble when a room is too bright. What decorations the inn does have are in the form of stone carvings and statues by dwarven sculptors. But while Frugel may be frugal when it comes to decorating, he spares no expense when it comes to comfort. For the road-weary he puts up the fines bedding one could ask for, and sheets which, while not fancy, are equally comfortable.

Arms Guild: The Arms Guild is the city’s most preeminent retailer of weapons and armor. It consists of a union of weapon smiths and armor smiths who meet at the Guildhall and sell their wares, share trade secrets, and provide help and advice to new members. The guild meets regularly to set standards on quality and production levels. To a certain extent they compete with the Smithy’s guild, which has a branch incorporating weapons and armor, but there is no other guild in Crownhome dedicated exclusively to the production of arms. The Arms Guild is also the only guild involved in the construction of firearms, and at present hold a monopoly by imperial contract.

Craftsmen’s Guild: The Craftsmen’s Guild competes with the Smithy’s Guild over the production of craftsmen’s tools such as the chisel of a sculptor, the saws and hammers of the builders, the iron bars of windows and many other products.

Mason’s Guild and Builder’s Guild: Two guilds competing for business in constructing the stone homes of the dwarven people of Crownhome, the sculpting of statues on commission, and the maintenance of city walls and streets. King Melech Issach hires out both guilds for different tasks, favoring the Builder’s Guild in the construction of temples and housing, but favoring the Mason’s Guild in matters of statuaries, street and defense maintenance and the like. The Mason’s Guild is generally favored for private work and specialty work, whereas the Builder’s Guild serves more utilitarian purposes.

Smithy’s Guild: The Smithy’s guild is a versatile guild that competes with both the Arms Guild and the Craftsmen’s Guild. The Smithy’s Guild concerns itself with all aspects of the smithy and the forges, from the making of tongs to farming implements to chandeliers to weapons and armor. As such they run into conflicts with the Craftsmen’s Guild over the production of craftsmen’s tools, and they conflict with the Arms Guild in the production of weapons and armor. The Smithy’s guild often sells at cheaper prices than its competitors, and so gets more business, but the other guilds accuse it of low quality. The Smithy’s Guild’s largest selling point is its ease and convenience: “Anything made in a forge you can get at the Smithy’s Guild.”

City Interior
The City Within the Mountain is the name given to the interior of Crownhome, nestled into the heart of Taran’s Peak. This is where everything behind the scenes occurs in the city where market is king. The inner city is home to the legendary mines and forges, and the mighty Castle Ithanash.

The Mines: A labyrinthine series of tunnels, passages and mineshafts down layers upon layers of earth. The Mines are all connected, but do not compose a singular mine, but rather twos connected by tunnels in different parts of the mountain to different depths, where the sediment reveals different materials. The first mine harvests iron ore, used to supply the stream of weapons and armor by which the Empire of Issachar maintains its dominance. The second mine is the gold mine, through which they form their currency: the gold Ring, which dwarves keep threaded into their beards and hair until needed.

The Forges: The Forges are a sight to behold, raging fires contained in monoliths of stone, churning out molten metal and pouring it down a stone chute where it cools to a temperature the Ithai can work. There they pound it out with mighty hammers, sometimes fashioning a sword, sometimes an axe or war hammer, sometimes a suit of plate mail. But they pound with force and diligence, filling the air with a perpetual metallic ring. Dwarves shift in and out, but the forges never stop. Here, the Ithai are known to spend days hammering out to perfection each and every item they create, days where they do not sleep or eat, sustaining themselves on work alone, and then for days only rest and eat and drink. The manning of the forge is as serving in an army, and the forge fields two such armies.

At first glance the Forges appear to be a communal act through which the whole of Crownhome is unified in purpose and direction, strengthening the bonds between all dwarves through the common dedication to creating the perfect blade or the perfect shield. Appearances can be deceiving. The Forges are actually one joint facility operated by several different companies. Many of these belong to the Arms Guild and are known to help one another off shift, trading advice and aid, but within the forges themselves, the dwarves are incredibly competitive. Clan becomes more important than Guilds or any other alliances between dwarves. All other clans are enemies, competitors in the production of the best product, and each Ithai clan tries to out-produce and outclass the others. It is a mark of honor to forge more than the others or to forge at a better quality. While it is a mark of honor to forge quickly, it is a mark of shame to forge hastily or carelessly, for a poor quality smith is much more disgraceful than a slow smith.

Castle Ithanash: Meaning “dwarvenrule,” the castle is a statement of the dwarven status in the world and the embodiment of the power of the Ithai. Embedded into the very mountain, the castle has an almost symbiotic relationship with the earth. The mountain interior forms the barrier on two sides, while the fortress juts out of the caverns of the mountain. The very walls seem hewn of the raw stone, yet the natural flow of the rock forms itself into shapes of the same perfect geometry as the outer city. From the outside it is impossible to determine the full size of the edifice, and it is only when one enters the castle that the full realization of its enormity becomes clear. Castle Ithanash is not “in” Taran’s Peak—Castle Ithanash is Taran’s Peak. The very wall from which it protrudes is a part of the castle itself, with alcoves and stone hatches from which crossbowmen and harquebusiers take pot-shots at besiegers. The interior of the castle is a maze of passageways leading up to the summit and down into the roots of the mountain. The population of Crownhome in its entirety could be brought within the castle walls without the slightest crowding. Indeed, Castle Ithanash can hold within its walls half the dwarven race, which it has done before, and did twenty-seven years ago.

People of Crownhome
Subtle the Alchemist:
“Oh yes there are other stuffy alchemists out there who claim to be the ‘true’ alchemists because they are the ones who ‘follow the path.’ Well in my opinion ‘the path’ is only as good as how far it can take you. If you can make lead into gold I’ll trail you like a dog and bow to the might and glory of your path, but until then, I’ll use what ‘the path’ has taught me to make what gold I can.”
—Subtle the Alchemist.
Subtle is a gnome in the hire of King Melech Issach to provide the empire with what services he can provide. Subtle provides equations for the proper mixing of blast powder, creates substances that can imbue metals with certain special qualities, is able to silver a blade for use against lycanthropes, create acids and oils and all manner of alchemical utility. Recently, Subtle has developed a new formula for blast powder that would allow less of it to be used to achieve the same effects. The Balloon Ships of Teeackall have been the envy of many, but have proven unsuitable for long distance travel. Subtle is currently in the process of attempting to modify the weight to propulsion ratio by some alchemical process to improve on this and make zeppelins a marketable product over Avayevnon.

Subtle’s primary concern is with making money. He cares little for the philosophy of alchemy, or the secrets of life and the universe. In fact he sneers at those he sees as naïve enough to go after such mystical non-sense. He studies his art as much as any alchemist, always trying to perfect it, but Subtle seeks not transcendence but material wealth. The complex interactions of chemicals, substances, and magic intrigue him, and he loves the air of mystery it gives him, but mystery is perhaps the crux of it. The ambiguity of his profession lends him the mystique to make him intriguing—alchemy is taboo in some places, and people like taboo. All alchemists deal in secrets, seeking their answers, seeking to understand. In this respect Subtle is no different, but he is not a spiritual man—he is a pragmatist. Alchemy has definite uses, but not for extending one’s life; for opening the mind to new ideas: new inventions, new and easier ways to do things—things that make money. In short, he fits right in.

Breeanen
Government: Democratic Republic
Demographics: 73% Halfling, 13% Gnome, 11% Dwarf, 2% Human, 1% Other
Capital: Cherrydale

Urban Halflings are very quiet folk. They dislike excitement and change in favor of a steady, stable, predictable life. Things with the urban and rural halflings are as they have been for centuries. The farmers plant and harvest crops, which are weekly transported by wagon to town for the weekly market. Urban halflings ply their wares at these markets, selling pots, pans, trinkets, etc. Urban Halflings are very fond of their drink. They have been known on certain occasions to rival dwarves in their capacity for the consumption of alcohol.
Urban Halflings have had very little exposure to magic, and hence they have no mage schools. The halflings are, however, generally a very religious bunch. They are among the most devout followers of the One God (whom they call Yondalla). Most towns and villages have only one temple, and likely only one or two priests, but the temples have a tremendous following.
Religion is one of the primary shaping factors in the lives of Urban Halflings. They most often pray through the Angel Daena. They have strong family connections and there is a great feeling of kinship among halflings of the same clan and of clans whose sons and daughters are joined in matrimony.
Urban Halflings are very indisposed to battles and confrontation, leading to a very static society. They rarely adventure, though when they do, they are likely to be rogues, as these are the kind most likely to be displeased with society.
Artifact

01-08-07, 01:02 AM
Hey Seraphine, good to see Avayevnon on these boards again. I wish you would consider posting more details on these boards rather than on the other site. Mainly for purely selfish reasons, because I'm most familiar with this site. Also, these boards seem a tad less 'agressive' (IMHO) (maybe I'm just timid that way :). I'll check it out anyway.

I really love your writing style; very evocative. There is a vast amount of wonderful detail to absorb, but I've been anxious to dig in to your setting for a while now. So even though I stay pretty busy in my personal life, I'm really looking forward to getting a feel for things in Avayevnon (great name BTW).

Anyway, just wanted to give you a little nod of encouragement; very nice work! :)
Seraphine_Harmonium

01-08-07, 06:59 PM
The Empire of Bizhentluus
Government: Oligarchic Theocracy (Pontiff Heads the state, local operations are headed by religious nobles)
Demographics: 43% Human (21% Native, 11% Caervenfor, 6% Cirrelus, 2% Ithegra, 1% Fjal Othila, 2% Other), 29% Dwarf, 13% Halfling, 7% Gnome, 7% Half-Orc, 1% Elf
Capital: Shardmoore

The Empire of Bizhentluus is founded on religion. It actually overlaps the Empire of Issachar, as many people belong to both: economically dependent on the Dwarves, while religiously affiliated with the Church of Bethor in Shardmoore. From the Cathedral of the Holy Phoenix, the Lord Pontiff Tyrolean I rules Bizhentluus, and acts as the “ultimate authority” on all matters of faith throughout Avayevnon. This view is disputed by non-Bethorians, who disagree with what they see as the Church’s “vengeful doctrine.” The Church’s power is such, however, that remarks against the established church are viewed as acts against the religion and against the One God. Non-Bethorians who speak out against the Church often meet charges of heresy, the empire’s most serious crime.
To control heresy, the Lord Pontiff has instituted a campaign to root out heretics and blasphemers. The Tyrolean Inquisition preserves order through the subtle application of force. Their subtlety and use of secret informants coupled with the swift blow they strike leaves the public in a certain fear. In spite of this, more people come into Bizhentluus than leave it.
The People of Bizhentluus, while fearful of the Inquisition, actually agree with it in principal. Dealing with subtle foes requires subtle methods. The Inquisition is limited to Bizhentluus proper, as the Empire only has influence and religious power beyond those borders.
Lord Pontiff Tyrolean I rivals King Melech Issach as most powerful man in Avayevnon. They both share great political power; Issach rules over the largest economic power in the world, and controls nearly 50% of all trade dealings, Tyrolean heads the Church that leads most of the post-war world, having influence in most every civilized nation. There are other powerful individuals, such as Eldirion the Stargazer and Cabrien the Oracle, but their power does not often extend beyond their borders, so their global influence is limited.

The Bizhens
The people of Bizhentluus are remarkably diverse. While the single largest race population belongs to humans, these humans are not all native to this land. They come from Caervenfor, Cirrelus, and Ithegra, and from Fjal Othila to the North. The largest minority is the dwarves, many of whom loyal to the Issach have integrated into Bizhentluus. Some young elves of Sylvaea have come out of the forests and converted, but their numbers are small. Halflings form a large number of the Bizhen peoples. Rounding out the list are gnomes from Gambodel, who have brought new thinking and ingenuity. They are accepted unless their “studies” go against the teachings of the church, in which case they are viewed as heretics. Of all the races, gnomes have the highest rate of departure from the empire.


Shardmoore

The Shining City; Shardmoore is the religious capital of Avayevnon, and the political capital of Bizhentluus. Its alabaster towers and marbled cathedrals glitter in the morning light. It is a glorious city, and one of Avayevnon’s greatest stories of rebirth. But, even the Shining City has a dark side; as the legacy of the tragedy of 27 years ago continues to haunt this city.

The Lay of the City
The Old City—Much of Shardmoore was destroyed during the Blood Crusade, but this section of the city remains. It is now the cultural center of the city, to remember the past while moving forward into the future. Organizations of the arts, such as the Seraphine Harmonium lie within the Old City.
The Castle District—Castle Shardmoore fell into demonic hands during the war, and was heavily damaged in its recovery, but it was never demolished. Now rebuilt, the Castle and the surrounding district form the military and guard district of the city. The Sentinel, guards of the city is based here, as is the second largest military contingent in Bizhentluus, after Teneret.
Cathedral Square—The religious and political district. The Cathedral of the Holy Phoenix resides here, as is the Council of Nobles that governs the workings of all the cities and towns across Bizhentluus. The Nobles are hereditary rulers of the sub-territories of Bizhentluus. They all answer to The Lord Pontiff Tyrolean I.
The Port District—Shardmoore rests on the edge of the Inner Sea, and as such, receives a good deal of sea trade, mostly from the Issachar Empire. In any case, the Port is filled with shops and taverns for seamen.
The Slums—At the outskirts of the city, just inside the city walls, are the slums. Much of the population lives here, it is the nest of the destitute working class. Beggars and prostitutes reside here. It is also the home of those who are respectable in person and demeanor, but tragically penniless.

Places and Organizations
The Cathedral of the Holy Phoenix—The home to both the Lord Pontiff Tyrolean I and his Knights of The Hand—so named for Tyrolean, who is said to be the Right Hand of Bethor, who is, in turn the Right Hand of God.
The Seraphine Harmonium—The Seraphine Harmonium, when first founded, was an Opera House. Since then it has been an institution for the faithful during the Blood Crusade. They were freedom fighters against Lady Elera and Pazuzu. After the war, it was a home for the helpless, providing safety-and some entertainment-to those who had suffered. It has since reverted to a theatre, but it is said that the members have a second, secret purpose these days.
Castle Shardmoore-The castle’s dark and gothic structure is an uncommon feature in the Shining City. It serves as a reminder of the past. It now houses the military and the city guard. The Knights of the Hand are trained here, before they enter the service of the Lord Pontiff.
The Inquisition-Even now, twenty seven years after the defeat of Pazuzu, evil lives on and makes its home in Shardmoore. Like a parasite—a last blight of the plague demon—the Heretic still clings to the underbelly of the city, sapping its divine lifeblood. At least, that is what the people of Shardmoore are told. Now, the inquisitors watch over the city with unblinking eyes, striking without warning or clemency. People vanish into the night, with a flash of white and crimson, never to be heard from again. The Inquisition does not rest, and its enemies dare not. Each day, it seems, a new evil is discovered, and the list of actions filed under heresy grows ever longer. The prime enemy if the Inquisition is vile Sorcery. As all in Bizhentluus know, sorcerers are malevolent souls whose power comes through pacts and demonic rituals. While the Inquisition has yet to attach the label of Heresy to wizards, the new Bureau of Magical Protocol has ruled that all arcane casters be registered, under threat of the Inquisition.

Important NPCs
Lord Pontiff Tyrolean I—Tyrolean is the ruler of Bizhentluus and the religious head of the Bethorian Church. As Lord Pontiff, he is currently the ultimate authority on all matters of faith, among mortals at least. He was elected to the role, which originated after the Tragedy, in the first and only election held so far. He shall likely hold this position until he dies, as the Divine Sanction of the office would forbid his removal from that office. He was elected after having combated Pazuzu in the Blood Crusade. The religious fervor at that time was powerful to behold, mandating the scouring of evil and heresy from the face of the nation and the world at large. Tyrolean’s rule made Bizhentluus an almost fanatical theocracy and a militaristic state, ordering great expansions to the outpost of Teneret and his most famous, or perhaps infamous decree; the Inquisition.
Inquisitor Proditus—Proditus serves as Tyrolean’s right hand man. He is in charge of all operations of the Holy Inquisition and all lesser inquisitors report to him. Inquisitor Proditus hunts down heretics with ruthless efficiency, striking without warning and with terrible force.
Arik “Ghost” Raum—Arik Raum’s reputation has been shaky for quite some time. He was the founder of the Seraphine Harmonium over 100 years ago. He then disappeared inexplicably, and there were rumors that he had been involved in demonology. Such reports were never substantiated, however, and for a century he remained a mystery, until he returned as inexplicably as he had left. The rumors surrounding his return are just as dark as those surrounding his departure: deception, blackmail, and murder. In any case, when the Pazuzu’s forces took Shardmoore, Raum showed no trace of the alleged demonology of a century before, taking up arms against the demons, fighting a sort of guerilla war against them in the streets. After the war he once again took up ownership of his theatre and has been teaching young musicians with his wife Roselle for over 20 years. One thing about Raum that has always been intriguing is his signature mask. No one ever sees his face or knows what he truly looks like. He once laughingly stated that “Everyone has secrets. Some of us have terrible ones, but believe me, mine are nothing compared to some the Church would hide . . .”
GoriceXII

01-08-07, 10:08 PM
An interesting setting. I like how you have created a very straightforward power structure and a sense of how the racial politics works. I'd be interested to see what the actual activities of this inquisition are and what they perceive themselves to be fighting. Is it any evidence of demonic allegiance?

The background of the previous conflict is interesting and gives immediate ideas for adventures in the setting.

I like as well how you've made the regional politics somewhat complicated, which really is how many countries are: borders not entirely clear to the parties in question.

I think you'd posted this in another forum and I had quite liked the plant folk as the progenitors of druids.

I also like your evolved lizard folk. I have a passion for lizardfolk.
Seraphine_Harmonium

01-09-07, 06:24 PM
Iluvion
Government: Seer Council (Magocracy)
Demographics: 94% Elves, 4% Human, 1% Gnome, 1% Other
Capital: Calukhainen

Iluvion is the island nation of the elves. Their Seer Council, led by Eldirion, looks far into the future to discern what course of action must be taken to best serve the elves. The elves are proud, dignified, and decadent. They are masters of the Seas and the Stars. The elves . . . are dying.
But a cornered beast fights twice as hard. It seems as they fall deeper and deeper into recession, their passion and determination to survive grows ever stronger, pushing them towards ever more violent pursuits.
Eldirion has seen it in the best interests of Iluvion for the entirety of the elven race to be trained and ready for war at all times. Perpetual Preparedness is the motto of Iluvion.
Elven sloops rule the seas, running circles around clumsy human ships. They conduct acts of piracy against the ships of other nations in the name of Iluvion and the salvation of their dwindling people.

Elven culture
The elves love horses, and a horseshoe (whose shape resembles a crescent) is a symbol of good luck.
The elves have a strong belief in ghosts. The first ghosts were the tortured souls of those victims of the Great Tear, who followed their brethren to haunt them for their flight. Unfortunately for the elves, such spirits of the dead cannot grant them druidic magic. The animals are also spirits of the dead, but these are the peaceful spirits of the ancestors, whereas ghosts are tormented souls who cannot find their way to the world beyond, and are filled with anger or mourning that pulls them back to the world of the living, though they cannot rightly enter it.
On the anniversary of the Great Tear, the barrier between the material world and the spirit world is weakened. Ghosts become visible to the living and vengeful. Their jealousy and anger lead them to carry away mortal souls to the spirit world. To protect themselves from the spirits on Sam Beira, each elf wears a culaith (costume) and mask of the dead to fool the spirits.
Sam Beira marks one of the two great doorways of the Iluvinese year, for the elves divided the year into two seasons: the light and the dark, at Lae Tann and Sam Beira. Sam Beira is the more important festival, marking the beginning of a whole new cycle, just as the elven day begins at night. For it is understood that in dark silence comes whisperings of new beginnings, the stirring of the seed below the ground. Whereas Lae Tann welcomes in the summer with joyous celebrations at dawn, the most magically potent time of this festival is at the Sam Beira celebration.
A legend of the elves that probably arose from the Great Tear mixed with a fear of Sam Beira spirits is the Dearg-dur. The Deargh-dur is the spirit of a beatiful elven maid who was killed on her wedding day. Her beauty is irresistibly seductive, but her kiss drives men mad. If she is able, she lures them away to feast on their blood. Those that have encountered her are found either dead, drained of all blood, but with no sign of its spillage, or in raving madness.

Astrology
The study of astrology came out of an old druidic tradition that Ancestors came in two groups: those that stayed behind to protect the natural world, and those who went on to the great beyond, lighting the sky with their eternal star fire. The druids asked the ancestors in the forests for aid, but now the Iluvinese elves look to the stars, to their transcended ancestors for guidance. Thus, when the elves fled from the mainland to the isle of Iluvion, the druids, unable to tap into the power of their ancestors from the forest, began to look to the ancestors in the stars, and the Iluvinese druidic tradition changed. The focus of Iluvinese druidism became the stars, the sun, and the moon: three aspects of nature the elves had not previously paid so much attention to. They learned that the stars could tell them as well as the animals of upcoming weather patterns and anomalies, and when best to plant for the harvest. They learned to phases of the moon and developed a lunar calendar, an elf monthly cycle lasts 28 days, and an elf “day” actually begins at night. The year is broken into two seasons, the Sowing and the Reaping. The Samhain celebration marks the beginning of the Reaping, the period of the harvest and the death in preparation for new life. Perhaps because of these ceremonies (but also, perhaps because of their penchant for looking into the future), the elves have an ironic fixation with death, given their long lives, and as such, they are typically a rather gloomy folk. Their songs are most often songs of lament, of lost glory, of lost ancestors and loved ones, of lost freedom.
In the forests, personal freedom had been the elves’ most cherished possession. This is still true of the Sylvaese elves. They valued it second only to nature and the forest. Since their flight to Iluvion, however, the elves have been in a disheartened emotional state. While they took it with determination to protect, not only the forest, but the world from another attack by demons, they were a failing race. The once-proud defenders of the forests are now yet-more-proud; having taken such a daunting task as theirs has instilled in them a sense of superiority that scoffs at their numerical weakness. Few elves had made it to Iluvion, many more had died making it livable. Those that survived could hardly be said to be capable of fending off a demonic incursion.
In such times of darkness, when most all elves put up the façade of superiority to hide their numerous frailties, a leader emerged to lead them. His name was Eldirion, the Stargazer. A practitioner of the old ways, he had long studied the stars and the portents they reveal. He saw as no other saw, into the future, and charted the course to save the elves from extinction. He saw times of war, and death to his people, he saw the helpless slaughtered. But the future is indefinite—changeable. To change this future, to avoid the slaughter of helpless elves, he decided that never would elves be considered helpless. By order of the Council of Seers he gathered around himself, every elf must learn to defend himself in the event of war. Training in one of four fields: The Navy, the Woods Patrol, the Defenders, or the Mage School became compulsory. Although meant with the best of intentions, this decree, and other acts by Eldirion and the Seer Council were considerable set-backs to elven personal freedom.
GoriceXII

01-11-07, 03:35 AM
How are the elves decadent exactly? Do they have superior technology or is it magic that makes their ships better than human ones?
Seraphine_Harmonium

01-11-07, 06:41 PM
How are the elves decadent exactly? Do they have superior technology or is it magic that makes their ships better than human ones?

The elves are decadent in that they are konwn to live whimsical, luxurious lives. They tend to be preoccupied with death, making them seem a very gloomy race, but they have a wild, sometimes even manic energy about them.
In a sense, an elf really lives and dies several times. Rather than a single, millenia long life span, it is much more true to say they live 7 lives of 140 years. As such, they live much more vigorously than one would expect from a being that has 1000 years on this world.
At the end of each of their lives an elf must choose one of two paths; the mountain or the valley. The mountain leads up to the stars, to the kindred and the ancestors, the other leads forward, but remains upon this earth. But the path back to the world of the living is frought with perils, and a soul never returns to its body unscathed. An elf who returns to his body permanently loses 1d4 levels.
Sometimes, a soul become lost on the way. Sometimes there is nothing to go back to. If a wayward sould goes astray, or the body of an elf is destroyed, the spirit cannot reunite with it and remains trapped on the material plane until it can ascend the heavens.

oh, anyway . . . about ships
In a way, it's both of those things. The elves are a very magical people. The isle of Iluvion is home to many fey creatures, and its magic suffuses the blood of its peoples with a touch of its power. This is another reason for elven decadence.
Elves tend to follow the druidic tradition, despite the fact that few "druids" exist who can cast spells. They still stay in tune with nature and know well the winds. Their ships are small and light, make from darkwood brought in specially from the mainland by the Issachar Empire, in times of relative friendship. It is a quasi-magical substance that is known to make naturally buoyant ships that can cut through the water with minimal resistance. The elves make use of this capability, enhancing it by employing small, light vessels-sloops of war-that run circles around bulkier human ships. Though they are not inherently stronger than other ships, they are manoueverable enough to whittle away their enemies' defenses.
Artifact

01-11-07, 07:34 PM
The elves are decadent in that they are konwn to live whimsical, luxurious lives. They tend to be preoccupied with death, making them seem a very gloomy race, but they have a wild, sometimes even manic energy about them.
In a sense, an elf really lives and dies several times. Rather than a single, millenia long life span, it is much more true to say they live 7 lives of 140 years. As such, they live much more vigorously than one would expect from a being that has 1000 years on this world.
At the end of each of their lives an elf must choose one of two paths; the mountain or the valley. The mountain leads up to the stars, to the kindred and the ancestors, the other leads forward, but remains upon this earth. But the path back to the world of the living is frought with perils, and a soul never returns to its body unscathed. An elf who returns to his body permanently loses 1d4 levels.
Sometimes, a soul become lost on the way. Sometimes there is nothing to go back to. If a wayward sould goes astray, or the body of an elf is destroyed, the spirit cannot reunite with it and remains trapped on the material plane until it can ascend the heavens. --Snip--

I am truly enjoying this thread. I like your take on the elves and Pazuzu especially. I guess its okay to say this at least once (very quietly, so no one will notice ;): I wish I had a shred of your talent; I mean that quite honestly. Again, this is some really, really great work. Please keep posting; I'm catching this as fast as I can.

BTW: I take back anything bad I might have implied about the other site. Apparently its a touchy subject and I didn't realize. Very sorry if I unintentionally upset anyone.
Seraphine_Harmonium

01-15-07, 04:58 PM
The Southern Provinces

Ithegra
Government: Democracy
Demographics: 85% Human, 15% Other (lots of small groups)
Capital: Athos

Ithegra is a small, democratic nation. While political power lies with the people, Commander Thobeles (Tho-bell-ees) has complete control of the military. The standing army of Ithegra is a well-oiled machine. It's troops fight wearing light armor, shortspears and tower shields. They also carry shortswords if fighting becomes too close. they are trained to be fast moving and highly mobile. A unit of spearmen is always backed by a unit of archers who harass enemy troops the spearmen are about to engage, and cover the spearmen when they retreat, preventing pursuit.
Cabrien the Oracle is the wisest in the land. Trained by Eldirion himself, Cabrien has incredible talent for seeing into the future. Cabrien's abilities, however acute they may be, are not as far ranging as his tutor's. Cabrien cannot see more than a lifetime into the future.
Still Cabrien's talent's have proven critical in the success of the military on numerous occasions. His ability to foresee enemy troop movements has allowed Commander Thobeles to strategically place his own troops to perfectly counter enemy forces. But Cabrien has another duty; to keep watch on the shifting magical energies surrounding the Xaoonoi Archipelago. These islands for a ring around the southern peninsula of Ithegra, which is inhabited mostly by rough mountain men and giants. The area enclosed in the Xaoonoi Archipelago is treated as a Wild Magic Zone. This area is prone to intense magical storms, and there is always at least one portal active to another plane of existence, though the nature of this portal is random, and the number and placement of portals at any given time is random. The nature of this area is wildly chaotic, and inherently dangerous, so Cabrien keeps watch over the area so that if it starts get out of hand, the citizens of Ithegra can get out of harm's way.
This ability proved critical to the fighting of Pazuzu’s Blood Crusade, as demonic and slaadi forces used the Archipelago as a gateway for their invasions. After the initial waves of extraplanar enemies, the two were able to detect and divine the time at which the portals would be weak enough to be closed off, stopping the flow of new demonic enemies.
At present, however, there is civil war in Ithegra. Theist priests and zealots war with tribes of pagan T’kel. Many T’kel have already joined with the theists, and been exiled, shunned as traitors to their people. Cabrien, a believer in the old ways, has taken a drastic step by siding with the T’kel druids, giving way to a crossing over of certain factions of otherwise Theist Ithegrans. At the same time, both Iluvion and Verlan seem poised to send aid to one side or another. The consequences of religious bloodshed in Ithegra could be an ideological war that could sweep across the face of Avayevnon.

Cirrellus
Government:
Demographics:
Capital: Riddenfeld

Cirrellus is divided in two by a mountain range. The Southern kingdom consists of one major city—Riddenfeld—as well as a few minor towns. The majority of the land is plainsland used to breed and train horses, which are Cirrellus’ most important export.
Cirrellus, it seems, is divided by more than a mountain. In the North, which the Halfling traders fear to traverse, lie dark men who are said to follow the Old Religion of Druidism. Those looking down into the north from the mountains at night may often see bonfires burning, far between, but far from few. Southerners living on or near the mountains are frequently frightened by the sounding of drums on the other side of the summit.

Shagrunk
Government: Loose assimilation of tribes
Demographics: 52% Orc, 24% goblin, 13% human, 6% lizardfolk, 3% ogre, 2% other
Capital: Orchold

Shagrunk is the land of Orcs. Since the fall of the Orcs from power in the Subterra, the proud hobgoblins have re-established a kind of civilization. The Orcs can once a gain say they have a nation, but cannot say they have a true leader. Since their arrival to Shagrunk, the Hobgoblins have fought amongst themselves, grouped into five tribes, each too proud to allow the others to rise to power.

Bagrath-Bagrath has been the closest thing to a ruler Shagrunk has ever had. He ascended to power, having the largest following of any tribal leader, and made heavy use of his trump card: a small tribe of ogres he adopted into his tribe.
In power, he acted almost as a dictator; lording over the other tribes as they continued to fight amongst themselves hoping to rise in the hierarchy. None dared oppose him directly-until after the Blood Crusade.
In the wake of the destruction caused by the ensuing demon war, Bagrath promised the Hobgoblins a new empire, forged across the south with the blood of humans. The orcs rallied behind Bagrath as they had not rallied behind an individual since their fall from power. But Bagrath's promises yielded little results. Any gains they made were overshadowed by the demon armies, and as the demons were pushed back, the Hobgoblins were also moved aside.
Bagrath's power was shaken by the Blood Crusade, and the lesser tribes grow more daring, particularly that of one Carnuth Fol.

Carnuth Fol-Carnuth Fol is significant for a number of reasons: First, he is the only tribal leader currently willing to oppose Bagrath in open conflict. Second, he is supported by the weary humans of Lythen, who wish to stabilize the region to avoid the periodic spillage of orc warfare onto their nation. Third, he is a known Lycanthrope. Fol, and several members of his tribe are known to be wereboars

Grimpe-Grimpe is the most timid of the orc warlords. He sees his tribe's situation as, perhaps, more precarious than it actually is, and thus takes extreme measures to preserve his tribe's strength. His favored tactis are hit-and-run.

Huytrlk-Truly, no one knows quite how to pronounce Huytrlk's name. It is a point of tension among any who are required to speak to him. As such, he is often addressed by titles, such as Warlord, or Lordship. He tends to employ ambush tactics.

Vez Bip-Vez Bip's force is actually incredibly small, but very skilled. His tribe conducts warfare subtly and always at night. His small tribal forces prefer to work without being seen or found often raiding the camps of enemy tribes.

Verlan
Government: Oligarchy
Demographics: 75% Human, 12% Halfling, 5% Elf, 4% Gnome, 4% Half-elf
Capital: Port Crimsea

Verlan's main claim to fame is its art. Every year Verlan holds its national Art Fair, showcasing the work of its most talented artists. The fair includes statues, paintings, illustrations, textiles, and any other form of art imaginable. While the fair focuses on the visual arts, the performing arts are not totally ignored; every year, itenerant bardic troups compete for the honor of performing at the fair.
Port Crimsea is also famous for its Aquaduct, which is fed by the ocean and runs underground through a purifying station before being sent off for distribution.
Verlan has not been in a war for over a century, as it's people do not care for the ugliness of war, and would much rather spend their time creating beautiful works of art.
Many travelers find native Verlanians to rival their artworks in beauty. Perhaps it is the fresh, sea air that surrounds the peninsular nation, perhaps the artists so skilled at creating works of art also created living works of art in the form of their children.
The nation, politically is run by wealthy families who gather once a month at a council in Port Crimsea to discuss issues concerning the nation at large. While their actions are meant to alleviate national problems, the oligarchy works primarily for its own benefit, and only secondarily for the people.

Fer Khemer
Government: Monarchy
Demographics: 90% Human, 5% Halfling, 5% Other
Capital: Nazer Throm

Fer Khemer is a vast desert kingdom whose inhabitants are separated into two main groups: the urbanites and the nomads. The majority of the urbanites dwell in Nazer Throm, the massive capital of the political realm, while the rest live in a number of small towns and villages scattered throughout the desert. The nomads do as all nomads do; the roam from place to place. They often employ raids and banditry to survive. They fight from horseback with hit-and-run tactics using large, curved sabers. Most still use bows and crossbows for ranged attacks, though occasionally a tribe will chance to come across firearms in a raid and will take them for its own use.
Fer Khemer was once unified in an age of powerful and decadent kings who ruled all the land and controlled tremendous amounts of gold. Over time, the power of these kings splitered and began to fail. The king now has direct control only over Nazer Throm, and only partial control over the outlying villages. The sands in between belong to the nomads and all manner of desert beasts. This makes exerting executive power in the outer reaches of the realm a difficult and dangerous proposition, giving the villages an unusual amount of freedom, granted and the annoyance of the king.
Artifact

01-16-07, 01:46 AM
I finally took the opportunity to see more of Avayevnon at the CBG. The level of detail is incredible; I've really enjoyed reading everything. I keep saying that, but I really am impressed ;).

While I'm here: A question, if I may? The iluvinese elves are :cool:. You mentioned that in effect, they live several lifetimes. Are there any specific game mechanics for how they return? Do they simply choose the valley (come back) and take a level-loss? (I think that's what I read).

I'm glade to see you're posting a bit more on these boards. I've enjoyed the setting so much, I'm planning to run some games set in Avayevnon. Sorry to keep cluttering up your thread with my chatter, but here's more encouragement to keep up the good work! :)
Seraphine_Harmonium

01-16-07, 07:19 PM
That's basically it. There will be a save of some kind involved, but I've yet to work out exactly how that works.
NOTE: The Iluvinese CANNOT come back if they are slain in battle without a raise dead/ressurection/etc spell. This only applies to age related deaths that end each life.

I am also working on extending this idea of the paths to the other races, though it would work a bit differently for them.
Seraphine_Harmonium

01-20-07, 07:02 PM
The North

Fjal Othila
Government: Counsel of Jarls
Demographics: 42% Human, 27% Frost Giant, 16% Goblin, 12% Orc, 1% Other
Capital: none

Fjal Othila is the northern most nation in the world. The majority of it's land is permanently frozen. An immense mountain range cuts through the middle of the nation, dividing it climatically into the exteme cold and wind of the west, and the more mild east. The majority of the population is situated in pockets at the base of the mountains.
The West is dangerous, not only for it's climate, but it is also lorded over by the Frost Giants. The Frost giants have occasionally been known to attack settlements just east of the mountains, but they generally stick to their western territory. The more frequent threat comes from the savage tribes of goblins and orcs. These rather crafty foes rely on raiding the human villages to survive. They have, however, developed surprisingly effective battle tactics: The goblins have been known to attack from sleds drawn by teams of dire wolves that the goblins have succeeded to a certain extent in domesticating
The human population is governed by jarls, local leaders that oversee that the villages, lead hunts, etc. The Jarl is also in charge of training the men to fight, as Berzerkirs, to protect the village from harm in case of attack. Usually, the jarl is a village's only source of authority, but twice each year the jarls congregate for a meeting to discuss relations between the villages. All villages uphold the decisions of the Counsel, but there are few laws in Fjal Othila, and many of the laws are subject to change, as the attitude of the Counsel changes.

Caervenfor
Government: Monarchy
Demographics: 63% Human, 22% Dwarf, 9% Half-orc, 3% Hobgoblin, 2% Wood Elf, 1% Other
Capital: Kommenap

Caervenfor is often ignored by the other countries. It is one of the largest nations in terms of area, but it's cold climate and rugged terrain limit it's agricultural potential. It's main source of economic income comes from mining, however, in this aspect they are far outperformed by the skilled dwarven miners of Baldurbrock to the southwest. The River Bruunrig has its source in Caervenfor, and the nation borders the massive forest quasi-nation of Sylvaea. Sylvaea is home to Wood Elves, Treants, and all manner of fey creatures. The Pagan nature of the Wood Elves of Sylvaea has been heavily stigmatized in Caervenfor and Bizhetluus—which also borders the nation—due to it's divergent beliefs from the worship of the One God.
Caervenfor holds the end of the mountain range that stretches all the way through dwarven Baldurbrock. At the furthest end of this range is the Mindspire, an unnaturally tall, needle-like tower of rock. The Mindspire is the only outpost of the underground illithid empire. From the spire, the Illitid watch over the goings on of the surface world, but rarely interfere with them.
The Czar of Caervenfor rules from Kommenap, to the far east of the nation. This is the closest city to "The Great Forest" and as such holds the majority of the nation's elven population. Kommenap also holds a large dwarven population to work the forges.
The North of Caervenfor is home to more than one wandering tribe of orcs that frequently breed with the human villages, producing a large number of half-orc offspring. Over time, a strand of the northern population has strong lines of orcish blood, and as such is known for its physical power and brutality. They are known as the Kroschacks.

Thill’ickl’ill
Beneath the Mindspire lies the bustling underground metropolis of Thill'ickl'ill, capital of the Illithid Empire of the Underdark. The Underdark is a strange mysterious place, where all is shadow-filled and dangerous. Numerous creatures make their home here and none more deadly than the demented and cruel Mind Flayers. The race of squid-headed geniuses uses their cunningly evil intelligence to hold all other races of the Underdark in fear. The legends of the Ilithid consuming the brains of their victims are encouraged to spread fear, fear that is, admittedly, well placed. The legitimacy of these legends have been proven by the accounts of eye witnesses, though these are very rare, as few ever survive an illithid attack.
No one has ever charted the population of Thill'ickl'ill, and not much is known of it's workings, as those that investigate beyond the basics seem to turn up empty handed, and empty headed. Literally. What is known is that the illithid operate through a form of collective intelligence emanating from what is referred to as the "Elder Brain." This works so that each Mind Flayer is connected to the others through the elder brain, and the elder brain is capable of simultaneously controlling all illithid. Large numbers of illithid will often join together, linked through the elder brain and work as one creature on strange projects and experiments whose nature is yet to be determined.
The consumption of brains is the Illithid's primary source of acquiring new information. While telepathy and detect thoughts are well and good, having an entire mind at one's disposal is infinitely more useful. It is rumored that an illithid absorbs all knowledge retained in the brains that they eat, though this is probably an exaggeration. The minds of illithid slain in battle are carefully retrieved and protected for integration into the Elder Brain. As such, many illithid see it as an honor to die in battle that they may join the hive mind.

The Ravaged Lands
The Ravaged Lands were decimated 1027 years ago, at the time of the great tear. Nothing grows there, but it was charged with magical energy. Many battles have been fought for it over the years, mostly between Baldurbrock and Caervenfor. Recently, however, dwindling resources in Fjal Othila have led some of the southern townships to enter the fray. The constant warfare, it seems, has only caused the land here to become progressively more desolate. It is currently in the possession of Caervenfor, but the Issachar Empire still desires it, and Berserkers from Fjal Othila have been known to make raids of mining operations. It is presumed they seek magical power, perhaps in the form of crystals that could be used by wizards to channel arcane energies.

The Deadhaunt Woods
On the Western bank of the River Bruunrig separating the Empires of Issachar and Bizhentluus lie the Deadhaunt Woods. Once part of the Great Forest of Sylvaea, the Deadhaunt was from its mother’s womb untimely ripped by a demonic invasion. It was the blood of these demons that stained the forest. The cries and lamentations of the elves and the adu’jas filled the air with a thick mist, and the blood of demons saturated the trees with their foul essence. Soon, the forest itself took on the demons’ malevolence. The trees have been known to attack unwary travelers.
The trees here grow appearing dead. They are grey, with black withered leaves. They do not ooze sap, but the coagulated blood of demons. It is said that such a substance is viciously poisonous to mortals. All creatures that live here take on the forest’s evil, appearing warped and twisted.
Seraphine_Harmonium

01-22-07, 11:25 PM
Classes of Avayevnon

Part 3: Prestige Classes

Inquisitor Knight

“It was thirty years ago!”
“It was not! It was twenty seven.”
“Oh, close enough! When was the last time you saw one, eh?”
“Oh will you shut up! It just means they’re doing their job is all.”
“Their job . . . is to keep you under control! There’s no threat. It’s all a load of rubbish.”
“Felric, you evil man! How could you say something like that?”
“It’s true.”
“You know I don’t believe that, and I don’t think you do either; but for the sake of Bethor, do you have to say so? I don’t want to wake to find you’ve vanished!”
“Why is everything always ‘for the sake of Bethor’?”
“Now you’re blaspheming! Why? Because he’s the Right Hand of God.”
“I’m left handed.”
“Don’t say that!”
“Don’t say I’m left handed? When did that become criminal?”
“It doesn’t sound good, that’s all.”
“It doesn’t sound good? Well in that case I’d better keep it absolutely secret. I mustn’t tell EVERYONE! I HAVE AN ANNOUNCEMENT TO MAKE! I AM . . . LEFT HANDED!”
“Oh my God!”
“See? No one cares. That, at least, is a relief. If this country had gotten to the point that we were afraid of anyone left handed, I’d know we were in Hell.”
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~
A thunderous crash sounded as the door flew off its hinges. Felric’s heart seemed to leap into his throat. He strained his eyes in the gloom, to make out the shapes beyond the doorframe, but he could not distinguish one from another in the dark and the rain. He did not have to. With a dread sinking he saw upon the fallen door the unmistakable verification of his fate. In the center of the door lay a smoking mark of the five fingers of a fist before the rising sun; the mark of Bethor.
A voice spoke out from the door, echoing with imperious satisfaction, like brick scraped over pavestone, causing Felric’s frantic heart to grip with pain, as if pricked with a needle of ice.
“Know thee why we have come? Of course you do. Retribution. You’ve been expecting us. Know thee this face?”
Robes and cloak of a cruel crimson flowed towards him like blood. His own blood seemed to be leaving him. The angle of the light made the head and shoulders impossible to discern and they seemed to fade into the black of the imposing shadow.
“F-f-forgive me. I, I cannot see your face.”
“Know thee this voice?”
Felric nodded in helpless horror as the embodiment of his doom glided from the shadows. Beneath the crimson cowl of death rested the senseless nothingness of doom. In that non-face Felric saw his fate—oblivion. No mere death for the heretic, but non-existence. His annihilation would be complete. It a matter of hours he will never have existed, in a matter of weeks those who thought they knew him will repent their temporary loss of sanity. The void spoke again.
“The sinful shall be purged in the cleansing fires of Retribution, and Bethor shall speak forth his word and all that is dark will die, and all that is light shall live. And the darkness will be never was, for where there is light there never can be darkness. Thus always for the Heretic.”
A shock surged through the room, rippling the air, prickling the hair on the back of the neck, tracing its way down the spine. The very air erupted with the cacophony of iron thunder. A deep peal of the Bell Tower, as a knell, sounded in the freezing night air. Felric knew that he must flee, must somehow get away, but he could not move. His legs, despairing, lacked the will for locomotion. The Inquisitor advanced, and Felric knew only fear. His hands and arms flailed futilely to pull their owner to safety, but safety was nowhere to be found. With each passing moment the figure of his erasure drew closer. It was inches away. From the folds of its cloak, a stark white sleeve and a stark white hand rose slowly so as to almost touch the nose.
“You are hereby charged with the sin of Heresy; the punishment for which is death. How do you plead?”
Out of the darkness a scream and a silence.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~
Next day, a notice was posted throughout the city.
Citizens of Shardmoore,
By decree of the High Council of the Church of the Holy Phoenix, in concordance with Lord Pontiff Tyrolean I, the following acts have been determined heretical and in direct opposition to the Church and to the State of Bizhentluus:
1. Disseminating faithlessness in the purposes of the One God and Bethor.
2. Denying the existence of the ever-present threat of the Heretic.
3. Being left handed.
These actions have been discovered to be tools of heresy to spread disorder and confusion, to instill weakness, disunity and doubt into our lands. They must not succeed. If any of the aforementioned acts are witnessed, we urge you to report them to the Sentinel or directly to the Inquisition.
Inquisitor Proditus

The Inquisitor Knights

Secrecy, surveillance, and swift justice. These are the three tenants of the Holy Inquisition of Shardmoore. A sort of religious police organization, the Inquisition keeps watch for any signs of the workings of demons in Shardmoore. They know that demons are crafty foes, who often work through mortals completely unbeknownst to their hosts. The workings of a demon can be made manifest without immediate consequence. He who stays in bed in the morning because he is too tired to work has fallen prey to the designs of Belphegor. He who consumes that final morsel of food in spite of fullness because not to “would be such a waste” has succumbed to Lillith. He who withholds a spare copper from the destitute to buy an extra pair of shoes may be the slave of Balor. This is not to mention that most hated of enemies: Pazuzu. Pazuzu, the demon of pride may be the enabler of all other sins, it is pride that makes the miser look down his nose at the beggar, pride that gives the sleeper the audacity to remain in bed.

Thus demons can infect a city with evil without ever setting foot there. The root of evil is possible in all men. It need not be conscious. The sinner does not always know that he has sinned. The transgression may not be immediately visible, but the slightest faltering can place a person on the road to corruption, heresy, and damnation. It is therefore vital that the workings of evil be stemmed, nipped in the bud before the world sinks into depravity.

But the world is a large place to govern, and the power of the church is only so great. It is not possible to monitor every activity of evil everywhere in the world, but within the Shining City of Shardmoore, the Inquisitor Knights lead the struggle against the Heretic. They watch over the city without rest, alert for any sign of danger or stirring trouble. The city of Shardmoore once fell to the forces of Pazuzu, and that must never happen again.

There are several who count themselves amongst the inquisition, but only a select few who carry the title Inquisitor. They are those that are dedicated to the cause of seeking out and eradicating evil within the city of Shardmoore. They may be called outside the city to a small town, or even to another nation by at the request of its ruler and the consent of Tyrolean, but their operations are centered in the Shining City.
Hit die: d8
Prerequisites
To qualify to become an Inquisitor Knight (Inq), a character must fulfill all the following criteria.
Skills: Gather Information 8 ranks, Hide 4 ranks, Intimidate 4 ranks, Knowledge (Religion) 8 ranks, Move Silently 4 ranks
Spellcasting: Ability to cast divine spells
Patron: Bethor
Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis)

Skill Points at Each Level: 4 + Int Modifier
The Inquisitor Knight
Level B A B Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 Detect heretic, smite heretic 1/day +1 level of existing spellcasting class
2nd +1 +3 +0 +3 Aura of fear, fearlessness

3rd +2 +3 +1 +3 Seek the unholy, sneak attack +1d6 +1 level of existing spellcasting class
4th +3 +4 +1 +4 Smite heretic 2/day

5th +3 +4 +1 +4 Holy fires of retribution +1 level of existing spellcasting class
Class Features
Weapon and Armor Proficiency: The Inquisitor Knights do not gain any new proficiency in weapons or armor.

Detect heretic: Inquisitor Knights have a natural sense of the presence of evil, or lack thereof. At will, an Inquisitor Knight may use detect heretic as a spell like ability.

Smite heretic: It is the purpose of the Inquisitor Knights to bring Bethor’s divine justice down upon the heretic, giving them the ability to smite heretics in the same manner as a paladin. This stacks with the paladin ability and is considered a supernatural ability.

Aura of Fear: An Inquisitor is a fearful sight to a disbeliever, as are their cold, faceless iron masks. At second level, An Inquisitor Knight exudes an aura that instills fear in his enemies. Enemies within 10 feet of the Inquisitor Knight suffer a -4 morale penalty on saving throws against fear effects. This is a supernatural ability.

Fearlessness: In part due to their power, in part due to Bethor, and in part due to their masks, an Inquisitor Knight is immune to all fear effects.

Seek the Unholy: At third level, an Inquisitor Knight develops a keen awareness of the lack of faith of any kind. This ability functions as a detect spell that detects not only heretics, but also pagans and druids, and atheists. This ability also provides the Inquisitor with a +2 bonus on Spot and Listen checks against these enemies.

Sneak attack: At third level, the Inquisitor Knight learns to strike without warning to great effect, dealing an extra +1d6 points of damage. This stacks with the rogue ability.

Holy fires of retribution: At fifth level, the Inquisitor Knight may cause divine fire to erupt at the feet of his foes. Using this ability requires the expenditure of spell slots. This ability deals 1d8 points of fire damage for each spell slot expended. Using two 1st level spell slots counts for 2d8 points of damage, as would using a single 2nd level spell slot.

Knight of the Hand
Master Astrologer

*Stats and any additional Presige Classes still to come
Seraphine_Harmonium

01-30-07, 08:48 PM
History of Avayevnon

RC: Runic Chronicles
SE: Solar Epoch
LE: Lunar Epoch
AR: Age of Rebirth

The Age of Birth
0 RC: The Dwarves first inscribe pictorial runes
Dwarves, Elves, Mehani
The Bright Age
0 SE: The Rise of the One God
The One God creates the Adam (First Man)
The Adamites
The Great Schism
The Dark Age
0 LE: The Rifting
Fall of the Adamite Empire
The Flight of the Elves
The Stitching
The Retreat
The Peace
The Dark Times
Ithanash (Dwarvenrule)
The Age of Rebirth
0 AR: The Blood Crusade
The Rebirth
Ithanash
Inquisition


The Runic Chronicles
While not an actual time period, The Runic Chronicles refers to the records of time before the dawning of the Solar Epoch. It is composed primarily of myths of the dwarves and elves.
Lugradhe-ougre-lendu (The Tears of Lugra)
The tales from the time before God tell of many things. Here has been found the story of the Weeping Sea. It is an elven myth that was found carved in the ancient dwarven runes beneath the Reaching Mountains. It was written in what seems to be verse, although the dwarven translation makes it difficult to say and has skewed the results. It is suspected that the verse was written with rhymes, but the translation has not words to mimic them. Note that the personification of the moon is not condoned by the Church.

Alas, alas, poor Lugra fair
Night matron and celestial mistress
Of the much beloved sun
Sits lonesome in the sky.

Her love more pure than any mortal kind
Did shine forth with a strong unflinching light
Reflecting her her true and noble self
Undaunted by any doubting voice.

True, Lugra’s love was matchless
Save but by her husband Helidh Sun, the Bright.
For Helidh gave to all the earth his care
And blessings of days unchecked by want of sight.

Alas, alas, poor Lugra fair
Night matron and celestial mistress
Of the much beloved sun
Sits lonesome in the sky.

Helidh and Lugra fostered all the world
Caressing all with warmth and gentleness
But all that is good does not last
And love and light would prove not infinite.

The coarse-skinned Mehan-folk
With spears and sticks did boast about their skills.
Unwanted demonstrations of their foolishness
Did brand them badly as they sought repute.

Alas, alas, poor Lugra fair
Night matron and celestial mistress
Of the much beloved sun
Sits lonesome in the sky.

Mehani gone from tribal escutcheon
Off on misadventured quest of manly worth
Betrayal! Murder! Audacious mutiny!
A curse upon the upstart Mehani!

A bolt from Mehan bow did strike the sky
To deal its deadly work upon the sun
The godly blood does nature so oppose
That earth did scream unearthly of the solar slaughter.

Alas, alas, poor Lugra fair
Night matron and celestial mistress
Of the much beloved sun
Sits lonesome in the sky.

And so was Lugra’s peerless love deprived
And all-moment-companion sudden gone.
Thus did Lugra weep a storm of tears
To weary all the world with woe.

And Lugra’s Tears did flood the plains of Earth
Involuntary decimation consummation
Teardrops one by one did build
Salient tears of saline drop by drop did fill a sea.

Alas, alas, poor Lugra fair
Night matron and celestial mistress
Of the much beloved sun
Sits lonesome in the sky.

And now the Lugradhe-ougre-lendu
Which is the moon weeping waters
Does lie upon the earth
A monument to unforgotten love

And when a tear descends a cheek
And falls to earth we know it said
That doubtless every tear that’s shed
Will join our Lugra’s in that Sea.

Alas, alas, poor Lugra fair
Night matron and celestial mistress
Of the much beloved sun
Sits lonesome in the sky.

The Birth of Adam
Divinity rose into the sky and took the place of the Sun. Divinity was of the Mehani. The Mehani were dying. Divinity was infused with the essence of the sun and saw as the sun saw, saw the entire world—its workings, its people, its life. And so it came to pass the Divinity became the One God. The One God was very wise. The One God lamented his people. He saw in them their lost possibility. He saw it fit they should be born again.
And so it came to pass that the One God sought the aid of an elder race. Deep in the mountains of the world there lived the Ithai. The Ithai were the Smiths of Avayevnon. And by the Ithai dwarvenfolk the Mehani were reforged. The One God determined that they should be called the Adam. Into the Adam the Ithai poured the strength of the earth, the passion of fire, the depth and wisdom of water, and the nobility of the air. The Adam was born.

The Adamite Empire
Much of what we know about the Adamite Empire comes from the runic carvings of the early dwarves. Not much has survived of the histories of the Adamites themselves. We know that they spread across the face of Avayevnon, bringing with them Pax Admita. We know that their downfall was one of an epic struggle of heavenly powers the likes of which a people accustomed to peace were unprepared for.

Pax Admita
Pax Admita was something of a misnomer. It was not a time of complete peace, but rather a time in which the Adam were not at war with one another. In this time the empire spanned the gap east of the _____ Mountains and West of the Great Forest, and ran the South along the Inner Sea all the way into Fer Khemer.
The One God: The Adamite Empire shows all the hallmarks of being divinely blessed. Holy Scripture states that the Adam were the reincarnation of the dying Mehani, that they were indeed creatures of divinity, conceived in the forges of Heaven. Their fall from power and grace is thus problematic. Why, some argue, would an empire sanctioned by Heaven itself be allowed to fall? There are several explanations: punishment for the sins of a decadent people, the empire grew faster than its infrastructure and collapsed from the strain, experimentation with magic, and the treachery of demons.
Sylvaea: The Pagan elves of Sylvaea posed a constant threat. Elven woads would periodically assault the border towns of the Adamites.
The Fall: There are different interpretations as to why the Adamite Empire fell. Orthodox historians claim that it was the fault of the Adam themselves. They brought about their own doom by over-indulgence. They lived lavishly and meddled in magicks. For their sins, the One God punished them. Revisionist historians claim that the causes for the downfall of the empire were completely mundane in nature. It was not divine intervention, but overextension the caused the empire to tear itself apart. Post-revisionists take a different view than either of their predecessors, but return to the idea that divine influence was somehow involved. According the holy texts, roughly coinciding with the fall of the Adamite Empire was the Schism that set the One God’s 14 angels against one another. Seven of these angels would return to Heaven, and seven would be cast into Hell as the Demons. It is the treachery of these demons during the Schism that tricked the Adam and caused their tragic fall.

“ . . . And so it came to pass that the Adam, drunk on wine and women, in revelry at their own very magnificence, forgot their kinsmen and lived only for themselves. And so it came to pass that the peoples of Adam were one no more. And so it came to pass that the peoples grew selfish and spiteful of one another.
And neither in Heaven was all well. Lillith, having betrayed the Adam and found solace in Graz’zt’s treacherous arms began a war of Angels with Angels. This battle that was short in Heaven’s terms lasted many years on Earth. For God had bestowed the Adam with his mutinous wife some centuries ago, and yet fresh was it in the kingdom above. As punishment for her selfishness, The One God ripped her womb from her. Desperate, Lillith descended to the earth, swallowing mortal infants in a perverted attempt to become pregnant. The Plague of the Stillborn wreaked havoc on the unsuspecting Adamites. Sammael met Pazuzu in battle over Lillith and was defeated, falling to the earth. His rage and twisted sense of justice led him to rape a girl who would give birth to the incarnation of murder, and from that day on murderers would walk the empire of Adam.
The divided Adamite peoples became fearful of one another, jealous and proud. Acts of violence, treachery, and disunity grew in number. And so it came to pass that two great armies converged on the fields of the Ergil Fenrath. And so it came to pass that The One God foresaw a great disaster. To avert mass destruction, he sent Belphegor to show them Humility before the might of God with magicks. He failed in his mission, allowing the Adam to discover the use of potent spells and in their foolishness unmake each other.
And so it came to pass that the Angels also went to war. Seven vied with seven, and seven remained in the light, while seven were cast into darkness. And so the Shadowed Seven sought revenge and mischief. Pazuzu, proudest and most powerful desired more than any other. Pazuzu could reach the mortal planes if he so chose, but he lacked the power to bring his demons with him, for the seven were not the only demons. They were the rulers of Hell, but all who fell to darkness were their slaves.
And so it came to pass that Pazuzu tempted the Adamite wizards to abuse their power. The appealed to their pride, whispered their injuries at the hands of their so-called allies in their ears, asked favors, such middling trifles that they seemed inconsequential. So it came to pass that the Adamite wizards became his pawns, and he worked them against each other, gave them the power to work their will against each other. Slowly his will became theirs and they did his bidding with unconscious obedience. The Adam went to war.
The Adam wizards warred with one another. They fought across many lands, decimating the northern plains. The very air grew stale and heavy with arcane saturation. One could taste the indescribable flavor of cruel magicks bent on one another for selfish ends; both bitter and sour, yet strangely sweet. The earth itself stiffened and grew tense. The waters ran still.
Then a tug, stronger than that of the earth itself. All converged. And in the noiseless noise of terror, a triumphant cacophony echoed from below. Air and earth were cleft in twain, and all was darkness. All was dark until the screeching sound of a thousand wings rolling stop one another coupled the squeaking scurry a million insectile legs announced the present doom upon the blighted land.
And so it came to pass that Pazuzu set his scourge upon the earth. One by one the border townships fell. The Adam fled into the forests, the long forgotten forests. And the Scourge came with them. Trees were uprooted, cast asunder—burned in the infernal fires of the Scourge. And as the Scourge consumed, it grew. It spread, ravaging the forests and leaving its dark stain upon the barren ground.
Too late did the war-torn kingdoms embrace. The Adam were weak. The Scourge was strong. It was growing stronger. The Shattered Empire could not hope to be salvaged. All that could be hoped for was that some survived to see the vile tide turned back . . .”


The year is now 27 AR. The world has been rebuilt, technology has advanced; firearms are a staple of the dwarven army, and the gnomes are testing new zeppelin designs. The elves rule the seas, but stay away from the troubles of the world at large. The wood elves have retreated to the forests, and men have largely forgotten their aid in the war. After the demon war, a religious revival swept the world. Nowhere was this more apparent than in crippled Bizhentluus. United around a common goal and theme, the Bizhentlan people grew strong again. The Church of Bethor has been given complete control of the national politics. The “Pope” of Shardmoore has, to prevent anything like this happening, outlawed heresy making it a sin punishable by death. Enforcing the Church Doctrine is an order of special knights known as the Inquisitors, whose purpose is to seek out and destroy heretics. The Knights of the Holy Phoenix were established to defend Bizhentluus from demons and monsters of darkness. The practice of “witchcraft” is forbidden, so arcane casters must abide by strict regulations to avoid imprisonment. Sorcerers are deemed to have gained their powers from demons, so they are persecuted; anyone know to have magic blood is arrested and imprisoned.

At a world council meeting it was decided that armies must be kept alive even in times of peace in so that in times of war, trained soldiers are available. This practice was adopted long ago by the elves of Iluvion, and now the nations of the world agreed to train large armies. Dueling was encouraged in times of peace to ensure that a soldier’s skills were kept up to par. Soldiers would not wear heavy armor in times of peace, however, and armor has since fallen out of style. It still exists, but it is not as popular as it used to be. Many of the old weapons of war have also fallen by the wayside. Skill with a blade is these days more important than dealing out heavy amounts of damage, and heavy weapons are no longer necessary to pierce through armor. The rapier has replaced the longsword as the weapon of choice in Avayevnon. Duels are fought for honor, which is promoted by the nations of Avayevnon. Honor is seen as a way to prevent chaos, which, at this time is viewed as a very good thing.
Seraphine_Harmonium

02-09-07, 08:38 PM
Err, I don't really have anything right now. Writer's block, you know? So . . . :bump: :bump: :bump: :bump: :bump:
Soel Griffin

02-12-07, 02:39 AM
Wonderful setting! Its got a real feel to it, and not just several elements thrown together, hoping they stick. I might just have to add this to my Wilderlands campaign!

Amazing map, btw!
Seraphine_Harmonium

02-12-07, 07:19 PM
Wonderful setting! Its got a real feel to it, and not just several elements thrown together, hoping they stick. I might just have to add this to my Wilderlands campaign!

Amazing map, btw!

Err, the whole thing? You mean sort of like phagocytosis? Because Avayevnon would rather not be eaten. By the way, what is your Wilderlands campaign?
Seraphine_Harmonium

02-13-07, 12:30 AM
Update: New Race info for Dwarves, Gnomes, and Elves
Seraphine_Harmonium

02-15-07, 08:32 PM
Life in Avayevnon

Languages

Ithash, or Dwarfcommon as it is called around the world, is the most widely spoken language in Avayevnon. It is the undisputed trade language, as any who are involved in the buying and selling speak this language. Any traveler can be sure to be able to get anything he needs by speaking to a merchant, as they are bound to know Dwarfcommon.

Tuathi, Elf-tongue is one of the most complex languages. It has its roots in Druidic and Sylvan. It is both hard and soft, rolling from the tongue like a tear rolls down a cheek, interspersed with lamenting, choked sobs

The Year
Months in the Solar and Lunar Calendars
Most nations of Avayevnon run on a solar calendar of twelve months, each of which is divided into three ten-days. Those nations that do not use the solar calendar still acknowledge it for purposes of trade and diplomacy. Likewise, solar nations recognize lunar calendars for the same purposes.
The Lunar Calendar uses a shorter year of a similar twelve months of twenty four days each. Each month is divided into the eight phases of the moon, lasting three days each, beginning with the New Moon, progressing through Waxing Crescent, Half, and Gibbous into Full, and descending through Waning Gibbous, Half, and Crescent before beginning the next month at the new moon. Each month in the lunar calendar corresponds with an astrological sign this sign represents a character’s Moon Sign, designating inborn tendencies that might potentially conflict with their conscious self.
For all effects, magical or otherwise that occur once per week, the solar ten-day is used instead.

Cosmology
The Material Plane
The Sojourn (The land of the dead)
The Pit (Hell)
The Paradise (Heaven)
The Weird (Other Outer Planes: Limbo, pandemonium, etc)

Death and the Afterlife
The Sojourn
The Dead have a path to walk, just as the living. But there comes a time along this path when a soul must take a fork in the road. One path leads to Mount Achron, which lies on the border between the world of the living and the land of the dead. Here the dead are judged and either welcomed to Heaven or banished to Hell.
There is another path, leading back to the world of the living, that few are graced with the opportunity to travel.
The Sojourn is the plane of the dead. It is where spirits go before their judgement. Those spirits who refuse to take the mountain path become ghosts, haunting the material plane. Spirits become ghosts when their place in the natural order of existence is disrupted by their untimely death. Such spirits haunt the world of the living, trapped in a shadow of the material world. They can only manifest their presence to affect the world of impose themselves on the world of the living for brief periods of time. There are certain times of the year when the flow of energy lifts the veil between the two worlds, allowing such ghosts to more easily influence the material world. Such times include the elven ceremony of Sam Beira.
The Mountain Path
Mount Achron: It had no physical location; being simultaneously everywhere and nowhere. At the top of this peak, a soul learns of its judgement. Worthy souls leap from the summit and are lifted to the heavens. Unworthy souls fall endlessly into the fires of damnation. To mount the summit is a much desired and much feared path. There is the hope of salvation, but also the fear of judgement. There are those in whom the fear is too great. It draws them off the path. If this is paranoia or some sin is individual, but it is know that those who know great evil are drawn inexplicably towards it. Rather than face hell, they sometimes flee the path. Those that leave the path are doomed to another fate; their souls shall walk restless on the world. There are other motives for which one might leave the path. A restless soul may seek to settle some debt of life, to right some wrong, or may simply fear to leave their mortal life.
Soel Griffin

02-16-07, 04:17 AM
Err, the whole thing? You mean sort of like phagocytosis? Because Avayevnon would rather not be eaten. By the way, what is your Wilderlands campaign?

Hehe, yes indeed!

The Wilderlands of High Fantasy is a boxset from Necromancer Games that is basically a Conan-eseque sword and sorcery setting. I am using it now, with my own additions and changes. Only a relatively small portion of the world is detailed, allowing for lots of customisation.

Avayevnon seems like it would fit well, or at least elements of it. (basically, I just love it's great development, and it looks to inspire me.)
Seraphine_Harmonium

02-19-07, 11:00 AM
Hehe, yes indeed!

The Wilderlands of High Fantasy is a boxset from Necromancer Games that is basically a Conan-eseque sword and sorcery setting. I am using it now, with my own additions and changes. Only a relatively small portion of the world is detailed, allowing for lots of customisation.

Avayevnon seems like it would fit well, or at least elements of it. (basically, I just love it's great development, and it looks to inspire me.)

If it's just for your own enjoyment, I don't mind if you use bits and pieces of Avayevnon. Keep in mind, though, that Avayevnon is supposed to have a rather Renaissance feel rather than a gritty dark ages feel.
Soel Griffin

02-20-07, 06:03 AM
If it's just for your own enjoyment, I don't mind if you use bits and pieces of Avayevnon. Keep in mind, though, that Avayevnon is supposed to have a rather Renaissance feel rather than a gritty dark ages feel.

Yes, it would be strictly for my home games. I was thinking it would slot in well as a sort of "new world" vs the older lands of the Wilderlands. Still developing the outer areas, so who knows. If I do use it though, I'll let you know any feedback my players have.

I will keep up with your work, either way!
Seraphine_Harmonium

02-24-07, 03:10 PM
Added poetic legend of Lugradhe-ougre-lendu. (pronouced Loograth-oogray-leyndoo)
Seraphine_Harmonium

03-06-07, 11:33 PM
:bump:
Seraphine_Harmonium

03-28-07, 10:02 PM
--Beware the things that go :bump: in the night.
Seraphine_Harmonium

06-01-07, 01:09 AM
Red Pestilence

It was midday in San Riezco and the filthy streets were deserted. The streets were always deserted as of late. The people were under orders from Shardmoore not to leave their homes. None dared; they feared a creeping menace in the shadows and right before their eyes, a fate unpredictable and deadly. It could not be seen until its work be done, and by then it has passed and left only the corpses of those who would detect it. Some called it an unholy blight, but all agreed that whatever it was, it must be avoided at all costs, but how can you avoid an enemy that does not live or die, who does not eat or sleep, who cannot be seen nor heard?

The silence was rudely broken by the clottering of cart-wheels upon the uneven cobblestone of Via Pureza towards the afflicted home. Ahead of the cart strode a tall man with black robes and a mask of a great ibis bird, its long bill stuffed full of hay and cloth. Upon the cart lay three emaciated figures each a peculiar shade of deep red. They were dead. The ibis-masked man mounted the three roughly hewn stone steps to the modest and dirty doorway. He took hold of his long straight staff and rapt upon the door with its end. It was long and black with a silver censer at the end hanging from a chain of two links so that it could be swung lightly from side to side for blessings. The door cracked open and a yellowish eye peered out at the priest. The two whispered a few snatches of conversation and the door closed, removing the yellow eye from sight.

Some minutes later the door opened once more to reveal an aging man with a grizzly two-pronged beard. He wore a filthy brownish jerkin over a tattered shirt more yellow with stains than white. He walked hunched over from the weight of what was clearly once a woman. She wore a fearful, pained expression on her lined and once beautiful face. He skin was dripping red from every pore and orifice and the spots marked clean by the mans grimy hands shone eerie white, and beneath her skin could be seen a web of mangled varicose veins, as if whole blood vessels had ruptured of their own volition. The smell of her was the unmistakable smell of blood, blood which had literally seeped like sweat from her gaunt and empty shell of a body. Scholars and priests called this Cruentus Contagium—Laypeople called it Red Pestilence. This was the plight of San Riezco.

Cruentus Contagium
Called Red Pestilence by common folk, this plague can sweep through cities and town, putting thousands in quarantine at a time and killing mercilessly. Its victims sweat blood as their veins and arteries burst. It is known to put entire wars on hold as both sides seek shelter from the predatory plague. Battles and wars are lost by unfortunate armies caught in the path of the deadly contagion. Some of the most desperate turn the plague on their foes, catapulting their sick and dying into enemy camps to infect their foes.
Red Pestilence is an unholy blight upon Avayevnon. It was spawned by the demon Pazuzu, the world’s most insidious foe and he sends it to wreak havoc on the land. Only an act of faith can rid someone of the plague and holy water is employed as a defense. Once infected, a victim is quarantined to prevent the disease from being spread to others. Priests invoke the One God in their treatment of the diseased. There have been stories of druids similarly able to cure victims by invoking spirits. Such stories are unconfirmed.
Infection: Red Pestilence is spread by rats and vermin. It can be spread through injury by a bite in which the contagion is entered into the bloodstream where it causes the vessels to burst and the skin to secrete blood. The plague can also be spread by contact with infected blood secreted from the bodies. After the incubation period and a failed fortitude save the victim takes 1d6 constitution damage each day. The DC to resist infection is 18.
Incubation: Cruentus Contagium may lie dormant for as long as a ten-day once infected before the victim shows any symptoms of the disease. Upon a failed fortitude save to resist the disease, roll 1d10 to determine the incubation period before the victim begins to take constitution damage.
Healing: Ordinary use of the heal skill is insufficient to cure Red Pestilence. A victim can only be cured of Cruentus Contagium through use of the spell cure disease, cast by a cleric or druid.
Seraphine_Harmonium

06-18-07, 06:23 PM
Well, since Red Pestilence didn't catch anyone's attention the first time round, I'm going to bump and see if anyone's interested . . . :bump:
Seraphine_Harmonium

06-21-07, 06:42 PM
ignore this. posted more completely below.
Seraphine_Harmonium

07-24-07, 01:31 AM
The Four Circles of Magic

In the time before the One God, the Sun and the Moon were the keepers of Magic. It was they who first sparked life on Avayevnon. The adu’jas rose; creatures that were both animal and plant, and in their in-between contained a power to manipulate the Earth. They saw spirits in the stag, the raven, the boar; in the oak and mistletoe, and all the world was of their ancestors. All the spirits were to them as gods. The adu’jas found petitioning the gods on behalf of the woods met with their gracious answer, and so they found peaceful power there.

But the magic of the Sun and Moon was different: It flowed in and out of nature, altered it. It could mend and could destroy, it could conceal, but also could reveal. So Sun and Moon controlled the magic called The Flow. But magic’s fluidity meant power too could flow. An arrow from a Mehan Bow struck down the Sun, sending shockwaves through the flow. The Sun’s blood flooded Avayevnon washing the Mehani off its face. Thus splintered magic and what was The Flow ceased to be one river but was three.

Swallowing Sun’s magic-infused blood, the One God gained great power and shone bright, to take his place up in the sky. That blood that stained the earth and that that was the source of God’s power was the same and when the blood had hardened into stones they were a channel for his influence. The One God was the Sun reborn and gained power over light, healing, and miracles.

When the moon wept forth a sea of tears at the death of the Sun, she watered all the world a full sea’s depth. The scattered tears formed stones of crystalline, which glowed at night with her soft purity. And through these stones thus Lugra’s power was channeled, like New Sun’s. And Lugra held dominion over night—she wept and grew bitter controlling such magic as of sight, of deep emotions, of secrets dark as night, and knowledge as she knew the new Sun’s crime.

But still a certain magic went unclaimed, the force of death itself, of destruction. It was the magic that could unmake nature, could harm a person, composed of selfish power. Magic of domination, pleasure and hate, of jealousy and anger, of lethargy and decay it was. Vile magic of evil, left unclaimed and dormant, at least for now.

When the One God’s angels went to war and seven of the fourteen banished were, the new formed demons festered in The Pit and stripped of godly gift found a new power.
Through the Pit ran gruesome River Styx that ran sluggish, thick with coagulated blood and tortured souls. In this river ran the evil magic. Black magic full of cruelty and vice.

Numinous Foci
The term “Numinous Foci” refers to the set of magical focuses that must be used to channel magical power through each of the deific figures that control the fragments of The Flow and the Spirit Magic of the Druids. These come in a variety of forms specific to the power relevant.

Bloodstones: These ancient stones are from the blood of the first Sun and channel the One God’s power on Avayevnon. They resemble rubies in their deep red luster. They function only for the faithful who have devoted their lives to the One God’s holy service. Set within the holy symbol of the One God: the blazing sun, they are requisite to magical casting for Clerics, Monks, and Paladins.

Moonstones: Formed from the tears of Lugra, Moonstones channel the Moon’s power on Avayevnon. They would resemble diamonds were it not for their smooth teardrop shape and luminosity. They function for those who reject the One God and seek to unlock truth through magic. Often set atop a staff or in a pendant, they are requisite to arcane casting for Sorcerers and in Alchemists experiments.

Spirit Focus: Druidic magic has no single focus. The deed determines the necessary focus. Deeds of strength require a boar’s tusk, protection an oak twig. Many things can serve as a focus, most of them quite ordinary. Whatever focus is required, druidic magic cannot be cast without it.

Essence: The corruptive Black Magic of the demons has no focus. One does not simply thrust oneself into evil magics, one must come to it slowly. Some are born with evil tendencies and reach their malicious potential easily, but Black Magic is a corruption of other magics. One must stray into it from another path. A dark priest’s Sun symbol becomes darkened, tarnished, and the stone turns black. A moonstone looses its glimmer, dulls and dies. Spirit foci wither and decay. The price to cast black magicks is a terrible one: a piece of one’s soul. The further one digs into dark magic the more of themselves they must give over. Magical power is amplified, but the caster slowly withers away in poorer and poorer health until they become a shadow, a soulless husk, completely under their demonic master’s bidding. It is the price that all must eventually pay.

On the Dangers of Magic
The casting of spells is a complex process for a magic-user that involves a body, mind, and soul. A strong souled caster is a better conduit for magical power, drawing on a greater flux of essential energies, but this can also be a danger to the caster if implemented improperly. Inexperienced casters often try to focus more energy than they can handle, which can damage both body and mind. Exerting too much energy at once is a dangerous risk to take. When this occurs, at best the magic-user loses consciousness as his exhausted mind reverts to a comatose state for recovery. In some cases this results in permanent damage and a permanent loss of spell casting capability.
A spell caster must be able to properly focus and control his magical ability through force of will. Each spell he casts taxes his mind as he forces the ambient energies he channels into palpable form. Each spell lays a burden on his mind and the casting of many spells, or single powerful spells, puts a heavy strain on the will. A caster must have a mighty will to sustain heavy casting. Thankfully the foci used in casting relieve part of this strain, helping the caster to avoid damaging his mind, but these foci only do so much. In theory, one who possessed the gift of magic could cast spells without a focus, but lacking the lightning rod of their foci would make such an attempt a perilous one indeed.
--From the Grimoire Arcanis, translation by Garcin Leblaque


So, with all that brought forth, I am trying to work out a mechanic for spellcasting. I will be using a mana-based system to begin with. I am thinking that I want casting to be draining on the caster and to have a sort of Stamina-Exertion system. I have the following so far:

Stamina and Exertion:Stamina is the capacity to sustain strenuous activity, and Exertion is the measure of physical activity a character sustains. When a character’s exerts one fourth of their stamina they become dazed for one round, and each time they exert themselves further they become dazed for another round. When a character exerts one half of his stamina he is fatigued. When a character’s exertion equals his stamina he becomes exhausted. A character may attempt an action in which the exertion exceeds his current stamina, and may succeed, but the attempt, successful or not, leaves the character incapacitated. A mage with enough mana points in his arsenal to cast a spell with a higher exertion than he has stamina could attempt to cast the spell. If his concentration check succeeds, the spell is cast as normal but regardless, the mage is incapacitated afterwards.

I don't know how to work out stamina levels or exertion amounts. I could use some input. I would appreciate suggestions as to how to work Black Magic so that it mechanically gives a caster augmented abilities at the cost of their soul. Also, if there's anything else anyone wants to comment on that's cool too.
Artifact

07-24-07, 03:28 PM
So, with all that brought forth, I am trying to work out a mechanic for spellcasting. I will be using a mana-based system to begin with. I am thinking that I want casting to be draining on the caster and to have a sort of Stamina-Exertion system.

Hey, Seraphine! You're prolly already aware of this, but there is a spell point variant detailed on pages 156 and 157 of Unearthed Arcana which sounds similar to what you're aiming for here. If you already know about it, just ignore this :).

Basically, when a caster's spell point total falls to half of his max or less, he becomes fatigued. When spell points drop to one-quarter max or less, he becomes exhausted. There are also some options, such as bonus spell points based on Constitution, and another option allowing a caster to exceed his normal pool of spell points, but at great personal risk (this sounds appropriate for Black Magic, since a failed Con check means taking both lethal and non-lethal damage).


I caught the Red Pestilence when you initially posted several months ago. I just didn't take the time to stop in say howdy. The article is awesome of course, just like all your work. There's something about your writing that inspires me, and which encourages me in my own work. That's a definate gift, and so I thank you :).

Oh, and don't be discouraged, sometimes responses can be hard to come by on these boards. There is some great work here and unfortunately a lot of it gets overlooked, for one reason or another.

For myself, I normally try to post a comment when I read something I enjoy here on these boards, even if I don't feel I can add anything of substance to the thread. I wonder if a lot of people "hold back" however, concerned that a helpful critique might come across as an attack. I guess writers can be a bit touchy sometimes-- not me of course, I've never taken a post the wrong way :P).
Seraphine_Harmonium

07-24-07, 04:24 PM
Hey, Seraphine! You're prolly already aware of this, but there is a spell point variant detailed on pages 156 and 157 of Unearthed Arcana which sounds similar to what you're aiming for here. If you already know about it, just ignore this :).

Basically, when a caster's spell point total falls to half of his max or less, he becomes fatigued. When spell points drop to one-quarter max or less, he becomes exhausted. There are also some options, such as bonus spell points based on Constitution, and another option allowing a caster to exceed his normal pool of spell points, but at great personal risk (this sounds appropriate for Black Magic, since a failed Con check means taking both lethal and non-lethal damage).


I caught the Red Pestilence when you initially posted several months ago. I just didn't take the time to stop in say howdy. The article is awesome of course, just like all your work. There's something about your writing that inspires me, and which encourages me in my own work. That's a definate gift, and so I thank you :).

Oh, and don't be discouraged, sometimes responses can be hard to come by on these boards. There is some great work here and unfortunately a lot of it gets overlooked, for one reason or another.

For myself, I normally try to post a comment when I read something I enjoy here on these boards, even if I don't feel I can add anything of substance to the thread. I wonder if a lot of people "hold back" however, concerned that a helpful critique might come across as an attack. I guess writers can be a bit touchy sometimes-- not me of course, I've never taken a post the wrong way :P).

Oh no! Never! :P

But actually I had not heard of this. I've been working off of core rules , the occasional Dragon Magazine article that seemed to fit, and my imagination. If spell points are different from mana, then the explanation you gave of them sound almost exactly like what I wanted, the only thing was that I was hoping to incorporate my Stamina and Exertion into a wider system that included physical exertion such as what would be covered in the Endurance feat. I'm so far not ready to make that leap, but that was the goal. Seeing as how much they seem alike though, I should really look into this spell point thing.

Exceeding the spell point option does not sound like a suitable Black Magic option though. I was going to have that be part of the ordinary system for all mages. It's sort of Kamikaze Spellcasting. Brave or just stupid. Black Magic is something more insidious. Secret powers traded in exchange for one's soul. It would be something slow, offering that little extra boost at first, for a cost that might seem negligible. Then you dig deeper into it and gain extraordinary powers--wicked, yes--but nigh unmatchable. Yet the further one delves into such magics, the greater the tole it takes on their being, their essence, their soul.
Artifact

07-24-07, 07:45 PM
If your interested, you can check out the spell point system and its variants at d20srd.org (http://www.d20srd.org/srd/variant/magic/spellPoints.htm). Since Unearthed Arcana is open content, its freely available on the web.

On the issue of Black Magic, how 'bout this: Give the caster who engages in Black Magic the option of gaining bonus spell points based on Con (temptation of the strong, its wicked, eh? ;)). This idea assumes the use of the first variant.

Then, as the caster gets more cocky in his abilities, introduce the second variant, which allows him to exceed his spell point total but at a cost. Instead of lethal damage however, maybe he takes 1 point of ability damage to Wisdom equal to the level of the spell cast (signifying the strain on his very soul). Just a quick thought, mechanical game design is always challenging for me.
Seraphine_Harmonium

07-24-07, 09:30 PM
Yes, the vitalizing variant of the Unearthed Arcana spell point variant rules seem to be exactly what I was thinking of for my main system and brings in the fatigue without complicating things with an additional pool of stamina or vitality to look at. I may even consider using the Constitution-based bonus points, though this presents a problem for my elves. . .
Seraphine_Harmonium

07-27-07, 02:26 AM
I'm starting to update my races and delve into greater detail, so here I begin with the elves of the island of Iluvion:

The Elves of Iluvion (Lugragenti)
The elves call themselves the Lugragenti (pronounced Loo-rai-yehn-tee) or “Children of Lugra.” Lugra, the maiden of the night, who at the full moon resembles an eye in the darkness is said in legend to have created the race of the elves. It is a legend they embrace, proud of their lunar origins and their goddess, who in their eyes, fickle though she may be, is no usurper. The elves look scornfully down upon the race of humanity, and even humanity’s glorious ancestors the Adam as thieves of the world and its wonders.

Lugragenti Appearance and Dress
Elves are a mysterious people. Shorter than a human but taller than a dwarf, elves sport a thin, wiry frame that at times seems to be reminiscent of a bird. Indeed, they possess an air of nearly supernatural grace that makes them appear at times to glide, rather than walk. In the daylight their raven hair and pallid skin gives them an unhealthy look, which, accentuated by their slender frame makes them look positively feeble, almost gaunt. In the moonlight, however, an elf comes alive, with pearly skin glittering in the soft glow of their mistress of the night and bright green eyes that shine ethereally.

The lugragenti, unlike their cousins in Sylvaea, favor elaborate styles of dress, including tunics and doublets for men, and flowing dresses and skirts for women. Both sexes often wear cloaks with elaborate frogs, linings, and trim. They also wear ceremonial robes on religious holidays and special occasions. For materials elves frequently wear linens and enjoy accenting their dress with silks traded or pirated from the southern continent. They occasionally wear furs in the height of winter, but these are worn out of necessity, rather than out of taste.

Outsiders find it odd to notice upon visiting the isle of Iluvion, or the forest of Sylvaea, that one only ever sees youthful elves, never elderly ones. This is in fact, only partially true. Elves do not age in the same manner as the other races. Even the Ithai—called dwarves by the humans—are born into infancy, rise through childhood adolescence adulthood, and old age in a standard sequential manner. This process can take a century for a human and five for a dwarf. Elves, however, do not follow this pattern. Once an elf is born, they begin a cycle that repeats for the elf’s entire natural life, which, should he not be slain be outside forces, could go on eternally. Once an elf reaches his prime he begins to fade from the world. He does not grow old, he simple slips away for a time and then, as sure as Lugra will wax after the new moon, the elf returns and slowly becomes real, to live another lifetime on the earth.

Lugragenti Customs
Elves, like the moon, are fickle creatures. They do not often engage in long-standing relationships, and elven lovers rarely stay together past a single lifetime. Elves do not marry. It is not uncommon for elves to change partners with great frequency, and the only time it is taboo for a couple to part ways is when raising a child. The concept of family is not strong in lugragenti society, and the only attention paid to filial matters is with parentage. Extended family to an elf might as well be strangers. They have respect for their parents, and some respect for siblings, but only if said siblings are twins. Elven women can only bear children once per life, and must wait until their rebirth before they can have more children. As such, siblings born to parents at different lifetimes may not even know of each other’s existence, much less feel kinship with one another.

The birth of a child is greeted with a grand festival involving the entire village, or in the case of a large city, the entire circle of friends of the mother and father. These ceremonies are conducted at night, with bonfires and braziers, under the stars with much singing, dancing, and reveling. The revelry lasts for the whole of the lunar phase in which the birth occurs. During this time, all those involved fast, though there is a great deal of wine consumed. New life is considered a miracle to the dwindling people.

After the birth of the child, however, it is taboo to compliment the child; instead it is customary to insult it as ugly and to express regret that it could not be a handsomer babe. This is due to a superstition that vengeful spirits or malevolent fey creatures will become covetous of the child and steal it away. In the case of fey, it is feared that they shall take the child in exchange for a “changeling:” a creature that is not truly an elf, but rather a mockery of one, twisted and ugly and full of mischief.

Before the end of their first life, an elf must be initiated into his chosen profession. They may choose the Path of the Sight, the Path of the Sword, the Path of the Spirit, or the Path of the Song. All elves are required to follow one of these paths. Which path is largely optional, though the Path of the Sight is highly selective, taking only those who show magical talent that might channel the energies of Lugra. The Path of the Sword is for those who would meet with an enemy in combat in defense of Iluvion. The Path of the Song is for poets, musicians, and historians. The Path of the Spirit, leads an elf back to Sylvaea, to seek the guidance of their cousins in the old ways, keeping alive the old customs and connections to the past.

Upon choosing a path the elf is put into apprenticeship of a master in his field. He may be student to a Seer, squire to a Defender of Calu, apprentice to a lyricist, or pupil of a Druid. He is presented with robes befitting his station. Inductees of the path of the seer wear midnight blue robes trimmed with symbols of the moon and stars. A squire wears robes of black with a tunic of brown leather. A young Filidh-one who follows the Path of the Song-wears robes of white and light blue. Those who would be druids are given robes of green and accompanied by guardians on the way across the sea of Aquus to the mainland and on to Sylvaea. Upon completion of their apprenticeship, an elf is deemed an adult and given leave to enter society in Iluvion.

Lugragenti Ethics and Values
The Lugragenti do not swear binding oaths. All is changeable and tentative. They are the children of the moon and she is a fickle mistress, and as she leads her children follow. They do not see the sense in binding oneself to a course of action whose circumstances may very well change. Elves think much of the future, seeing its myriad possibilities. It suits the elven conscious to allow the future to retain the full power of possibility until the very moment it must be shaped. Their Seers guide them along the paths of the future, but even with the seers’ eyes, nothing is perfectly clear until it has taken form. If forced to bind themselves to an oath, however, learned elves may swear by the dragons.

The elves, as a culture, believe themselves above petty insults, and that their noble tongue should not be sullied with ugly words. There are, however, a few exceptions to this rule. “Sun” is a word used by the elves in utter contempt, as it invokes their hatred of the One God for murdering Helidh and usurping his rulership of the day, and “Mehani” refers to something uncivilized or grotesque.

Due to the elven concept of family, certain things are acceptable in elven society that would make some other cultures cringe. Incest is uncommon but not reviled in elven society, and only taboo between twins and in parent-child unions. Siblings separated by a lifetime or more are likely only related on one side, and so are not truly seen as family to begin with, and adding on to that the different number of lives, the two would be seen as different enough to be acceptable.

Dueling is largely encouraged in this society, so long as it is not conducted with the intention to kill. The Lugragenti are aware that the race of the elves is dying out. Since the Rifting and their flight to Iluvion, the elves have been fading. As such, in Iluvion, all elves learn skills with which to defend their island homeland. Dueling for sport is supported as a way to keep skills honed and ready for use if necessary, but it is the gravest crime an elf could commit to slay another elf.
Dog_O_War

07-27-07, 02:43 AM
Man, I stopped reading when I got to dueling; I had to post this right then.

OMFG I love that idea, and will definately promote it in my game.
Artifact

07-27-07, 09:03 PM
I absolutely love the details here: The lifecycle of rebirth (symbolic of the cycles of the moon); the fickle nature of Lugra and her children (and the example given that elves do not swear binding oaths). I like the dichotomy implied by noting that "Sun" is a word of contempt by the elves, who worship a "moon godess" (for lack of a better term ;)). This all comes together so seemlessly; as usual Seraphine, very nice work.
Dog_O_War

07-28-07, 03:16 PM
I've got a question for you; did you enter the campaign contest wizards held way back when? (a 'freelancer' of wizards won it with Ebberon. It's an ok setting, I don't mind warforged but at the end of the day I'd take FR to adventure in - and I seriously hate FR. It has all of the classic fantasy stereotypes I love, just the setting is to, "I wanna play a DROW named something nearly identical to Drizzt". Also there is the "ow I stubbed my fo- hey a +1 sword" factor. I seriously hate the name drow too.)

I think your setting would do well published given the amount of detail there is, and a solid artist would really bring it to life for those out there that are more visual (I am a fan of the guy [or girl?] who did most of the work for the Dragonlance campaign setting, which I might add I have more fun reading about than sullying it with my presence). Also Red Pestilence; it's cool, but only as far as game mechanics go - catching a desease is not something players want at the fore front of there DM's mind:D .
Seraphine_Harmonium

07-28-07, 03:40 PM
I've got a question for you; did you enter the campaign contest wizards held way back when? (a 'freelancer' of wizards won it with Ebberon. It's an ok setting, I don't mind warforged but at the end of the day I'd take FR to adventure in - and I seriously hate FR. It has all of the classic fantasy stereotypes I love, just the setting is to, "I wanna play a DROW named something nearly identical to Drizzt". Also there is the "ow I stubbed my fo- hey a +1 sword" factor. I seriously hate the name drow too.)

I think your setting would do well published given the amount of detail there is, and a solid artist would really bring it to life for those out there that are more visual (I am a fan of the guy [or girl?] who did most of the work for the Dragonlance campaign setting, which I might add I have more fun reading about than sullying it with my presence). Also Red Pestilence; it's cool, but only as far as game mechanics go - catching a desease is not something players want at the fore front of there DM's mind:D .

Haha, but that's part of the fun, now isn't it? It's a bit dangerous.

I did enter the contest, but not with Avayevnon. I did not begin work on Avayevnon for a couple years after that contest. And what I did enter with was horrible. It really was. I would like it to be published, but first I need to make that level of detail a bit more consistent. I still have things to do.
Seraphine_Harmonium

08-07-07, 09:41 PM
Added Crownhome to Empire of Issachar Geography section.
Seraphine_Harmonium

08-13-07, 07:09 PM
:bump:
Seraphine_Harmonium

08-16-07, 02:40 PM
Moon Magic Motifs:
Detection
Lvl 0: Detect Magic
Detect Poison
Lvl 1: Detect Secret Doors
Detect Undead
Lvl 2: Detect Opposing Sign
Detect Thoughts
Lvl 3: Discern Lies
Lvl 4: Detect Scrying

Emotion
Lvl 1: Cause Fear
Remove Fear
Lvl 2: Calm Emotions
Scare
Tasha’s Hideous Laughter
Lvl 3: Heroism
Rage
Lvl 4: Crushing Despair
Fear
Lvl 6: Eyebite
Greater Heroism

Fate
Lvl 0: Guidance
Lvl 1: Deathwatch
True Strike
Lvl 2: Augury
Lvl 3: Bestow Curse
Remove Curse
Lvl 4: Divination
Lvl 5: Commune
Contact Other Plane
Lvl 7: Vision
Lvl 8: Moment of Prescience
Lvl 9: Foresight

Flow
Lvl 1: Silvered Weapon
Lvl 2: Shooting Star
Lvl 3: Dispel Magic
Moon Blade
Moon’s Change
Sever Ties of the Moon
Lvl 5: Break Enchantment
Moon Path
Permanency
Lvl 6: Antimagic Field
Greater Dispelling
Lvl 7: Spell Turning
Lvl 8: Protection from Spells
Lvl 9: Moonfire
Mordenkainen’s Disjunction

Knowledge
Lvl 0: Know Direction
Lvl 1: Comprehend Languages
Faerie Fire
Guiding Star
Identify
Lvl 2: Find Traps
Glitterdust
Locate Object
Lvl 3: Invisibility Purge
Lvl 4: Locate Creature
Status
Lvl 5: Commune with Nature
Rary’s Telepathic Bond
Lvl 6: Analyze Dweomer
Find the Path
Legend Lore
Lvl 8: Discern Location

Manipulation
Lvl 1: Charm Person
Hypnotism
Lvl 3: Suggestion
Lvl 4: Charm Monster
Confusion
Lvl 5: Dream
Dominate Person
Nightmare
Lvl 6: Geas/Quest
Lunacy
Lvl 7: Insanity
Lvl 8: Demand
Lvl 9: Dominate Monster

Secrets
Lvl 0: Arcane Mark
Open/close
Read Magic
Lvl 1: Magical Aura
Lvl 2: Knock
Undetectable Sign
Lvl 3: Explosive Runes
Illusory Script
Nondetection
Secret Page
Sepia Snake Sigil
Lvl 4: Fire Trap
Lvl 5: False Vision
Lvl 7: Sequester
Lvl 8: Mind Blank
Symbol

Sight
Lvl 0: Light
Lvl 1: Faerie Fire
Guiding Star
Lvl 2: Blindness/Deafness
Darkvision
Moonbeam
Remove Blindness/Deafness
Lvl 3: Arcane Sight
Clairaudience/Clairvoyance
Lvl 4: Arcane Eye
Scrying
Lvl 5: Prying Eyes
Lvl 6: True Seeing
Lvl 7: Greater Arcane Sight
Greater Scrying
Lvl 8: Greater Prying Eyes


Sun Magic Motifs:
Angel motif
Lvl 1: Summon Monster I
Lvl 2: Summon Monster II
Lvl 3: Summon Monster III
Lvl 4: Lesser Planar Ally
Summon Monster IV
Lvl 5: Summon Monster V
Lvl 6: Planar Ally
Summon Monster VI
Lvl 7: Summon Monster VII
Lvl 8: Greater Planar Ally
Summon Monster VIII
Lvl 9: Summon Monster IX

Blessing motif
Lvl 0: Purify food and drink
Virtue
Lvl 1: Lvl 1: Bless
Bless Water
Divine favor
Lvl 2: Aid
Consecrate
Lvl 3: Prayer
Lvl 4: Divine power
Lvl 5: Hallow
Righteous Might
Lvl 7: Holy word
Lvl 8: Holy aura

Healing motif
Lvl 0: Cure minor wounds
Lvl 1: Cure Light Wounds
Lvl 2: Cure moderate wounds
Lesser restoration
Remove paralysis
Lvl 3: Cure serious wounds
Remove curse
Remove disease
Lvl 4: Cure critical wounds
Neutralize poison
Restoration
Lvl 5: Healing circle
Lvl 6: Heal
Lvl 7: Greater restoration
Regenerate
Lvl 8: Mass heal

Miracle motif
Lvl 0: Mending
Lvl 1: Sanctuary
Shield of faith
Lvl 2: Make Whole
Shield other
Spiritual Weapon
Lvl 3: Create food and water
Helping hand
Negative energy protection
Lvl 4: Death ward
Dimensional anchor
Lvl 5: Atonement
Raise dead
Lvl 6: Banishment
Heroes’ feast
Lvl 7: Resurrect
Lvl 9: Miracle
True resurrection

Sun motif
Lvl 0: Flare
Light
Lvl 1: Detect night creature
Lvl 2: Daylight
Lvl 3: Continual flame
Flashburst
Searing light
Lvl 5: Flame strike
Sunlight
Lvl 7: Sunbeam
Lvl 8: Sunburst


Spirit Magic Motifs
Air motif
Lvl 2: Gust of Wind
Lvl 3: Call lightning
Wind Wall
Lvl 4: Air walk
Lvl 5: Control winds
Lvl 7: Control weather
Lvl 8: Whirlwind
Lvl 9: Storm of vengeance
Elemental swarm (air)

Animal motif
Lvl 1: Animal friendship
Calm animals
Detect Animals and plants
Magic fang
Summon nature’s ally I
Lvl 2: Animal messenger
Animal trance
Hold Animal
Speak with animals
Summon nature’s ally II
Lvl 3: Dominate animal
Greater magic fang
Summon nature’s ally III
Lvl 4: Summon nature’s ally IV
Lvl 5: Animal growth
Awaken
Commune with nature
Summon Nature’s ally V
Lvl 6: Summon nature’s ally VI
Lvl 7: Summon nature’s ally VII
Lvl 8: Summon nature’s ally VIII
Lvl 9: Summon nature’s ally IX

Earth motif
Lvl 1: Pass without trace
Lvl 2: Soften earth and stone
Lvl 3: Meld into stone
Stone shape
Lvl 4: Spike stones
Lvl 5: Transmute mud to rock
Transmute rock to mud
Stone shape
Lvl 6: Move earth
Wall of stone
Lvl 8: Repel metal or stone
Lvl 9: Earthquake
Elemental swarm (earth)

Fire motif
Lvl 2: Produce flame
Pyrotechnics
Lvl 3: Flame arrow
Lvl 4: Quench
Lvl 5: Wall of fire
Lvl 7: Fire storm
Lvl 9: Elemental swarm (fire)

Plant motif
Lvl 1: Entangle
Goodberry
Shillelagh
Lvl 2: Warp wood
Wood shape
Lvl 3: Diminish plants
Plant growth
Speak with plants
Spike growth
Lvl 4: Antiplant shell
Control plants
Lvl 5: Tree stride
Wall of thorns
Lvl 6: Ironwood
Liveoak
Repel wood
Transport via plants
Lvl 7: Changestaff
Lvl 8: Command plants
Lvl 9: Shambler

Survival motif
Lvl 0: Detect poison
Know direction
Resistance
Lvl 1: Endure elements
Lvl 2: Delay poison
Resist elements
Lvl 3: Neutralize poison
Protection from elements
Remove disease
Lvl 6: Antilife shell
Lvl 9: Antipathy
Sympathy

Water motif
Lvl 0: Create water
Purify food drink
Lvl 1: Obscuring mist
Lvl 2: Fog cloud
Lvl 3: Water breathing
Lvl 4: Rusting grasp
Sleet storm
Solid fog
Lvl 5: Ice storm
Lvl 6: Control water
Lvl 8: Horrid wilting
Lvl 9: Elemental swarm (Water)
Seraphine_Harmonium

10-23-07, 12:10 PM
A while ago I was on the SRD looking for the optional rule on a defense roll as opposed to a set AC, when I found their Honor System. I am wondering whether using this in place of alignment might serve the setting better than using astrological signs, since it seems "honor" could be a more universally accepted method of determining someone's character than the stars, especially in a world where the whole day vs. night theme is so prevalent.

I would like some opinions on this.

For reference, here is a link to the SRD Honor System: URL (http://www.d20srd.org/srd/variant/campaigns/honor.htm)

And also for reference here is the current Astrology system:

Astrology

There is no “alignment” per say in Avayevnon, at least not in the traditional sense. Alignment is determined by a creature’s astrological sign. It does not necessarily match up directly with the character’s moral views. How a person behaves is a mix of nature and nurture, and a character’s behavior is determined from a mix of both, but Sign is solely based on nature. The sign indicates what a certain character might be naturally inclined towards, but they are no means tied to those actions or professions. On the whole, people generally act as their sign would dictate, but there are certainly exceptions.
Of course, such contradictions may not be contradictions at all, for the basic sign is a character’s “Sun Sign.” A character may, in fact, have a stronger connection with night, and follow their “Moon Sign” which may very well be different from their Sun Sign.
If a character’s Sun Sign and Moon Sign are in sync, then their behavior is easy to determine, but if that character’s signs differ, they may struggle between the two. It is estimated that about 90% of Avayevnon’s population has Sun and Moon Signs in sync. Curiously, there is another noteworthy trend: of those with signs that are out of sync, 92% are found to influence the world in some way. This is often simply in the place they call their home, but history’s noteworthies have a remarkable tendency towards internal conflict. This struggle inspires bravery and heroism in some, but it brings madness and dementia to others.

Basilisk—The Steadfast: Those born under this creature’s reign have strong willed, often stubborn personalities. Their stony gaze shows their personal power and determination. It is difficult to deter a basilisk. Gloomy and cynical, a Basilisk is difficult to fool.

Beholder—The Watcher: Those born under the sign of this powerful creature tend to be more aware of themselves and their surroundings than their fellows. They tend to be diligent planners, always ready for any eventuality. They are curious people, they love spectacle and mystery; they love to solve mysteries and puzzles.

Chimera—The Diplomat: As the creature of their sign, Chimeras have an extraordinary ability to be able to bring together seemingly incompatible elements and demands. You are able to find a way to solve everyone’s problems so that they can work together in ways that astound. A natural leader and politician, The Diplomat rarely seeks power, surprisingly.

Dragon—The Ancient: Those born under the sign of this ancient, mythical creature tend to be proud and intelligent. They have a fierce and fiery personality, and take to tasks quite passionately. They have a deep desire for acquisition and legacy. They tend to like money, fame, and anything to give them life beyond their mortal term.

Dryad—The Mother: Those born under this sign have deep, powerful connections with home and family. They abhor warfare and dislike change. They have no interest in the outside world, in greatness, or in hazardous actions. They are practical people who are content with the way things are; “Don’t rock the boat” is their motto. If family or friends are in danger, however, her wrath is terrible to behold.

Ettin—The Inconstant: Seeming at times to possess a dual-personality, those born under the sign of the Ettin are capricious creatures. Constantly battling themselves, they can be the kindest people alive, but also the quickest to anger. They are emotional people, acting on impulse rather than reason.

Harpy—The Orator: These silver-tongued tricksters’ charm and visionary optimism are intoxicating, but their words are rarely a thing to be trusted. Be it innocent foolery or treacherous manipulation, they are always up to something. They have a way with words, to turn any situation to their benefit.

Hydra—The Optimist: Nothing deters these irrepressible optimists. Like the hydra of legend, with each defeat, you come back with three-fold intensity. Defeats are but a learning experience to the hydra. These people somehow find a way to remain cheerful in the darkest of circumstances.

Kraken—The Manipulator: These wily people have a talent for subtly influencing those around them, coiling their “tentacles” around anyone within reach. They know how to make friends, and how to trap enemies. Like the Beholder, they are ready for any occurrence, and like the Harpy they know how to pull people’s strings.

Stirge—The Unfulfilled: Plagued with an internal hunger and emptiness, the stirge seeks always to fill their soul. These people are very focused and devoted. They take naturally to the adventuring career, as it gives them a way to find themselves.

Unicorn—The Majestic: These noble folk pursue their goals with a beautiful spirit and rigid devotion. This devotion, however often takes the form of single-mindedness and inflexibility. Such people often have trouble understanding that the world is not always black and white, but their conviction and bravery are a thing to be admired.

Wyvern—The Wanderer: Status-quo is a four letter word to those born under this sign. They always are in need of new experiences, new challenges, and new risks to gamble on. They often adventure for no other reason than they are bored sitting at home.

In character creation, players choose a Sun Sign for their characters. The character's moon sign is determined by a roll of a d12. Any conflicts can be roleplayed by the players, but there are also certain mechanical effects as well
*Will saves versus enchantement effects that would cause a character to act as dictated by their moon sign suffer -2.
*Detect Evil is replaced with the spell Detect Opposing Sign or Detect Opposing Religion(details to come)
*Detect Alignment is replaced with Detect Sign.


Zodiac
Beholder
Optimal Career: Scribe or spy;+2 decipher script
Lucky Action: +2 spot
Birthstone: Agate;+2 save vs. illusion (luck)

Harpy
Optimal Career: Singer (bard); +2 perform
Lucky Action: +2 bluff
Birthstone: Turquoise; +1 AC vs ranged

Ettin
Optimal Career: Stage Magician; +2 sleight of hand
Lucky Action: +2 disable device
Birthstone: Opal; +1 AC vs attack of opportunity

Dryad
Optimal Career: Animal Handler; +2 handle animal
Lucky Action: +2 Heal
Birthstone: Pearl; +1 AC when adjacent to ally

Stirge
Optimal Career: Scientist; +2 Craft (Alchemy) or Alchemy in 3.0
Lucky Action: +2 concentration
Birthstone: Emerald; +2 Will save vs. enchantment (luck)

Wyvern
Optimal Career: Travelor; +2 Survival
Lucky Action: +2 Ride
Birthstone: Sapphire; +1 AC when move more than 5'

Dragon
Optimal Career: Bargain hunter, jeweler; +2 appraise
Lucky Action: +2 listen
Birthstone: Garnet; +1 AC when aid another

Unicorn
Optimal Career: Mountain climber; +2 climb
Lucky Action: +2 jump
Birthstone: Topaz; +2 save vs. poison & disease

Hydra
Optimal Career: Public relations, informant; +2 gather information
Lucky Action:+2 tumble
Birthstone: Diamond; +2 AC vs crit confirmation

Chimera
Optimal Career: Diplomat; +2 Diplomacy
Lucky Action: +2 move silently
Birthstone: Amethyst; +2 reflex save vs evocation

Kraken
Optimal Career: Swimmer; +2 swim
Lucky Action:+2 hide
Birthstone: Aquamarine; +1 AC vs touch

Basilisk
Optimal Career: Thug, bully; +2 intimidate
Lucky Action: +2 sense motive
Birthstone: Ruby; +2 Fort save vs transmutation

PROFESSION (Astrology)
Check: Cast horoscopes based on astrological signs. Success provides a luck and unlucky action for a particular day. Roll 1d12 for each chart
Action: Casting a horoscope takes 1d4 hours
Retry: No, only once for a given day
Synergy: 5 ranks in Knowledge (the planes) gives +2

HOROSCOPE DC AND MODIFIERS
DC--Personal Information Known
30--Astrological sign
25--Exact Date of Birth
20--Exact Time of Birth (within and hour)

MODIFIERS
+5--Birthplace
-10--Gain a lucky action w/o an unlucky action
-5--Double bonus & penalty

LUCKY ACTIONS
d12--RESULT
1----Pay close attention to your instincts(+1 ref saves)
2----Your special attention to detail will be rewarded(+1 while taking 10 or 20)
3----You are feeling unbeatable, not much bruises you today(-1 bludgeoning damage against you)
4----Your sharp eyes and mind deserve a sharp sword today(+1 to hit w/ slashing)
5----Rely on you excellent memory to solve problems(+1 Knowledge checks)
6----Confront the dead; you will gain strength by facing the past(+1 to hit & damage vs undead)
7----Exercise will be rewarded today(+1 STR based skills and checks)
8----You are quick to take action today(+1 initiative)
9----Use your surroundings (+1 AC when using cover)
10---Your fiery passion will allow you to endure the fire of others today(+1 save vs fire)
11---Look for opportunities(+1 to hit & damage on AoO)
12---You are very charming today. Go out and make friends(+1 CHA based skills and checks)

UNLUCKY ACTIONS
d12--RESULT
1----Your Instincts will lead you astray (-1 ref saves)
2----Too much detail will block the big picture (-1 taking 10 & 20)
3----You bruise easily today (+1 on bludgeoning damage against you
4----Avoid sharp objects (-1 to hit & damage w/ slashing)
5----Present events cloud your memory (-1 knowledge checks)
6----Memories of the dead haunt you today (-1 tho hit & damage vs undead)
7----A bad day for excercise (-1 STR based skills and checks)
8----You are indecisive and slow to act today (-1 initiative)
9----Hiding from your problems will worsen them (-1 AC while using cover)
10---Playing with fire will get your burned (-1 saves vs fire)
11---Honor forbids you from kicking a foe when he's down (-1 to hit & damage on AoO)
12---Focus on yourself today, you will be frustrated with others (-1 CHA based skills & checks)
Again, I would like some opinions on this. In either case I don't necessarily mean to remove astrology completely, but it may become less important.
Dog_O_War

10-23-07, 02:50 PM
Wow, good to see you post again.

I have a question though before I lay out any constructive coments. Do you still have alignments like CG of LN? If not then what do you do with all of the alignment based abilities and spells? If you're using this honor system, then it would seem that it may add a level of complexity unwanted by most players (though it does remind me of the ogre battle alignment system - something I think is pretty cool).
Seraphine_Harmonium

10-23-07, 03:01 PM
Wow, good to see you post again.

I have a question though before I lay out any constructive coments. Do you still have alignments like CG of LN? If not then what do you do with all of the alignment based abilities and spells? If you're using this honor system, then it would seem that it may add a level of complexity unwanted by most players (though it does remind me of the ogre battle alignment system - something I think is pretty cool).

No there are no CG and LN. Spells with descriptors of "good" or "evil", etc. may still exist (see spell motifs lists) but spells that specifically affect a certain alignment do not exist in Avayevnon. There is no detect evil (Paladins will get "detect heretic" or something like that.

And I understand that some players do not like complexity, but frankly, it's my world.
Dog_O_War

10-29-07, 11:41 AM
Okay, I have absorbed more of the information you have posted (sorry for such a slow response). Now for the full response.

The skill astology needs more elaboration; It needs a "what if I fail?" section (beyond the no retry), as well as a mundane list of options; who, beyond those involved in combat would bother with this? Also, this skill takes way to long to perform; an hour would be sufficient (no person expecting a fight that day would wait 4 hours to get that relatively minor bonus).

Getting rid of the alignment system is (in my opinion) is a monumental undertaking; one that I believe you are up to the challenge of, but still it may be more work than you care to handle. I wish you good luck with this.

Finally, I am unsure of what I am looking at - are these the sun signs or the moon signs? Also, if these are <sun/moon> signs, where are the the opposites? and if the sun signs are "good" why are the moon signs "evil"? What if you'd rather choose a moon sign, and have your sun sign rolled randomly?
Also a flavor comment; what months do these signs fall 'over'? Or if not a month, what time period?

I'd just like to say that this astrology system of alignment has a very good flavor to it.
Seraphine_Harmonium

10-29-07, 11:22 PM
The relationship between Theism or Soleism and the Pagans is shaky at best, violent and hostile at worst. Soleists claim the sun, while many Pagan groups (particularly the elves) favor the moon. So to the majority of Society the moon is actually in a sense "evil." That being said, the moon signs are not evil per se, rather they are the more occult side of us--the more hidden side. ("Occult" actually does mean "hidden" by the way)

However, I see no reason why a character shouldn't be free to say that his moon sign is dominant and pick that for his character's personality rather than determining it randomly (actually I might ditch the random factor completely and just have them both be picked). In any case it shouldn't seriously impact anything if the player chose to define his character more by their moon sign than by their sun sign. (it's also not like they choose from different lists)

I still need to work out what months the signs fall under. They will probably actually be the months of the pagan lunar calendar as well, but I don't think they'll fit as well into the Solar calendar of the majority of the world, but neither does our astrology fit into ours. I don't think this is a problem, as it helps reinforce the idea that practicing astrology is rather taboo, more associated with the pagans or other mysterious or "sacrilegious" traditions, or only acceptable under certain circumstances. Or something to that effect.
Seraphine_Harmonium

04-13-08, 12:27 PM
Soleism
Partially a bump, as this has been out of sight for quite some time, this is what I've come up with recently, and I'm looking for thoughts and opinions. It represents a Soleist interpretation of creation and religion. I understand that this contradicts some earlier versions of some aspects of the religion. I am interested in how you all like this as a new version. I'd like to see which version you prefer.

We are in the reign of the Son (Sun). The Father had served as Chief God, and was the Grand Creator. He left us in the care of his son, Sol, who was his child by Lugra, but Lugra, dwelling in the night, was seduced by the darkness and betrayed Hellidh, luring away several of his Angels to her secret service and fighting against him. The Holy Blood that was shed of the Father in that battle is the source of Divine power on Avayevnon itself and is required as a focus for clerics. Sol then banished Lugra to the night, and it is said that for a time, Sol walked the face of Avayevnon, gathering up the blood of the Father in the Golden Chalice to bring it to his Father’s side. There the dying Father Hellidh passed on his power to his son, instructing his son to drink the blood in the Golden Chalice. Thus did Sol receive all the powers of his Father and rose as the One True God.

Bloodstones
When He travelled the Earth, Sol left some blood remaining for the use of His servants. This blood hardened into Bloodstones. Bloodstones are required for Clerics to focus their magic. They are present in all functioning Soleist Holy Symbols. Solar iconography is often used by the faithful, and may have some marginal benefits, but it is generally a weak effect.
Holy symbols are generally a sun, with a Bloodstone at the center.
A piece of the One God is needed to channel His power, so Sol purposely left some remaining on Avayevnon.

oPractice of the Soleist faith involves a communion in which the faithful drink wine, metaphorically drinking in the blood of the father.

oMass is given at dawn—Clerics who head churches often combine their personal prayers with their mass. The day of a Soleist faithful starts early (necessary for many laypeople just to get by).

Churches and Monasteries are often devoted to an Angel
Anahita—Sacred Color: White
Bethor—Sacred Color: Red
Cabron—Sacred Color: Brown
Daena—Sacred Color: Purple
•Mass given at Sunset: potential point of Heresy
Razhista Christa—Sacred Color: Black

Church Hierarchy
Lord Pontiff (in this case Tyrolean I)
Solarus (equivalent to Cardinals)
Heliox (Bishop)
Sun Priest (Priest)
Daykeeper (Minister or Questing Holy Man)
Helot (The Faithful laypeople)

Concerning Women
Lugra serves as the Paragon of womanhood
Bad opinion of Lugra
oAlso Lillith—(who is essentially the Biblical Lillith & Lillitu combined)
•Women are weak of will, and subject to sin and seduction
•Women are creatures of indulgence—the first wife was an upstart, proved that women must be put under their husbands.
•Women have to be protected from sin
•Must cover their bodies