Homebrew Project

Post/Author/DateTimePost
#1

Caliburn101.

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.

#2

bawylie

Jul 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. 

#3

Caliburn101.

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

#4

bawylie

Jul 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?

#5

Caliburn101.

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’.
Symbol: The Solar Phoenix.

 
People:
The Parthans – ‘Carthaginian-style’ city builders.


Important Deities:
Rân’Solas – Lord of the Burning Throne - The Arbiter; LN
Arak’Aster – God of the Stars - The Sidereal Warden; N
Eru’Shari – The Hearth Blessing - The Bountiful Chalice; NG


Other Peoples:
The Qalandar – Dervish Tribes of the Sirocco Expanse.
• Taari Mystics – Sufi/Dervish-style Monk Class tradition.
The White Minotaurs – blessed bloodline of Aasimar-Minotaurs who govern Serra Province in the southeast of Partha.
• Horned Templars – pseudo-Paladin warrior tradition who venerate The Sun Bull – legendary Shedim, herald of Rân’Solas.


Background
The people of Partha are widely acknowledged as being some of the most pious people in the world. In fact, religious ritual permeates their daily lives to a degree rarely seen elsewhere. They say prayers often, and for a wide variety of reasons – from washing, to eating, to war. This has earned the nickname ‘Chanters’ by less religiously regimented cultures.

 

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).


Alongside those of the many battles won by the veteran armies of Partha, stories abound of armoured White Minotaur Templars slaying Orcs, Tytheran slave-soldiers or Bloodstone Gnolls who dared to despoil even the smallest shrine to Rân’Solas. This reputation lends much strength to the armies – there are few who do not take pause at a unit of fully armoured charging White Minotaur warriors in the midst of battle. Additionally, the relatively small but potent forces available to Partha always seem to be in the right place at the right time when contesting with the assembled hordes of their enemies – a fact attributed to the oracular powers of the successive High Priests of Arak’Aster – ever close supporters of the Prelate. In any case, few disagree that the survival of Partha is almost certainly attributable to its devotion to its most important Gods as well as the courage faith lends its defenders.


Partha is ruled, unsurprisingly by a Prelate. The Prelate is always a high ranking Cleric of Ran’Solas, and by tradition, ruling alongside them is a senior Cleric of Eru’Shari – who tempers the Sun Gods ire with her care and devotion. Both Priests upon taking the mantle of Prelate and Hallowed Consort are removed from their positions in their respective cults and take on an exhaustive timetable of ritualistic functions.


The Prelate rules by decree, the Hallowed Consort advises, and must be consulted closely on all decisions before decrees are put into writing as ‘Inaugural Decrees’ to be put before the ‘Exalted Congress’. Beneath them lie the ‘Anointed Houses’ – those nobility of old who joined the Parthan people in rebellion against their ancient and apostate monarchy. The heads of each family come together as the Exalted Congress. They do not have the same power as the Consillium in Nova Draconia, but as the most senior leaders of the armies are most commonly appointed from amongst their Houses, their recommendations on Inaugural Decrees are usually heeded. Once the seal of the Prelate, Hallowed Consort and the ‘Primus of the Exalted Congress’ are upon a decree – it becomes a ‘Decree Dominus’ – a law or binding order.


The military of Partha is largely very experienced having to muster against their many enemies quite frequently. The unusually high amount of zealotry amongst their ranks is something they taken full advantage of – forming maniples of troops called ‘Sacred Bands’ led by Paladins and who sing prayers as they fight and can be relied upon, if necessary, to die to the last. Parthan archers are also renowned, the Sun God favouring this weapon, and Parthan champions often dominate Tournaments where they compete.


Between the Anointed Houses there is some internal fractiousness and even non-lethal ‘backstabbing’ when tempers flare, however, the real internal tension in Partha comes from the relatively recent spread of so called ‘Aspect Cults’ amongst those populations most threatened by the inhuman hordes on their doorstep. Claiming to represent more punitive or focussed aspects of the Gods most venerated by the Parthans, their sometimes extreme interpretations of the divine litanies and teachings of the great Priests and Temples of the past are leading to the first signs of schism within the Prelacy.


Should their influence not be brought under control, the predictions are that Partha may be critically weakened from within, a turn of events it’s ruthless enemies will undoubtedly take full advantage of.


To the south of Partha lies the arid Sirocco Expanse. A place of desert-like temperatures and little or no rainfall, the Expanse is largely a rocky and sand-scoured wasteland. However, there exist there small communities of a people called the Qalandar, who claim distant ancestry from the people of Ashuur, displaced during the final events of the Anshar Heresy. They practice a mystical warrior-discipline called Taari Mysticism which gives them access to the Monk Class, and this, combined with their culturally shared dedication to Rân’Solas has ensured peace with Partha for centuries. Over eighty years ago their assistance to the then Hallowed Consort in foiling a determined Tytheran assassination attempt was rewarded by the creation of the post of ambassador for their people within Partha. Successive Qalandar Mystics have done great honour to the position, and a small cadre of Taari Monks is trusted to guard the Prelate and Consort at all times.


Parthan City Names
Place names are Pseudo-Greek in style.


Capitol: Rân-Eru (Holy City)

Cities (Exalted Families): Zakâris (An Sparda); Pelopoli (An Erosa); Tethys (An Xantum); Thalassos (An Petra); Xenârgos (An Terra)

 

Parthan Names
Forenames are Medieval Spanish (see below) and surnames are Pseudo-Greek in style for humans.

 

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.


White Minotaur bloodlines have unique first names (see below) and surnames known by their family naming rituals – “Iron Horns”, “Striking Hawk” “Treads on Thorns” etc.


Parthan Male (Human):
Agostos, Alexos, Alonso, Alvaros, Andros, Arios, Arno, Bartolos, Benartos, Blascos, Cerlan, Cristoban, Cristovos, Domingan, Duran, Escoban, Estevos, Fernandos, Ferran, Fulgan, Garcios, Gascon, Gasparos, Golartos, Goman, Gonzalan, Henricos, Hernandan, Hortunos, Inigos, Jacoban, Jacanos, Jurados, Larnan, Lorencos, Lopan, Marcarlos, Manuan, Martinos, Millan, Nacolos, Ochoan, Onoratos, Pedros, Peroan, Rodrigan, Sabastan, Salvados, Sanchan, Tellos, Timotan, Toman, Tristanos, Valeros, Velascos, Vernaldan, Vincentos, Ydallan, Ynigos.


Parthan Female (Human):
Aldara, Ana, Antonia, Beatres, Blanca, Castellina, Catalina, Clara, Constanza, Crusi, Elena, Elvira, Elyra, Fransica, Gracia, Gregosia, Guyomi, Ines, Istabel, Leoni, Margarida, Mari, Marina, Mencia, Ollala, Teresa, Therisi, Violani, Ynesi, Ysabela.

 

Notable Persona:
• King Tellos the 9th – Priest King of the Holy City of Rân-Eru – Priest of Rân’Solas.
• Queen Catalina – Hallowed Consort – Priestess of Eru’Shari.
• Shadek “Bronze Hoof” – Champion of the Sun Bull – Horned Templar.
• Master Marduk “Truthspeaker” – Qalandar Ambassador – Taari Mystic.


Notable Places:
• Shrine of the Sun Bull – Ancient Monolithic Temple – Place of Divine Power.

 

• 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.

 

#6

Noctaem

Jul 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

 

 

(Reply to #6)

Caliburn101.

Noctaem wrote:
#8

bawylie

Jul 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. 

#9

Caliburn101.

Jul 21, 2014 15:35:07

bawylie wrote:
#10

bawylie

Jul 21, 2014 18:53:10

Insurance Fraud investigator/negotiator. 

#11

Caliburn101.

Jul 22, 2014 2:23:22

bawylie wrote:
#12

Caliburn101.

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...

 

 

 

 

#13

bawylie

Jul 30, 2014 12:05:55

Beautiful!

#14

0akenshield9

Jul 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.

#15

RustedKitsune

Jul 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.

RustedKitsune wrote:
#17

Caliburn101.

Aug 03, 2014 15:42:05

0akenshield9 wrote:
(Reply to #16)

RustedKitsune

Caliburn101. wrote:
#19

Caliburn101.

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;

 

  • The Totem Keepers – Druids of the Circle of the Moon
  • The Beast Lodges – ‘Totem Warrior’ Barbarian Lodges
  • The Claw Wardens – ‘Beast Master’ Rangers

 

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!

#20

Caliburn101.

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)

  • The Clath Carn – The Thunderheart (Saxon/Scottish Clans)
    • Descended from human thralls of Thule
  • The Narthule – Thaneholds of Vanamark (Mythic Norse/Finland)
    • Descended from human thralls of Thule
  • The Fenorach – The Isles of Bron Mabon & Tarnen (‘Dark Celtic’)
    • Descended from the barbarian ‘Fenor’ culture
  • The Bantulu – Kul Chagan Jungles (‘Noble Savage’)
    • Descended from selectively bred human slaves of Saar
  • The Chango – Corsair Archipelago (‘Headhunter’)
    • Descended from selectively bred human slaves of Saar
  • The Attacan – Veridian Jungle (Aztec/Sumerian)
    • Descended from human servants of Saar
  • The Sulimaar – The Direfen (‘Voodoo’)
    • Descended from human servants of Saar
  • The D’Jun Horde – The Hordelands (‘Beastmaster’ movie)
    • Descended from the barbarian ‘Svarog’ culture
  • The Kran Kell – The Stoneholds of Kell (Visigoth/Scythian)
    • Descended from Fenor barbarians captured and ruled by Voth
  • The Drah Neshin – The Hivelands (‘Dune Fremen’/Dervish)
    • Descended from the ‘Drah’ barbarian culture
  • The Valta Veri – The Hundred (‘Mariner’/Oceanic Nomads)
    • Descended from the ‘Diluvi’ barbarian culture
  • The Cro Vede – The Pale (‘Hyborean Witches’)
    • Descended from the ‘Svarog’ barbarians taken as slaves of Thule
  • The Vargyri – The Plains of Rend (Mongol/Plains Indian Direwolf Riders)
    • Descended from Drah and Svarog barbarians ruled by Draconia

Human Civilised Cultures

  • Xeyosians – The Isle of Xeyos (Romano-Greek)
    • Descended from the barbarian Diluvi culture
  • Eolish – The Kingdom of Eolund (Arthurian Britain)
    • Descended from the barbarian Fenor culture
  • Caladoni – The Kingdom of Caladon (Late Saxon/Irish)
    • Descended from the barbarian Fenor culture
  • Harakan – The Kingdom of Harak (Teutonic States)
    • Descended from the barbarian ‘Aran’ culture
  • Aranish – The Kingdom of Arangard (‘Charlemagne’ Frankish)
    • Descended from Aran barbarians ruled and ‘civilised’ by Amaranth
  • Aranish/Clath Carn – The Principality of Highmere (Late Saxon/Norman)
    • Descended from the barbarian Aran culture and thralls of Thule
  • Zaragosans – The Kingdom of Zaragos (‘El Cid’ Spain)
    • Descended from human thralls of Voth
  • Parthans – The Prelacy of Partha (Italian/Vatican State)
    • Descended from human thralls of Voth
  • Ashuuri – The Royal Theocracy of Ashuur (Babylonian/Egyptian)
    • Descended from human servants of Voth
  • Tarkeshians – The Satrapies of Tarkesh (‘Al Qadim’ Araby/Mythic India)
    • Descended from human thralls of Voth
  • Leaguers – The Guilden League (Cathars/The Hanse)
    • Descended from the barbarian Aran culture
  • Bannermen – The Bannerlands (Cathars/Hessian Mercenaries)
    • Descended from the barbarian Aran culture

Non-Human Cultures – Location (OOC Inspiration)

  • Wood Elves – Rath Eridain ‘Emerald Home’ (as per D&D)
    • Descendants of the Moon Elves of Amaranth
  • High Elves – Taroth Iril ‘Mist Haven’ (as per D&D)
    • Descendants of the Star Elves of Amaranth
  • Dwarves – Argilrond ‘Iron Throne’ (as per D&D)
    • Descendants of the High Dwarves of Dros Argil
  •  ‘Lightfoot’ Halflings – Veridian Jungle (‘Amazonian Pygmy’ Tribes)
    • Descended from halfing thralls of Saar
  •  ‘Stout’ Halflings – Various Western Kingdoms (Civilised Halfling Communities)
    • Descended from halfing thralls of Saar, abandoned in the ‘north’
  • Tieflings – Tytheran Noble Caste – Dominion of Tythera (Carthage/Byzantium)
    • Their human subjects are descendants of the thralls of Voth
  • Dragonborn – Draconian Ruling and Military Elites – Nova Draconia (as per D&D)
    • Descendants of the Dragonblooded of Draconia
  • Yuan Ti – Dominion of the Coil (as per D&D)
    • Descendants of the Yuan Ti of Saar
  • Gold-scaled Lizardmen – City of Sobek, the Gharial River (D&D Lizardmen – playable)
    • Descendants of the Lizardman servants of Saar
  • Red-scaled Lizardmen – The Mistral Mesalands (D&D Lizardmen – non-playable)
    • Descendants of the Lizardman servants of Saar
  • Green-scaled Lizardmen – The Talonmarsh (D&D Lizardmen – non-playable)
    • Descendants of the Lizardman thralls of Saar
  • Black Orcs – The Bladesreach (as per D&D – non-playable)
    • Descendants of the original Orcish invaders of the War of Blood
  • Crimson Orcs – The Uruki Ranges (as per D&D – non-playable)
    • Descendants of the original Orcish invaders of the War of Blood
  • Gnolls – The Bloodstone Badlands (as per D&D – non-playable)
    • Descendants of the creations of Baal Serax
  • Hobgoblins – The Horned Dominion (as per D&D – non-playable)
    • Descendants of the ????
  • White Minotaurs – Serra Province, Partha (as per D&D’ish – non-playable)
    • Descendants of the ????

 

Orders & Organisations

  • The Tappers – Powerful ‘International’ Thieves Guild
  • The Mummers – Exclusive Arcane Trickster Rogue Troop – Free City of Ebb
  • The D’Jun Gaar – ‘Path of the Berserker’ Barbarians – The Hordelands
  • The Harpers – ‘College of Valour’ Bards – Arangard
  • The Jannishar – ‘Way of the Four Elements’ Monk Order - Tarkesh
  • The Bard’s Guild – Exclusive, Elitist and Secretive Guild of Bards
  • The Hexen – Secretive remains of the infamous shattered Harakan ‘House of the Ancients’
  • The Cragborn – Order of ‘Hunter’ Rangers – The Thunderheart
  • Order of the Black Briar – Order of ‘Hunter’ Rangers – Eolund
  • The Hands of the Prince – Order of ‘Hunter’ Rangers – Principality of Highmere
  • Order of Syderac – Acolyte ‘Open Hand’ Monks of the Monastery of Syderac
  • The Eschatonic Order – Secretive Loremaster-style Wizardry Order
  • The Knights of the Seal – ‘The Sworn’ – Elite Eolish Chivalric Order
  • The Knights Raptor – ‘Raptori’ - Elite Harakan Chivalric Order
  • The Knights Coronos – ‘Throne Guard’ – Elite Zaragosan Chivalric Order
  • The Knights Aegis – ‘Shield Knights’ – Elite Aranish Order
  • The Knights of the Sigil – ‘Sigiliers’ – Eldritch Knight Order
  • The Knights of the Red Grail – ‘Cruori’ – ‘Oath of Vengeance’ Paladin Order
  • The Knights of the Covenant – ‘Templars’ – ‘Oath of Devotion’ Paladin Order
  • The Nagashûn – Moral Fiend Pact Warlocks – City State of Nagash Naar
  • The Sireni – ‘Lore’ Bard and ‘Shadow’ Monk class specialised Gypsy-style subculture
  • The Cinereal Circle – Order of State-sponsored Warlocks – Tythera
  • The Dracomagi – Politically powerful Draconian Noble Draconic Bloodline Sorcerers
  • Order of the Oathband – Adventurer’s Guild – City State of Monolith
  • The Clave – Druids of the Circle of the Land – Oldeheart Forest
  • The Order of the Horn – ‘Oath of the Ancients’ Paladin Order of Cavern Keep
  • The Totem Keepers – Druids of the Circle of the Moon – The Wilder Reach
  • The Beast Lodges – ‘Totem Warrior’ Barbarian Lodges – The Wilder Reach
  • The Claw Wardens – ‘Beast Master’ Rangers – The Wilder Reach
  • Smokeskull Lodge – ‘Necromancer’ Wizard Order – The Direfen
  • The Dryadain – ‘Archfey Pact’ Wood Elven Warlocks – Rath Eridain
  • The Hands of the Hecatomb – ‘Necromancer’ Wizard Order
  • The Taari Mystics - ‘Way of the Four Elements’ Monk Order – Sirocco Expanse
  • The Rune Masters – Mountain Dwarf Wizard Order - Argilrond
  • The Mythrim – Secretive Order of High Elven Wizards – Taroth Iril

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)

  • Lord Prandur – Crown of Biting Flame
    • Legendary Fire Giant; now in torpor
  • Lady Thuralda – Crown of Fel Frost
    • Legendary Frost Giant; now in torpor
  • Lord Shardan – Crown of Shattered Stone
    • Legendary Stone Giant; now in torpor
  • Lady Crone – Crown of Blackened Earth – The Hagmother
    • Legendary Green Hag; Mother of the Hill Giants (with Shardan); the Trolls (with the unwitting aid of Baal Serax); the Green & Sea Hags (with a Dryad and a Merman); and the Night Hags (with a Demon Lord); now in torpor

Voth – Realm of the Dread Lords (Tieflings, Evil Wizards and Warlocks, Human Slaves)

  • Baal Serax – The Skin Shaper; Lord of the Blooded Caul; Keeper of the Cauldron of Flesh
    • Master of shapeshifting and lost ‘Chimeric’ magic; creator of the Gnolls, Owlbears, Chimera, Minotaurs, Centaurs and other ‘conjoined’ monsters etc.
  • Mal Gora – The Life Drinker; The Blood Moon; Thief of the Crimson Chalice
    • The First Vampire; Mistress of Necromancy
  • Tel Zargen – The Shadow Walker; The Dusk Bringer; Lord of Umbra
    • Master of Illusions; Binder of the Shadow Plane

Saar – Dominion of the Serpent Queen (Yuan Ti, Lizardmen and Halfling Slaves)

  • Saar Set – The Empress in Emerald; The Veridian Spite
    • Now an incarnate demigod-fiend – immortal mother of the Yuan Ti
  • Rân’Raga – The Burning Lord; The Golden Talon; The Kinslayer
    • Later betrayed his mother Saar Set by killing his nine sisters and seizing the powers of the Solar Sceptre after the death of the Sun God Tesh’Ka - becoming Rân’Solas after the retreat of Saar from the continent of Myriad

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)

  • War Domain

Skel’Axios – The Spectral Blade - The Soul Sender; LE

  • Death Domain

Mal’Sharak – The Whisperer in Twilight - The Tenebrous Hand; NE

  • Trickery Domain

Cro’Vane – The Soul Terror - The Mother of Nightmares; CE

  • Nightmare Domain (Homebrew)

Hela’Varr – The Cruel Tyrant - The Ebon Empress; LE (Also known as the Demon Queen of Spiders – the Goddess of the Drow)

  • Domain TBA

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

  • Trickery Domain

Val’Ka – The White Lord – The Ice Bringer; LN

  • Winter Domain (Homebrew)

Kos’Kelbor – Lord of the Deep - The Hidden Tide; LN

  • Ocean Domain (Homebrew)

Zal’Kala – The Storm Queen - The Great Maelstrom; CN

  • Tempest Domain

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

  • Light Domain

Arak’Aster – God of the Stars - The Sidereal Warden; N

  • Knowledge Domain

Saru’Selene – The Argent Mother - The Keeper of Secrets; CG

  • Trickery Domain

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

  • War Domain

Eru’Shari – The Hearth Blessing - The Bountiful Chalice; NG

  • Aid Domain (Homebrew)

Ad’Axiom – The First Covenant - The Law Keeper; LN

  • Lawful Domain (Homebrew)

Mya’Mirra – The Merciful Healer - The Crimson Chalice; CG

  • Life Domain

Tal’Roan – The Wise Councillor - The Athenaeum Eternal; NG

  • Knowledge Domain

Ash’Eris – The Righteous Flame - The Searing Crucible; LG

  • Righteous Domain (Homebrew)

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

  • Chaotic Domain (Homebrew)

Ai’Oni – The Fate Weaver – Mother of Necessity; N

  • Knowledge Domain

Morr’Rath – The Pale Crone - Keeper of the Gate; LN

  • Death Domain

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

  • Nature Domain, Revered as Totemic Gods by Nomads, Barbarians and Druids

Rath’Mar – The Red Maiden - The Sanguine Veil

  • A Tytheran goddess of carnal pleasures and some whisper – far more…

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.

#21

RustedKitsune

Aug 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.

#22

bawylie

Aug 05, 2014 12:17:00

(Revise revise)

#23

0akenshield9

Aug 05, 2014 17:49:00

I'd be interested in just about anything. The Rune Masters and the Dracomagi sound especially interesting.

#24

Caliburn101.

Aug 06, 2014 1:20:33

0akenshield9 wrote:
#25

Caliburn101.

Aug 06, 2014 2:00:44

RustedKitsune wrote:
#26

bawylie

Aug 13, 2014 14:01:36

This was fun. I hope it's within striking distance of what you're looking for. 

 


Land: The Isles of TARNEN and Bron Mabon
Symbol: A Celtic Knot, A Stag's Skull.

 
People:
The Aglæca – a race of intelligent Ogres and Oni.


Important Deities:
Brennas - The Raven Chief & Speaker of Unwelcome Truth. (CN)
Cadeyrn - The Burning Lord of War, whose power grows in the light of the sun and wanes under the moon. (CG)
Feidlimid - The Virtuous Beauty. (NG)
Joducus - Arbiter King, who sits in judgment. (LN)
Mathghamhain - The Great Bear, worshipped by berserkers, rangers, hermits. (CN). 
Gar’Gorr - The Hunger of the Horde, The Wolf (CE)
Dearg-Grhain - The Lord of Vengeance, Hatred, & self-destruction has no followers; only victims. (NE)


Other Peoples:
The Vacomagi – Those Aglæca who have embraced their curse, & turning inward, mastered the malignant forces within. Rarely seen and generally reclusive, they relentlessly pursue greater power, ancient treasures, and long-forgotten secrets. Legends tell of a Vacomagi of such power as to wrench Choracae, the Ancient Dragon, from the sky, and would have ridden it to Tarnen's doom but they were both taken by the sea. There are rumored to be six in total, three of these are known, one to seek relics, one to discover secrets, and one to study ancient magics. Three are unknown and unseen; yet some Aglæca who become powerful or influential in their own right have claimed to be Vacomagi. The truth of these claims is unknown. 


The Icenim - The Aglæca clan that resides among the peaks of Tarnen's Spine (a mountain range that runs North-South and divides the Isle of Tarnen), the Icenim are a close-knit group of 5 large families. With their great strength, they have cleared and leveled portions of the mountain and constructed great oaken longhouses and lodges. The Icenim themselves are of towering stature and incomparable might, composed of hardy rangers and furious berserkers. These worship chiefly Mathghamhain, and guard their territories fiercely. Of the 5 families, each have a chieftain or Aglæchir, who is unlike the other Aglæca. The Aglæchir are invariably red of hair and touched by magic (Oni). Chieftainship is not heritable, but passes to the next Aglæchir, be they Aglæca or Aglæc-wyf. It is said the Icenim forge great and terrible weapons from the mountains bones, heated in the burning roots and cooled by the high snow capped peaks. These weapons are generally large and heavy, weighing two or three times their typical forms, and are devastating to creatures vulnerable to cold and heat. The Icenim hold such weapons precious and never sell them - though they are given at times as gifts on noteworthy occasions or are taken as weregild. 


The Ganganæca - Among the non-Aglæca peoples of Tarnen, the Ganganæca make their homes along the coasts. They are typically simple small folk, living off the land and the sea. Many are fisherman and most are deeply faithful. All Ganganæca are descendent from the admixture of Fey and men, sharing the passions of both races. Lovers of nature, song, and prosperity, the Ganganæca are disinclined to war, living under the protection of the Icenim whom they often serve as builders, weavers, skilled tradesmen, or minstrels. They are, to a person, generous, wise, and giving, if outwardly simple, as though attuned to deeper truths and lasting bonds. 


The Eblanæca - Within the earth, beneath the trees, the great evil-eyed Eblanæca are the other, alien, non-Aglæca race on the Isle of Tarnen. Though they share stature with the Icenim, they do not equal in power; they create nothing, merely stealing what they desire. What magic they have is all contained within a cursed eye - and this of limited effect. Their evil gaze is the cause of ill-fortune, disease, curse, and sometimes death. It is thought that if not for the selfishness and spite of one Eblanæca for another, they would indeed be terrible and fell. As it is, they curse one another as often as anyone else, and so these fell creatures are their own prison. At times, a strong chief rises from among their ranks, whose gaze can kill, and this one musters the others sending them to raid and pillage. The raids are brutal and short, with much fighting over the spoils. Chieftainship lasts as long as the Eblanæca prosper; a chief then is very motivated to succeed, lest his warriors revolt and pluck out his eye. 


The Fenorach - On Bron Mabon, a clan of exiled Aglæca savages make their home. Worshipers of Gar'Gorr, skinners, and eaters of the dead, the Fenorach are the ravenous wolves of the sea. Having been driven from Tarnen, they have taken to piracy in great long ships rowed by slaves. Being cruel and cunning, and no less clever or mighty than the Icenim, the Fenorach steal entire ships and crews, taking them back to Bron Mabon. There, they overturn them and use them as houses or gaols for their slaves, or add to their own great ship-homes. Leaders among the Fenorach wear the horns of great stags (each as a crown of spears) native to the islands, and captain huge low ships tremendous rams. Spurred by their leaders into a frenzied bloodlust, the Fenorach raiders leap to crippled vessels and revel in close combat. Apart from raiders and captains, some Fenorach turn to demonology, forging pacts in return for unrivaled power. These tend to pattern after the Vacomagi, but beholden to another entity for their power, must work to fulfill particular obligations. Their independence - their status as lone wolves, is a lie - they are slaves to their power and their benefactors. Last, it is rumored that the Fenorach hold a Gar'Gorran Priestess as their Den Mother, yet of her, little is known. 


Background
The Aglæca of Tarnen are renowned warriors and recall an age when giants trod the land and ruled vast kingdoms. For all that, though, they are limited in their reach by geopolitical factors, low birth rate, and infighting. Much of their prosperity is indeed due to amicable relations with the Ganganæca, who trade freely with mainland civilizations. 


Aglæca society, including the Ganganæca, Eblanæca, and Fenorach, is typically primal, reverent of the old ways and the great natural spirits. Because of this, though most are inclined to violence, the peoples of Tarnen are clannish, and tend not to organize much beyond war bands or raiders. Mercifully, they lack the discipline and structure that would make them a truly fell conquering force. 
 

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. 

 
Among Tarnen's and Bron Mabon's natural resources are a breathtakingly beautiful landscape populated by woodland animals of incredible dimension. Goats, like in size to warhorses, leap the peaks of the great mountain ranges that bisect Tarnen, and the thunder of their hooves echoes in the valleys. Tremendous stags with powerful haunches clash among the forest clearings while nearby does paw at the ground. There are bears which would not seem put of place among the elephants of the savannahs, rolling in frigid streams, snapping at silver scaled fish the length of a man.   One imagines there must somewhere be the spirits of deceased Rangers or Druids, who having toiled in life as nature's champions, now retire in afterlife to the paradise of Tarnen. It is as though the Feywild has broken through on these two islands. 


The histories, tales, and legends of Tarnen and Bron Mabon are kept and given by Ganganæca skalds. They do not keep dates in their reckoning, nor hold for lineage or heraldry. Most tales are trials or deeds of great undertaking, or horrors of the Vacomagi. Many battles are recited in longhouses and afterward reenacted as a kind of sport, over which the Ganganæca skald presides to ensure the outcome. These Skalds also provide what limited education exists, teaching those Aglæca patient or ambitious enough to learn the higher arts. Though there are few great readers or writers, those that do learn often compose inspired poetry or song, given to the passions of their kind. 


There are two notable steadings on Tarnen. The Capitol city is in truth the clan territories and settlements of the Icenim. Not truly a Capitol, nor truly a city, this territory is best described as holdings, among which many families dwell in longhouses or great, single-stories forts. It is built or added to at need, spacious, but completely lacking in design. The other steading is the natural bay and port where the Ganganæca have built their dwellings. Most foreign interaction takes place here, and the Ganganæca have built to accommodate most average-sized humanoids. This is primarily a fishing village, but there are also two nearby farms, and a sort of market or swap meet midway between both farms and the fishing village. Outwardly a poor, ramshackle sort of place, it is underneath quite warm, comfortable, and homely. A welcome distinction from the cold, loud halls of the Icenim. 


What law exists, if it exists, is limited to this: What is not held fast is not held at all. This appears to be a governing principle and may seem like codified jealousy, but should be better understood as a command to hold close all that is dear to you, for nothing else matters.  This edict, more than anything else, captures all philosophy, politics, and conflict on Tarnen, Bron Mabon, and among its peoples. It is impossible to understand or interact with them on any level without this concept. For their terse dealings, extreme passions, utter lack of negotiation, and social strata all come back to this.  They are lusty, mighty, violent, proud, vengeful, generous, loud, and many are outright evil, but they are almost uniformly honorable and honest. Even among the exiled Fenorach and the subterranean Eblanæca, one finds, at root, a corrupted version of this law: a clenched fist from which none can pry a treasured possession. 

 
Tarnen Names
Forenames are Celtic, Gaelic, or Viking and surnames are typically given "of clan [name]," which represents the five families that comprise the Icenim, the three Ganganæca houses, the Eblanæca refer to themselves as "[Name], under [Chief's Name]" which varies with each chieftainship, and the Fenorach use no surnames whatsoever. 
 
 
Notable Persona:
-Abhain, the Aglæchir of the Lochheid family. One of the Icenim. 
-Dorrall, the Aglæchir of the Helghyer family. One of the Icenim. 
-Iaiain, an Aglæc-wyf & Aglæchir of the Gwyyd family. One of the Icenim. 
-Naohmin, the Aglæchir of the Prowse family. One of the Icenim. 
-Tamlain of Crannach, Aglæc-wyf, Aglæchir of Dubhwald Family. One of the Icenim. 
-Someihrle, Ganganæca skald.
-Usgean, a Vacomagi


Notable Places:
-Tarnen's Spine, a mountain range and site of the Icenim's holdings and great forge. 
 

-Dubhasteir, the underdwelling of the Eblanæca. A network of caves, caverns, and tunnels. 

 
-Bron Mabon, a small island northwest of Tarnen. Dwelling place of the Fenorach. 

 
-The Wrought Stones. Great monoliths and sites of power scattered about Tarnen and Bron Mabon. Most rituals known to the Aglæca feature these sites and stones as components. Much conflict arises over who controls such a site. Yet blood spilt in the vicinity seems to rob a site of its power for a time. Consequently, large scale conflicts tend to be scheduled in advance at an agreed-upon location. For all parties concerned, bloodshed at the sites is strictly prohibited. Blood magic practiced at these sites is incredibly potent, although it robs the site of power for a time after such a rite is performed. 

#27

0akenshield9

Aug 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.

#28

RustedKitsune

Aug 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.

#29

Caliburn101.

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.