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World flavor, fluff and background.

Started by Anastasia, September 09, 2010, 04:19:32 PM

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Anastasia

World flavor will be posted in segments. The first few will raise some questions to things referred but not explained. I'll try and get these up in good and due time so that this is minimized.

---The Free City of Balmuria---

---A Brief History of Balmuria, the United Baronies and the Malmuthian Empire---

Long ago there was a forgotten world. A world were magic of any past the second circle was the stuff of legends, where clerics were as rare as miracles and twice as fragile. A mundane world, where a great empire had a forgotten city in it's hinterlands.

Balmuria was an old city that has it's roots in the past. As far as most can remember it's been an old fortress city, forgotten on the edges of the Malmuthian empire. It's location at the edge of the Galkass Mountains and at the bottom tip of the Bay of Sparkling Stars made it a natural choke point. Further, trade with the western lands of the Desert Fiefdoms and farther away settlements used it as a natural hub in the Empire.

About 30 years ago, rebellion sprung up amid the isolated barons of the area, both in Balmuria and to the west of it. These fertile lands were gifted for farms but isolated, a rural backwater of the great Malmuthian Empire. Forgotten and left to their own devices, the barons developed a strong independent streak. They began to chafe at imperial commands, demanding more power. The King of Malmuth, the willful but incompetent Sardian the 9th, calls on military force to subdue the barons.

The next ten years was a never-ending war of attrition, the barons and loyalists fighting the Malmuthian armies through guerrilla actions. In time King Sardion despaired of ever bringing the Baronies back in line. This coupled with his growing disgust at the drain of blood and treasure the war was bringing. But his hands were tied - the great iron mines of Malmuth had begun to grow barren, and the iron in the Galkass Mountains had become imperative to secure. The nobles and court of Malmuth pressured King Sardion to  pursue the war. It was not a situation that could last. Indeed, King Sardion made his decision.

Shortly after the New Year in 393 DK, King Sardion abdicated and fled south. His last actions were orders for the Malmuthian Army to withdraw, which gave the Baronies victory. In the chaotic aftermath, the young Prince Balmuth was crowned as King of all Malmuth. A timid boy better suited to poetry and a courtier's life, he was tugged back and forth by his advisers into weak inaction. He proved incapable of rallying the army back to the Baronies, even when a border incident nearly provoked war.  For a year Malmuth teetered in indecision and dissent whilst the United Baronies were born. The Border and Trade City of Balmuria was proclaimed, the foremost defensive and trade city in the eastern reaches of the Baronies. Lord Rickshaws Salman was elected Archbaron, who then appointed Commander Hellman Oberuth to lead Balmuria.

Meanwhile Malmuth continued to flounder. The iron mines proved to indeed be running dry and hardship set in. Barely a year after he was crowned, a coup lead by Archduke Ferdi deposed - later revealed as murdered - King Balmuth and assumed the throne. A strong, charismatic and capable man, he sought to strengthen his iron rule. As he did, he presented a contrite and desperate face to the Baronies. He sought trade of iron, peace and co-existence.  For about 3 years this lasted, dissent in Malmuth being suppressed while the great Empire grew more introverted.  During this time the city of Balmuria became to develop. It became the home of the vanguard of the army of the United Baronies, traders and a growing peasant population. During this time Lord Salman creates Lord Salman's Academy and a special unit to be created in the defense of the Baronies, the Crimson Guard.

In 397 DK a priest of Gond discovered ruins near Balmuria. Within days of his announcement, holy men in the Baronies and Malmuth are seized by visions, proclaiming them a sacred ruin. Great amounts of attention are lavished on the ruins, but few advance far. Within is great danger, whispered to constantly restock itself and defeat all comers. In time the Crimson Guard takes an interest in the ruins and begins to attempt them. Reaping the benefits as they began to conquer the ruins, long lost magics came back to the world and Balmuria was the epicenter.  Mages began to spring forth, magical talent being discovered at a rate that stunned the city. Yet more stunning was a rash of the divine coming. Ordinary people were touched by the Gods, becoming clerics and founding great temples within Balmuria. Once forgotten miracles became much more commonplace, the Gods once again showing an interest in this forgotten world.

Meanwhile, relations between the Empire and the United Baronies grow strained again. A border patrol is mauled, losing half it's number and claim Malmuthian treachery. This does not provoke a war, but tensions rise. In time a summit is held through the elven nation of Pallanth to the northeast, Archbaron Salman and King Ferdi meeting. The meeting goes well...and yet treachery strikes.  Once he believes that the Baronies are distracted and in a vulnerable position, King Ferdi orders the Imperial Army to attack. Thus begins the second Baronies-Malmuthian War.

The Crimson Guard, having grown strong exploring the ruins, went forth. Using magic long thought lost to mortal hands they appear before the betrayer Ferdi and in a catastrophic battle claim his head.  With King Ferdi slain the army withdraws into general chaos, short circuiting the war and allowing the Baronies to triumph. The Baronies took the city of Valandia and the surroundings to the east, creating the Barony of Valandia.  Queen Tant, a member of the royal family who fled Ferdi's reign, comes back and takes control of a wounded Empire. She seeks peace, trying to hold her people together through the aftershocks of Ferdi's actions.

Triumphant and the riding a magical, commercial, theological and military apex, the city of Balmuria grew rich and through it the United Baronies. The heroic Crimson Guard were seen as near-Gods by the populace while they forged great acts. A treaty was concluded with the isolationist elves of Pallanth, ensuring their aid in the second Baronies-Malmuthian War. They rooted out servants of evil, openly opposing encroaching powers of Baator and the Abyss who sought to claim this world for their own. Deeper did they go into the ruins, yet more miracles returning to the world. Great things happened during this time - dragons in the sky, an army of the undead held back by glowing angels and the Crimson Guard, catastrophic battles - but one thing was constant. Balmuria prospered. In time the Crimson Guard grew in numbers, gaining great power. So great was it it said that three of the oldest members - Seira Aryn, Demedais the Prophet and Alicia Reynes - were taken to the Heavens Above and made Gods in their own right.

Since then Balmura have been declared a Free City, in personal union with the United Baronies but having a large degree of independence. The city has swollen as immigrants from the known world come pouring in, as well as some from worlds beyond. The year is 424 DK, what will happen now as Balmuria swells and the world continues to change?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
---Religion in the world of Balmuria---

This campaign uses the Forgotten Realms deities for it's pantheon. The various Gods are taken on their base nature without FR specific details added in. For example, Mystra is Mystra but there wasn't a previous Mystra who died at Helm's hands and which lead to a new Mystra rising. In essence it uses the basic tenets of the church without porting over the direct FR related history.

Also, several Gods have changed due to the specifics of the campaign. Further there are a handful of new Gods as well as alternate things to worship. This may raise questions, feel free to ask them! Note that is is an overview, particular temples and how Balmuria, the Baronies and surrounding lands see each power will be addressed later.

---Some Gods have changed from the FR canon. Changes are listed below:---

Chauntea

Chauntea often favors a more wild doctrine and is known as Jannath as much as Chauntea. Chauntea is worshiped by farmers and civilized folks, Jannath is a much more wild, down to earth religion with a druidic flavor. How this ties into Silvanus is not clear. Sages speculate much, from that Chauntea has subsumed Silvanus, to that the two Gods are combining, to even a fierce divine rivalry over all of nature is growing.

Mechanical changes: None.

Helm

In recent times the Helmite faith has expanded and adopted a modified doctrine. Helm's path is one of the vigilant paladin, closer to what Torm used to embody. Bards sing that Helm has taken on the burdens of his fallen friend, for that it is his ultimate duty to his friend's memory. His alignment has shifted to lawful good; he has forged stronger ties with the archons of Mount Celestia. Helm no longer accepts evil worshipers, though evil worshipers from before the change are tolerated. Evil petitioners are likewise grandfathered in, allowed to stay with Helm. Evil worshipers are subject to visions and mortal guidance to change, though it isn't forced.

Further, Helm has made an attempt to expand into the portfolio of Death with the creation of the Well of Souls. This is covered in more depth below, though it should be noted that his relations with Kelemvor are icy bordering on open warfare.

Mechanical changes: Helm now offers the Good Domain to clerics. Clerics of Helm may be lawful good, lawful neutral or neutral good.

Kelemvor

Kelemvor's recent positions have become more martial and taken a focus on eternal vigilance in duty. This is said to be in retort to the actions of Helm, the two powers a step away from once again plunging into war.

Mechanical changes: None.

Mystra

This Mystra is not Midnight nor is she Mystra the first or Mystryl. She is neutral good and resides in Dweomerheart like Midnight-Mystra, though she is far more mature and primal. For the sake of mortal affairs this matters relatively little, though at least she isn't known to die every time magic feels the urge to change. Again.

Mechanical changes: None.

Shar

The darkest whispers say that Shar's power has waxed. Indeed, she was able to subvert the flow of souls and weaken Kelemvor at his own game, whilst avoiding direct warfare. Her cults are a constant concern, springing up in the shadows like crawling cockroaches. Many other faiths, including neutral faiths and even some evil faiths, have emphasized opposing Shar at every corner.

The Shadow Weave does not exist in this campaign world as it does in Forgotten Realms.

Mechanical changes: Shar now offers the Entropy Domain to clerics.

Talos

When loyal Torm plummeted into the Abyss, Creation itself shook in the aftermath. Great were the changes wrought, the Abyss twisting as a new God joined it's insanity. Dreadful were the battles that came, demon lords and dark gods coming to bear against Torm and his horde of fallen celestials. In the end Torm held his own and the violence in the Abyss continued as always.

What happened to Talos during this turmoil is not clear, though some lore from the jungles of the far west speak that Helm reached out to Talos. When the smoke cleared Talos had fled the Abyss, abandoning much of his domain over pure, furious destruction and having taken a more balanced tack. He now represents the eternal cycle of destruction and regrowth and has made a new domain in Limbo. His alignment has shifted to chaotic neutral. As a result of this the deities of fury have broken apart.

Talos' faith is one in flux, changing as their master has changed. They have uncommonly good relations with the church of Helm despite many other differences; both powers have instructed their worshipers to co-exist with one another. Relations with the churches of Auril, Malar and especially Umberlee are poor, with conflict and competition occurring regularly.

Mechanical changes: Talos now offers the following domains: Chaos, Destruction, Renewal, Weather, Life. Clerics of Talos may be chaotic good, chaotic neutral or chaotic evil.

Torm

Once Torm was known as the Loyal Fury, the utmost exemplar of righteous dedication in all Creation. Through a terrible calamity did his heart darken, until he fell screaming into the Abyss. Torm is now known as the Hateful Fury, an avatar of betrayal, hatred and rage.  His church has been born anew, the old one sundered apart in recent years. Little is known of what caused Torm to fall so hard, but he has renounced everything he stood for before. Now all he cares about is destroying everything and laying waste to every realm and slaughtering his former allies.

Mechanical changes: Torm now offers the following domains: Evil, Destruction, Chaos, Madness and Suffering. Clerics of Torm may be chaotic evil or neutral evil.

Waukeen

In recent times Waukeen has been influenced by the rest of Brightwater. The exact circumstances are not known, but she has begun to offer the Good domain and other resources to divine servants. How deep this change runs is unknown, nor how it will influence her clergy.

Mechanical changes: Waukeen now offers the Good Domain to clerics.

---A few Gods have been removed from the pantheon altogether:---

Lolth and the entire drow pantheon, including Eilistraee

There is no Underdark nor no drow in Creation, so there is no Lolth or all the related powers. The elven pantheon is free of that burden. However, naked she-elf dancers are still kosher as far as I'm concerned. <_<

The gnomish pantheon

While gnomes do exist in Balmuria they're far different than standard gnomes. Let's just say that Garl Glittergold and all his friends aren't around and leave it at that.

Any halfling powers

No halflings, no halfling powers. Makes sense.

---There are a few new powers to choose from, detailed below:---

Some of these are unique NPCs while others are old PCs from the first Balmuria game. I've asked Cor and Eb not to revere them as that comes dangerously close to a RP circlejerk over how awesome their old characters are. Merc and Yuth, if any of them interest you feel free to claim them as a patron power.

Alicia Reynes
Queen of the Battlefield, The Righteous Avenger, Saint Alicia
Quasipower
Symbol: Black queen chess piece viewed from above
Home Plane: Sylica
Alignment: Lawful Good
Portfolio: Magic, battle, justice, perseverance
Worshipers: Warriors, guards, spellswords, gishes, adventurers
Cleric Alignments: LG, NG, CG
Domains: War, Magic, Good
Favored Weapon: Bonds (Falchion)

Alicia Reynes is the patron of those who selflessly fight for the safety and happiness of others. She encourages those who venerate her name to endlessly strive to improve themselves, both in terms of their skills and the impact they have on the world. A wandering duelist constantly seeking perfection but spurning those perceived as weaker would receive no comfort from Alicia - in her ethos the purpose of might is to shield the weak, and power for its own sake is meaningless.

Like Mystra, Alicia sponsors the growth of magic, viewing it as a vital facet of the world, and also like Mystra she cautions against relying too much upon it. Not just in terms of broadening one's skills to handle all situations, but also to avoid using it as a crutch for mundane things that could be accomplished with the expenditure of a little more effort and ambition.

While Alicia does preach the virtues of honor and chivalry, and considers mercy to a defeated foe to be among the noblest of acts, she also places a particularly high value on tactics, which places her closer to Red Knight than to Tyr in terms of what she expects of her followers in battle. As she encourages her followers to broaden the scope of their knowledge, she likewise teaches them to seek every advantage that can be sought prior to battle. To her there is no shame in using subterfuge and distraction to ensure victory against a superior opponent.

The followers of Alicia favor utilitarian and rugged attire, as if ready to leap into action or go on a journey at any moment. Darker colors are favored for clothing, but for ceremonial functions black robes with a silver or bright blue trim are most common. Said robes never include hoods, as her clerics always ensure their faces are kept uncovered, partly a superstition based on Alicia never wearing a helm in battle, and partly to offset the usual implication given to such dark attire.
At present there is only one holy day dedicated to Alicia. August 7th is the Day of Ascension. It celebrates the day when Alicia rose into the heavens, marked by the Feast of the Risen and the renewal of vows to the Queen of the Battlefield.

History/Relationships

Alicia is a young and energetic deity, having only recently ascended after an eventful mortal life of both heroism and tragedy. The prime material she originates from was until very recently sealed away from the rest of reality in the aftermath of a cataclysmic war between the Gods and an ascendant self proclaimed 'God-King', becoming a living saint of Mystra as her world became more open to the planes, a title she is still sometimes known by despite her attempts to style herself in the manner of a queen since coming to rule over Sylica.

Having lived in a world where the Gods were nearly silent has colored Alicia's beliefs about the role of a deity, and while she keeps a close eye on her faithful she tries to avoid giving them overt displays of her strength, believing that her followers will flourish more by relying on their own will and intuition. This does not keep her from providing clandestine aid to encourage their growth, but she views such as most successful when no one is aware she intervened at all.

Not surprisingly, Alicia's foremost ally among the Gods is Mystra, although she has been trying to develop her own independent standing among the Gods without relying on Mystra's power or reputation. Empress Sulia, another young goddess, has taken on a role as something of a mentor to Alicia, and the two have become firm friends. Sharess has shown some interest in Alicia, who's consort and co-ruler of Sylica was once a divine servant of the Lady of Cats, but there is little in terms of formal ties. Rather than Gods, she counts her strongest allies among the Court of Stars and Celestial Hebdomad. Special mention of course goes to Seira Aryn, a mortal friend of Alicia's who ascended at the same time. The two continue working closely together, frequently combining their forces and visiting one another s' realms.

While Alicia opposes all evil, she does have several notable foes. First and foremost is Shar, whom Alicia maintains an almost legendary enmity with, having gone so far as to slay Malice, a servant deity of Shar's possessing similar power as Alicia. The origins of this particular enmity are not common knowledge, although it is known that in her mortal life Alicia did battle with Shar's most powerful servants on the world of her birth. While Hell in general is almost constantly in opposition to Alicia, she frequently becomes involved in Perdition's politics as various archdevils try to maneuver her to hinder their rivals. Among demons, Malcanthet the Queen of Succubi is her most notable enemy, although their hostility tends to play out on a lower key and Alicia has not yet openly responded to her provocations.

Dogma

Always strive to improve yourself. As powerful as you become, never forget there is always someone better to learn from or overcome. Share your strength with others, teach those who would learn and protect those who cannot. Seek to understand your enemies, for knowledge illuminates the way not only to victory, but may help turn foes into friends. Punish the guilty, but consider the potential for improvement in all beings. As you fight to preserve civilization, engage yourself with it to always be reminded of why you fight.

Clergy and Temples

Clerics of Alicia are charged with teaching and instructing others in the ways of just battle, and honoring the names of heroes by spreading tales of their deeds to bring heart and encouragement to the people. Typically her clergy minister to a wide area, forcing them to become wanderers by circumstance, and maintaining small open shrines throughout their 'parish' rather than being based at a single temple. On their travels they are expected to keep an eye out for those with the potential to become great warriors or mages, using their contacts with Alicia's faithful to arrange training and support so that new heroes are always encouraged to foster their talents.

Syala
Angel of Love, Mother of the Pride
Quasipower
Symbol: A stylized red heart embraced by a tree's branches.
Home Plane:Sylica
Alignment: Chaotic Good
Portfolio: Love, family, protection
Worshipers: Mothers, defenders
Cleric Alignments: LG, NG, CG
Domains: Family, Wrath, Good
Favored Weapon: Blessing of the Twelve(Greathammer)

Syala oversees those that watch over love and family. She seeks out those who nurture life and prepare warm homes for all that strive in conflict.  She welcomes those who need strength to protect a family with one hand, while the other seeks out those who would foster love to create the bonds of family in the first place.  Those receive her attention, love and support if they are willing to embrace her lessons.

Syala believes that those who are encouraged to grow without being confined or force grow best. She plants the seeds for her followers to develop, giving them just enough to realize their dreams with the proper effort.  Yet unlike her consort Alicia, she is willing and able to make her actions known if she feels it is for the best good possible. 

The acts of love, marriage, childbirth and family rearing are highly valued by Syala. From the family comes growth and from growth comes a better life and new life. The only thing she values more is the holy wrath of those who defend love and family. Those who would violate the sacred tenets of the cycle of life must be stopped and punished to the utmost. To protect a family or love is the highest calling of any follower of Syala. Those who do so are guaranteed a place in Syala's realm after death, to reap the benefits of a life well lived.

Syalan clergy is loosely organized, with less structure and more of encouraging independent agents to work towards their ends, cooperating when it benefits them. They favor simple clothes, albeit often flashy, enticing or otherwise wearing clothes that show off their bodies. Ysgardian armors that protect while showing off are highly valued in the clergy, believed to be favored by Syala. If not available, bracers of armor are combined with titillating but ultimately worthless armor. This leads to no small derision outside of the faith, especially by hard headed warriors who prefer to live behind a wall of steel and adamantine.

History/Relationships

Syala was created as an angel in the service of Sharess.  It is said she took after Sharess's often forgotten martial side, having a flair for battle and promoted into the form of an Astral Deva. Thereafter she was assigned to guard the Tree of Idun, a magical tree said to have apples that grant eternal life. At the end of this centuries long service she met Alicia Reynes. Between them love formed, leading in time to the creation of the realm of Sylica. While she rules Sylica equally with Alicia in name, in reality she focuses on different matters and allows Alicia to freely take the forefront.

Beyond her consort, Syala has good relations with Brightwater, especially Sharess, Empress Sulia and Sune. In particular Sharess has an interest in her former servant, supporting her in her new role. They agree on almost everything, both enjoying pleasure, love and celebration. Syala however places a greater focus on protection and celebration of what these things can bring, while Sharess is concerned entirely with the acts. In this degree Syala is closer to Sune, though they share the same split that Sharess and Sune do; Sune believes that Syala pursues pleasures too great and with too much abandon, leading her into further excesses and a dark path. Empress Sulia and Syala share a curious relationship. Empress Sulia represents martyrdom in the name of love, while Syala represents protecting love and family. Syala would prefer for there to be no martyrs, Empress Sulia honors those who do so in the name of love. Despite this they respect each other, understanding that protecting love naturally leads to martyrs, and that martyrs of love are the natural end of many who serve Syala.

Good relations extend to the rest of Brightwater, though none of the other powers there are particularly close to Syala. She maintains friendly relations with Hanali Celanil and cultivates goodwill with Corellon Larethian. There have also been attempts to grow closer to powers of nature such as Lathander, Chauntea and Mielikki, though any results have not been immediately evident.

Syala does not have many foes as of yet, being a young Goddess. She shares many of Alicia's foes, the enmity between her  consort and them enough to include her.  However, her church takes a strong stance against Shar at all times, preaching that the Lady of Loss must be stopped.

Dogma

Love of all stripes is the most beautiful thing in all Creation. Romantic love is a gift, be it between men and women, men and men, women and women, or any other variety.  Familial love is a gift to yourself, be it by bonds of blood or bonds of closeness. Nurture all these loves in yourself and in others, while being the shield to ensure that none of these loves are profaned. Blessed is he who falls in love, graced is she who gives life from within her. When love makes children impossible, take orphans into your home and make them your children and love them as your own. Expand your love as far as you can go.  Be especially wary of those who would subvert it, especially those of Shar.

Temples and Clergy

Syalan clergy strive to uphold the teachings of Syala and spread them in the world. Temples are often run by a married couple, sharing power whilst raising a family.  The loose nature of their worship makes the temples wide spread and often transitory, few permanent temples known of. Followers of Syala are known as Syalans. Syala sponsors an order of Battle Dancers known as the Band of Idun who adhere to her teachings, as well as a scattering of paladins of freedom and sorcerers.

*Chaotic monks, see Dragon Compendium

Seira Aryn
Golden Patron, The Dragon Princess
Quasipower
Symbol: A triangular shield with a golden dragon emblazoned upon it
Home Plane: The Cauldron
Alignment: Neutral Good
Portfolio: Good, elemental balance, investment, the future
Worshipers: Mages, knights, good elementals, idealists
Cleric Alignments: LG, NG, CG
Domains: Hope, Glory, Knowledge
Favored Weapon: Dragon's Grace (shortsword)

Seira is a young deity in any meaning of the term, as is her faith. First and foremost, she stands for change. Seira strongly believes that evil can not only be beaten back, but wiped out altogether as had happened in the final battle for Androlynne. It was not the only case where Seira had witnessed the world change for the better with the power of unity, friendship and effort, and she tries to share that hope for a better future with the rest of Creation. Among her other interests is the pursuit of knowledge, and Seira especially appreciates kindred souls that seek as complete a mastery of their knowledge as possible. After all, knowledge is power.

Seira supports all those who wish to build a better world with her, treating every person who chooses to follow her as a precious ally. She appeals to all mortals regardless of race or birth to forge a strong, exalted society by coming together in the world they live in. Seira doesn't require sacrifices or offerings, nor is she seeking out ritual prayer. With education and guidance from her ministers, and the strength of will on the part of her knights, Seira wishes to be the light of hope leading towards an ideal, pure world for mortal-kind to live in.

Typical worshipers would not offer prayers to Seira in the hope of her direct assistance; a true follower is none other than a fellow traveler of Seira's, sharing in her ideas and ideals. They are nomadic. The cities are where yet another deity preaching openness, education and coexistence is hardly needed. The places where they can do the most good are smaller communities that don't have the luxury to build temples, the lengthy roads so often dangerous to travel without an armed escort, the hotspots desperately in need of salvation.

Having experienced the difficulty of wrestling with her faith, Seira attempts to ensure that those following her would never need to worry over her approval. She believes such concerns only serve to occlude the real dilemmas. The balance between what is lawful and what is right, between the state and the individual, between free will and the potential to cause harm to others. These and many other dilemmas have no easy answer by definition, and they are the matters Seira wishes those following her path to consider.

Seira wishes to honor the days where change was brought into the world for the better. The laying of the cornerstone for the portal network, the erection of Spellpool, the purging of the Wastes were purged, the establishment of a Mythal-guarded modern city on that land. Such days would be what Seira would suggest that her faithful honor, for they reflect their hope for the world.

History/Relationships:

Hailing from the elven empire of Pallanth, Seira made her way to the human world at a young age, eventually ending up in the barony of Balmuria. First training and then joining the ranks of the Crimson Guard, Seira protected her adoptive land, strived towards a lasting peace between the United Baronies and their neighbors and worked to spread Waukeen's faith. On her world of birth, her noted accomplishments in the diplomatic field included bringing Pallanth out of its self-imposed isolation, and promoting peace and unity where once mistrust and war ruled. In the field of knowledge and magic, Seira has opened the first magical academy her world had seen in over two thousand years, working throughout the known world to allow those with the talent for magic or the wish to learn it to attend it without discrimination. Devoted to Waukeen's ideals, Seira had established and financed temples to Waukeen throughout the lands, and later connected them through a two-way portal network. Seira has also negotiated a treaty allowing Waukeen and herself to operate in elven lands, and has successfully discharged Waukeen's commandment to publish a new scripture realigning her on the cosmic scale.

After the Golden Lady's paradigm shift, their destiny had been more entwined than ever, to a degree that Seira fashions herself the Knight-Protector of Waukeen.

Seira's greatest friend amongst the Powers is Alicia Reynes. She and Demedais are considered close family to Seira. Their respective patrons, Mystra and Helm, are likewise seen in good regard. Seira also remains a natural ally to Celestia and its powers, such as Bahamut.

An alliance exists between the princes and princesses of elemental good and Seira, embodied by their desire to see their mutual enemies destroyed.

Seira counts Hanali Celanil as a true friend, while keeping good working relations with the Seladrine.

Servants of Ilmater and Lathander, as Empress Sulia and Syala of Sylica in person, had left Seira a good impression of the four. Lliira and the rest of the powers of Brightwater form a natural fount of allies as well. Ajan and Ixen are ancient red dragons who share a good working relationship with Seira. The former padisha of the marids, Lady Sanzha, has remained by Seira's side ever since Seira broke the curse placed upon her by the Fallen Eblis. That same confrontation between the two that Seira narrowly won by outmaneuvering the ancient Eblis also raised Seira's stock in Kossuth's eyes.

Seira has shared her divine powers over her realm of the Cauldron with Amaryl Gaial-Aryn upon their wedding day.

Dogma:

Seira and her followers have but a single goal, that of one day establishing a just utopia for all. Seira believes that the pursuit of happiness is encouraged by a healthy economy. She approves of people earning money, as she believes that they would use some of their wealth to support those less fortunate by opening new opportunities before them and raising the standard of living throughout the land. Trade also leads to getting one's neighbors better, and thus creates stronger ties between people, preventing xenophobia and isolation. Seira is a strong proponent of unity, believing that excess is bad and seeking to find compromise to get along. Another facet of Seira is her desire to eradicate evil wherever it stands, and to this end she remains in conflict with fiends and evil deities alike. She has a lot of faith in mortals, however, and Seira instructs her followers that no mortal should be considered beyond reach.

Clergy and Temples:

Seira has established the Order of the Golden Flame in the year 401 DK on her world of birth. Gradually being restricted from direct interference in mortal affairs due to her Ascension, Seira made a contract with her erstwhile comrade, Hellman Oberuth. In him, she entrusted the completion of her mission, and with him she shared her will, sponsoring him as her Knight in that confrontation she was now barred from affecting directly. Hellman was the first of her Order, a group of like-minded individuals who would rise up against injustice, seeking to purify the world and abolish evil from the universe. The Church of the Golden Flame adds ministers to assist the knights, and to spread their shared ideals across to the people of the world, to guide them and educate those they can, to bring about greater harmony amongst all people and help turn the world into the pure vision the knights fight so valiantly for.

Only one temple explicitly dedicated to Seira, the Glory of Hope, exists at present; it can be found on the lower levels of the divine realm of the Cauldron. Waukeen shares her temples with the Order of the Golden Flame due to the close link between Seira and Waukeen, just as the Order ensures the safety of the roads for Waukeen's caravans and any travelers besieged by banditry or monsters.

Empress Sulia
Martyr's Mother, Empress of Love.
Demipower
Symbol: A shining white star over a beheaded body.
Home Plane: Brightwater.
Alignment: Chaotic Good
Portfolio: Love, martyrs.
Worshipers: Martyrs of love, good aligned royalty and nobility.
Cleric Alignments: NG, CG, CN.
Domains: Chaos, Good, Nobility, Suffering.
Favored Weapon: Sacred Sacrifice(Quarterstaff)

Empress Sulia is the guardian of those who sacrifice themselves in the name of love. She watches over those who sacrifice time, money, blood and especially their lives so that true love can bloom.  She carries those brave souls to rest within Brightwater, honoring their sacrifice for all of eternity.

Empress Sulia is still young by the reckoning of the powers, having risen several centuries ago. She does not have a large clergy, often taking an interest on what she does have and trying to draw out the maximum from them. Combined with her focus, much of the clergy does not reach their later years. As a result her clergy often deals with her directly, but turns over so much that the net effect is minimal.

Martyrdom is what Empress Sulia values above all else. To sacrifice to ensure love is the highest honor, worthy of being blessed seven times. These are the true nobility, those who deserve to rule with compassion and self-sacrifice. To this she promotes nobility to those that are worthy, making her an object of veneration with some nobles and an object of scorn with others.  Despite this she encompasses nobility, the nobility earned through a pure and just heart.

Suliates are unusually well organized for a chaotic faith, having sorted temples with a defined hierarchy. They are often joined or a subsect of temples to Sune, using noble titles to show rank. The lowest clergy is known as a baronet, with the greatest known as the Princes and Princesses of the Empress.  They dress well, often to the noble part they claim. Many have a weakness for the fine life and living when not spreading the faith directly. Those that adventure favor filigreed and decorated armors.

History/Relationships

It is said that in a faraway realm Empress Sulia ruled over a prosperous empire.  She poured her love into it, traveling the realm and seeing to it's prosperity in the name of Sune. With her was her closest friend and true love, a court magician. The Emperor, a cold man who knew little of love, grew jealous of Sulia's deeds. On their triumphant return he accused both of them of grievous crimes and infidelity, condemning them to the headman's axe. Bravely did Sulia face her fate! There was no fear in her heart, only love for her people and her lover. Her last words were a whispered prayer that Lady Firehair see over her people. With courage and love she faced the greatest question, her head rolling in the dirt.

Death was not the end, but a reward. Her service elevated her, so that he work would not be done. Empress Sulia was reborn at Sune's side, tending to those who martyr themselves in the name of love. Her relationship with Sune is of a a daughter looking up to her mother, while she gets along with Sharess as best friends. She has cordial relations with the rest of Brightwater, in particular with Lliira. The joy Lliira brings pleases Sulia, while Lliira  respects that Sulia's protection of those who would die so others can be joyous.

Ilmater and Empress Sulia are similar, both representing much the same thing. As of now the two have not come to conflict or a resolution. It is said Empress Sulia adores Ilmater and wishes to ease the suffering he carries for others. If Ilmater returns these feelings is not known, but the nearness of their portfolios and divine competition prevents any simple answers. If the two become wed together, such a marriage would deeply ally the House of the Triad and Brightwater. Such would inevitably bring great change and reactions all across Creation.

Empress Sulia gets along well with both Alicia Reynes and Syala, two similar minor powers. They are friends, working together with Sulia acting as a mentor to the neophyte powers.

Dogma

Love is the true emotion that brings out nobility. Be willing to give body, heart and soul to ensure that love spreads. There is no greater good than to sacrifice so that love blossoms. In the spilled blood of a martyr can be seen the hope of those who live through the martyr's gift. Do not be afraid of death or suffering, for it is only temporary. The true nobility embraces sacrifice, proving themselves worth of special station. Exalt those who have the strength to pursue this path and do them honor.

Temples and Clergy

Suliates form elaborate temples centered around love, with defined noble hierarchy and often in union with a temple of Sune.  These temples honor martyrs of love while preparing others for the opulent yet difficult and demanding life following Empress Sulia. The Bleeding Temples are a group of knights in her name, augmented by paladins of freedom and bards.

---Other types of worship---

Fiend worship

Fiends of all type crave mortal adoration, gaining power and souls much as the Gods do. Those willing and foolish enough to trade their immortal souls can gain power...for a price and for a time. Baator will offer soul-pacts that damn the signer in chains of slavery. The Abyss offers furious power that destroys all, including the wielder. The Yugoloths offer deals that only spread misery, and ultimately lead to betrayal, despair and death.

Angel worship

There have been known occurrences of the veneration of angels and other good aligned celestials. These agents of good invariably discourage this, claiming it is not their place to receive mortal worship. If pressed they will instruct the worshipers in the service of the God they serve or a God close to their own beliefs. While it is said the powers of Good such as the Celestial Hebdomad and the Court of the Stars have a few direct worshipers, such is not standard nor generally encouraged.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

---Death, the afterlife and resurrection---

The world of Balmuria does not have the Fugue plane like Forgotten Realms. It has it's own system of sorting souls into the afterlife as explained below.

MORTAL CREATURES

The process of death and the procession to eternity:

For the purpose of this work, a mortal creature is defined as an intelligent creature(Int 1 or higher) of the following types: aberration, animal, giant, humanoid, magical beast, monstrous humanoid, ooze, plant and vermin.

When a mortal dies, their soul exits the body approximately one round after the moment of death. Should the body be destroyed, the soul appears at the spot of death. Souls in this state are invisible to almost any means to see, invulnerable and generally beyond the reach of any effect. A soul lingers for a short time, usually between one to six rounds before vanishing. They travel instantly and unerringly to the Well of Souls, where they begin a week's journey to a portal to their afterlife. This is covered in more detail below.

It is known that mortals are easier to revive while they are within the Well of Souls. The reasoning is not entirely clear, but speculation is that they still have some ties to the mortal world, making reaching them less difficult. Resurrection magics are changing in account of this, but these spells are still adapting.  But attempts are clear in that mortal souls within the Well of Souls do not usually appear opposed to coming back.

Once a mortal soul passes to it's afterlife, it is far harder to resurrect. Souls that have reached the Outer Planes are seldom willing to leave the Heavens, or able to freely leave the Realms Below.  Further, the souls that pass into a divine realm very rarely revive unless it is the will of their patron doing so, usually through a cleric or other agent seeing to the revival. Calls from other divinities are usually ignored. In more detail, a soul that has been absorbed into an Outer Plane  can be revived. A petitioner can be revived as well, as can outsiders with no memory of their past life. Those who transcend mortality or retain their self after death cannot be revived; they have become something different and left behind their mortal shell.

Further information on resurrection and altered spells will be discussed in later post.

The Well of Souls:

About 20 years ago a new method of passing into the hereafter was made by the hand of Helm. It is known as the Well of Souls.

When a soul passes, they drift to a place in between other parts of Creation. Here they reflect on their mortal life, proceeding along as a shade overseen by loyal Knights of Helm. For seven days they pass, drifting towards a portal that will take them to the plane or divine realm their actions have passed them to. During this time they are shades, invulnerable to direct harm. They are often unaware of anything else as they walk, so contemplating their life.  They cannot be reached by themselves, though they are not entirely disconnected from mortality yet.

The Order of the Mist oversees the procession, knights anointed into deathless servants by Helm. They are comprised of fighters, paladins, knights and clerics of Helm, fantastically loyal. The entire Well of Souls is maintained by Demedais the Prophet, who is said to possess near divine powers within the Well of Souls.

Plane shift and similar magic cannot reach the Well of Souls. The only known way is to die and pass through as nature demands.  All the portals from the Well of Souls are one way. However, members of the Order of the Mists have no difficulty entering and exiting as they need. This development is a sharp encroachment into the portfolio of Kelemvor; divine war between Kelemvor and Helm simmers. What effect this will have on the Well of Souls is unknown.

Exceptions:

As with anything, there are ways this natural order can be perverted. First and foremost, a soul with a powerful will to stay behind to finish it's affairs instead lingers on the spot of it's death. The soul gathers ectoplasm to itself, becoming a ghost.  Second of all, spells such as Trap the Soul will prevent a soul from leaving it's prison, effectively removing it from the natural cycle of death. Thirdly, the actions of various divine powers can alter a soul's course. A soul that dies in the realm or plane it is destined to go to skips the Well of Souls entirely, instantly migrating to it's destiny. Certain powers, mostly those of evil, can absorb or consume souls that die in their direct presence.  Finally, by a diabolical treaty with Helm, diabolical pacts are not inhibited by this new order.  A soul that has sold itself will immediately plunge into the Pit. The appeals process as outlined in the Fiendish Codex 2 still exists; a successful appeal frees the soul to migrate to the Well of Souls unless it would be damned to Baator anyway. In that case, everyone has a good laugh and a turn tormenting the lemure to be before getting back to work.

Undead are a special exception to these rules. Besides ghosts, many creatures are damned to become undead if slain by an undead creature. In these cases the soul lingers within the body and remains after it rises as an undead creature. Most undead created from remains older than  a week are near mindless undead such as skeletons or zombies, often times being entirely soulless. However, potent circumstances and dark magic can occasionally wretch a soul from the hereafter and confine them within the form of undeath.

There may be other exceptions, such as the entrapping traits of Hades and Elysium, but to catalog them all is a futile endeavor.

DRAGONS

Death and eternity for dragons:

Dragons are superior creatures, immortal by nature and extraordinarily powerful. They never die of old age, though many seem to fade away after countless centuries. The details of dragon life are beyond the scope of this work; instead, we will focus on what happens when a dragon is slain. When a dragon dies, their spirit lingers for but one round before vanishing to it's afterlife. They are not bound by the Well of Souls, instead heading to the afterlife. Most dragons appear before one of the dragon deities such as Bahamut or Tiamat. The exact fate of a dragon's soul varies by realm, but most are said to continue searching for the perfection that eluded them in life. Interestingly, some evidence suggests that dragons always retain the the memories of their mortal life, but this is not confirmed. In the event a dragon revered a non-dragon divinity, they will appear in that power's realm instead, almost always as a favored petitioner. Also, a small number of dragons migrate to an Outer Plane instead, always merging with the plane after about an equal amount of time as it lived.

No matter what fate, it is noted that dragon-spirits of all type lack any capacity to continue to age or develop. This does not effect planar dragons, ascended dragons or dragon gods, or any other dragon that has not died.

Dead dragons can be resurrected, but very few are interested in living again, no matter how they felt before death.

FEY

The cycle of fey death, afterlife and rebirth:

Some fey are immortal, some are not.  Regardless, when a fey dies, they pass on into a great cycle of death, afterlife and reincarnation. They are subject to the Well of Souls. Most pass to the Seelie or Unseelie Court, in which they exist a time as spirits before rejoining nature and being reborn. This process is far more complex than indicated but again beyond the scope of this work, not to mention deeply obscure and never discussed with non-fey. Fey that are pledged to a power, such as the Seladrine, Brightwater or whatever else may instead pass to the proper divine realm. These fey sometimes leave the cycle of reincarnation or linger for millenia before returning to be reborn. Dead fey retain their memories, only losing them when they are reincarnated.

Fey can be revived as normal, though they are as one in opposition. Fey feel this violates the cycle of nature. Only extreme circumstances or temptation will cause a fey to come back to it's life.

ELEMENTALS

How to revive YOUR favorite elemental force!:

Elementals are of one body and one spirit. When they die, that's that. The essence of the elemental returns to the appropriate plane and that's the end of it. This happens immediately on death. They do not pass into an afterlife or into the Well of Souls in any manner. To revive an elemental, a wish or miracle spell is required. Most elementals are willing to return to life, unless slain by an opposite element.

Do note that summoned elementals are do not truly die even if slain while summoned, just like any other creature.

OUTSIDERS

Beyond eternity:

Before this begins, it must be understood that each Outer Plane has it's own methods of handling it's spirits, as well as the various gods and powers. Each realm has it's own rules and exceptions. For details on a specific realm, Knowledge(Planes) checks are standard. The below focuses on generalities.

When an outsider dies outside of it's plane of origin, it's spirit lingers for 3 rounds at where it's physical form was destroyed. This spirit is unaware of anything and as invincible as a mortal soul; it is the essence of the outsider. Thereafter it migrates back to the Outer Plane it came from, eventually reforming in the same shape or as another type of outsider.  Outsiders cannot be slain for good on any plane but it's plane of origin, though it's soul can be trapped as a mortal's soul can. Outsider souls do not pass through the Well of Souls or any other limitations, they immediately return to the proper plane. No known means short of divine intervention can stop this short of imprisoning the elemental's soul, as per Trap the Soul or other related abilities.

The exact length of time for an outsider to reform varies by realm, as well as any possible promotions or demotions. As a rule of thumb, the more powerful the outsider, the faster it reforms. Once it has reformed, it cannot return to the plane it was killed on. This may be permanent or be a set amount of time, usually having numerological relevance to the plane. (99 years for Baator, for example.) No known means can circumvent this limitation, as Creation itself remembers the echos of it's death. This prevents it from coming, lest it create a paradox.

If an outsider is slain on it's native plane, it's essence joins with that of the plane within one round. Once it has joined it's plane, the outsider cannot be revived by any means short of a wish or miracle spell.  Outsiders vary on returning to life; despite a well known fear of oblivion by many, not all respond to the call.

THE DIVINE

Extremely little is known about divine death and if anything lies beyond for the gods. What is known that a god is almost impossible to kill, reforming in it's realm quickly if slain off plane, much like an outsider. To slay a god, another power or god must kill then in their domain and succeed on an opposed rank check. If the rank check fails or the killer does not possess divine rank, the divinity reforms.

No known means exist to revive a slain power. A wish or miracle is useless in these conditions. Some say that enough belief after a power's death can do the trick, but the truth is unknown. It is generally accepted that a power slain in it's realm is dead for good. If there is any afterlife for those who rule Creation, it is beyond the ken of any but the powers and lords themselves, and perhaps not even them. Perhaps only distant Ao can answer that question.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Creature type roundup. Stolen from Eb's game since I think it was really neat.

A note on alignment

Most creatures can have any alignment. You can run into a lawful evil elf or a neutral good goblin. The exception is creatures who are always an alignment, such as outsiders or undead.  These creatures are as they are, so connected with what  makes them that alignment change is almost impossible. There can be rare exceptions, such as fallen angels and risen fiends, but these are the exceptions that prove the rule.

Aberrations

Aberrations are known of but uncommon. Most come to this world from portals or magical experiments gone tragically wrong. As they are a grab-bag of things that should not be, there is no hard and fast rule for dealing with them.

Aberrations in Balmuria

Will o' the Wisps are occasionally spotted in the Barbarian Lands; various Naga-kin are known to have been encountered.

Animals

They're animals. You know them, we know them, they're tasty when you're hungry.

Animals in Balmuria

The normal array of animals is present in Balmuria. Cats, dogs, horses, oxen, fish, deer and many more are common. Dire animals also exist, especially dire bears and wolves in the Barbarian Lands. These have a tendency to reverse the food chain if you're unlucky, so be careful. They think you're tasty when they're hungry!

Dragons

Dragons are rare, majestic creatures blessed with the might of an army, the magic of an archmage and the wisdom of a sage. Seldom do they make themselves known, but when they do it is often an event of great importance.  Dragons in Balmuria are not as strictly bound to alignment as their standard kin. They are often alignment instead of always. While a gold dragon will usually be lawful good, exceptions do exist. Dragons are known to be immortal or so long lived that it's near identical.

Dragons in Balmuria

One of the first heroic stories of the Crimson Guard recounts how Demedais the Prophet struck down Kondrux the blue dragon at the gates of Balmuria. Since then dragons have been felt several times. Seira Aryn is said to have become a majestic dragon in her own right. A gold dragon is whispered to live in the Barbarian Lands, while there are steady reports of dragons seen flying over the ocean by coastal trading ships. Half-dragons, dragon-blooded and various offspring of the draconic races are not unknown in Balmuria. They are seen with a mix of awe and caution.

Elementals

Elementals come from the elemental realities beyond the material world.  Most are slightly more intelligent than the SRD states, but all are obsessed with their element. Quasi and Para elementals exist but are rarer.

Elementals in Balmuria

Earth elementals are seen in the streets of Balmuria; a village of them is known of in the depths of the Galkass Mountains. They have good relations with the city, coming to sell great riches from the earth thrice per year. Fire elementals are seen but kept tightly in check, used in the fiery depths of Mihail's Inferno. Due to the obvious incendiary reasons they are not seen in the city proper. Water elementals live with and serve the sea elves of the Bay of Sparkling Stars; the leader of the sea elves is Oolu, a lecherous and intelligent water elemental. Wind elementals are used as rare, expensive and elite aerial servants but are the least known of the four primary elements in Balmuria.

Fey

Once rare, fey have made a strong comeback in the last twenty years. They are concentrated in Pallanth but are known of everywhere nature reaches. Pixies, nymphs, dryads and satyr are the most commonly seen fey, but all sorts of fey thrive. The fair folk range from mortal lifespans to immortal avatars of nature and everything in between. Only one thing is constant - a fey cannot be easily pigeonholed, and an unknown fey is a dangerous question mark. The fey are loosely divided into two courts, Seelie and Unseelie.

Fey in Balmuria

Within the city proper fey are non-existent, at least to normal eyes. The city is the anathema of the nature based fey, spurned entirely except the rare curious pixie. To the east the fey have strong influence in the Barbarian Lands and Pallanth. In particular Pallanth struggles with a strong and chaotic fey influence, furthering a cultural upheaval in the ancient elven realm. Farther to the east, at the mid-eastern reaches of Pallanth, the legend of the Laughing-Child Fey has spread far.  It is said a fey with a voice like that of many children laughing has done everything from saving children to driving innocents mad. Great acts of weal and woe are laid at this mythical creature's feet. To the west, the Desert Fiefdoms host rumors of great caravans of fiery fey and efreeti, impossibly rich sultans of nature doing as they please.

Giants

Giants are exactly what you think they are. They're big, they hit hard and they don't play nice. Giants come in several varieties, embodying a natural concept such as frost giants, forest giants, mountain giants, hill giants, cloud giants and so forth. It should also be noted that titans are outsiders, not giants, despite the ties between the two races.

Giants in Balmuria

The best known giants are the Forest Giants of the Barbarian Lands. These powerful but mercurial creatures live life in broad strokes, often to the point of folly. In 415 DK a dispute over furring, boundaries and trade lead to the brief Pines War, where the Crimson Guard and army fought the forest giants to a standstill. In spite of this war the Forest Giants still come to trade within the city, allowed as long as they don't raise too much trouble. Stone, mountain and hill giants have been reported in the eastern Enaldis Mountains, but less is known of these exemplars. Finally, the bard tales of recent times have told of castles in the sky, where cloud giants like like the Gods. It is said any mortal who can reach these palaces can live forever in merriment. The number of adventurers falling to their death from above has risen steadily since then.

Trolls and ogres are also giants, though not as majestic and legendary as true giants. In particular trolls are a problem for the eastern settlements near the Barbarian Lands, though the forest giant and fey populations hold them in check.

Humanoids

Humans, dwarves, elves and all varieties thereof. Balmuria is primarily a human city, though it has gained a great deal of variety in the past twenty years.

Humanoids in Balmuria

Lots of 'em. All the lands are still humanoid dominated. I won't waste time here, since the assumption is that any given area is humanoid dominated.

Magical Beasts

Magical beasts are common, not as much as animals but growing in population since magic returned to the world.  This category is broad enough to cover several types of creatures, so hard and fast rules aren't helpful.

Magical Beasts in Balmuria

Basilisk are a rare but serious threat, emerging out from cracks in the earth to turn entire villages to stone. They are forbidden to be kept in any fashion within Balmuria, holding one is a serious crime. Frost Worms have been reported in the eastern elven lands, slowing down attempts to colonize the frozen lands in the shadow of the Amaryl Ranges. Griffons are prized mounts, kept by nobles and rare sky-knights. A well trained griffon is worth thousands of gold coins within Balmuria. Pegasus are also considered thus, a stable of pegasi bred and kept by the Crimson Guard.  Unicorns live in the Barbarian Lands, in close union with the fey creatures there as well as the worshipers of Jannath.

Of special note are shocker lizards. Best considered as dangerous vermin, these pests infest the Galkass Mountains like cockroaches. They are a constant irritant at the best of times, endangering livestock and travelers. At the worst, great tides of shocker lizards have several times risen up to encroach on Parsifal. Decisive action by the Crimson Guard and local heroes have broken these waves, but the problem remains. Adventurers and mercenaries are routinely paid good gold for shocker lizard heads, but no amount of extermination seems to have done much to thin the festering swarms out.

Monstrous Humanoids

Another catch-all category encompassing many a creature type. The line between these and magical beasts can be a blurry one and it is best to treat them the same way.

Monstrous Humanoids in Balmuria

Most of these creatures are scattered with little representation. Oh, there's a gargoyle here and a harpy there, but nothing firmly established. The one exception is sahuagin. In the last 3 to 4 years they have come in from the Bay of Sparkling Stars under a flag of truce to trade. Despite the mistrust of the sea elves, they have been nothing but well behaved, gracious and polite. As such, they have been allowed to come in to trade as they wish. This is a point of no small tension between the sea elves and the city of Balmuria.

Ooze

Slimy vermin. As mindless trash, they're best dealt with for the safety of others.

Oozes in the Balmuria

These unthinking pests have formed in Balmuria, usually becoming urban pests. They are disposed of by the city guard and local heroes. They are not overly difficult to destroy in most cases, but it's a matter of preemptive control. It does little good to slaughter a black pudding after it turned a goodwoman's baby into breakfast.

Outsiders

Outsiders creatures beyond the material world.  They are spirits, either what a departed soul transmigrates into or created by a God or power out of an ideal. Outsiders are immortal and dedicated to the concept they are, far more than any mortal can imagine. They possess great power and can influence the material world by being amid it. It is said that the material cannot endure the purity of the spiritual, resulting in changes when powerful outsiders walk the material.

Outsiders in Balmuria

Celestials are beloved in Balmuria. During the time of Alicia Reynes, it is said angels walked with her. In time she herself took on the aspects of one before she ascended, as did her sister. Lesser celestials have been known to visit in a religious or private capacity, bringing awe, wise lessons and mercy. Fiends are the other side of the con. Balmuria is known to have had several conflicts with fiends, especially demons and devils. In particular devils are forbidden from Balmuria, a longstanding enmity.

Half celestials, aasimar, tieflings and other planetouched creatures have sprung up in the last twenty years. Celestial blooded are regarded well, often prodded towards a selfless destiny no matter what they may want. Tieflings are distrusted at best, though many are the result of rape and mind control magic. Greater types of outsiders, especially evil ones, are limited by the Balmurian Mythal.

Outsiders, planar structure and other related matters are covered in another dedicated post.

Plants

This isn't talking about that tree in your front yard, but intelligent or dangerous plants. In any event they're mostly in places away from civilization, secluded away.

Plants in Balmuria

The entire range of temperate plants such as assassin vines, shambling mounds, fungi and more can be found in the Barbarian Lands and Pallanth. In Balmuria proper they don't have a place, as it's a city.

Undead

The restless, the cursed corpses, the undead. Undead are evil blights granted a perverse second life of entropic misery. They are an affront to life and goodness, viewed as nightmares by the sane and only worth freeing from agony. In the rare case of a good aligned undead, these poor souls seek to restore themselves to life or find a way to end their eternity of bleak pain.

Undead in Balmuria

Undead are not permitted within the city boundaries. Any such is subject to immediate destruction at the hands of qualified clerics or paladins. Still, every so often a necromancer plies his trade and creates abominations, or a vampire settles into the city. In the past undead were viewed with fear; after the Night of the Walking Dead in 401 DK, the undead are viewed as menaces that must be stopped at any cost.

Vermin

Vermin are pests. They're dealt with as sanitary conditions permit.

Vermin in Balmuria

Swarms of vermin and occasional overgrown ones are a problem within Balmuria, but most are dealt with well enough.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#4
This is mostly flavor, I don't imagine you guys will deal with the lower coins much. PCs tend to be rich the way money works in D&D.

---Money in Balmuria---

The Currency Reform Decree of 413 DK reorganized the Balmurian currency among the following lines:

Penny=1 copper piece.  A small, round copper coin about the size of a US dime.  Has a simple engraving of of a farm on the front and the date of minting on the back.
Fivepenny=5 copper pieces. A larger coin roughly the size of a US quarter. It has an image of Commander Hellman Oberuth on the front and the Bay of Sparkling Stars on the back, as well as the minting date.
Sterling=1 silver piece. A rounded, lightly serrated silver coin about the size of a US nickel. It's stamped with the image of retired Archduke Salman on the front and the Galkass Mountains on the back, along with the minting date.
Heavy Stirling=5 silver pieces.  A square, heavier silver coin a little bigger and thicker than the standard Sterling. These coins are engraved with an image  of a great roaring dragon on the front and the city of Balmuria on the back along with the minting date.
Mark= 1 gold piece. A standard coin made of gold. It has an image of Archbaron Ubaldo Baluth on the front and of Victoria on the back as well as the minting date.
Platinum Mark=1 platinum piece. A thin, small coin made of pure platinum. The front has images of the great three of the Crimson Guard on the front and an image of the signing of the Treaty of Valandia on the back as well as the minting date.
Fullmark=10 platinum pieces. These heavy platinum coins are stamped on both sides with the seal of the Baronies. They are primarily used in official transactions, paying out rewards and in trade.

Coins can be divided into pieces of eight or any other division up to 10. This mostly applies to platinum and gold coins that enter poorer hands, though sometimes pennies and fivepennies are divvied up. This is not officially sanctioned, but the practice persists in rural areas and amid the poorer citizens of the cities.  For the most part, the coins are called their official name. When not, it's usually calling a Mark a gold piece, a sterling a silver piece or so on. Old usages linger and various slang for coins is not uncommon.

Other methods of currency

Letters of credit are issued by the cities of Balmuria, Victoria and Valandia. These have a minimum of 100 GP and no theoretical maximum, though each one has to be approved. Such letters, once verified, can be redeemed for their value on demand. They are used for official matters or when large amounts of coins are not practical.

Trade bars are used in the city of Balmuria, valid throughout the Baronies. Silver bars in values of 20, 50 and 100 marks; gold bars of 100, 500 and 1,000 marks; and mithral bars of 500, 1,000 and 3,000 marks. Each has an elaborate inset of the moon, sun and stars and bars of 500 marks of greater are bestowed with a minor, specific magical aura for greater authenticity. Unlike coins, trade bars are not divided up. In any event, anything but the silver bars are exceedingly rare.

Standardized gems were briefly used at first, but the relative value they possessed and the relative scarcity of them lead to them being phased out. Gemstones are still valuable, but each one has a unique value.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

A few things to note. This covers the city of Balmuria's higher points. As mentioned, most faiths have at least a few representatives here.  Secondly, each PC follows a faith. With the exception of Eb's PC since Jannath is a radically nature oriented Goddess, each of you have some connections to this.  I'll talk to each of you in the upcoming days about this and then post more PC specific info on the followings of Ilmater/Alicia/Talos.

Eb, I'll talk to you about Jannath but the scope will be different due to the above notes.


---Churches in Balmuria---

The Church of the Ever Vigilant

Helm's Church in Balmuria, located in the southern reaches of the Old City It is a stout building resembling a fortress as much as a place of worship. It is manned by armored Helmites at all hours, as Helm is always watching and always willing to accept reverence.  It is lead by High Watchman Eudard of Helm, a colonel in good standing with the Crimson Guard. He is seldom in, often about on business. A hale and hearty man in his forties, he leads Helm's church with a relentless vigor and passion.

Church of the Seven Stars

The focus of faith for Mystra's followers in Balmuria. It is located in the New City, northwest of City Hall. A well kept and patronized center of magic, it is delicate and yet strong, strengthened by many an arcane defense. Mages stream in and out from sunrise to sunset, the temple closed in honoring of the nightly rest and recovery all magicians require. Dweomerkeeper Shankar leads this temple, said to have been touched by Mystra. He often sponsors anyone who looks to further the cause of magic.

The Second Temple of the Golden Mistress

With the creation of the Commerce Quarter, the old temple to Waukeen lost it's prime position. A move was justified, and three years were spent creating a grand new temple to the Merchant's Friend. It is a grand golden edifice in the heart of the Commerce Quarter, golden spires reaching high. The center one is adorned with a grand mechanical clock, it's workings whispered to have been bought from Mechanus itself. Holycoin Mia Golddswar maintains this temple with an eye on expanding Waukeen's wealth at every chance. She has a tendency to make scenes and be dramatic, which both works for and against her.

The Wonderworks

Located in the northernmost end of the New City, The Wonderworks is Gond's temple in Balmuria.  A small market of it's own, several stalls of alchemical works, smithery and other cutting edge inventions. It is known to be a place to find great works as well as dangerous ones, for every so often an explosion of fire will rock the Wonderworks. Despite this the faithful of Gond always advance on, seeking to forge new wonders. The temple is currently without a leader, for High Artificer Grennen died a few moons ago. The succession to high priest is in question, and it seems that Gond has not spoken His will on the matter.

Chapel of the Righteous Avenger

Next door to Alicia Reynes' old home in Balmuria sits the Chapel of the Righteous Avenger. Located in the New City, this chapel is smaller than most. It is however well patronized and regarded due to Alicia's history in Balmuria. A plain, unassuming building with beautiful stained glass windows inside, it is staffed by rotating clerics due to the near-nomadic nature of Alicia's clergy. Alicia's old home is attached, said to be a hallowed shrine. Those that sleep there sometimes claim to be given visions by the Goddess or those who serve her.

Church of the Golden Flames

Seira's church in Balmuria, located next door to the the Second Temple of the Golden Mistress. Here Seira's faith gathers, well funded and full of idealistic young sorts. Within a dragon motif and gold can be seen everywhere. It is ran by Falan Greengables, a rugged knight/merchant who works in Seira's name. He prefers to work behind the scenes, or so the tavern tales go. He's not in anyone's face, but things still get done. A curious thing that leads to all sorts of rumors, though the validity of any can't be ascertained.

The Deep Depths

A small dockside tavern converted to a temple of Umberlee, nestled into the Old City's dockfront. The worship here is low key and tolerated largely due to the protests of paranoid sailors, wishing to make offerings to the Bitch Queen in exchange for safe trips. The clergy is extremely subtle and quiet, fully aware that the generally good-aligned city has little use for a temple to a dark goddess.  The head of the church varies, perhaps by design or by other needs.

House of Suffering

A congregation dedicated to Ilmater, operating in the poorest parts of the Old City. They tend to the needs of any that come, asking for nothing in return. A pious group, regarded well by the poor. They have one run down shanty they use, humble and well worn.  The clergy is small but fanatical, believing fully in the doctrine of the Crying God. The gathering is lead by Croger, an old man who tells of his salvation from Baator at the hands of two people. The first is Ilmater, the second is Croger's son, Demedais the Prophet.

Smaller cults

While not every faith has a temple in Balmuria, it's reputation as a place of spiritual awakening has attracted a diverse smattering of religious sorts. The following cults below are known to exist; it is possible more exist, particularly those of evil powers. Other powers may have more discreet cults or have followers within Balmuria, but not enough organization or numbers to be considered.

Azuth

A small subsect of Mystra's temple has begun to venerate Azuth. As he is a servant power of Mystra, this is allowed by Mystra's faithful.

Kelemvor

There is a moderate sized cult to Kelemvor within Balmuria. It has roots early on in Balmuria's rebirth, coming to blows several times with the church of Helm. While the peace has been kept, both churches despise one another. As Helm's church is better established, they have largely prevented the Lord of the Dead's faith from finding a strong foothold in Balmuria.

Kossuth

A loose cabal of fire mages and Kossuth's clerics have an informal church within Mihail's Inferno. In return they are contracted by the city to handle much of the upkeep of the Inferno.

Lathander

Lathander's base of power in the region is in Valandia. Nonetheless the faith of the Morninglord keeps a few clerics in Balmuria to spread his word. They tend towards the New Quarter or the Commerce Quarter, dealing with the young and noble.

Lliira

The Joybringer spreads her merry ways through her servants, who mingle within the taverns, festhalls, playhouses and other places of celebration within Balmuria.

Selune

A small, private sect of Lunatic paladins have a base within Balmuria. It's not a public church at the current time, though occasionally the Moonmaiden's doctrine is spread.

Syala

The Angel of Love has a few followers in Balmuria. The duality of Alicia and Syala means that those who revere Alicia at least pay lip service to Syala.

Banned churches

A few faiths are banned from the Free City of Balmuria. Wearing the holy symbol, preaching it's tenets or attempting to practice it's doctrine in public is grounds for immediate arrest, and in the case of Shar or devil worship, summary execution if any danger is perceived.

Torm

Previously there was a church to the Hateful Fury within Balmuria, wearing his old guise of justice. For a time it endured in a strange sort of limbo as the truth was learned, until May 18th, 404 DK. What happened is not clearly known, but the house of Torm burst asunder, a great flame engulfing the entire church. This night is known as the Night of the Shattered Temple.  The next day proclamations declaring Torm's faith banned were made into law. Exactly what happened is a matter of great speculation to this day, but as word of Torm's true faith comes to light is it accepted.

The grounds of Torm's former church are barren, an empty field in the New City. Common belief holds it to be a cursed ground, and some whisper demons slip through at night. The veracity of these statements is uncertain.

Shar

Shar's worship has been banned since Sharrans made an attack on the City of Balmuria in 400 DK.

Devil-worship

Veneration of Hell or any of the powers of Hell is expressly forbidden. This ban extends to all fiend worship, but in particular focuses on Baator.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#6
Part one of the known world round up. The amount of detail varies; the Baronies have the most for obvious reasons. Pallanth has a lot since I had all that material on hand. The former Malmuthian Empire less so, partly because it's a patchwork of new states that don't have a lot of history yet. Part 2 will cover the rest of the world as well as odds and ends.

---Regions of the known world---

United Baronies

Government Type: Nobility with the arch-baron elected by the nobility.
Leader: Archbaron Ubaldo Baluth.
Flag: A map view of the Baronies glowing white, on a field of crimson.

The United Baronies are a new nation, having broken away from the Malmuthian Empire over thirty years ago. Since then the Baronies have risen to great power, the epicenter of the return of magic and the Gods. Bolstered further by trade and natural resources, the Baronies are rich and growing richer. The gem in the crown of the Baronies is the Free City of Balmuria. The Baronies are divided into several baronies, each one ruled by a baron. These barons are nobility, passing the title on through family. From these barons the Archbaron is elected, who serves until he resigns or dies. The military holds fair but not strong influence within the realms, with the exception of Balmuria. Within Balmuria, is is understood that Commander Hellman Oberuth is the highest authority, even if he is below the city mayor or a baron on paper.

Note that the individual baronies do not have their own standard, symbol or flag. This is the result of an early order of then Baron Salman, to encourage unity in the face of Malmuth's attempts to suppress the Baronies.

Victoria

The capital of Victoria and the surrounding regions up to the border. It is ruled by Archbaron Ubaldo Baluth, who tends to it as well as the greater Baronies. The lands here are not as fertile as the heartlands, due to the encroachment of the desert to the west and the wastes to the south.  The main focus is trade with the Desert Fiefdoms to the west and finished products.

Erran, Fanshold, Silvermane, Quintal, Fairwind, Sicham, Malway

These seven baronies make up the heartlands of the Baronies. All of them are blessed with fertile farmland, producing bumper crops every year. Local legend holds that the Crimson Guard took grains from Chauntea's personal garden and gave them to the farmers. No matter the truth of that, these regions ensure the Baronies are flush with food.

Armasea and Pilltain

This large barony takes up the northern reaches, a mountainous region by the sea.  It was once two baronies, but inter-marriage led to a contested unison. They are lead by Baroness Lyselle Armasea, a former member of the Crimson Guard. Mining and blacksmithing is the main focus here, though there are some minor gemstone deposits within the higher mountains.

Parsifal

This barony takes up the regions around the Galkass Mountains to the southern border of the Baronies. It is primarily focused on mining vast, rich deposits of iron ore, though more precious metals and gold are often found as well. The biggest city in the region is named Parsifal; named after Baron Richter Parsifal who oversees the area.

Balmuria

The Free City of Balmuria and surrounding regions. It is technically a free city, but still classified as a barony. More information on Balmuria will be provided in other posts, as it's the focus the game.

Valandia

Valandia was carved from Malmuth after the defeat of King Ferdi and the collapse of Malmuthian aggression. It's people have grown from disdainful to accepting of the Baronies over the past twenty years, in no small part to prosperity versus the strife and splintering of the rest of the former empire. 5 years ago it became a complete part of the Baronies; the longtime ruler Claris Highsun made into the Baron of Valandia.

Of note is that the Barony of Valandia has expanded to the east and south in small fragments. Border regions with the Purinn Principality to the south and Tauret to the east have defected to Valandia. While not officially encouraged, the Baronies ended up absorbing these lands and using the threat of force to prevent the lands from being forcefully reintegrated into those realms.

Pallanth

Government Type: Kingdom.
Leader: King Lorthan.
Flag: Four trees topped with a crown on a field of white.

Pallanth is a vast realm of forest and elven culture. Separated by humans from a great wild stretch of goblin and trollish lands, there are rarely disturbances. The kingdom is ruled by a king who is advised by a council of elders. The current ruler is King Lorthan, who has held the throne for 194 years. He is a wise king, having proven himself capable and handling Pallanth's difficulties well. King Lorthan is aided by the elven council; the council advises the king on all matters, though his word is ultimately law. The seven great noble houses each get a seat and two seats are at large, granted to those whom have received the highest honors of the kingdom. Each permanent seat is filled by the scion of the noble house, the council being his utmost duty. The at large seats vary, usually changing every 3 to 5 years.

In the past twenty years the stability of Pallanth has been upset. With the return of the Gods and fey a schism has emerged in elven society. A large minority of elves have embraced this chaotic, fey tinged lifestyle, threatening the foundations of orderly elven rule. It is complicated by Corellon Latherian and the Seladrine's priests supporting the fey. This resulting schism has promoted dissent within Pallanth as the elves vie to see which system shall triumph.

The noble houses control the various regions of Pallanth. Each one is know by it's clan's name and are discussed below.

Highsun

The strongest noble family. They rule vast tracts of land including much of the area around the Citadel. Ambrose Highsun sits on the council, a vibrant and energetic man. Highsun is wealthy, old and powerful, controlling huge amounts of influence within Pallanth. The symbol of this house is a golden sun, shimmering in it's own bright light.

Gaial

A once proud noble house that has suffered setbacks both politically, financially and internally. The old scion on the house, Lavandear Gaial, died from a sudden infection 32 years ago. Young Amaryl Gaial was promoted to scion as a result of political maneuvering within the clan; this maneuvering  resulting in her abdication and flight from Pallanth several years later. Another power struggle ensued, with Jessyl Gaial taking power. Since then he has strived to mend House Gaial's standing, but the damage will not easily undone. The symbol of this house is a silver embossed spheremap of Pallanth.

Desjardin

The oldest noble house, claiming that it's roots go back ten elven generations. They hold a great, ancient library of historic texts and control this knowledge, making them the definitive source of elven history. The scions of the clan go to the council for historical matters and advice, with Juai Desjardin leading. The symbol of this house is an hourglass overflowing with sand.

Silverleaf

A new noble house, formed in the last 500 years. Idril Silverleaf is a reclusive cleric for the Gods, or was. Since forming his house he has not cast a spell, even after invoking a miracle to stave off a great ambush of a hundred trolls. He leads his family distantly, saying little but commanding his own powers. The symbol of this house is a leave with a single vein of silver down the center.

Drake

A noble house said to have been founded by an elf given the right of dragonkin. If this is true, only the family and perhaps the lorekeepers of Desjardin know for sure, but regardless the family holds great wealth and power. Celebrimbor Drake leads this house, a wizened old student of the magical arts. The symbol of this house is a tiny dragon in flight, a ball of fire clutched in it's talons.

Chillander

This noble house rules the farthest reaches of the forest, where trees freeze solid and the ground never thaws. A distant clan, ruling over lands that few ever wish to have or to see. Expeditions have uncovered vast deposits of gold, gemstones and other forms of wealth where the forest ends and endless tundra begins. It is said the shadow of the Amaryl Mountain Ranges hold more treasure than all the wealth of King Lorthan. The scion is Kortan Chillander and the symbol of the house is a pine tree made of white metal.

Aryn

The newest noble house of Pallanth, formed only twenty years ago. It was founded by Saul Aryn, Amaryl Gaial and Seira Aryn, one of her last acts before leaving the known world for higher realms. This family is new but enjoys good relations with most houses and a respectable base of riches. They focus on external and foreign relations, an area Pallanth does not have great experience in. Saul Aryn serves as the scion, well versed in foreign relations. The symbol of the house is a golden dragon on a coin, shown in flight.

The Empire of Malmuth

Government Type: King lead empire. (Defunct.)
Leader: Queen Tant. (Deceased.)
Flag: A blue banner flapping in the wind.

It is hard to believe that less than half a century ago Malmuth bestrode the lands of several nations. It seemed that the Empire was at it's zenith, having claimed great land and greater power. Yet the base had cracks, and by Beshaba's dark blessings did fortune turn against it. With the dissolution of Malmuth at 409 DK, the mighty empire crumbled away. Several states remain, fragmented and broken apart. The United Baronies hold great power in these realms, using influence to lessen the collapse to as best a result as possible.

The Principality of Purinn

Government Type: Prince-lead autocracy.
Leader: Prince Klaus Purinn.
Flag: Three white suns rising over the green plains.

The Vitalist movement was the decay that brought Malmuth down. One such place it thrived was Purinn, where Malmuthian control had already faltered. The movement gained a powerful voice in that of Klaus Purinn, part of the old nobility of the city. With his support, money and influence Malmuth's control over the city broke, it's soldiers unwilling to quash friends and family rising up. On victory Klaus proclaimed himself Prince of Purinn and has proceeded to rule with a corrupt but strong hand. The Principality is peaceful enough near Purinn, though control does grow looser away from it, with outlying villages and towns having less loyalty to the current regime.

Tauret

Government Type: Duchy.
Leader: Duke Sid Haluth.
Flag: A horizon of low lying mountains with the moon and stars on a black field.

Unlike Purinn, Tauret gained it's independence not of it's own will. As Malmuth entered it's death throes and Queen Tant concentrated on holding the heartlands around Malmuth city, Tauret was left more to itself. Finding itself mostly free, the region took the next step and established itself as an duchy. It is ruled by the mild mannered, morose Duke Sid Haluth, a former minor nobleman. He is preoccupied with following Jergal, but despite this is a competent ruler. This worship gives many pause, though he has proven himself.

Malmuth

Government Type: Empire.
Leader: King Abalasor.
Flag: A blue banner flapping in the wind.

The center of the former Empire is now all that remains for the once proud nation. Disaster after disaster wracked the empire, each loss weakening the fabric. In the end Queen Tant could only hold on to the core. She died a broken old woman in 419 DK. King Abalasor rules now, trying to heal what's left of the Empire and perhaps looking to reunite what was once lost.

Southern Confederation

Government Type: Confederation of free cities.
Leader: Berlioz Finlay
Flag: A seaside quay full of ships against an orange field.

To the far south of the Malmuthian Empire did the Vitalist movement find further energy. In this enterprise did a brief civil war break out, with a nobleman ending up as it's leader. One short, vicious but successful war later did the southern coasts of Malmuth all secede, forming a confederation of states. Relatively little is known about them in Balmuria, they're too far away for serious consideration.

Eastern Free Cities

Far to the east of Malmuth like eastern coasts, below the continuing mass of Pallanth to the north. These coasts are dotted with free cities. They were never conquered by Malmuth, in part due to favorable defensive geography and in part by dumb luck. They are remote, with the distances involved keeping them as little but a vague murmuring in Balmuria. They have no unified leader, flag or faith, though many of them have alliances in case of external aggression. It is noted that Ever Vigilant Eudard of Helm heralds from those lands.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#7
Continued from the previous post.

Desert Fiefdoms

Government Type: Absolute monarchy.
Leader: Mustafa Pasha
Flag: Palm trees around a glittering blue oasis.

The Desert Fiefdoms are the Baronies western neighbor. A stretch of desert inexplicably following a land of great plenty, it has long been ruled by a line of Pashas. They serve as absolute rulers, commanding all the stretches of sand as they see fit. The Pasha's court is said to be the richest in all the known realms, the focus of hundreds of years of concentrated wealth and power.  The court of the Pasha both resides in fabulous luxury and exists to serve the Pasha, both for personal pleasure and for the sake of the realm. The highest ranking is bey; these rule the various cities and oases; the remainder are the Pasha's highest servants. Beyond that is an assortment of wali and other minor noble titles.

The Desert Fiefdoms rely on the United Baronies and Kelara for some food imports, but are mostly self sufficient despite the arid, hostile nature of the desert. The main resource needed is water, which is always concentrated around a few oases. The vast majority of the Desert Fiefdoms are sandy tracts of emptiness and danger. Rumors constantly swirl of riches in the desert, but few treasure hunters come to anything but ruin.

Contrary to popular belief, the heat isn't the sole danger of the desert.  The desert follows a modified summer and winter cycle.  The hot season is from May to September, where the temperature ranges from 115 F to 140 F during the day and around 80 F a night. October is a neutral month, with cooling days and chilly nights. November to March is the cold season, where the temperature varies from 5 F to -35 F. April is more temperate, the cold of winter giving way roughly a month of fair weather before the roasting heat of summer sets in. As a result of these extremes, the people of the Fiefdoms are hardy and know how to survive in any extreme mortal life can eke an existence out of.

The cities of the Fiefdoms are discussed below.

Seljuk Oasis

This oasis is surrounded by a moderate-sized town, the main source of water for those traveling to the Firewind Mines.

Firewind Mines

This open pit in the desert is said to have been found by the first Pasha. It is a source of mineral and gem wealth of unimaginable quantities as well as it's own oasis. It is guarded by a standing army, with great, protected caravans of wealth routinely leaving for Arad.

Atarum Oasis

This oasis-city is mainly a stop for water on the trade routes, be they heading for Arad, Victoria or Wetwind Harbor. This oasis runs deep, with irrigation used to provide arable land to the north and south of the oasis.

Arad

The capital of the Desert Fiefdoms. An ancient, huge city lies here. All is ruled by the Pasha, who resides in a pleasure palace said to be richer than even Waukeen's treasury.  The city around the palace is markedly less wealthy.

Wetwind Harbor

The only good harbor in the Fiefdoms clings to the sea. While the Desert Fiefdoms are traders, they focus on land trade primarily. Sea trade is secondary. Nonetheless many ships call this port home. It is known for a burgeoning cultural scene, where art, poetry, song and exotic dance all flourish.

El Kufra Oasis

A small city surrounds this oasis. Many caravans stop her to rewater as they approach Arad, less stop from Arad since the distance between the two is not that great. The fact that it's off the trade routes exasperate this problem.

Free Sultanate of Tash

Tash is a free city in personal union with the Pasha. Long ago did Tash resist the rule of Arad and the Pasha, attempting to wrest the crown of the Fiefdoms from him. In the end both cities nearly ruined the trade routes and brought great poverty. The Sultans of Tash saw this and the error of these ways, and sought a personal union with the Fiefdoms. In return Tash has a large degree of independence, with it's ruling class having spectacular wealth. Not as great as the Pasha, but enough to make them rich as lords.

Blackwind Oasis

A small oasis that fuels expeditions to the northwestern quadrant of the Fiefdoms. Old legends often speak of lost treasures and places deep, deep within, attracting adventurers. In recent times artifacts of both fiendish and celestial origin have been recovered by explorers, sparking no small degree of curiosity in the region.

Coolwater Oasis

The last oasis before the desert moderates and Kelara begins. Some Kelarain influence can be seen here, as well as a small community of expatriates. With Kelara growing in prosperity and stability, this oasis has become a full blown city.

Kelara

Government Type: Noble council.
Leader: None; power is divided between the various ruling nobles.
Flag: Crossed white double-swords on a blue field.

Kelara is distant from the Baronies, known mostly as the birthplace of Alicia Reynes. In recent years both the worship of Alicia and prosperity have come. Kelara has expanded and organized, becoming a local power of no small stature. Recent stories speak of conflict with Nodlitz; the two dominate powers in the region are scrapping over influence and wealth. A war looms on the horizon, with the result being anyone's guess.

Nodlitz

Government Type: Monarchy.
Leader: Tornel Nodlitz.
Flag: An orange star on a red background.

Nodlitz is even farther from the Baronies. It is said to be coming into conflict with Kelara, but not much is known.

The Wastelands

The Wastelands are huge, near-endless lenghts of brutalized, inhospitable land. This stretch is said to be as large as the known world if not much larger. It borders Malmuth on it's western border with the Galkass Mountains serving as a natural barrier. It serves as the southern border for the Baronies, the Fiefdoms and all the lesser kingdoms past it, as well as a western border before the jungles take over. Living conditions are savage beyond compare. Temperatures of -50 degrees are the average, with the sun a faraway image. The ground is shattered, no life on it and no water to be found. Purple and green lightning cascades from spontaneously developing storms, while monsters of all types and fantastic endurance roam the land. Few have ever gone to the Wastelands and returned, with one of the few known cases being the Crimson Guard. Those few that have pass on the information above, counting themselves thrice blessed by Tymora to have survived.

Many stories are told of the origins of the Wastelands. The wrath of the Gods is a common tale, as is a great magical folly that sent civilization careening back centuries. Other stories claim a dragon of pure ruin descended on those lands and breathed, forever ruining them. In recent times another story has gained traction, spread from priests and sages. It was there that loyal Torm faced an abomination and was forced to retreat, an entire Host of Heaven routed. The land lies ruined in the aftereffects, the grounds of a defeat of a God so cursed that life is forbidden there forever.

No matter the truth, there is hope. In recent years Pallanth and the Desert Fiefdoms have made strides in reclaiming small sanctuaries in the wastelands, aided by high magic. Such is not common knowledge, but it seems that an entire empire of land is waiting for those who would restore it to it's full glory.

Distant realms

These realms are all far from Balmuria. Often little is known about them to the common folks. The information provides here is loose and may or may not be accurate.

Jungle

North of Nodlitz and Kelara lies tracts of untamed jungle. This land is hot, humid, disease ridden and lethal. It serves as a northern boundary for civilization. It is known that the jungle has inhabitants, said to live in harmony with the harsh surroundings and worshiping strange and unknown Gods. The sea east of the jungle until a few years ago was a mess of vortexes and impassable dangers. Recent word is that this has changed, though further details are not known.

Kesse, Sanaxt, Evrai

The few stories of lands past the jungle speak of several kingdoms. Reports are muddied and often incomplete, providing little information beyond a few names. What is known can be summarized thusly: It is said the worship of Seira has spread to these lands, that they are harsh and often wartorn, and that a man with the  divine authority to call down miracles rules much of the land.

Lost Eastlands

The cold realms of Chillander are the eastern bookend of Pallanth. The Amaryl Mountain Range is as far as knowledge of the land goes. The seas freeze, the land becomes impossible to cross. Yet, recent stories speak of great lost lands past them. These lands are not blighted with cold, but said to be open, vast and vibrant.

Lands beyond the sea

On rare occasions ships sail north. Sometimes those that go far enough find a frozen land. Here tundra stretches, as if Chillander's land had somehow been reached. Almost nothing about these realms are known at all.

Beyond the known world

What lies beyond the boundaries of the known world is a secret even the sages do not know. Many speculate and make myriad theories, but none have ever found an end to the world in any direction. Only another obstacle to overcome, should a brave soul be daring and willing to test themselves.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This is a brief summary of how the planes work in Creation. None of you have much in the way of Knowledge: Planes, so I won't go into much depth. Treat this as a casual summary for OOC enlightenment. In particular the information about the Outer Planes isn't generally known. Most faiths preach about the afterlife in general and as a reward, not about the fine details. A few minor points are not touched on, such as the Endless Stair, but these aren't that important to understanding the basic cosmology.

---The Planes---

What lies beyond our world is a mystery men have questioned since the dawn of time.  Religions preach of shining Heavens and miserable Hells, where angels sing and fiends cavort. What is the truth of these matters? It is a question best left to the learned sages, but a brief summary is below.

Overall the planes use the standard wheel design. The Prime is in the middle, surrounded by the Elemental and Energy Planes, with the Outer Planes being around even those. Note there is no Sigil in this cosmology.

The Prime Material
The Material Realm, Mortal Coil, Earth.

The Prime Material is the world as you know it. The known world stretches farther than any know, going on farther than any can know. It is know that multiple, perhaps infinite Prime Materials exist in conjunction with each other. These alternate worlds all connect to the same planes and worship the same Gods.  It is a material world made for mortals. It has normal traits, normal gravity and is everything you expect from the Prime.

The Prime is mundane first and foremost, where reality holds sway and the spiritual is held within bodies of dirt and flesh. Epic level outsiders, planar powers and Gods cannot enter the Prime without fundamentally changing it's nature. Less powerful outsiders can leave spiritual scars or blessings, changing reality around where they were.  This is the natural reaction to a pure spiritual being impressing into a temporal, passing material world. The mundane world cannot stand as it is in light of the eternal spirit.

Native outsiders such as tiefling, aasimar, genasi and others can exist on the Prime without difficulty. Elementals are likewise not affected by this save for the strongest exemplars.

The Well of Souls

It is uncertain where the Well of Souls lies in the standard cosmology, as it defies being found by mortal agents. It is connected to the Material Plane, so it's put here. When mortal souls pass, they pass through the Well of Souls for seven days. On the end of this journey they go into their afterlife. For more information on this plane, refer to http://www.soulriders.net/forum/index.php?topic=101115.msg1016882#msg1016882

The Ethereal Plane
The Mist, The Endless Haze.

The ethereal plane functions as per the normal cosmology. However, there is a Deep Ethereal Plane attached to the Ethereal, as the shallows are attached to the great deep sea. Little is known of this misty realm of memories and ghostly fragments.

The Shadow Plane

This functions as in the normal cosmology. However, recent reports show that Shar's power there has swelled even further. Be warned.

The Elemental Planes
The Elemental Realities

This is where the four primary elements exist. The basic cosmology of Fire-Wind-Water-Earth is intact. Elemental Princes of Good and Evil do war in the element, as well as unaffiliated powers and other threats. In addition, each elemental plane as a divinity who rules over it as the supreme neutral force and incarnation of that element. Fire is Kossuth, Earth is Grumbar, Wind is Akadi, Water is Istishia. Water and Fire oppose each other, as do Wind and Earth. In addition all the Quasi-Elemental Planes and Para-Elemental Planes exist. The Para-Elemental Planes are where the different elemental planes come into contact with each other. The Quasi-Elemental Planes are where the Elemental Planes come in contact with the Positive and Negative Energy Planes. These are listed below.

Para-Elemental Planes: Smoke (Air and Fire), Ice (Air and Water), Ooze (Earth and Water), and Magma (Earth and Fire).
Quasi-Elemental Planes: Lightning (Air and Positive), Mineral (Earth and Positive), Radiance (Fire and Positive), Steam (Air and Positive), Vacuum (Air and Negative), Dust (Earth and Negative), Ash (Fire and Negative) and Salt (Water and Negative).

The Energy Planes
Life, Oblivion

The Positive and Negative Energy Planes work as in the normal cosmology. Interesting places to read about, trickier to visit without dying or exploding.

The Astral Plane
The Silver Sea, The Timeless Void

The Astral Plane functions as it does in the standard cosmology. It is the ultimate transitive plane, where time is frozen and travel is but the will of the mind. Here you can meet anything in Creation and find a portal to almost anywhere.

The Outer Planes
The Realms Beyond, The Heavens Above, The Depths Below.

The Outer Planes are where mortal souls pass to when they die. Here are the realms of the Gods, the endless Planes of paradise and misery, and the eternal lords of the Outer Planes. I won't go into depth about each Outer Plane, as that's beyond the scope of this work when the party has a grand total of 1 rank of K:P. So we'll do the Cliff Notes version.

The full wheel of Outer Planes is used.

Divine realms are part of the plane they reside on. For example, Avrandor is part of Arborea, essentially a sub-plane. All of the Forgotten Realms divine realms exist as long as their patron God(s) exist, unless said otherwise.

The Gods are supreme on the Outer Planes. The only beings that can challenge them are Planar Lords. These beings, such as Asmodeus, Queen Morwel, Primus and other entities, are capable of being worshiped and granting clerical power. Gods represent mortal ideals and concepts, Planar Lords are more of the eternal concept of good, evil, law, chaos or some other primal force. This isn't a distinction that matters to mortals in all but the rarest cases.

The Outer Planes are pure idea, spirit and thought. Good, Evil, Law and Chaos are tangible forces. An Archon has a tiny bit of Good and Law within them, as well as a primal connection to pure Good and Order. Mortals often have difficulty enduring the Outer Planes. Some Planes are so perfect in their happiness or misery that it entraps mortals to stay there, such as Elysium or Hades.  All are transcendent experiences, giving the living mortal a taste of what lies beyond life. Mortals who live their lives in a particular Outer Plane tend to become like residents of it in time. Their alignment changes to match and they often become celestial, fiendish, axiomatic or anarchic creatures. These mortals often die young, spirits unable to be held within a mortal frame any longer.

Mortal souls have one of several general fates: Becoming one with the outer plane they go to, being reborn as a petitioner, being reborn into a low level outsider. If a God or Power is worshiped, the soul goes to that realm and is dealt with as the entity sees fit. If they worship nothing, they go to the closest aligned outer plane. The vast majority of mortals that die and are reborn as petitioners or outsiders do not retain memory of their mortal life. In the Lower Planes this is a point of torment and alienation, forever yearning for things unremembered. In the Upper Planes, this is a liberation from the pain and misery of mortal life, where you meet those you care about anew and again forge the bonds of family and happiness.

In rare cases a mortal can be remade as an outsider without dying. In this case the mortal retains all their memories. This is a great honor and usually reserved for divine champions and those of such purity of ideal they can withstand the Realms Beyond. It is a chance at mythical immortality, though few are up to every reaching this plateau. In an extension of this, it is now known it is possible for a mortal to become a divinity. How such can be obtained is a tempting question, but the answers are elusive.

In addition there are a few divine realms that do not reside in the Outer Planes. Shar's realm is within the Plane of Shadow, the Elemental Gods reside within the appropriate Elemental Plane. In addition there are two new divine realms. Sylica is attached to Ysgard, while the Cauldron floats in the Astral Plane.

The Far Realm
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A few sages, mad as they are wise, claim there is another circle to Creation. A place of alien shapes and impossible geometry, where all reason breaks down into a truth too horrible to understand sane. It is called the Far Realm. Nothing else is known, be it a myth or a terrible truth.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

The information on churches is a rehash from a previous topic. This isn't all each section of the city has, but rather a summary of it and an overview of the most notable locations. More details will emerge as you interact with and explore Balmuria.

Overview of Balmuria

Old City

The Old City of Balmuria is the former heart of the city. In recent times expansion has reduced it's role, though it's still a vital part of the city. Here old stone buildings and paths wind, some buildings centuries old. With expansion and wealth, the people that live in these older buildings are the poor and the peasantry, those who haven't managed to join in on the greater success of the city. In particular the south and eastern part of the Old City is notoriously poor and has been since before Balmuria found prosperity. On the western side of the Old City the houses are nicer, a slow blend into the New City. The north is taken up by the docks, shipyards and some heavier industry such as tanning.

Notable locations in the Old City

Old City's Southern Gates

The broad, thick walls of the Old City are defense worthy. When Balmuria was smaller they were the main city walls and build to endure a long siege. When the threat of Malmuth loomed, they were further reinforced. Further, a member of the young Crimson Guard named Shamal Velka used sorcery to further strengthen them. These walls are as hard as iron, able to stand up to almost any assault.

Elven Mission

When the Baronies and Pallanth first concluded an alliance, one of the conditions was for the elves to promote a cultural exchange. What was once a single building has expanded greatly. The old Temple of Waukeen was purchased when Waukeen's faith moved, renovated into a natural park and gallery for elven culture. Here humans and elves mix freely, with elf goods and traditional magical items for sale.

Dawn Pointe Inn

An old style inn, tucked away down a quiet street. Over twenty years ago there were gruesome incidents attached to the inn, ensuring that it did little business. Somehow it staggered on long enough for it's reputation as being cursed to attract attention. Now occasional wizards, clerics and mystics stay there, seeing it as a place of arcane significance.

The Church of the Ever Vigilant

Helm's Church in Balmuria, located in the southern reaches of the Old City It is a stout building resembling a fortress as much as a place of worship. It is manned by armored Helmites at all hours, as Helm is always watching and always willing to accept reverence.  It is lead by High Watchman Eudard of Helm, a colonel in good standing with the Crimson Guard. He is seldom in, often about on business. A hale and hearty man in his forties, he leads Helm's church with a relentless vigor and passion.

House of Suffering

A congregation dedicated to Ilmater, operating in the poorest parts of the Old City. They tend to the needs of any that come, asking for nothing in return. A pious group, regarded well by the poor. They have one run down shanty they use, humble and well worn.  The clergy is small but fanatical, believing fully in the doctrine of the Crying God. The gathering is lead by Croger, an old man who tells of his salvation from Baator at the hands of two people. The first is Ilmater, the second is Croger's son, Demedais the Prophet.

Old Garrison

In days long past, this complex served as the main military garrison for the city of Balmuria. With the expansion of the city the main garrison points have moved south. However, this garrison now serves as the main base for the Crimson Guard. Here the Guard resides when not on duty, trains and sees to their business. Access is restricted, but stories of caches of magic, treasure and fantastic things are a constant sop for tavern tales.

Luna Del Stronger

Atop one of the few hills in Balmuria resides two famous locations. The first is Countess Elle Stronger's magic boutique and shop. Here the rich can buy arcane gifts and specialized items of all sorts. It is the first and best known magic shop in the realm; Elle Stronger was an early friend and patron of the Crimson Guard and shared in their successes. Note that this building is the second Luna Del Stronger, the first one took off and flew away. Mages.

HIC SVNT DRACONES

An inn founded by Seira Aryn, commonly called Dracones or Seira's Inn rather than it's full name in Draconic. It is shaped like a dragon, with a great big maw keeping things moving. It's said to be alive by some, able to even move! No matter the truth of this, it's a popular, rich and luxurious hotel with a view of the docks and bay. Many famous people and adventurers have called it home, and it has a quasi-religious status with Seira's church.

Docks and shipyards

The docks have been expanded in recent years, with large shipyards and expanded facilities for the growing city. Boats from all the known world dock here, bringing in cargo that is taken to the Commerce Quarter. Sea elves can often be seen here, visiting the shore, talking to the watch commander or helping escort ships safely in. The Deep Depths temple can also be found here, patronized by superstitious sailors.

New City

The New City was constructed beginning around 399-400 DK as immigration caused Balmuria's population to swell. Build with money won from trade and military victory, it is clean, organized and well kept. City Hall is here, as well as many upscale services and fine homes. The large majority of the mid and upper classes reside here. In addition several large temples grace this district, as Balmuria's religious awakening took place in the same time frame as the New City's construction. There is less variation to the New City than the Old City, as it was planned out and built, instead of organically being constructed over a long period of time.

Notable locations in the New City

City Hall

Here the civil services of Balmuria are dealt with. It's the prime place to be for paperwork, applications, writs of property and all the things that make adventurers fall asleep. The mayor and vice mayor can both be found here. To the common folk it's much more important, having people coming and going from early morning to duskfall. A contingent of guardsmen serve at City Hall, just in case.

Torm's Ruins

Here there once stood a temple to the Hateful Fury. Now all that remains is a broken down lot after the Night of the Shattered Temple. It is avoided by all but thrill seekers and those who wish to study the grounds. Indeed, some come to see if the rumors are true or to seek to salve them if so. Sometimes the city guard will chase off those who go poking around, sometimes they won't.

Church of the Seven Stars

The focus of faith for Mystra's followers in Balmuria. It is located in the New City, northwest of City Hall. A well kept and patronized center of magic, it is delicate and yet strong, strengthened by many an arcane defense. Mages stream in and out from sunrise to sunset, the temple closed in honoring of the nightly rest and recovery all magicians require. Dweomerkeeper Shankar leads this temple, said to have been touched by Mystra. He often sponsors anyone who looks to further the cause of magic.

The Wonderworks

Located in the northernmost end of the New City, The Wonderworks is Gond's temple in Balmuria.  A small market of it's own, several stalls of alchemical works, smithery and other cutting edge inventions. It is known to be a place to find great works as well as dangerous ones, for every so often an explosion of fire will rock the Wonderworks. Despite this the faithful of Gond always advance on, seeking to forge new wonders. The temple is currently without a leader, for High Artificer Grennen died a few moons ago. The succession to high priest is in question, and it seems that Gond has not spoken His will on the matter.

Chapel of the Righteous Avenger

Next door to Alicia Reynes' old home in Balmuria sits the Chapel of the Righteous Avenger. Located in the New City, this chapel is smaller than most. It is however well patronized and regarded due to Alicia's history in Balmuria. A plain, unassuming building with beautiful stained glass windows inside, it is staffed by rotating clerics due to the near-nomadic nature of Alicia's clergy. Alicia's old home is attached, said to be a hallowed shrine. Those that sleep there sometimes claim to be given visions by the Goddess or those who serve her.

Shrine of Alicia

This was once the home of Alicia Reynes during her mortal life. Since then it has become a holy shrine in her name, next door to the Chapel of the Righteous Avenger.  It is open to any who profess to admire or follow the Queen of the Battlefield. Those that stay overnight sometimes claim to have visions from Alicia, urging them onwards to great acts of valiantry.

Silver Star Books

Around 410 DK a book store opened in the south reaches of the New City. Here books from all the known world can be found, as well as books from beyond the world. It is a library in constant flux, buying and selling it's tomes with a rapacious hunger. The owner, Dacote Anband, is a gregarious middle aged half elf who will buy virtually any written work. He's also known to employ neophyte magicians to use cantrips to efficiently copy books.

Western Reaches

The Western Reaches are various holdings and clusters of buildings past the New City. They are loosely held into the city by various walls, a half built quarter that expands more every year. Here more common and affordable housing lingers, as well as all sorts of mundane businesses. Close to the tall walls of the New City reside long rows of simple and well built houses. As you go west you find small plots of worked land, tanneries, butchers, common clothesmakers, fresh food markets and more. 

Notable Locations in the Western Reaches

Farmer's Market

Near the entrance to the New City lies the Farmer's Market. Here the farmers within the Western Reaches and nearby farms bring much of their fresh produce to be sold. A plethora of local foods are for sale, bustling and fresh.  It's busy, with people from every part of the city coming to do business. Priests of Chauntea sometimes come here, blessing the harvests of the earth. Exotic foods from outside the Baronies are not found here, those are sold within the Commerce District.

Paskan Grove

Paskan Grove lies near the center of the Western Reaches. It is a circle of ten trees, a small and pristine incarnation of nature. It would be a natural park and landmark, but local legend holds that several people have vanished while within the grove. Thus it is mostly avoided. Animals love it, with stray dogs and cats seen at all hours around the grove.

Pegasi Heights

A large ranch here breeds and maintains a stock of pegasus. They are owned by the Crimson Guard, though occasionally sales of pegasi to the public do happen. These noble beasts are intelligent, treated with respect by the owners. On clear days pegasi can be seen flying all over the Western Reaches and beyond. It's also possible to rent pegasus to fly, but you have to have the right connections and a good lump of gold.

Moonholm

A small, well built fortress dedicated to Selune. A private band of Lunatic paladins uses it as a base of operations in the area. For the most part it's quiet, though occasionally great festivals to Selune are held during the full moon. These galas sometimes spill out, becoming an entire night of merriment throughout the Western Reaches and into the New City.

Commerce Quarter

As Balmuria grew swollen with treasure and population, the Old City and New City filled. More growth was called for and the direction chosen was to the south. A new entry quarter for Balmuria was constructed. It is the finest in design, architecture and opulence in the known world. Here is the face most see of the Free City of Balmuria in it's full prosperity. Great public monuments go side by side with grand trading houses down Merchant's Way.

Notable locations in the Commerce Quarter

Arch of Peace

This arch is the southern gate into the city, broad enough for twenty men abreast to walk through at once. This arch reaches forty feet into the sky, constructed of hard white marble that is light as paper. Engraved into this arch are the images of the great trials and victories Balmuria has overcome, from the struggle for independence all the way to the current day. It also marks the start of the Balmurian Mythal. Occasionally a hapless fiend will attempt to enter, only to be pushed back and set ablaze with holy light.

Merchant's Way

The main street in from the Arch of Peace is a vast and long street that runs all the way down to near the end of the quarter. Here resides shops selling everything under the sun. Goods from all over the known world are sold here as well as a few from the Realms Beyond.  The faithful of Waukeen work this street, encouraging a frenzy of prosperous trade. At the end of the street is The Second Temple of the Golden Mistress and the Church of the Golden Flames.

The Second Temple of the Golden Mistress

With the creation of the Commerce Quarter, the old temple to Waukeen lost it's prime position. A move was justified, and three years were spent creating a grand new temple to the Merchant's Friend. It is a grand golden edifice in the heart of the Commerce Quarter, golden spires reaching high. The center one is adorned with a grand mechanical clock, it's workings whispered to have been bought from Mechanus itself. Holycoin Mia Golddswar maintains this temple with an eye on expanding Waukeen's wealth at every chance. She has a tendency to make scenes and be dramatic, which both works for and against her.

Church of the Golden Flames

Seira's church in Balmuria, located next door to the the Second Temple of the Golden Mistress. Here Seira's faith gathers, well funded and full of idealistic young sorts. Within a dragon motif and gold can be seen everywhere. It is ran by Falan Greengables, a rugged knight/merchant who works in Seira's name. He prefers to work behind the scenes, or so the tavern tales go. He's not in anyone's face, but things still get done. A curious thing that leads to all sorts of rumors, though the validity of any can't be ascertained.

Highwatch Fortress

The main garrison of the city of Balmuria overlooks the western side of Merchant's Way, on a large hill forged by earth elementals. Here a grand white fortress can be seen for miles, the banners of the United Baronies, Balmuria and the Crimson Guard flapping in the wind. From this fortress does the army of the Baronies prepare and train, overseeing the safety of the city.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

---Secondary and related areas to Balmuria---

Mihail's Inferno

It is known that beneath Balmuria is a great furnace, caves that are whispered to boil with magma. Great quantities of heat, fire and steam are produced. The steam is used to heat public bathhouses and warm open areas in the winter. Fire is channeled upwards to provide woodless fires for public buildings and some private residences, as well as great forge-fires and crematoriums.  Further, it is said that mephits, fire elementals and other servants of flame reside in this Furnace. Indeed, occasionally a stray mephit or fire elemental can be seen in Balmuria proper. This seldom lasts long, a magician coming to take control of them swiftly.

The origin of the caves are not exactly known, but it is known that Mihail was a reclusive wizard who lived in Balmuria around the turn of the century. Public records state he died around 399-400 DK, so it is likely the Inferno is at least that old. Public knowledge of the Furnace became known around 403 DK when an accident lead several people to fall into the Inferno. Swift action by the Crimson Guard prevented more than a handful of fatalities. Since then the Furnace has been used and vitalized. How the great heat beneath Balmuria doesn't result in warmer temperatures outside is an open question, but warding magic is generally assumed.

The people of Balmuria regard the Furnace as nothing but a tool, albeit an impressive and dangerous one.

Shanties and outlying farms

The eastern edges of Balmuria, especially opposite the eastern wall of the Old City, have several loose settlements. These shanties tend to be poor or to be small farms, not officially part of the city. Nonetheless they are tied to it and the city guard sends small patrols through to ensure proper law and order is maintained. If Balmuria expands to the east, these shanties will be likely incorporated or demolished to make way for new buildings.

Chyral

Chyral is the human name for the sea-elf settlement in the north end of the Bay of Sparkling Stars. It's a mistranslation of an aquatic elven word for home, having gained popularity the city. Those that visit say it is a series of sea caves, seaweed farms and dolphin riding elf-knights. These elves are friendly to humans and welcome those who can breath water as honored guests.  The sea elves are known to be gregarious, curious and fond of humans.

By agreement with Balmuria, the sea elves guide ships into and out of the Bay of Sparkling Stars. They help keep the bay and harbor safe, rescuing men overboard, lost cargo and other misfortunes. In exchange they are given special considerations in trade and city mandated discounts on goods. The agreement largely suits both parties. In recent times the arrival of the sahuagin and Balmuria's tentative acceptance of them has damaged the relations between both groups. There is some tension there and it's not a secret; sailor dominated tavern scuttlebutt often spreads wild rumors about this.

Chyral is lead by Oolu, a lecherous, intelligent water elemental. He's said to be quite the charmer, not to mention the reason for several half-water elemental or water genasi births in Balmuria and the Baronies. At least that's what the taverns like to say.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

---The Mythal of Balmuria---

On clear days it can be seen in the air, a haze of off-white and arcane symbols dancing in the sky like ghosts. At sunset it glows against the orange and red Lathander's retreat, whispering of the arcane magic that permeates the air of Balmuria. The Mythal of Balmuria is one of the greatest works of magic wrought in the known world, developed by the Crimson Guard to shield the city of Balmuria. It is high magic recovered from the long forgotten past, the lost high arts of the true circles of magic wrought.

What the Mythal does is subject to some debate. While more competent wizards may be knowledgeable about it, the common person is not. What is known to the average person is a mix of hearsay, observation and speculation. What is known beyond a doubt is that the Mythal stops fiends from entering the city of Balmuria. On rare occasion a disguised fiend will enter Balmuria through the Arch of Peace, only to be revealed to all, forced back and set ablaze with sacred light.  Second of all, the walking dead cannot rise in Balmuria. Bodies are considered to be within sacred ground and rest peacefully. This is known as it has been announced in public speeches, used to encourage and soothe the population over memories of the Night of the Walking Dead.  Less well known but understood by any student of the arcane is that certain spells are hindered within the mythal. Spells with the [Evil] subtype are much weaker, often failing altogether.

Other effects are open to more debate. It is known that certain members of the city guard and the Crimson Guard can call on the mythal to cast magic. Healing magic, the creation of water and extinguishing of fire, hastened speed and destroying invisibility have all been observed several times. At least that's what common rumor claims. Others claim to have seen greater things, such as forging invisible, unbreakable walls, summoning angelic creatures, flight without wings, throwing orbs of fire, causing instant paralysis and dozens of other things. Which of these may be true, which  may be unrelated powers of distinct creatures or simply flights of fancy is anyone's guess.

How to channel the power of the mythal is a topic of continued speculation. Some assert that training is needed, others claim a special symbol is required. Others say that it's random - just like the gift of magic, some people just can use the mythal.  Others say that you lose something of yourself to use it, giving up something vital to call on it's power. No concrete answer has been provided.

The exact range of the Mythal isn't certain. The Arch of Peace seems to be one and the entire Old City, New City and Commerce Ward are in it. The Western Reaches are less certain.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#12
More maps later.

Map of the known world:



Map of the Desert Fiefdoms:



Map of Kelara and Nodlitz:



The following maps are not currently accurate, being outdated. They are here for reference and nothing more.

This map is of Balmuria, circa 400 DK. This is after the New City was built, but before the Western Reaches or Commerce Quarter were constructed.



This map is of Malmuth, circa 397 DK. This is before the second Baronies-Malmuth war and the loss of the Barony of Valandia:



This map is of the Baronies, circa 401 DK. It's after the second Baronies-Malmuth war, showing the first integration of the Barony of Valandia. This is before the general collapse of Malmuth and the further annexation of border territories:

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

---Holidays in Balmuria---

Official holidays in Balmuria cause all city services to be shut down, barring essential services. Most shops are also closed for them and celebrations ensue.

January 9th: Succession Day.

The day of independence for the United Baronies. Mass celebrations, song and festivities are the norm.

February 27th: Foundation Day.

This day celebrates the ascension of the first Archbaron of the United Baronies. It is the custom for the Archbaron to buy all the land drinks - cities and villages pick up the drinking tabs this day.

June 22nd: Victory Day.

The summer solstice is Victory Day, when the triumphs of the nation are honored and the fallen are remembered.

December 31st-January 1st: New Year's.

Everyone loves a new year starting. Both days are holidays, grand celebrations taking up everyone's time.

In addition to these there are several religious holidays of note. These are not officially recognized, yet they can often be see in the city and celebrated by a faith's adherents.  As of now most valid religious holidays are respected as long as they don't get in everyone else's way. A few examples follow.

Ceremony of Honor to Helm, July 31st, Helm.

This is the main holiday for the Helmite faith.  The entire day is is a three part celebration. The first part is a solemn celebration of Helm's continued vigilance over the world. The second is a righteous celebration of the clergy's vigilance over danger and menaces to the faithful. The third is a joyous celebration of the common people, celebrating what Helm has given them.

Feast of the Prophet's Vision, November 4th, Helm.

This day is taken up by a ceremonial 'feast' in celebration of the prophet Demedais. It is not a feast, the celebrators refrain from food and drink all day, as did the prophet. Instead it is a feast of the spirit, as the entire day is dedicated to spiritual reflection and meditation. It is said those who are true in their worship and duties can see a vision of what is to come on this day.

Dweomer's Rise, October 15th, Mystra.

The origins of this day are obscure, but common lore suggests this is the day magic was born into Creation.  It is a festival of magic, where the day is spent wisely spreading the blessings of Mystra to any. No coin is permitted, though any who receive the gifts must show proper homage to Mystra.  The evening is a great feast where the head of the church unveils a newly developed spell to the faithful.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?