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| #1Caliburn101.Jul 16, 2014 8:53:19 | As a very long term player, DM, rules designer (amateur), homebrewer, and writer (courses attended, competitions entered etc.) I am interested in finally creating a sizeable and ultimately satisfying homebrew campaign, and then putting it online, and perhaps publishing it if it's extensive enough...
... and 5th. Edition is definately the ruleset I've been waiting for!
I have a framework, about 80% of a detailed electronic map 4500x3000 miles across, a sizeable number of culture micro-sketches with some fluffed out, deities & pantheons and a little cosmology and ancient 'precursor' style history already formulated.
What I lack - having a full time job, family, and commitments left and right, is the time to develop it in the depth I feel it deserves. I have put regular time aside for it, but I am well aware that it isn't really enough, and I am very much focussed on the ideas I've had in previous campaigns, trialed at one point or another before and that have worked.
I'm an ex-archaeologist, avid dilettante when it comes to history and mythology, and I have played fantasy RPGs since they were invented. I am also a prolific reader and sometime writer and poet.
I say this because of what comes next...
I'd like to ask if there is anyone on these forums with the motivation and the time to jump into this with me as a project and get this world realised to the depth required to make it a worthwhile publication or internet resource for D&D gamers?
You'd have to be keen, have a great eye for detail, have some idea of what works and what doesn't in terms of storytelling etc. and most importantly - want to do it!
Last but not least, I'd be looking for people with the kind of original ideas that I'd never think of, but that would nevertheless work well meshed into the world I'm building...
... there is certainly plenty of room for it, and I'd very much appreciate the input if it came from people who enjoy the reiterative creative process.
I am also seriously thinking about getting an artist to make the map a truly unique creation, and to do some heraldry etc. I have someone in mind for the heraldry, but not the map yet, and more would always be better if possible.
So, if the idea intrigues you, you have the creative spark et al and you would like to see your ideas out there being used by roleplayers, then do please get in touch and we'll see what's what!
Thanks for reading. |
| #2bawylieJul 16, 2014 10:14:39 | It's an ambitious project with incredible scope. And potentially indefinite commitment.
So, while I wish you runaway success, the project is too big for me.
However, if you want to collaborate on more modest pieces (adventures, regions, factions, etc.) then I'd be more than willing to contribute. |
| #3Caliburn101.Aug 05, 2014 2:21:55 | That sounds good bawlie- thanks very much for offering!
There are some regions I simply had one good idea for and then left because in previous campaigns etc. they never actually came up.
There is an island Kingdom off the western coast of the main continent - temperate, with a central spine of forested mountains and oak forests covering 70% of it.
The Isles of Tarnen and Bron Mabon
The whole place is very Celtic, with the ruling family cursed by evil fae to become intelligent Ogres. Big, woaded, armoured, and not at all stupid Ogres...
Archfey Pact Warlocks, Clerics of Gar'Gorr and raging Barbarians come from here as well and are mostly pretty evil.
The people of Tarnen, especially a beligerent tribe of enemy-flaying savages called the Fenorach, raid the coasts of civlised nations whenever it suits them in a manner similar to the Vikings - albeit Celtic 'vikings' with Ogres, Warlocks and priests of Gar'Gorr...
Fancy building on the idea, or would you prefer something else?
Edited - since rules release developments |
| #4bawylieJul 17, 2014 10:34:49 | I'm in!
Now, so's I meet your expectations, what level of detail/format are you expecting?
(See for my game, what you've written would already be 90% of what I'd write in my campaign binder). But you're probably wanting more. Something like the entries in Kingdoms of Eberron - maps, a few pages of history, culture, detail, etc?
Also, rules set? Or agnostic? 5E has some specific exploration rules.
Anything else? |
| #5Caliburn101.Aug 05, 2014 2:27:46 | The entries are gazeteer in style and all use the same template - this one from an excerpt below;
The campaign will be focussed on 5th Edition.
Land: The Prelacy of PARTHA – ‘Realm of the Immortal Sun’.
The Prelacy is militarily experienced and its culture advanced and sophisticated. They are however beset by challenges due to their proximity to the brutal and savage Crimson Orc tribes of the Uruki Ranges that stand between them and the Kingdom of Zaragos, the not infrequent costal raids by the belligerent Tytherans from across the Shoaling Sea and random and destructive raids by the Gnolls of the Bloodstone Badlands.
One blessing given to Partha by the Sun Bull – herald of Rân’Solas, is an unusually enlightened and intelligent Aasmimar bloodline of White Minotaurs – mighty servants of the Sun God, and sworn defenders of his holy places. In the Dawnsong Mountains of the southeast of Partha is the Temple of the Sun Bull, situated in a high hidden pass. These mountains and the adjacent lands to the east are a protectorate administered by the elders of the White Minotaurs, the governorship given in perpetuity to their kind by ancient decree. In return for this honour, White Minotaurs serve in Parthan armies, and have a respected and influential representative – ‘The Vindicator’ in the court of the Prelate. Unusually (at least to outside eyes), the Vindicator is always chosen from an exclusive order amongst the White Minotaurs – the followers of a templar tradition that served their tribes before they became part of the Prelacy. This templar tradition is honoured by the Prelacy due to its unswerving and historic service. (Note – the Templar tradition affords the White Minotaur members select Paladin abilities to add to their natural strengths).
Cities (Exalted Families): Zakâris (An Sparda); Pelopoli (An Erosa); Tethys (An Xantum); Thalassos (An Petra); Xenârgos (An Terra)
Parthan Names
The Qalandar have Ashuurian-style forenames and do not use family surnames, differentiating where necessary with chosen epithets related to significant personal deeds, philosophical outlook or moral beliefs.
Notable Persona:
• The Starfire Temple – Ancient precursor temple – Place of Divine Power. Priests of the Cult of Arak’Aster may ritually cast an enhanced version of Contact Higher Plane if they withstand standing under a beam of burning starlight in the centre of the temple during the annual zenith of the Throne Star and they allow the light to blind them for a number of months equal to the number of questions asked.
• The Cinnabar Stone – Ancient weather-blasted stone carved complex standing in a remote region of the Sirocco Expanse, a place of magical secrets dating back to the Age of Dominion which the Taari guard against those who come to study it, but it is rumoured not against all... sometimes individuals or small groups are allowed to enter, but none have yet overcome its fell guardian, a legendary Hydra.
• The Shimmering Fens – An ancient and ruin strewn wetland where a number of rare alchemical ingredients can be sourced and dangers such as Dire Crocodiles, Giant Wasps and various carnivorous plants encountered. It hides the remains of an ancient city of the Vothians, from which escaped slaves founded Partha after the cataclysm.
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| #6NoctaemJul 18, 2014 11:38:17 | Have you tried also posting in the Homebrew forum? you might be able to find other interested people to help.
http://community.wizards.com/forums/103396
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| (Reply to #6)Caliburn101. |
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| #8bawylieJul 21, 2014 9:39:22 | I've already started. I have 3 court appearances to attend this week, so it'll be perhaps early august before I wrap up a presentable draft. |
| #9Caliburn101.Jul 21, 2014 15:35:07 |
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| #10bawylieJul 21, 2014 18:53:10 | Insurance Fraud investigator/negotiator. |
| #11Caliburn101.Jul 22, 2014 2:23:22 |
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| #12Caliburn101.Jul 29, 2014 7:26:17 | After much experimentation I am using Hexographer for my campaign world map - excerpts below.
The whole continent of Myriad (and a little of the southern continent)...
...and Regions...
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| #13bawylieJul 30, 2014 12:05:55 | Beautiful! |
| #140akenshield9Jul 31, 2014 12:06:00 | I'd be game to help! I'm currently working on a project of my own (Think Spelljammer + Stargate + odds and ends), but would love to keep busy with another project. |
| #15RustedKitsuneJul 31, 2014 12:43:19 | You wanted my help with creating a female-dominated nation, ja? I'll need a name and a location (and maybe a terrain map of the area if you've got one as well). Or just the location and terrain map if you don't have a name for it (but it seems like you've already named the nations on your map) Also, are we assuming human-dominated nations? |
| (Reply to #15)Caliburn101. |
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| #17Caliburn101.Aug 03, 2014 15:42:05 |
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| (Reply to #16)RustedKitsune |
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| #19Caliburn101.Aug 05, 2014 2:33:27 | @RustedKitsune
That's great - I had a feeling you would go for the option with the widest and least established remit.
I do indeed see the interwoven nature of the environment and tribes of the vast area as a complex cultural ecosystem and I am intrigued by what you will do with it!
I am currently revising that part of the map - it's the part on the main continental map covering the top right corner. South of them are the Plains of Rend, where my Plains Indian/Mongol Dire Wolf riders mix it up with evil Klingon-style Centaur tribes called the Maktar. Northwest of them lies The Pale - the snow and ice bound crescent shaped landmass where the ruthless Hyperborean/Finnish style Witches lead armies of human thralls against the remnants of their Frost Giant once-masters. I'll post a zoomed-in section with nothing but natural physical features in it soon. So feel free to grab that, drop it into Paint of whatever and start putting down tribal locations and other features you want to include.
One more thing to throw into the mix that I forgot about earlier - the fragmented mountain ranges in the middle of it have a number of Duegar fortress high up which can only easily be accessed from the Underdark. The Duegar, and sometimes the Dark Elves take advantage of the long nights and gloom of the vast forest to raid settlements for barbarian slaves and upon retreating to their high fortifications, are nearly impregnible to the peoples of the forest - as they have no working knowledge of seige warfare and assault is nearly always out of the question. However, the Duegar/Drow raiders always have to come in force, even against tribes that are because of the nature of their environment, typically scattered far and wide, because they are a tough and deadly people when it comes to forest warfare.
I have had a look at my notes again and the area is referred to by people from outside at the Wilder Reach. My working titles for a few of the organisations in the Wilder Reach are;
However - none of this is set in stone and I invite you to change things as you like. I also haven't decided on naming conventions, although my wife is Russian, and I haven't yet got any Slavic nomeclature in the campaign except for some cultures from around that area being descended from the 'Svarog', an ancient barbarian culture, so that's a possibility. If you don't want to use that however, that's fine - they can be as self-contained as you'd like their origins to be.
Your other half's input to the Sireni would be most welcome. My mum is actually 1/8 Romani, although we are of course far removed from what remains of that lifestyle. I am not concerned that there are any horrible cliches in the cultural notes I have, as the word Gypsy is really just shorthand for their appearance and a few basic similarities (being road-nomads, style of dress etc.). The culture is otherwise made up, and the Sireni are far from a persecuted fringe people - they are pretty powerful, even though they hide it most of the time.
That said - some insights into the quirks of Romani culture I might throw into the mix to surprise players would be most welcome if she's up for that!
One last thing - could I ask you to format the write-up to the the basic structure I used in the Prelacy of Partha entry above? The campaign guide is meant to be gazeteer-style rather than having vast amounts of fluff which hog-tie the user to canon. In fact 'canon' should be all about the past in my opinion - leaving the DM to write their own future history with their players in whatever direction they choose to go. At most, entries hinting at possible conflicts and tensions (such as the rising Aspect Cults of Partha) are all the guidance I think a DM needs from this kind of work.
Cheers once again! |
| #20Caliburn101.Aug 05, 2014 2:55:57 | Here is an excerpt of the working checklist notes for my campaign.
Oakenshield9 - take a look at these and see what you may be interested in - choose a selection as I have very particular ideas about most, but some are mere 'pencil sketches' so far.
5th EDITION CAMPAIGN NOTES EXCERPTS
Human Barbarian Cultures – Location (OOC Inspiration)
Human Civilised Cultures
Non-Human Cultures – Location (OOC Inspiration)
Orders & Organisations
Ancient History – The Six Dominions The Age of Dominion was the first age, a time or powerful magic when the planes of existence were closer together, before they drifted apart and the strong barrier between them formed. Many of the powers active in this time have since slipped into quiescence as the energies that nourished them diminished, or cut them off from the ability to permanently manifest an earthly presence.
It is from this time that most artefacts can be traced, and it is the progenitor period for the ages of mortal powers that came after. It was at this time the turbulence in the Astral Plane came into being – interfering with astral energy derived magic ever since.
The six great empires of the Age of Dominion were;
Thule – Land of the Primal Lords (Giants and Human Thralls)
Voth – Realm of the Dread Lords (Tieflings, Evil Wizards and Warlocks, Human Slaves)
Saar – Dominion of the Serpent Queen (Yuan Ti, Lizardmen and Halfling Slaves)
Draconia – Realm of the Dragon Speakers (Dragon Blooded Sorcerers and Dragonborn)
‘Ancient’ Amaranth – Realm of the Alfar (Aasimaar High Elves and Wood Elves)
Dros Argil, Dros Kharad, Dros Varnak – Realms of the First Dwarves (Genasi Dwarves)
RELIGIONS
The Corruptors The Corruptors are those gods who seek to subvert the purpose of creation by either destroying it, or twisting it to their will in one terrible way or another. They are rumoured to be the shadows or perhaps dark twins of the Gods of the Covenant, and indeed their Cults are anathema to most civilisations. However, amongst underground heretical cults, as well as in a few notable primitive, barbarian and nomadic cultures, they are worshipped, often in different, and in a few cases, more ‘palatable’ guises.
Gar’Gorr – The Flesh Gorger - The Blood Drinker; CE (see also Kul’Kuu – God of the Vanatuli - The Dark Devourer; Aspect of Gar’Gorr)
Skel’Axios – The Spectral Blade - The Soul Sender; LE
Mal’Sharak – The Whisperer in Twilight - The Tenebrous Hand; NE
Cro’Vane – The Soul Terror - The Mother of Nightmares; CE
Hela’Varr – The Cruel Tyrant - The Ebon Empress; LE (Also known as the Demon Queen of Spiders – the Goddess of the Drow)
The Lords Primal The Lords Primal are those natural or universal forces which manifest as Deities. Druids claim that they were great spirits once, who, having being venerated by ancient peoples, became Gods in the process. In support of this, they point to the various spirits of natural forces who serve them, and leave the rest to speak for itself.
Whatever the truth is however, the Lords Primal are not widely worshipped in civilised areas. They are however universally acknowledged and in some cases actively propitiated against, especially by those with cause to fear them or regularly deal with the elements they control. This is hardly surprising considering only the truly blind or foolish know that the forces and principles of nature give and take without undue consideration of the impact on mortals.
Raa’Ko – The Howling Man - The Changing Moon; N
Val’Ka – The White Lord – The Ice Bringer; LN
Kos’Kelbor – Lord of the Deep - The Hidden Tide; LN
Zal’Kala – The Storm Queen - The Great Maelstrom; CN
The Celestial Triune The Triune is constituted of the Gods of the Celestial Firmament. Like the Lords Primal, they have strong spiritual overtones insofar as their influence and power clearly predate their worship. However, they are also in some fundamental ways more aloof, soaring above, untouchable, and thus in many ways inescapably divine.
Each is especially true to their complex and often unfathomable natures, but they are also somewhat more reflective upon the needs of their followers than the Lords Primal, each offering active benefits to their most dedicated worshippers in ways reminiscent of the Gods of the Covenant.
Rân’Solas – Lord of the Burning Throne - The Arbiter; LN
Arak’Aster – God of the Stars - The Sidereal Warden; N
Saru’Selene – The Argent Mother - The Keeper of Secrets; CG
The Covenant The Covenant are the most anthropogenic of the Gods – each akin to what their Priesthoods understandably refer to as a ‘perfect’ example of some aspect of mortal nature or function in mortal society. As such they are the patrons of civilisation, and those Gods most concerned with the fates of mortal society and what they build.
Their temples at all times oppose the Corruptors, but those of Ash’Eris exceed them all for vigilance and zealotry. Despite being a Lawful Good deity, Ash’Eris can be ruthless in the pursuit of her own brand of harsh and unbending righteousness. This is not to say that the rest of the Covenant are not ruthless despite their alignments, but they do at least wish to see their worshippers survive and prosper in whatever ways most suit their natures.
Most people hold one of the Covenant as their personal Deity, and this is true in many barbarian and nomadic cultures too. But in the present age, the strongest enclaves of their power lie within the cultures of the city builders and those who aspire to become so themselves.
Tal’Valar – The Unfailing Shield - The Lord of Battle; LN
Eru’Shari – The Hearth Blessing - The Bountiful Chalice; NG
Ad’Axiom – The First Covenant - The Law Keeper; LN
Mya’Mirra – The Merciful Healer - The Crimson Chalice; CG
Tal’Roan – The Wise Councillor - The Athenaeum Eternal; NG
Ash’Eris – The Righteous Flame - The Searing Crucible; LG
The Three Sisters Certain fundamental yet mysterious powers, required for the continuance of the cycle of existence fall outside the remit of the Lords Primal or indeed any other deity’s sphere of influence. The Three Sisters are nevertheless Goddesses, at least insofar as they act like deities and have comparable powers. However, with the understandable exception of Morr’Rath, they have few dedicated followers and even fewer Clergy to whom they gift divine power. Indeed, to find a place sacred to Iri’Eth or Ai’Oni is a notably rare occurrence. On the contrary, shrines of Morr’Rath can be found in many places dedicated to the deceased and their funerary arrangements.
Nevertheless, even amongst their most faithful, the Sisters’ deeper purpose and motivations can seem a mystery. In most lives there comes a time when the Maiden, Mother or Crone are called upon, or pleaded to, but only the most dedicated, carefree or strange take them as their personal deity.
Iri’Eth – The Unforeseen – The Blind Maiden; CN
Ai’Oni – The Fate Weaver – Mother of Necessity; N
Morr’Rath – The Pale Crone - Keeper of the Gate; LN
Other Deities & Demigods etc. In the current age, there are a significant number of powerful beings who are either the offspring of Gods and mortal beings, primal beings with Godlike responsibilities, or are powerful entities masquerading as Gods for their own purposes.
Some can grant Clerical powers as one might expect, others reward their followers in other ways, ensuring in some cases that those not in their Cults are ignorant of the fact they are not true deities. A few examples include;
Seg’Sag – The Horned Sovereign - The Lord in Ashes
Val’Narr – The Eternal Father - The King in Ruby
Arkras & Luonnatar – Keepers of Nature – The Beastlord and the Mossmother; N
Rath’Mar – The Red Maiden - The Sanguine Veil
Unique Magical Variations
Astral Pathstones and Teleportation Teleportation is very risky in the world of Myriad. The Astral Plane is violently turbulent and prone to surges of destructive energy where it interfaces with the Material Plane. This effects a number of spells which draw upon it – teleportation effects.
Teleportation to a location which cannot be directly seen uses the ‘Description’ line of the table unless an Astral Pathstone is used (rare artefacts from the Age of Dominion linked to each other forming safe pathways for teleportation) in which case the ‘Permanent Circle’ line is used.
It should be noted that the magic is still unstable and if there are more targets than the caster allows for in their teleportation spell within 10ft of an Astral Pathstone when it is so used, the target Pathstone is still travelled to, but the equivalent of a Mishap occurs to everyone in the spell with 0-50 being 6d10 force damage caused by co-location with an object in the target area (except the Pathstone itself) and a 51-100% being 3d10 force damage with no other consequences. The ‘excess’ targets pulled into the spell’s effect suffer a roll on the ‘Description’ line of the table. |
| #21RustedKitsuneAug 05, 2014 6:22:55 | Ok, I've started. Expect mangled Russian mixed with mangled Japanese, and maybe some German too. I am going to try for making them somewhat self-contained (and not stereotypical barbarians either), but with how many cultures we have on just our planet, similarities will be everywhere. EDIT: I've created a name for the tribes as a whole - The Kirana. |
| #22bawylieAug 05, 2014 12:17:00 | (Revise revise) |
| #230akenshield9Aug 05, 2014 17:49:00 | I'd be interested in just about anything. The Rune Masters and the Dracomagi sound especially interesting. |
| #24Caliburn101.Aug 06, 2014 1:20:33 |
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| #25Caliburn101.Aug 06, 2014 2:00:44 |
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| #26bawylieAug 13, 2014 14:01:36 | This was fun. I hope it's within striking distance of what you're looking for.
Most dealings with and among the Aglæca are necessarily succinct, free of flowery diplomacy, and respectful. Without nuance or cynicism, one experiences a people of bipolar extremities, who deeply love or in turn swear undying hatred, who do not deal or haggle but merely assent or reject, and who revel or wallow depending on fortune's turn. It is easy to be swept along in their passions, music (which has heart but lacks complexity), and dedication. And easier still to make unwitting offense. Curiously, they react with great humor to self-deprecation and physical comedy.
-Dubhasteir, the underdwelling of the Eblanæca. A network of caves, caverns, and tunnels. |
| #270akenshield9Aug 13, 2014 17:53:52 | The Rune Masters
Philosophy: The midset of the Rune Masters is that the magic is greater than anything, even family ties. The Rune Masters also believe that the protection of dwarven kind is almost as important as the protection of magical lore. If pressed, almost every member of the Rune Masters would let dwarven culture crumble if it meant a truly important secret of arcane lore would be saved. This is a point of pride among the Rune Masters, but it causes the rest of dwarven society to have a bit of distrust in their mage cousins, fearing what should happen if such a decision should come to pass. There is a sense of honor in the Rune Masters about the type of magic they will use. Necromancy is outright banned, seen by members as a road only to darkness, death, and ruin. Mind-altering magics are also frowned upon as being dirty tricks, and as such magi who specialize in enchantment or illusion magics are distrusted by the rest of the organization.
Membership: Becoming a member of the Rune Masters is no easy task. First, an aspiring apprentice must convince one of the current members to accept them as an apprentice for a term of twenty years. At the end of this time, they undergo a test, proving they possess a basic ability in each of the magical arts that are held dear by the Rune Masters: Evocation, Transmutation, Abjuration, Conjuration, and Divination. This is followed by a process called the Trial, which is meant to show the aspiring wizard their limits and capacities in a manner that doesn't usually kill the student. If they succeed at this test, the apprentice is offered a choice: return to their family and live a normal life, aided with their limited arcane ability and watched by the Rune Masters, or to forsake their family and name to join the Rune Masters (Upon joining, new students get to choose a new name for themselves). This system is to help ensure that new recruits are loyal to the Masters, not the politics of their family. It is also noted that member of the Rune Masters are allowed to marry and have children with other members, but the child would then be raised by a dwarf family outside of the organization, in case the child has no interest in arcane arts.
Structure: The Rune Masters are split into five schools, each focusing on a different kind of magic. These schools are Abjuration, Conjuration, Evocation, Divination, and Transmutation. The members of the Rune Masters use a very strict ranking system to maintain order within the organization. The ranks, from bottom to top, are Apprentice, Student, Mage (the most numerous rank), Master, Cloaked, and Archmage. There is a single Archmage in the entire organization who serves as the overall leader, and serves either a life term or until resignation. There are five Cloaked, one for each of the respected schools of magic, who wears a ceremonial cloak for their school and function as the heads of their respective schools. Cloaked tend to be refered to by their color, for example the "Red Cloaked" Each school's mages wear a different color robes; Red is Evocation, White is Divination, Yellow is Transmutation, Green is Abjuration, and Blue is Conjuration. All apprentices, regardless of the school of their master, wear brown robes with a colored belt denoting the school of their master. There also exists a title known as the Grey Cloak, a mage whose job is to supervise and keep watch over any of the Rune Masters who wish to delve into other kinds of arcane magic.
History: The Rune Masters were established by King of the Mountain nearly a thousand years ago after one dwarf wizard by the name of Throngar Blackshield tried to overthrow the throne by becoming a lich. He was stopped by the most powerful dwarf wizards of the day, sealing him inside his phylactery and surrounding it with powerful runes. The grateful king had a massive dwelling built for the Rune Masters, with the sealed lich trapped in the very heart. In the intervening time, the number of the Rune Masters has outgrown this original hall, which is now used for the laboratories and dwellings of the highest ranked wizards of the group. Most of the members in the modern day believe the story about the lich still being imprisioned in the hall is merely a legend to make the organization appear more powerful and important in the eyes of the commoners. Only the Cloaked and the Archmage actually know where the phylactery is, and yearly renew the magics binding it on the first day of the dwarven calendar.
Leaders: The current Archmage is a woman named Norrav, who was formally the Yellow Cloaked before her ascention nearly thirty years ago. She has been a member of the Rune Masters so long that only a handful of dwarves actually can recall what her original name actually was. The current Red, White, Yellow, Green, and Blue Cloaked (respectively) are Hrogar, Balthas, Meadhammer, Flangas, and Elthos. Each of these dwarves have been a full member of the Rune Masters for at least twenty years, and Meadhammer and Elthos are actually brother and sister. The latest Grey Cloak was killed in a battle against an aspiring necromancer, so Flangas is filling in for that position in the mean time, due to his having dabbled in Illusion magic when he first joined the order.
------------------------------ Hopefully this is enough information to start with. I didn't try to get extremely specific in case some details conflicted with other parts of the world. |
| #28RustedKitsuneAug 14, 2014 18:14:41 | The Kirana will be delayed - Me and my fiancee got kicked out by roommates pulling some shady stuff. @Caliburn - The terms they use are mangled Russian, Japanese, and German - Russian cause your wife wanted them, and Japanese and German because I'm biased towards combining those languages. Once I get a good basic set of various factoids setup about them, I'll post here and you can tell me what to edit. |
| #29Caliburn101.Aug 20, 2014 16:26:29 | Thanks for the feedback and submissions et al from everyone!
Just so you know, I am on holiday until early September now, and have gone largely AWOL from technology.
I will be online intermittently - but won't be doing anything substantive until I get back.
So please don't take my relative silence as discouragement - I will be back on the case in a couple of weeks.
Sorry to hear that Rusted - I always hated renting - I, and later, we, never felt like the masters of our own destiny... I hope it all works out. |