Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria: Rules and Setting => Topic started by: Anastasia on May 10, 2014, 02:23:58 PM

Title: Balmuria fluff and flavor
Post by: Anastasia on May 10, 2014, 02:23:58 PM
For various bits of flavor about Balmuria and the multiverse around it.

Read These First

This is for vital things that explain how Balmuria works. These are meant to be primers and introductions.

Death, Afterlife and Resurrection (http://www.soulriders.net/forum/index.php/topic,103088.msg1056972.html#msg1056972)
Planar Structure in Balmuria (http://www.soulriders.net/forum/index.php/topic,103088.msg1056967.html#msg1056967)

Behind the Screen

This is for articles written out of character, to discuss game mechanics and other things that can't be addressed otherwise.

Artifacts (http://www.soulriders.net/forum/index.php/topic,103088.msg1134909.html#msg1134909)
Avatars (http://www.soulriders.net/forum/index.php/topic,103088.msg1071094.html#msg1071094)
Hit Points (http://www.soulriders.net/forum/index.php/topic,103088.msg1056147.html#msg1056147)
Tiers (http://www.soulriders.net/forum/index.php/topic,103088.msg1052380.html#msg1052380)

Elder Magi Tepen's Classroom

Elder Magi Tepen is an archmage of a decidedly scholarly persuasion. His recorded lectures are required listening for new recruits to Aurora, they explain aspects of the planes and issues related to Aurora's crusade.

Death and Resurrection (http://www.soulriders.net/forum/index.php/topic,103088.msg1052211.html#msg1052211)
Planar Trading (http://www.soulriders.net/forum/index.php/topic,103088.msg1056963.html#msg1056963)
Spiritual Physiology (http://www.soulriders.net/forum/index.php/topic,103088.msg1073791.html#msg1073791)

Miscellaneous

For oddities that don't fit anywhere else, but are worth posting. See each article for more information.

Kascha's discussion with the Guardian of 21 (http://www.soulriders.net/forum/index.php/topic,103088.msg1052383.html#msg1052383)
Messages to Prince Lixer (http://www.soulriders.net/forum/index.php/topic,103088.msg1052471.html#msg1052471)
Sage Vul'lath's notebook (http://www.soulriders.net/forum/index.php/topic,103088.msg1052556.html#msg1052556)
The first vampire (http://www.soulriders.net/forum/index.php/topic,103088.msg1056964.html#msg1056964)
The truth about The Father (http://www.soulriders.net/forum/index.php/topic,103088.msg1052591.html#msg1052591)

Tannin's Investigations

Tannin is an investigator attached to Aurora, a transdimensional fortress dedicated to fighting Baator and liberating the world of Lifasa. His short reports shed light on various aspects of the setting.

Apples of Idun (http://www.soulriders.net/forum/index.php/topic,103088.msg1052557.html#msg1052557)
Nosing around Avernus (http://www.soulriders.net/forum/index.php/topic,103088.msg1052213.html#msg1052213)
Order of the Whirling Fist (http://www.soulriders.net/forum/index.php/topic,103088.msg1050474.html#msg1050474)
The Glasae Queen (http://www.soulriders.net/forum/index.php/topic,103088.msg1058173.html#msg1058173)
The Hecatoncheires (http://www.soulriders.net/forum/index.php/topic,103088.msg1059161.html#msg1059161)
The Melding of the Three (http://www.soulriders.net/forum/index.php/topic,103088.msg1052558.html#msg1052558)
The Radiant Green Dragon (http://www.soulriders.net/forum/index.php/topic,103088.msg1052555.html#msg1052555)

The Library

The library is a collection of book summaries from many sources across the planes. These are bite-sized bits of information about the setting, as well as legends, myths and other tidbits. Be aware that not every book is accurate - take them for what they are and use your own judgment to the validity of them.

A Chronicle of Rokasai, the Golden Land (http://www.soulriders.net/forum/index.php/topic,103088.msg1052276.html#msg1052276)
A list of 77+7 Arch Angels (http://www.soulriders.net/forum/index.php/topic,103088.msg1052237.html#msg1052237)
An Overview of Fey Society (http://www.soulriders.net/forum/index.php/topic,103088.msg1056943.html#msg1056943)
Anatomy of Oblivion (http://www.soulriders.net/forum/index.php/topic,103088.msg1052231.html#msg1052231)
Advanced Languages (http://www.soulriders.net/forum/index.php/topic,103088.msg1054570.html#msg1054570)
Dreamless Syndrome (http://www.soulriders.net/forum/index.php/topic,103088.msg1054042.html#msg1054042)
Empress Sulia's Rise (http://www.soulriders.net/forum/index.php/topic,103088.msg1052609.html#msg1052609)
Eternal Joy (http://www.soulriders.net/forum/index.php/topic,103088.msg1052588.html#msg1052588)
Eternal Winter (http://www.soulriders.net/forum/index.php/topic,103088.msg1057774.html#msg1057774)
Gwinnan's Travel Logs, Volume 1: Astral Plane (http://www.soulriders.net/forum/index.php/topic,103088.msg1052240.html#msg1052240)
Gwinnan's Travel Logs, Volume 3: Fire (http://www.soulriders.net/forum/index.php/topic,103088.msg1052268.html#msg1052268)
Gwinnan's Travel Logs, Volume 4: Magma (http://www.soulriders.net/forum/index.php/topic,103088.msg1052269.html#msg1052269)
Gwinnan's Travel Logs, Volume 5: Earth (http://www.soulriders.net/forum/index.php/topic,103088.msg1052271.html#msg1052271)
Gwinnan's Travel Logs, Volume 6: Water (http://www.soulriders.net/forum/index.php/topic,103088.msg1052273.html#msg1052273)
Gwinnan's Travel Logs, Volume 7: Steam (http://www.soulriders.net/forum/index.php/topic,103088.msg1052280.html#msg1052280)
Gwinnan's Travel Logs, Volume 8: Deep Ethereal (http://www.soulriders.net/forum/index.php/topic,103088.msg1052299.html#msg1052299)
Lost Lore of the Abyss: Athux (http://www.soulriders.net/forum/index.php/topic,103088.msg1052283.html#msg1052283)
Lost Lore of the Abyss: Cantessu (http://www.soulriders.net/forum/index.php/topic,103088.msg1052301.html#msg1052301)
Lost Lore of the Abyss: Creeping Doom (http://www.soulriders.net/forum/index.php/topic,103088.msg1052295.html#msg1052295)
Lost Lore of the Abyss: Felessa (http://www.soulriders.net/forum/index.php/topic,103088.msg1052300.html#msg1052300)
Lost Lore of the Abyss: Kina-ja (http://www.soulriders.net/forum/index.php/topic,103088.msg1052292.html#msg1052292)
Lost Lore of the Abyss: Orcus (http://www.soulriders.net/forum/index.php/topic,103088.msg1052297.html#msg1052297)
Lost Lore of the Abyss: Rustax (http://www.soulriders.net/forum/index.php/topic,103088.msg1052298.html#msg1052298)
Lost Lore of the Abyss: Sualax (http://www.soulriders.net/forum/index.php/topic,103088.msg1052290.html#msg1052290)
Lost Lore of the Abyss: The Hanged Raven (http://www.soulriders.net/forum/index.php/topic,103088.msg1073049.html#msg1073049)
Lost Lore of the Abyss: The Pale Mother (http://www.soulriders.net/forum/index.php/topic,103088.msg1052285.html#msg1052285)
Lost Lore of the Abyss: The Radiant Sisters (http://www.soulriders.net/forum/index.php/topic,103088.msg1052294.html#msg1052294)
Lost Lore of the Abyss: The Sixfold Steel (http://www.soulriders.net/forum/index.php/topic,103088.msg1063317.html#msg1063317)
Lunar Frolic (http://www.soulriders.net/forum/index.php/topic,103088.msg1054046.html#msg1054046)
Memoirs of a Dretch Paladin (http://www.soulriders.net/forum/index.php/topic,103088.msg1052594.html#msg1052594)
Nephilim: Children of the Fallen (http://www.soulriders.net/forum/index.php/topic,103088.msg1052223.html#msg1052223)
Revelations from the Truth (http://www.soulriders.net/forum/index.php/topic,103088.msg1052229.html#msg1052229)
The Great Prism (http://www.soulriders.net/forum/index.php/topic,103088.msg1056688.html#msg1056688)
The Hidden Blade of Elysium (http://www.soulriders.net/forum/index.php/topic,103088.msg1052221.html#msg1052221)
The Shocking Truth of Fey Decadence! (http://www.soulriders.net/forum/index.php/topic,103088.msg1052227.html#msg1052227)
Tributes (http://www.soulriders.net/forum/index.php/topic,103088.msg1057775.html#msg1057775)
Wild Women of Jannath (http://www.soulriders.net/forum/index.php/topic,103088.msg1052234.html#msg1052234)
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on May 10, 2014, 02:29:27 PM
Tannin is an investigator attached to Aurora, a transdimensional fortress dedicated to fighting Baator and liberating the world of Lifasa. His reports shed light on various aspects of the setting.

The Order of the Whirling Fist

What it is: The Order of the Whirling Fist was a monastic order dedicated to Tempus. It was based on Lifasa before Hell's invasion.

Status: Disbanded, most members presumed dead.

So the story is that the Order of the Whirling Fist was an order of warriors who revered Tempus, the God of War.  I did some digging and it looks like most of them managed to get real up close and personal with Tempus as a result of over-exposure to devil claws. At least the lucky ones, hope some of those souls didn't get stuck on Lifasa after what Abigor did! It's a bad business, let me tell you.

But that's not all. Heard some people flapping about how one of them got away. Heard he goes by Master of the Fists of War now, traveling the planes to fight. Don't know who he was before, but he doesn't hide his affiliation. Calls himself the last of the Order of the Whirling Fist. Watch out - heard he came out on top of a fight with a berserk cornugon, and you don't wanna fight a berserk cornugon!
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 19, 2014, 12:30:29 PM
Elder Magi Tepen's Classroom: Death and Resurrection.

Elder Magi Tepen is an archmage of a decidedly scholarly persuasion. His recorded lectures are required listening for new recruits to Aurora.

Good afternoon, everyone. If you'd just settle in those chairs over there? Thank you. I see most of you have already taken some of the the refreshments in the back. They're free, so help yourselves.

Hm? All the food is perfectly safe for humans and similar creatures, yes. You'll notice there's no outsiders or elementals here, this lecture is geared for mortals. Everyone done? Good.

You're going to die. You're a soldier against creatures from mortalkind's nightmares. You'll be shredded, ripped, burnt, sundered and broken. Even if you manage to survive that, people you know will die. Most likely they'll die in front of you, then the murderer will come for you. Do I have your attention now? Excellent.

The truth is that we live with death every day. Simply put, we are fragile mortals playing at the games of the Gods. We can't afford to pretend we'll live forever and ignore our mortality. But at the same time, we are fantastically blessed. Unlike the majority of mortals who live on faith and hope for the afterlife, we can confirm that it exists. I have walked in the Heavens and suffered at the hands of the Hells. In our position, we do not have the luxury of uncertainty about the afterlife. If we are to compete against the scions of the afterlife, we must understand the process.

Now before I go any further, let me explain that many creatures have different processes to the afterlife. Dragons, fey, elementals and outsiders all have different processes. They aren't important to this, so just remember that this applies to mortal creatures. There's an optional lecture that goes into details about that, if you're interested.

Every mortal creature has a soul. The soul is the essence of you. It is everything that makes you what you are and what you can be. It is eternal, immortal and ageless. When you die, your soul detaches from your body. The body is merely a vessel for the soul, so think of it like a firefly trapped in a glass jar. Once the jar breaks, the firefly leaves and heads home.

Hm? No, the soul doesn't actually look like a firefly. If you ever see a soul - and they're naturally invisible in any case - it appears as a little bit of radiance. It's just a metaphor. But please don't interrupt, there will be time for questions after the lecture. Thank you.

When the soul leaves the body, it vanishes and relocates to the Well of Souls. The Well of Souls is a place between life and death, an isolated demiplane. Here souls travel for a week's time, down misty stairs protected by servants of Helm. During this time, souls take on appearances matching that of their mortal life. At the end of a week, the soul finds the bottom and is drawn to a portal to its afterlife. Once it goes through, the soul is taken by whatever deity or ethos has a claim on it and molded by them. A soul drawn to Arborea will be changed into a courre eladrin, for instance.

Now why is this important to know? It is because we can call the dead back. Resurrection is within Aurora's power. However, it is not certain. While it is more likely than not we can call a soul traveling down the Well back, one that has reached its afterlife is far harder to recall. For most souls, the afterlife is where you are meant to be. It is a place of completion and of happiness. To be able to leave that is to turn your back on everything you believe in and chose to be in life.

So if you wish to come back and resume the fight, you have to be as receptive to resurrection magic as possible. Life, death and the afterlife is the normal cycle of things in Creation. Resurrection magic violates that basic order. As much as we consider it a great miracle, it is against the grain of Creation's pattern. A resurrection can extend a hand out to call you back. You still have to have the strength of will to take that hand and pull yourself back.

Ask yourself this: Can you do that? Do you have reasons enough to defy death and return to life?

*Ahem*

Pardon. That's a basic explanation of the cycle of souls and related concepts. It doesn't go into a lot of detail, so I'm sure many of you have questions. If you'd raise your hands if you're int- yes, yes. One at a time. You there, with the long brown hair.

It's because they have no material forms. The soul is beyond anything material. Our eyes are equipped to see the mundane world of solid matter. If you do use magic to see a soul, the radiance you see is little more than a byproduct of the soul rather than what it is. There's no good answer for that, as the soul simply isn't a material existence, but a spiritual one instead. Incidentally, more powerful outsiders and certain other creatures can see souls without the aid of magic. Some of them can see far more than radiance from them. It shouldn't be surprising, as a soul is everything you are. Now then, you in the chain tunic.

I have. Certain phenomenon cause the soul to become visible to mundane sight, usually by freeing tormented souls from undeath or imprisonment. It's possible to modify a true seeing spell to see souls, as well as to design spells to allow the same. It's interesting to see, but there's no great advancement from having seen them. As precious and mysterious as souls are, they're also common. Every intelligent and living creature has one, as well as some non-living ones. Now then, you over there.

No, I haven't personally died, so I can't directly answer that. The memories of the resurrected tend to be blurry about what lies beyond in any case. There's actually several excellent works that comment on this, including Adan Rosespire's Spirituality Studies. I wholeheartedly recommend it to any serious student of the afterlife, there's a few copies in Aurora's library that are available. To succinctly summarize the conclusions there, it's a defense mechanism. Someone who comes back and remembers the afterlife would almost certainly have trouble adapting to mortal life. Normal mortals who chance on the afterlife while living and then return are routinely altered by it, as are some heroes. Many find the mortal world to be of little interest after that. I'd also recommend studying the effects of Elysium and Hades on long term visitors.

Yes, the elf with red hair next. I'm sorry, say that again - ah, right. If I may inquire to how much fey blood you have? In that case, that's approximately 1/4th. Generally, I'd assume you'd be considered as a mortal creature when you die. However, that sort of blood can be unpredictable. I'd suggest investing in a well worded augury to determine that. Come see me after the lecture. The gentlemen in a blue doublet next, what's your question?

Ah, I see you're up on your religious studies. Yes, the Well of Souls is actually new. It emerged about two decades ago. If you're familiar with Helm or Kelemvor's cl-ahem, please don't interrupt like that. But in any case, I see that you are. I-AHEM! Please sit down. There's no heresy here. What you've learned about the afterlife is true. However, that focuses on what happens in the realm of Lathander. The Well of Souls is merely the path souls travel on. All of that will happen when you pass and finish your trip through the Well.

The conflict between Helm and Kelemvor is beyond this lecture to go into. It's also a recent event, with the Well of Souls having been created about twenty years ago. To be quite frank, it's a sore point between the faiths and many others connected to them. I would recommend stepping softly when discussing it, especially in mixed religious company. Now then, next question. The young woman over there.

That's an astute question. The answer is that the Hells don't let souls that go to it leave easily. A mortal soul being tormented by pain devils or at the hands of a nalfeshnee would doubtless like nothing more than to escape. Unfortunately, the fiends that have them won't let them go so easily. The caster isn't fighting the soul's desire to stay as much as the will of the fiends not to let them go. In the end, it results in the same difficulty of resurrection at that stage. Again, resurrection is best accomplished within a week's time, while the spirit travels the Well of Souls.

As for the returned souls you mentioned, those are likely Hellbred or a similar type of creature. Occasionally, an evil soul repents between death and the fiends getting it. They're reanimated in something of a tug of war between good and evil. The situation is far more complex than that, I'd recommend further studies if you're interested in the issue. It's well beyond the scope of this lecture. If you can get your hands on a copy of Redemption Liturgies by Cerulean Joy, that tome discusses them in some detail. But next question please, the gentleman in the back.

The facts on that aren't terribly well known and are complicated by a great deal of inaccurate myth. Most creatures that feed on the soul don't truly consume it. They might sip at a soul's energy and bind it to themselves, but they can't destroy something that is infinite and eternal. It is possible to destroy a soul, but such is the realm of nightmares and deities. It's not knowledge worth pursuing except to a dedicated scholar, so I wouldn't worry about it.

Is that all? Now then, just a few words to wrap up. Death is inevitable. As much as the mortal worlds we come on focus on the mortal coil, the truth is that the afterlife is endless compared to the momentary blink of mortality. We can't change that, but we can accept it and work to strengthen ourselves. With the proper will, we can temporarily resist death and return when called. Until Lifasa is free and Hell's invasion is smashed, we can't afford to rest in paradise.

We're fortunate to be gifted with such bountiful knowledge. Many sages from the Prime Material would hoard this knowledge like a dragon hoards treasure. Be thankful to whomever you pay homage to - and if you don't worship anyone, I would suggest looking into that. It's your afterlife and you're one of the lucky few to be able to take a direct hand in choosing your eternity.

Thank you. Help yourself to any remaining refreshments.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 19, 2014, 01:19:35 PM
Nose around Avernus and spy on Tiamat.

What is is: A mission to spy on Avernus and Tiamat's influence on the Blood War.

Status: Oh, she's plenty involved in the Blood War.

You ever crunched the numbers on the Blood War? Don't, but I'll give you a summary - it's huge. So there I was, spying on Blood War skirmishes and I notice something. There's a whole lot of Tiamat's abishai pitching in. Now that's just queer if you ask me. Sure, Tiamat chips into the Blood War, but the numbers seem high. So I sneak into this pit fiend's war tent and borrow some papers. Turns out that there's been a whole lot of rotations out the last few years and Tiamat's been filling the holes lately, big time. So I do some more digging and pushing, and you know what I find? Well, it wasn't a shallow grave, but some books I shouldn't have been reading. Those blooming things had traps traps traps on them! Had to get creative, but I got past them. Turns out that Bel and his henchy Abigor's been keeping Lifasa garrisoned with Blood War forces and has been drawing more lately. The big part?

Tiamat's gone outta her way to up her contribution and free up more soldiers. It also mentions an increase of true dragons mustered to her realm. Tiamat's pulling resources to keep Lifasa on the ropes. So I'm pissed and about to come back when it hits me. If she's doin' that, then there's going to be more. So I start digging again, give a few devils a bad time, all that. Eventually I get another set of documents. It's about the routine contributions each Lord of the Nine makes in the Blood War. Now the thing is that over the past few months, Belial and Beezlebub have been delaying and stalling reinforcements, as well as recalling other units back. There's also a small uptick of contributions from Dispater and Mephistopheles - it all roughly balances out.

So what all does this mean? So I do some research into diabolical politics. One of the themes of disagreement among those dread figures is the Fallen versus the 'true' devils. Simply put, the devils don't like the Fallen. Bel's a true devil, worked his way up from ignominy, biggest diabolical success story there is. So it's obvious as the night is long to me - the devils are making politics of it. Bel's getting stretched thin by Abigor's venture into Lifasa, so my read is that the Fallen try to put Bel in a bad place. Now I figure Mephisto will counter whatever Beezlebub does, since the two hate each other more than demons hate devils. Mix in typical sentiments and you know what we have? An opportunity.

I figure, we make the situation worse, politics go downhill. Maybe with the right moves we can spur some civil disagreements between devil-kind, end up making things worse for them? Everyone's out of position right now. You want my opinion, I say we find some way to put more pressure on them. Be it at our own hands or some other troublemakers, but stirring the pot could only help us. The more you weaken them, the more you weaken Tiamat who has to marshal resources to fill into the Blood War and the more you destabilize things there. Exactly how's above my say-so. Figure all you smart mages can get together and figure something out on it.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 20, 2014, 12:23:29 AM
The Hidden Blade of Elysium

This book speaks of the First Sunrise, a holy blade carried by a nameless paladin of antiquity. It is said this paladin accomplished a great act of good. The precise act of good varies from source to source and legend to legend. Some claim he laid a demon lord low, others claim the Oinoloth fell to his blade, and yet others claim an Archduke of Hell was cut in twain by First Sunrise. Yet other sources claim he instead saved a soul from certain damnation or liberated a great swath of stolen souls from one of the Lower Planes. No matter what the truth of it is, all agree that First Sunrise is a mighty weapon. It is the Sun Sword of Sun Swords, perhaps the first one ever created. It is said to have marvelous powers - and in addition it has a twin, the Shield of the Sun.

In any case, it is said that First Sunrise was hidden away in a holy shrine within Elysium, waiting for a worthy bearer to claim it. It has never been seen on the stage of history again, so perhaps it still waits for a worthy warrior to claim it.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 20, 2014, 12:32:18 AM
Nephilim, Children of the Fallen

Nephilim are the offspring of powerful fallen angels and mortals. Creatures of the dark that know a tiny fragment of the light, they are beautiful as angels and as accursed as the worst fiend. They are blessed with beauty yet have blood that burns like the fires of the Hells, while their gaze charms victims into listening the seductive evils they speak. Nephilim are often great tempters, luring countless souls to eternal misery. It is said they understand temptation naturally and have an inborn desire to see creatures of the light sullied with evil's taint.

In spite of that, there is hope for the Nephilim from their parental legacy. Just as their Fallen parent fell from grace and yet can still atone, the same promise resides within the souls of the Nephilim. They are not as tightly bound to evil as fiends and are capable of rising above their nature. Some have managed exactly that, ultimately being reborn as half-celestials or full celestials. Those Nephilim that find salvation are said to be the most zealous redeemers of the Heavens, for they know the misery of evil and that the promise of redemption is always there, even in the darkest depths.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 20, 2014, 12:17:25 PM
The shocking truth of fey decadence!

This tome is written in the style of an expose and has no author noted. The origins of it are unclear, though divinations suggest that it may hail from a Prime Material world. It is well written but otherwise mundane. There are two schools of thought regarding the origins of this book. One school suggests that this book is propaganda to stir up anti-fey sentiments, possibly from fiends or other troublemakers. The other is that it is a strident rally against a particularly cruel court of Unseelie fey.

According to this book, fey are little more than pleasure seekers. They have great feasts and grand revels, all while doing absolutely no work whatsoever. They live off nature's bounty while watching 'lesser' races, such as humanoids, struggle. The book continually paints the fey as living in lavish luxury devoid of any shame or restraint, all while other races endlessly struggle to survive. By the middle chapters it segues into more sordid details, such as the fey kidnapping infants for sacrifice, the corruption of comely maidens into toys and theft of the harvests of lesser creatures to fuel more luxury while leaving the lesser races to starve. The last chapters advocate violent reprisals against the fey, going so far as to assert that the systematic genocide of them is the only way to safeguard the future of other races.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 20, 2014, 12:36:48 PM
Revelations from the Truth

This book is recorded religious ecstasy, said to be insight from a nameless pilgrim who claims to have glimpsed into Chronias. Reading it is profoundly difficult, as the author uses an obscure dialect of Celestial and he uses no punctuation, breaks or pacing whatsoever. The entire book is one fantastically long run on sentence, an endless exposition that darts about. The veracity of the book is uncertain. Like anything in regards to Chronias, magic and divinations fail to discern anything at all. Unfortunately, this is known to apply to anything said about Chronias, true or false, so it does not imply that anything in the book is accurate.

The main subject of the book is the Column of Light, though it never delves into details about it. It instead ruminates on it in the most indirect way possible, veering to a new subject and approach whenever he comes close to discussing it. It also speaks of the Seven Signs who stand before it in waiting, each with a blade of fire. He often calls these terrible to look at, referring to them obliquely save for three passages. In the last third of the book, the author switches to a different form of Celestial. Readers are aware of reading something, but it seems impossible to retain the information, if it is even understood in the first place.

Magic fails to pierce this final mystery - the book does not radiate magic. With the way Chronias foils divinations and magic, it is difficult to say if this is because it is speaking of something too profound to be understood or is merely protected by the same force that shields Chronias.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 20, 2014, 05:04:39 PM
Anatomy of Oblivion

Anatomy of Oblivion is a long study of the Shadow Plane's natives. It maintains a clinical and detached tone while going into a great amount of detail. There are several multi-page diagrams of shadows, entropic creatures and similar beasts. Autopsies (as much as such creatures can be autopsied) and further analysis is also included.

Such creatures are noted to all tie back to Shar, the Lady of Loss, and her endless song of oblivion. As befitting that, it is noted that the more powerful the entropic of oblivion touched creature, the less of them exists. A powerful creature tied to oblivion is little more than a pure black shadow with a form superimposed over it. They have no bodily functions, organs or even blood. Despite this, the resist destruction as much as any other powerful creature. When such a creature drains life, such as a shadow's strength drain, they actually lose internal mass temporarily. This flies in the face of the fact that draining strength empowers a shadow.

The author does not present any final conclusions. He presents the facts and end the books when his material is complete.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 20, 2014, 05:48:33 PM
Wild women of Jannath

The style of this book suggests a tawdry novel, the sort of thing printed on cheap broadsheets and sold for a handful of copper to bored housewives. Nonetheless, the penmanship and calligraphy are excellent. At the least, someone cared about this story enough to preserve it in such a way, be it the unnamed traveler who suffered through it or merely someone who enjoyed the story.

This book describes the wild women of Jannath. They are follows of Chauntea who revere her as a primal force of nature rather than the Great Mother incarnation that is favored in the mainstream faith. The central tenet of this sect is that women are closer to the earth than men and thus to be idolized. They rule secluded colonies in the deep wilds, organized in a matriarchy. Men, while not slaves, are generally treated as a mix of brutes, builders and child-rearers.

The story itself is a lust sodden affair, the lurid retelling of a traveler's tale. He claims to have stumbled into a desert colony of Jannath's followers, where he was promptly passed around as a pleasure slave. Naturally, the story focused on the absurd and downright silly amount of coupling with a side order of social insights into the colony. It covers the humiliations and the pleasure, the subtle emasculation contrasted with the constant love-making. It ends with the traveler's escape and a warning for male travelers to avoid shimmering green fields, for it is a sign of their colonies.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 20, 2014, 06:13:03 PM
A list of 77+7 archangels

The title is a misnomer, as it is not an actual list. Instead this ancient book speaks of the following story.

When Creation was young, law and chaos waged war on one another. Strife consumed Limbo, as the Inevitables invaded the realm of perfect chaos. Though disorganized, the majority of slaad (and stranger creatures yet) fought back and war was joined. In time the scheming of the yugoloths drew the demons and devils into the war. They began a new front altogether, manipulated into a cataclysmic conflict that persists to this day, the Blood War. This spilled into the conflict between Mechanus and Limbo and soon enough the inflamed passions of law and chaos looked to spread to the Heavens. It seemed only a matter of time until the serenity of those blessed realms was shattered.

In Elysium, seven angels of great wisdom gathered. They understood that this war must not be. The angels, in an act of profound sacrifice, shed the perfect devotion to pure good to embrace both law and chaos. This act created 77 new archangels, who spread to all the Heavenly realms. Some came to serve the deities and planar lords, others worked alone. These angels mingled with archon and eladrin, becoming family to both. Through this shared family the war between law and chaos in the Heavens was averted, for not even those two forces could make good do war against its own family. They did what no others were able to do: Bring peace to order and disorder. From this time, angels serve all the realms of the Heavens and are free to follow law, chaos or neither.

The last pages end the story and describe 12 categories of arch angels. 11 of the categories are groups of seven archangels, each of the 77 created. The 12th group are the original seven, who are said to reside in deep meditation within Elysium. What purpose this serves is unknown and said to only be known to the greatest powers of good. Finally, the book assigns some of the groups the following designations, though it does note these are not entirely confirmed or official. The text notes that information about these entities is exceedingly rare, as well as often fragmentary or based on hearsay. The 77+7 arch angels seem more than content to be forgotten to all but the wisest.

The Seven Wise Ones: The original seven who prevented a war between order and disorder in the Heavens.

The Angels of the Material: Angels tasked to matters dealing with the material world - the Prime Material, mostly.

The Seven of the Soul: Angels tasked with dealing with the souls of all Creation.

The Keepers of Chronos: Angels tasked with overseeing the flow of time. The author includes a short note, confessing knowledge of the Temporal Compact, and stating that he is not aware of how they interact with this, or even if they still do. The creation of these angels may predate the compact.

The Defenders of the Seal: Angels tasked with - here is a word in Celestial, difficult to translate even for magic. It approximately means 'barrier', but not quite. If anything, the word resembles the Words of Creation, but is not one.

The Wardens of the Heart: Seven angels tasked with dealing with love in all forms.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 20, 2014, 09:13:32 PM
Gwinnan's Travel Logs, Volume 1: Astral Plane.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Astral Plane, information that can be found commonly in various ancient tomes. However, there is one tidbit in particular that is of unusual interest.

"Of the Githyanki tribes I met with, none were stranger than the Speakers of Void. Ascetics to the core, they spend great deals of time - as much as time matters on the Astral - in meditation. These strange figures claim to be able to sleep on the Astral, and moreover these sleeps lead to dreams of great potency. I expressed my disbelief at the shameless oneiromancy before me, in reply the Speakers were all too willing to induce such a state in me. I found it worked with a disturbing efficiency, rendering me into unawareness. I cannot speak entirely to the truth or falseness of the Speakers based on this, but I do recall one thing with flawless clarity. A great red dragon soared through the Silver Sea, coming to alight on a volcano floating in the void. Around this vast volcano a city of splendor was built, wherein all the elements converged."
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 12:19:41 PM
Gwinnan's Travel Logs, Volume 3: Fire.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Plane of Fire, information that can be found commonly in various ancient tomes. However, there is one tidbit in particular that is of unusual interest.

"There are many different tribes and kingdoms within Fire, but none were stranger than the Defilers of Water. They are a group of devoted efreeti who take burning rock and craft it into great boats. These huge boats are then painstakingly crafted to the finest detail, said to take centuries of work. When done, the boat is taken to a portal that leads to the Astral, and then through there to a portal into Water. The boat, being of pure Fire, promptly explodes into a hundred-thousand pieces. I scoffed at this flagrant waste, yet each of the Defilers claimed they were striking great blows against Water. They insist that they are sponsored by the Sultan of the Efreet, and indeed possess considerable material wealth. Moreover, they use the reality altering power of wish to unhallow each boat before sending it into water, claiming that the Sultan personally grants this wish."
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 12:39:15 PM
Gwinnan's Travel Logs, Volume 4: Magma.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Para-Elemental Plane of Magma, information that can be found commonly in various ancient tomes. However, there is one tidbit in particular that is of unusual interest.

"My sojourn into Magma can be best described by my meeting with the Lavafriends. These earth and fire elementals smash into each other willingly, until they can smash no more and collapse. They repeat this day after day for weeks, until I at last decry the foolishness of this affair. I am told to be silent and watch one more day. This day they again smash into each other, but this time the earth melts and the fire cools. What were two are now one, a new magma para-elemental born. I found the entire display nauseating, moreso when the newly born para-elemental thanked its now deceased parents. Madness!"
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 12:46:20 PM
Gwinnan's Travel Logs, Volume 5: Earth.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of Earth, information that can be found commonly in various ancient tomes. However, there is one tidbit in particular that is of unusual interest.

"Of all the elementals and settlements deep in Earth, the ones that most confounded me were the Fleshknowers. These elementals are dedicated to understanding the way of what they call softs, beings of flesh and blood. As such, they abduct travelers and force them into teaching the elementals about the softs. It should be noted that the kidnapped creatures rarely mind in the end, as the elementals pay them what they would call a pittance: several pounds of precious metals and multiple large gemstones.

What knowledge the elementals gain is put to direct use. They open academies of twisted and misunderstood facts, to train elementals in how to deal with softs who attempt to bind them."
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 12:52:15 PM
Gwinnan's Travel Logs, Volume 6: Water.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of Water, information that can be found commonly in various ancient tomes. However, there is one tidbit in particular that is of unusual interest.

"In the many marid cities I visited, none were so enthralled me as the Knights of the Corals. These marid breed chaos-blooded sharks as mounts, trained to specialize in what they call the Tidal Waves - great charges of hundreds of marid knights. Moreover, they claimed to craft superior lances from coral to lead these charges. Aghast at such shameless thalassophilia, I scoffed at these claims. The knights mocked my scorn and drew their lances, then one threw it through the water. It traveled faster than if through air and pierced the sedimentary stones behind me. Wondrous things indeed, as they claim the lances are harder than adamantine!"
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 01:37:27 PM
A Chronicle of Rokasai, the Golden Land

This is a dry historical record of Rokasai, a kingdom on a prime material world, dubbed the Golden Land. A fertile plain bisected by the rivers Tam and Fin, it grew to be ruled by a single bloodline of kings. Rokasai boasted great prosperity through a strong history of powerful magic and alchemy, combined with strong miltary force against her neighbors, the Lostlands and the Farew Confederacy. At the height of its power, Rokasai is said to have been beset by a destroyer from the divine. A beast more akin to a mountain of blades than a living thing, it shredded entire cities and smashed armies underfoot.

In desperation, the king of Rokasai turned to his personal seer for guidance. He divined that the beast could only be slain by a weapon that has never been a weapon and never will be a weapon. Unable to find something that fulfills such a paradox, Rokasai was rent asunder. All the other kingdoms of the world sought to find such a weapon, a quest in vain and irrelevant. The nightmarish mountain of blades vanished once Rokasai was destroyed. The reasons for this wrathful smiting have never been certain, but the local faiths claim it to be divine vengeance for past misdeeds.

The back of the book has an addendum by a second party. It reads thus: Ancient legends speak of a creature made of blades. Hundreds of blades held by hundreds of arms. A roving calamity, said to herald the end of civilizations. A killing machine made by the Gods, so powerful that it served its purpose and resisted destruction after. What happened to it is not known, only its name surviving in the rarest, oldest texts: Hecatoncheires.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 04:23:33 PM
Gwinnan's Travel Logs, Volume 7: Steam.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of Para-Elemental Plane of Steam. It provides the following information and traits about Steam, information that can be found commonly in various ancient tomes. In addition, there is one tidbit in particular that is of unusual interest.

"My journey through Steam was interrupted when I came on a particularly barbaric custom. I stumbled on a monastery of githzerai monks known as the Steamsworn, dedicated to mastering a style of fighting like the steam around them. This fighting style incorporates much of the gith tradition and in particular steam based magic. I could not help but show my shock at such a flagrant exhibition of aerial pyromancy, something they did not approve of. I found myself on the receiving end of several fists of steam!

Only my quickest spells saved me from an unfortunate end. The steam must addle their heads and cause their brains to leak out like so much steam."
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 04:36:07 PM
Lost Lore of the Abyss: Athux

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Athux is the son of Graz'zt and a mortal woman lost to the mists of time. Fragments suggest that she was a blackguard of considerable power, though the veracity of this claim cannot be verified. Indeed, Athux is a powerful blackguard and enjoys the unholy blessings of evil. This extends to his body, and he revels in the same dark sensuality that Graz'zt does. He is talented at seduction as much as warfare, he will not hesitate to use either.

Athux has a great zeal for the destruction of what is pure and just, more than willing to go out of his way to do so. However, such adventures are not without a price. His one defeat came at the hands of a paladin who had taken vows of purity. Athux was smited and sent screaming back to the Abyss by the paladin's blade of blessed, fey-feared iron. Since that day, Athux has recoiled from similar weapons wielded by the pure.

In any case, Athux has proven able to survive in his father's court. He has made the needed alliances and has sired many of his own bastard children as servants. He is a frequent leader of Graz'zt's armies, usually to great Abyssal glory. His position is secure, as much as any demon's position is secure in the Abyss. Yet it is said that Athux desires his own realm.

Athux wields Despoiler, an adamantine longsword that is said to be able to corrupt the purity of others. It is said he wears rings to protect himself from divinations and to enhance his own life force.

At the end are a pair of appendixes. They appear to be recently added to the tome and are penned by Elder Magi Tepen of Aurora.

The first: In recent times, Athux has claimed the layer of Greenrot as his own. The impact this has had with his dark father is not known.

The second: Athux is dead. He was destroyed by the forces of Aurora with Selune's aid. May all of Mystra's weave work to ensure he never returns.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 04:45:00 PM
Lost Lore of the Abyss: The Pale Mother

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Few texts survive that talk about The Pale Mother in any detail. She is better known as Pale Night in recent eons, a full Prince(ess) of the Abyss. Pale Night is wrapped in mystery and fading information, and ancient books of lore refer far older lore that has long since been lost. As such the veracity of these facts should be vigorously questioned by any serious inquisitor. Her origins are completely unknown, though she is generally assumed to be one of the ancient, forgotten obyriths. Her motives and desires are likewise unknown and considered by many to be unknowable.

Pale Night rules over Androlynne (a note says to see the appendix) and parts of the Endless Maze. She shares the Endless Maze with Baphomet and is said to have lived there before the Father of Minotaurs was born. Ancient lore often cites her as the mother of several powerful demons, such as Graz'zt or Demogorgon. Indeed, current research suggests she may be the oldest known being in the Abyss.

Pale Night carries no weapon and wears naught save for her shroud. The Shroud of Pale Night protects her as an absolute defense that cannot be overcome by mortal means. It is said that if her shroud is removed, the true form of Pale Night can be seen. Such a sight renders any who see it utterly and forever mad, the ultimate display of obyrith power.

Appendix

Recent time have brought change to the Pale Mother's holdings. Androlynne's eladrin prisoners were freed and the realm thrown into chaos. In time Androlynne was captured by the newly risen demon lord Zquujaj, who went on to greatly devastate Avernus in the Blood War. Zquujaj has taken Pale Night as a patron. As Pale Night's interest in the Blood War was low to non-existent before, there is great speculation to what her entry into this contest means.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 11:44:39 PM
Lost Lore of the Abyss: Sualax

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Sualax is a study in contradictions. A goristro demon defeated by trickery ages ago and sealed away, his name was forgotten by all but the wisest. The conditions of his return are unclear, but what was once a massive, towering demon returned withered and lanky. He spoke with great charisma and insight, utterly unlike a normal goristro. Indeed, Sualax quickly made a name for himself as a powerful wizard - the first and only goristro wizard. He now resides in the Charntome, a tower taller than a hundred goristros stacked up on one another. Since then he has been a wizard for hire, his services available to any mortal willing to accept his vile demands.

While the details of Sualax's transformation are unknown, it is known that he greatly fears the loss of his intellect. He has mastered spells to shield his mind from damage. If overcame, it is said that any damage to his intellect is permanent and will cause him to be shorn of his wizardly powers for all time. The mere suggestion of means that would damage a target's intellect is enough to send Sualax into a murderous spell-rage.

Sualax carries no weapon, but he has six enchanted nose rings. One ring grants him the benefits of metamagic rods, a second wards him from magic and a third enables powerful counter-spelling. The abilities of the other three rings are not known. Sualax relies on spells that trap, disable or confuse his enemies. He avoids spells that cause direct physical harm except as a last resort. If pressed that far, Sualax will fall into a spell-rage, granting both his body and magic the berserk might of a barbarian's rage.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 11:53:10 PM
Lost Lore of the Abyss: Kina-ja

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Kina-ja has an unusually well chronicled history. This is due to a demand that her every move be recorded by no less than six succubus biographers (until her defeat at the hands of Sharess). The earliest information states that Kina-ja was a wildly successful succubus who earned promotion to the marilith caste. From there she took the Blood War by storm, winning several battles and amassing a force of demons to her banner. However, her true ire was never to the Hells but to the Realms Above.

Kina-ja claimed to remember her mortal life, where she was a loyal servant of the deities of love and beauty, Sune and Sharess. According to her, she served loyally until old age. Once she was aged, the goddesses turned their back on her and ordered her cast out of the faith. Kina-ja resisted and in this conflict was murdered. She was cast into the Abyss and fully forsaken, all for the crime of daring to question Sune and Sharess.

This story is wholeheartedly rejected by Brightwater, who claimed Kina-ja sold her soul for eternal youth and was murdered by a demon she summoned. Her mistakes and her sin are her own. The truth of this matter is disputed by both sides, though the fundamental nature of the two planes suggests that Brightwater is more likely to be truthful.

As a result of this enmity, Kina-ja sought to entrap and slay both Sune and Sharess. It is of some interest that these rituals are recorded and yet utterly incomprehensible. Here details become fragmentary. By all reports Kina-ja managed to summon Sharess to the Abyss. What happened is unclear, but the end result is that the army of demons was decimated and Kina-ja utterly vanquished. It is said she ran screaming, all of her arms ripped off and tail split in twain from the claws of Sharess. Since that time, it is said that the maimed marilith hides in a dark corner of the Abyss, futilely trying to heal and restore her maimed body while plotting revenge.

Kina-ja wore many protecting piercings, rings and bangles. In addition, she wielded longswords of unholy power and the five elemental blasts.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 11:56:47 PM
Quick continuity note: The Ebony of the Radiant Sisters is unrelated to the Ebony of Sylica and Aurora. It's a case of the same name, different persons.

Lost Lore of the Abyss: The Radiant Sisters

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

The Radiant Sisters are 13 lilitu bards that loyally serve Malcanthet, Queen of Succubi. They are beautiful women who can radiate a halo of colored light. Each one is named the light they radiate. While the exact personalities of each one vary, they are accomplished slavers, seducers, manipulators and when need be, killers. They are favored by Malcanthet and are all too eager to impress this fact on others.

Each Sister is a sublimely vain creature, convinced it is superior to her sisters and everyone else. As a result, the Sisters are engaged in constant, bitter intrigues of status and domination over one another. This is said to amuse Malcanthet greatly and provides much of the drama in her court. Despite many efforts, none of the Sisters have eliminated any of the others. When things get out of hand, it is said that Malcenthet 'invites' the guilty parties to personally talk these matters over with her. What happens during these incidents is not known, but reports state that the Razor Throne gleams brightly after them.

The Radiant Sisters each wear a locket that can steal the souls of mortals, as well as some bit of jewelry that enhances their beauty and personal magnetism.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 22, 2014, 11:58:17 PM
Lost Lore of the Abyss: Creeping Doom

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos. Unfortunately, it appears the structure has been consumed in this book. As such the information is wild and uncontrolled, constantly in flux.

Creeping Doom is the end. Creeping Doom is all. Creeping Doom consumes everything. Creeping Doom is the demon of vermin and disgust. Creeping Doom is many. Creeping Doom is many. Creeping Doom is legion. As such, it is best to employ tactics that can successfully dispatch swarms of creatures. Searing fire and piercing cold are noted as being particularly effective as Creeping Doom is in the walls. Creeping Doom is in the walls. Creeping Doom is in the walls.

The rest of the book slides into the same sort of repetitions.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 23, 2014, 12:15:06 AM
Lost Lore of the Abyss: Orcus

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Orcus is the demon prince of the undead. He is one of the oldest demons of the Abyss and his origins are lost to history. Moreover, there are three distinct theories of his origins - mortal ascension, that he was a former unique demon or that he is a promoted demon. Regardless of the answer, Orcus has greatly influenced undeath throughout Creation. He is known to be a powerful necromancer, though he seldom draws on these powers. His rages are legendary, as are his often torpor-like episodes of sloth.

However, Orcus has many weaknesses, such as his sloth and blinding rage. His long wars with Graz'zt and Demogorgon help ensure that the Blood War remains a stalemate, as it diverts great legions of demons away from that eternal conflict. His sloth often leads to missed opportunities, and ultimately allows many of his enemies to survive. It is safe to say that he hates every living creature in Creation with a violent fury, with only slightly less rage for the living dead. A common theory is that his sloth is a direct result of the hate he holds for himself - for not even Orcus is exempt from his own meaningless hate.

Orcus wields the Wand of Orcus, a powerful mace-wand that can steal life force and vastly augments necromantic magic. There are also constant rumors that suggest he has a more powerful sword as a secret weapon, often dubbed the 'Orcus-Sword'. These rumors are currently unproven.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 23, 2014, 12:22:12 AM
Lost Lore of the Abyss: Rustax

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Rustax is a half fiend rust monster in the 'court' of Juiblex. In reality is it tough enough and resistant enough to survive and prosper within Shedaklah. This pitiable creature wanders the realm, an endless search for those with metal and flesh to consume. Rustax has gained a great deal of lethality over its life, his touch causing massive physical damage akin to disintegration as well as the corrosion of metal. Worse yet, its body is only semi-solid from its many lifetimes within Shedaklah, giving it near invulnerability to anything but bludgeoning weapons and superior reach.

Rustax has no weaknesses, save for its ever-present hunger. It will pursue living beings relentlessly, until they escape the layer or a bigger source of food becomes available. While intelligent, Rustax is best compared to a hungry, malicious child. It is not difficult to fool and well prepared travelers can often avoid Rustax entirely. However, Rustax is occasionally summoned by the rare madman that venerates Juiblex. When summoned, he follows the order of the summoner and ignores its own instincts.

Rustax carries no treasure, though it has absorbed great amounts of magic from all it has consumed. As such, it has the benefits of a ring of mind shielding, a powerful ring of deflection and cloak of resistance, an amulet of mighty fists, a ring of invisibility and a helmet of teleportation. It is likely it has more powers within it, as it seldom uses any but the passive abilities it has absorbed.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 23, 2014, 12:27:49 AM
Gwinnan's Travel Logs, Volume 8: Deep Ethereal

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Deep Ethereal, information that can be found commonly in various ancient tomes. However, there is one tidbit in particular that is of unusual interest.

"In all my travels in the Deep Ethereal, the most intriguing was the time I met the Solitary Mistwalker. This old angel is dedicated to wandering the mists and claimed great secrets await those who search the fog. He said he spent eons there, a search for greater secrets within. Stunned at this brazen display of homichlophilia, I displayed righteous indignation at his claims. The angel smiled and pointed ahead. What I saw was myself in mist, and on touching it old memories became known to me again. What curious things lie in this misty realm!"
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 23, 2014, 02:56:37 AM
Lost Lore of the Abyss: Felessa

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos. Unfortunately, evidence suggests that this book has partially succumbed to chaos. In particular, The Father's influence is suspected due to the various references to consumption. The chronology of the book has also been muddied, rendering any information within it suspect.

Felessa is a succubus that focuses her attentions on mortal women. She calls herself the Mistress of Forbidden Love and specializes in corrupting women through seduction. She was once a compatriot of Malcanthet, but was betrayed and fled. Since that time, evidence suggests she has taken up residence in the court of Graz'zt and is so hungry. Her focus is on mortal women in societies that hold lesbian relationships immoral.

Besides her considerable talents at seduction and charming, no feasting woman can knowingly take a hostile action against Fylessa. In addition to this, she has learned both sorcererous magic and how to channel foul divine power as her lilitu kin can. She has one weakness of note - a woman who has rejected her advances can lay her low with a single strike.

As the current lover of Malcanthet, Felessa has access to great material wealth. Her continued devouring of succubus lovers has left her with a large collection of treasures.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 23, 2014, 02:59:05 AM
A note has been attached to this book. It reads, "Warning: The Father's influence has completely corrupted this tome. Reliable information is impossible to obtain. It is kept only as an example of what happens when Abyssal lore spreads unchecked.

Lost Lore of the Abyss: Cantessu

I'm making dinner for you because I'm still waiting for you entire writing style is highly orderI bless this coming feast for my blessed child!

At the battle of Weeping Laments, it was found that everyone has to eat because I'm coming and it will be good and it will be right and it will be happiness once more for everyone when I come, and the day is coming Muirfbroken sword. From the corpse came Cantessu and we all ate together until we were full and couldn't eat anymore and I smiled at my children and herded them to paradise now and forevermore because we're so hungry and tomo

Cantessa is vulnerable to cold iron bludgeoning weapons, such as maces. While a warrior of some skill, she is held back by her natural talents elsewhere.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 27, 2014, 11:48:40 AM
Behind the Screen: Tiers

So when you run a campaign that stretches from level 1 to the heights of epic levels, you may wonder how everything stacks up. How strong and important is a level 9 PC versus the wider multiverse? What about a solar, an eye tyrant or dire bear? The goal of this article is to explain how this all works out. This is going to be completely out of character, so everything here's accurate.

I uses three rough tiers to divide up creatures and further divide those tiers. The concept's been in D&D for some time, as third edition has epic levels and divine rules, which serve as an informal tier above normal game play. Fourth edition ran with this and codified it into three tiers, Balmuria uses a similar approach. There are three tiers: mortal, epic and divine. Each tier has sub-categories to further differentiate power levels. These tiers are unofficial and meant to be a guide to how things work.

Each tier brings new rules. The epic tier brings in the epic rules, opening up more options for characters as well as increasing the power level of the game. The divine tier brings a vast deal of power to the game, with the rules there changing some of the fundamental assumptions of game play. However, the underlying system never changes. In addition, each tier brings a change in flavor and how the characters are seen by the greater multiverse around them. In addition, tiers deal with spiritual potency and the afterlife. It has been said that the purpose of life in Creation is to prepare for the afterlife. Heroes who reach lofty heights have a spirit to match, this causes them to be noticed. As such, the tiers (especially the higher ones) deal with this.

Before anything else, a few caveats. Namely, this only judged individual power by approximate challenge rating. As CR is only a loose measurement of power, it should likewise be understood that there's flexibility between the tiers. Also, this does not account for other sources of power. A CR 1 prince that somehow commands a trio of CR 25 solars is much more of a mover and shaker than a typical CR 1 creature. That's fine, that sort of power isn't what we're measuring here, and further, exceptions can and do exist. This is a guideline, not iron rules that define everything.

It's worth noting that this is done from a DM's point of view, incorporating the outer planes and other things removed from the Prime Material. This isn't to denigrate mortal affairs or the Prime Material, as a DM has to balance all aspects of the campaign world and understand how they work together. Further, as you reach into the epic tier and beyond, most matters involve the Prime Material less directly; highly powerful outsiders and divinities can't directly enter those realms without catastrophic and apocalyptic happenings.

Finally, note that these tiers don't account for soulless creatures, such as constructs. Much of the material here assumes a soul and intelligence. Creatures that fail those prerequisites fall outside of these tiers. A well made construct may be powerful, but ultimately it is little more than a machine that fulfills a purpose. Creatures from the Far Realm, who are by definition outside of Creation, are also not covered by these tiers.

Tier 1: Mortal

1-10 Mortal Tier

This tier is not limited to mortals, though mortal beings predominately make up its composition. This is for everyone from Mom and Pop to the blacksmith down the lane, to King Fancypants the 38th, to various adventurers, to mysterious elves and everything else you could imagine. Creatures at this power level range from affecting the immediate area to a few kingdoms. Such creatures usually lack the ability to adventure in or withstand any plane but their own. While not fodder or weak within their kingdoms, they're of no notice to the greater Creation beyond them. Around the end of this tier, the means to transcend this tier begin to emerge - the ability to travel the planes, greater survivability in general, mastery of the basic circles of magic and the ability to break the rules of physics as we know them.

Roughly 99.95% of Creation resides in this tier. Of course, with parts of Creation being theoretically infinite, the number means relatively little.

11-20 Heroic Tier

This is the tier where characters begin to gain a great deal of personal power and are no longer just another minor hero. Inhabitants of this tier have made a name for yourself and are really starting to have influence. In the mortal world, they are a hero of high renown or a feared villain, having accomplished many a deed. The planes of Creation are open to explorations, legendary creatures can be faced and they can take abuse that would melt a peasant to ash without even blinking. In our parlance, they're super heroes.

These characters aren't just another dismissible threat to be ignored or crushed, but instead a budding champion who can influence the course of countries, continents and even make an impact on the planes. As characters advance higher in this tier, the rules of reality become less strict. Oftentimes, certain limitations lesser creatures labor under become mere suggestions to the heroes of this tier.

At the end of this tier truly great deeds can be done. Warriors can face down legendary threats and emerge victorious through the power of muscle and might. Clerics can call down direct miracles while wizards can enact their desires through wishes. At the same time, they can begin to glimpse even more power beyond. They can see more of the planes and the deepest legends, seeing that there is still further to go. Many of the problems of the mortal world become less of a challenge, as even armies of goblins or orcs can only do so much against heroes of this power.

Likewise, they likely have the attention of several planar entities. The name of a hero of this power invokes the fancy of outsiders who share your beliefs or alignment. Opposing forces may see you as a rising threat that must be crushed, while your patrons are keenly interested in you and your continued growth.

Roughly 00.04% of all Creation resides in this tier. The remaining 00.01% of Creation takes up the epic and divine tiers.

Tier 2: Epic

21-26 Low Epic Tier

At this point, you have great power. A mortal of this level is a hero of legend, the sort born once a century at best, while an immortal of this level has at last gained a measure of true power. The epic rules are now in play, opening up new feat choices, epic prestige classes and epic skill usages. Even the most mundane warrior is superhuman and can manage feats that defy the normal rules of physics.

Mortals who reach this level of power have the absolute attention of the outer planes. They are great champions that are nurtured, likely to be soon brought directly into the fold. Those that oppose them make take great risks to subvert or destroy them before that can happen, so that the opposition does not gain another powerful ally. At this point, the greater realities of the planes become evident. As the purpose of mortal life is to prepare for the eternal afterlife, creatures of this tier are often ready to skip ahead to that. Many become outsiders or similar spirits without having to die, given transmigration by their patrons or allies.

Indeed, many find themselves limited by a mortal body at this level of power. A spirit of sufficient purity and power to reach this level of ability chafes under the constraints of flesh. Outsiders and other spirits find the same problem in a different way. The mortal world reacts and recoils from them, unable to fully bear the intensity of the spirit outside of the cage of a mortal body.

Creatures in this tier face down the epitomes of mortal knowledge routinely, as well as horrors forgotten to time. They can defeat the mightiest dragons and wander the planes freely. Those who wish even more power may be able to research the path to divinity, though such is a long, difficult and dangerous process. Most creatures can be defeated or resisted, though greater entities, direct servants of deities and deities are generally too strong to oppose.

27-32: Mid Epic Tier

Characters who reach this level are beyond legendary. They are unique entities known by many and all, able to stand as an equal with the greater scions of the planes and the strongest creatures of other planes. Creatures of this level have many options and can cause untold destruction when roused properly.

At this juncture, mortal and immortal begins to cease mattering. Mortals who make it this far may spontaneously transmigrate into something greater, or change so much that there is little difference between them and immortals. A being with any ties to a deity, power or plane will be brought into it, as they are too precious to risk losing. Creatures of this power are often cited in rituals, as merely calling on their name can fuel magic.

Regardless of origin, heroes who reach this level often find themselves absorbed in new duties. They may become an outsider in the service of a deity or a plane, or searching for truths of their own. This path leads towards searches for greater power and greater meaning to go hand in hand with what they've gained so far.

Those who reach this power are only challenged by great threats indeed, and can even oppose a weak demigod, if not win. True deities and powers are still beyond them, but for many, they are not a trivial opponent.

33+ High Epic Tier

By this point, the creature is so powerful that the sky is the limit. As they grow stronger, they may be able to shake the foundations of Creation itself. Creatures who progress further into this seek power and develop as they see fit. It's possible for creatures of this tier to eventually reach the point to challenge the greatest deities and powers. Even if such creatures are not deities, they often have great meaning and even meaning to Creation itself. Most count as divine rank 0 quasi-powers, which represents how much spiritual weight they've accrued.

The defining feature of this tier is that creatures in it mean something greater to Creation. While not deities, they have still accrued vast amounts of power and this resonates around them. Their souls are like roaring bonfires compared to the gentle flames of the souls of lesser creatures. For example, a sword fighter of this level in some small part matters to Creation and the concept of sword fighting. At this point, a mortal creature will become something more if they are not already. Few mortals reach this far without being rewarded by their patrons or having suitable patrons woo them to their side.

Creatures who seek divinity at this level of power can find slow but steady success. Only the threat of Ao's disapproval holds most back. There are many worthy demigods to be that refrain, as they do not wish to risk everything and eternal misery should Ao accurse them instead of allowing them to ascend. The merest glance at a hunefer is enough to give even the boldest divinity-seeker serious pause. 

Tier 3: Divine

Note that these tiers and previous tiers somewhat overlap. That's on purpose, as divinity isn't mandatory. It's entirely possible for a high epic tier creature to be stronger than a demigod or even a lesser power. Various divine powers make up for this in more indirect ways, even if the high epic creature can take the deity in a straight fight. Also, at this tier, certain mechanical rules are relaxed. Deities may have special powers that do things that lesser creatures are forbidden from, such as instant death effects, polymorph effects that don't follow the polymorph subschool rules and so forth.

There's no text for these tiers - they're just the minimums for each tier. A demigod has to be at least CR 30 and have 30 hit dice, and so on for the following tiers. There's no cap, as divine rank and hit dice aren't always perfectly in synch. More information on deities and how they work will be in another article, but a few details are provided below.

In the simplest terms, deities are the absolute manifestation of concepts within Creation. For example, Tempus is war and every war is part of Tempus. If epic creatures gain some meaning to concepts as they grow stronger, deities explode that meaning out as they become integral to Creation itself. For they are those concepts and those concepts are them. Deities of opposing concepts - including good and evil, as well as law and chaos - do indirect battle against each other for souls and influence, to further strengthen what they represent. This is known amid the deities and powers as the Competition.

Deities rarely face each other directly. Such battles are almost always inconclusive, as the conditions for a deity to destroy another deity make it difficult. Deities command great legions of followers, servants, worshipers and other such minions to aid them. Should these be overcome, like-minded deities usually have compacts and agreements to aid each other in these situations. Should all these be defeated, a deity must be slain in its home realm and the attacking deity must succeed on an opposed divine rank check to destroy the defending deity for good. Failure of any condition results in the defeated deity reforming. It is one thing to defeat Lathander, Bane or Demogorgon, it is another to do it in their seat of power and overcome their divinity in a final clash of will.

Further, deities are nothing if not wise. A deity that expends sufficient forces to mount a credible attack on an enemy leaves their own holdings vulnerable. A victory means nothing if it results in equal losses or worse. In addition, the deities of good face an additional hurdle. Should one of them be defeated, all the souls they care about and provide eternity for will be endangered if they are slain. This holds many of the deities and powers of good back, as what they represent is integrally important to countless billions of souls.

Due to all of this, the Competition is the main method of divine conflict. In essence, the Competition is using influence, mortals and servants to advance what the deity represents and to weaken what the deity opposes. This fuels countless adventures across the many and myriad prime material planes, as well as throughout the inner and outer planes. Deities are not inactive, rather they work through many intermediaries and deal with the things that only they can.

To face down a deity is to face down every single thing and soul they represent. Only the greatest epic heroes can do so and hope for anything but instant obliteration.

As a final note, there's a subtle but important difference between deities and the lords of the various planes. While deities represent concepts, the planar lords (such as the Hebdomad, Queen Morwel and the Court of the Stars, the Lords of the Nine, Demon Princes and other such creatures) represent an outer plane instead. As outer planes are directly tied to alignment, this is represented by them. They tend to be less tied into mortal affairs and more into immortal affairs, as well as running the outer planes. For most things this is purely an academic difference, as planar lords function as deities and use the same divine rules as deities.

30+ Demigod Tier

40+ Lesser Deity Tier

50+ Intermediate Deity Tier

60+ Greater Deity Tier
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 27, 2014, 12:14:47 PM
This is a question and answer session between Kascha of the Cauldron and the Guardian of 21. It is included here as a curiosity, as it touches on many varied and unusual topics. It should be noted the Guardian is not a linear creature, as shown by answering Kascha's questions before she even spoke or thought of them. The questions weren't really thought through for this reason. Also, the Guardian is not a mortal creature and has a unique outlook and way of answering some questions.

Kascha's questions are on the left and the Guardian's answers are on the right. They're separated by a single colon. Spacing is included to separate sections of questions that are related.


1. Is there a way for Good to win: Yes there is.
2. Is it possible for any of us to do it: No it isn't.
3. Why: It is extremely difficult, if the questions were simple the conflicts would never have been between Good and Evil. It isn't about strength as much as ideas. The idea of Good has to utterly defeat the idea of Evil.
4. Does that mean we need to kill the Gods of Evil and the fiend lords: You could, and if you did, it would be a huge victory, but another would come as you've only slain a symptom of the underlying cause.
5. Which side do you think is right: I don't know - not even the Incarnations could answer that, and the Incarnation of Law long grappled with the answer to that question.

6. Um, how do you know what I'm asking before I ask it: I am not bound by linear thought or what you define as limits.
7. Well then...um...if you know all the answers, is there a soulmate out there for me: Yes, there is. Several.
8. Several?!: The concept of only one is a mortal conceit. What it describes is how well your spirits resonate with each other.
9. But, what if I meet more than one of them: Does it matter?
10. Who are my soulmates? Tell me who they are: No, I can't, I don't know.
11. How do I find them: Be yourself and pay attention. Connect to other people and you'll find it eventually.
12. What if its someone I don't expect or shouldn't fit: That? A mortal preoccupation.

13. Is Seira a true Goddess?: From your image of her, of course she is one.
14. She's wonderful, but she's so young and not like the other Gods! I don't meant to doubt her, but sometimes I wonder how she can be so nice and unlike most of the others: Age and origin are irrelevant once you have the divine spark.
15. How strong will Seira get? How strong will Donald get? How strong will I get: That I do not know, nor that or that.

16. Where did the Incarnations come from: That question has no meaning to Them, origins are for creatures with limitations.
17. Well, if they didn't come from here, does that mean they came from somewhere else? Another Creation: It may be so, I was created to deal with one part of this Creation.
18. Does that mean its possible: Yes, it is.
19. Are the Three why the number 3 recurs in meaningful ways: An echo of the simple fact of the Three.
20. What about the other numbers: All the others are closer to mortal concepts, but not quite.
21. But aren't they related to the Outer Planes: Ah, anything that is limited is a mortal in my thoughts. The definitions you assign between limited creatures are irrelevant.

22. Can you tell me if there are others besides the Three: Of course I can.
23. Are there: That is not a question I will answer.
24. Why not?!: Because the answer is both forbidden and meaningless to you.

25. Can you tell me more about 21, then: She already knows those answers, ask her.

26. <On reflection Kascha has blotted out this answer. She writes a note saying that this is a personal question.> It may be so, it is not an impossible task. However, I know nothing of it.

27. What do you think of the four competing ethos: They are not stronger than each other, only different.
28. Which one do you think will win: I care nothing for them. Law and Chaos are the concerns of the Incarnations, and Good and Evil are mortal creations.

29. Back to numbers, which ones are most effective against Baator: 6, 7 or 8 work best, particularly in conjunctions of 6 and 8 or 7 and 3.

30. Say, Ithea said the Abyss made dolls of her. Why: Don't even bother with the next question. The Abyss is what it is; those who gaze into it too long find themselves drawn in.

31. You know, you're starting to remind me of a bad date the way you dodge questions: I have never thought of that.
32. Really, you've never thought about having a date: It is irrelevant, for procreation is irrelevant to me.
33. But what if you want a wife or children: Should I desire another of myself, the enaction of will shall see to it.
34. Enaction of Will? You mean magic: No, it is not like veins of Mystra.
35. Wait wait wait. What are the veins of Mystra: The Weave.
36. So you can do magic without using magic?! Is that true: It is.
37. How: It needs nothing else to power or justify it. Sources are for limited creatures.
38. You sound like a God more than anything else. Could you even die: I suppose it could be done.
39. How: Besides the will of the Incarnations, the material that could dissolve my awareness is not native to Creation.
40. How would they do it: The Incarnations are not bound to Creation, of course.
41. Could you kill yourself: I suppose I could, but the concept of suicide is irrelevant to me. For that matter, choosing to return from nothingness is possible for me.
42. What, that makes no sense: Awareness as you define it is woefully unprepared to define the awareness of a limitless creature.
43. Wait, you can be both aware and unaware at the same time: Yes. I would be aware and oblivious at the same time.
44. So because you have no limits, you can also ignore the limits we know, including being a single state: Yes, that is why. I can be any number of states at any time.
45. You sound as if you are a non-linear creature: Yes, non-linear is close enough.
46. Then you ignore time as well: Including time, though I largely observe it due to my duties.
47. So could you make us a paradox: I suppose I could, but you would be the ones in danger once you left this place.  Those who cannot manipulate time have no chance against those that can.
48. Could the keepers of the Temporal Compact remove us from history? What about trying again if they lose? How about changing history so we never meet you: Yes, they could do that. Or that. Or that.
49. That makes it sound as if no one can defeat them: That is intentional, I would suppose. It is not a matter I concerned myself with, but my understanding of time would suggest thus.
50. Could you give me the same ability to control and manipulate time: I could, but your mind would shatter from it.
51. I've seen bad things, couldn't I take it: That is quite literal. Filling your mind with over 7,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 times 3 of its maximum capacity would cause your brain to liquefy into plasma and burst.
52. Oh Seira...how do you...did you...: No, I have not, though I could simulate it on you if you desire.
53. You bastard, that's...are you making fun of me? Is that a joke: Yes, I suppose that was.

54. Why do you speak about death in such a cavalier manner: Why? Death is merely another state and a particularly weak one. Mortal creatures overcome it all the time, and sometimes even of their own will. It's not a true state as much as a transitory description. Death is a change. Even what you define as oblivion, such as a spirit dying on its home plane, is merely a transference of the spirit's matter to another form.
55. That reminds me. Is it...: Because it is almost impossible to escape that perfect resonation.
56. So it's what I thought: Yes. Mortal souls and ethos resonate.
57. So the lore of I know is correct: Yes, that's correct. The lore is essentially accurate.

58. Wait a moment, you implied you know more about the Temporal Compact: You were thinking of it. Yes, I suppose that did give you false hope.
59. Are you trying to get rid of me: Why would I? This is entertaining.
60. Sorry, it's like you're making fun of me and plucking half formed thoughts out of my head...wait, are you lonely: I am not lonely, but nor do I not appreciate visitors.
61. So does companionship mean nothing to you: Yes, that's correct.

62. Is there any relation between the nine circles of magic and the nine layers of Hell: No, in this case the numbers are coincidental. Nine circles of magic merely happen to share the same number as Baator.
63. Yes, I've read and see magic beyond the ninth circle. What is the ultimate circle of magic: Yes, that's correct as well. There is no limit, only what the caster can reach with his skill.
64: Well, what's the highest spell Mystra could cast: That is a meaningless question.
65: Why: Because she is magic and magic is she.
66: What is the limit of her power, then: That is an answer you are not prepared to understand.
67: So, assuming Mystra is beyond mortal ken as you define it, would she be closer to being a creature like you and a creature of this 'will': Yes, that's why, accepting your basic supposition about her status.
68: So could she change magic then, if it's a matter of her will:  She could, I suppose, again accepting another supposition.

69. Fine. Moving on, how do diseases spread? I've always wanted to study them: Tiny bits of matter, smaller than the eye can see.
70: So they're tiny bits of matter that...touch the body, or invade it: Yes, that's correct.
71: They travel through the air: Some are aireborn, some are liquid or solid borne, and a few use magic to propagate.
72. Are there limitless diseases out there: Of course, entities can create new ones if they care to or change the rules.
73. What are the worst ones: Irrelevant, that is a concern of bodies made of flesh and blood.
74. If these diseases are really tiny bits of matter, can they be cured without magic like how you'd brush off wetness from something, or repair a crack in a jar: Magic does not need to precisely follow material rules such as that.
75. But are there ways: Certainly so.
76. Is this a worthwhile path to follow for those who don't have access to magic: The amount of effort is many times greater than magic and ultimately blends back into magic.
77. So this is a waste of time: That is correct, yes
78. Well, how can I prevent diseases without magic then? I've been on Primes where the sick far outweigh the resources to heal them: Heat can help, as can purified air. Air is the hardest source to control, and distance is the best way to do so.
79: Could control of Air or Fire aid this: It could, though they are not intrinsically related beyond the medium of transport.
80. So between these 'entities' and Air and Fire, is this at least in part a matter of the Outer Planes: Yes, that's correct.
81. So if the sources of all this could be changed, could that cure disease on a great scale? If the source of these diseases was changed to something that aids life instead, could it turn disease into a blessing: Yes, that's correct. ...hah. Now that is an interesting idea, mortal. It would be best to slay the fiends controlling pestilence before attempting it, such as the Oinoloth and several demon princes.
82. I see, would the consequence of doing this be severe: Reprisals, it is an act directly in opposition to their ideals. Further, too much could lead to mutations.
83. Mutations: Unplanned changes to the host entity as a result of exposure to exotic forces.
84. Oh yes, too much positive energy can be fatal, including in a situation like this: Yes, that is correct.
85. What's the worst that could happen to living beings if this happened: Mmm, complete collapse into an entity of pure energy or death. There may not be a difference, depending on how you wish to define both states.

86. Speaking of divinities and archfiends, do you have to be another God or Power to kill one: Essentially, yes. Extreme might, magic and resources is traditionally best, as well as divinity.
87. 21 would help bypass some of that: Yes, 21 could help.
88. So could I kill an archfiend with 21 and enough force: Yes, that's correct.

89. This entire idea here with disease and the archfiends, would the likely results be within acceptable drawbacks: No. What you define as unacceptable drawbacks is well exceeded by this idea.

90. Sorry, my stupid questions wasted your time: You don't really believe that.
91. Is it really that obvious: Yes, it was that obvious.
92. I just want to find out more, even when the questions might be stupid. Is that wrong: You have a love of learning. Faint traces of guilt from your childhood linger.
93. <Kascha politely blotted out this question as well, as it deals entirely with her personal life> Yes. Yes, that's correct. Those things in those formative years matter greatly to mortal creatures. Imagine it as the first brushstrokes on a canvas, setting the tone for the entire painting.
94. <Again with some blotting> No, of course not. Yes, the entity you are thinking of would be ample proof.

95. You'd be an amazing counselor, wouldn't you: I suppose I would be, for mysteries that would plague mortals are obvious to me.
96. Is it because of what you've said and done: No, you are essentially happy.
97. <Kascha has blotted out these questions out of respect for Sylvie's privacy.> Yes, that's correct. She made her own mistakes and lives with them every day.  Pride comes before the fall and makes it all the more painful. Time and friendship. 21 is 21. It brings only the Truth. What that brings to the bearer is up to them.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on August 01, 2014, 05:57:45 PM
These messages were recovered by Aurora during their raid on Castle Crumbling. They provide a rare insight to the inner workings of Hell's highest ranks, unvarnished by propaganda or similar measures. They are all addressed to Prince Lixer, though his replies were not recovered. As such, his replies and motives remain opaque, as are the identities of some of the writers.

Each message in a set is separated by a double line break and --- in the middle.


Letter Set I

Hail, the Pale Prince of Hell, Archdevil of the Undead, Scion of Oblivion, General of the Midnight Hunt, Sire of the Eternal Slavery and Prince of Hell.

As your most humble and unworthy servant, I kneel before your glory to tell you of recent intrigue within Dis. In recent weeks, Duke Titivilus has been seen in the company of a strikingly beautiful elven woman. Her beauty rivals that of the whores that serve the fool of the flesh. Amid their endless toil the slaves of Dispater have whispered of this. All are convinced that she is a woman of considerable standing and power, perhaps the empress of a world spanning empire of mortals or one that has obtained some fragment of true spellcasting potential. The riddle is further deepened by the fact she has refrained from speech and His Iron Grace has not chosen to address her while holding court.

Your groveling servant for all times,

W.

---

Hail, the Pale Prince of Hell, Archdevil of the Undead, Scion of Oblivion, General of the Midnight Hunt, Sire of the Eternal Slavery and Prince of Hell.

As your most humble and unworthy servant, I kneel before your glory to tell you of what my investigations have revealed. First, I am pleased to be the slave that tells you that there is no sign of G's involvement. Further, there is no evidence to suggest the fool of the flesh or the fool of arrogance have any ties to this. As such, I plead and await your ever wise guidance, Prince of Hell.

Your groveling servant for all times,

W.

---

Hail, the Pale Prince of Hell, Archdevil of the Undead, Scion of Oblivion, General of the Midnight Hunt, Sire of the Eternal Slavery and Prince of Hell.

The prescribed visit to the Iron Augurs has revealed nothing. As thus and as thus you surely already know, oh Pale Prince, Lord Dispater desires no harm or inquiries to come to this woman. I await further command.

Your groveling servant for all times,

W.

Prince Lixer.

I regret to inform you that Baron Wylsafir has perished. He ignorantly blundered into a forbidden section of Dis and was executed by the security there. Proper compensation has been credited to your account in Dis. I look forward to meeting your new ambassador.

Forever and for All Time,

His Iron Grace Dispater, Archduke of Dis and Lord of the Second.

Letter Set II

Dearest Brother.

I still await a reply regarding my invitation to tour Malbolge. Surely you can tear yourself away from that dreary work in Negation or Castle Crumbling long enough to visit! The vinyards of Malbolge are quite productive. I'm sure you would find the wine produced in my kingdom pleasing.

In waiting anticipation,

Lord of the Sixth, Princess Glasya.

---

Dearest Brother.

Are you still busy with your endless attempts at necromancy? Come, put down those toys and visit. My layer of Hell is fruitful and abundant, full of kneeling slaves and rich tribute. Surely marveling at such would be a better use of time for a Heir of Hell? Unless perhaps someone has finally caught your eye? Marriage with a proper Duchess could do wonders for your standing within Perdition.

In waiting anticipation,

Lord of the Sixth, Princess Glasya.

---

Dearest Brother.

Still with your horns buried in more magecraft? Come now, it's been far too long. You really must come to Malbolge and tour. Father will be displeased if you tarry much longer. As Lord of the Sixth, it is only proper that you pay me an official visit.

In waiting anticipation,

Lord of the Sixth, Princess Glasya.

Letter Set III

Prince Lixer, Archduke of Undeath.

In response to your inquiry regarding the disposition of the Supreme Legion and other forces involved within the Lifasan Conquest, I must regretfully invoke Rule 18, clause 9 of the Founding Charter of the Dark Eight.

For the eternal victory of Order,

Marshal Dagos.

---

Prince Lixer, Archduke of Undeath.

At the behest of Duke Martinet and His Dread Majesty, I shall answer your inquiry to the best of my abilities. This information is fully classified and must not be disseminated under any circumstances, by order of His Dread Majesty.

Duke Abigor has been convicted of incompetence, dereliction of duty, improper dealings with Chaos, suspicion of Chaotic sympathies and other related treasonous crimes. See Appendix A for a full list of the charges he was convicted of by sealed court. A transcript of the trial is available on request. As he is unaware of his conviction, he is for now allowed to hold his rank until the proper circumstances for his replacement are arraigned. As fitting with the protocols and regulations of the Founding Charter, I have had no more involvement with this aspect of the affair, nor am I aware of whom shall replace Duke Abigor.

I can confirm the presence of the vampire Annalise within Aurora. Further signs of vampires are currently not known, though circumstantial evidence suggests a relationship with Jaela, one of the founding officers of Aurora. She appears to be a half celestial, but if she is in a relationship with the vampire, it is certainly a ruse. A ruse powerful enough to fool the ranks of the deluded weaklings of Good by all reports, which further suggests the involvement of the First, as you suggested.

All signs point to strong contamination towards Chaos by those of Aurora. Several incidents suggest this, including one involving the Queen of Dragons. Please refer to Appendix B for a full list of known Chaotic acts by Aurora. This would follow the information you provided about the First Vampire. Several analysts believe Aurora is closer to pure Chaos than the weakened Chaos of Arborea, though nothing is conclusive at this time.

Enclosed are the files we have regarding the First Vampire. By order of His Dread Majesty, any further information you desire shall be provided on request.

For the eternal victory of Order,

Marshal Dagos.

Letter Set IV

Enclosed is the head of your lapdog arcanaloth. I have taken the liberty of instructing it in the proper forms of respect for its betters, as you have failed miserably to do so. Listen to its words, for there is more knowledge in them than in all your shallow years of being, half breed.

---

Very well, drippings of that glorified treasurer's loins. You have my attention. You had best not waste it.

---

I see you are made of sterner stuff than your sister. The Nadir, when the last eye closes shut. Bring the payment for the souls as well as the death's metal.

---

Prince Lixer.

On consideration, a steady trade of souls and arcana is agreeable. Servants in the Court of the Efreeti Sultan have been instructed to anticipate an approach by your own agents. While at this time brokering the sale of lavawights is not on the table, I am open to revisiting the matter in 90 years.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on August 08, 2014, 12:07:54 PM
The Radiant Green Dragon!

What it is: An information gathering mission on a particular green dragon in the Quasi-Elemental Plane of Radiance.

Status: Information obtained, dragon later killed by Aurora's forces.

Looking up this Comolinahalas dragon, sounds easy, right? I go talk around in the local non-native hangout, the City of the Blind. Turns out this dragon has a huge - I mean huge like a bag full of pissed off titans huge - green gemstone that drifts around Radiance. His gemstone half dragon children (Maybe they are; I'm not going to ask if the dragon's bonking gemstones, no sir) patrol the place with impunity. He's strong enough to mount raids into Mineral and get away with it, which isn't a small feat. I'd watch out for him if I were you - kick him fast and hard instead.

Oh, and I heard one more bit of news. He has a second breath weapon, like the metallic dragons usually have. It's a blast of pure burning light. It literally sears your eyes out and explodes your brain with overwhelming light. May want to watch out for that.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on August 08, 2014, 12:20:42 PM
This is a collection of notes from Sage Vul'lath, a githyanki sage who has defected to Aurora's banner. It is a compilation of lore from across the planes. The accuracy of each snip varies wildly - after all, it's merely collected lore. Take it for what it's worth.

Each snippet is separated by ---.


Life Lesson #1

An unknown portal seems like a brand new adventure! In reality, most planar travelers meet a bloody end by this philosophy. You don't know what you're getting into. You may not even be able to survive there or it may be a one way portal or far worse. - From an ancient text on planar travels.

---

...have no difficulty engaging in flight. The obvious answer is that magic is involved, but various tests involving dispellation and antimagic have shown no efficacy at inhibiting flight. The exact quality is thus unknown, but it can be ascertained that it is a trait of celestial blood, as half-celestials show inferior flight capability. The exact aerodynamics of celestial and half celestial flight remains a mystery...

---

...show that acidic concentrate from an adult black dragon is roughly eight times as potent. Indeed, the primary use of gelatinous cube acids are of it's paralytic properties. By concentrating the acid through distillation, a powerful numbing paralytic can be produced, one that sheds its acidic properties during distillation. Alternately, if higher acidic potency is desired, mixing one ounce of basilisk bile and one part babau slime with ten ounces of gelatinous cube acid greatly amplifies its acidic effect...

---

...link between Lathander and the sun. As there are myriad aspects to the Mortal Coil, no consensus exists. Various factions of the Dawnbringer's clergy give differing explanations; there does not seem to be a consistent dogma on this fact. Of course, a God could conceivably be composed of countless suns in unison. Others argue that there is one sun and one Lathander, but that he has the ability to ignore the conceptions of time and space as we understand them.  In essence, this argues that Lathander is in an infinity of places at once...

---

...refer to Maxul IV's excellent essay on the numerological aspects. But if 3+3=6 and 3+3+3=9, why are the Heavens not related to 3? This is the major flaw in Maxul IV's theorem, as long as one holds that the celestial planes are correct. To fully appreciate that notion, one must challenge that assertion. The logical flow is that if the Abyss has double-sequential numerological truth, then Baator must have triple-sequential numerological truth. Math teaches us that 3 x 3 is 9. The result of truth and more truth is Baator...

---

Every end begets sparks fertile and new
Blessed be the lost child in darklight
One day all will begin once more

---

...glazing. Glazing is done in a variety of ways. Glazing is functionally important for earthenware vessels, which would otherwise be unsuitable for holding liquids due to porosity. Glaze is also used on functional and decorative stoneware and porcelain. In addition to the functional aspect of glazes, aesthetic concerns include a variety of surface finishes, including degrees of gloss and matte, variegation and finished color. Glazes may also enhance an underlying design or texture which may be either the "natural" texture of the clay or an inscribed, carved or painted design...

---

From a Guidebook to Weapon Selection.

As far as materials go, it must be understood that they are aligned to law and chaos rather than good and evil. The fey, eladrin and demons all fear cold iron. Archons and devils equally find silver repulsive. Remember: Silver shatters law, while cold iron conquers chaos! The exception is Inevitables; robotic bodies require adamantine as a material due to the super-hard construction of Mechanus.

---

The accepted flaw of alchemical silver is that it does not hold an edge well. As a result, blows are less effective. Mithral can alleviate these problems, but is often prohibitively expensive. In these experiments, an attempt is made to bond silver with differing alchemical processes or more advanced magical means. The goal is to create a silvered weapon that does not weaken attacks nor is too expensive for practical use.

---

Funny graffiti in Fallbach: The best route to Celestia is that of a martyr, sliding off a demon's claws.

---

Life Lesson #31

The Prime Material is more important than you may think. It's safe, it's usually stable and outsiders or elementals are rarer there. Don't underestimate those who hail from it and DON'T forget it's a great place to hide out from the heat.

---

THE QUESTION? THE QUESTION ISN'T IMPORTANT, ONLY THE ANSWER! HOW DID THEY DO IT!!!????

My best answers were:

1. Worship provides divinity. The argument was rejected, as every egostistical king or rich merchant surrounded by toadies is decidedly mortal.
2. The Gods give them a little of their own power. The argument was rejected, as the Gods have power. By definition, they must be greedy.
3. They slept their way to it. The argument was rejected after much laughing by Master. It's the succubus problem.

I don't know. I'm going to be tested by Master tonight, diary. I'm fucked.

---

The little girl crossed the road
She got caught up in her long hair
A quick knife spilled her blood's load
Now she's walking up Heaven's stair

I'm sorry, Tia. It's just what Daddy had to do.

---

When I talked to him, I thought he was a well mannered frog-man, albeit riddled with clockwork. He was unfailingly polite and had an exquisite sense of propriety. The question of his abandonment of chaos was met with a silence and a smile. He laughed, a happy and carefree sound. Far too happy. I've never heard an Inevitable laugh before.  His answer was that chaos is everything; even law. He then thanked me for visiting and went off, like nothing was wrong.

---

I really had no stake in the entire affair. The blonde was really angry, the sort of angry that leads to killin'. I've seen it many times out here, but she didn't have the look of one of Talona's or Malar's type. Those are the only ones that give her brood trouble on those grounds, you know? It didn't make any sense, must be personal. All I know is that I got outta there and an hour later I saw her walking out of the city. Something 'bout her stuck to me. Every once in a great while I see those sort of eyes. Gives me the willies every time.  Glad I didn't try'n'pick her up after all.

---

An rare excerpt from the Little Black Book, the unholy texts of Malcanthet.

(Hm? Whatever was here looks like it was blotted out with ink.)

---

The key to the portal within the Ashborn Tower is a wooden orb, hollowed out. Within the orb must be the powdered skull of a dire wolf. It is said the portal leads to the 151st layer - what lies there I know not, but only that the demons themselves sealed it. To reach that portal, the Ashborn Tower must be conquered.

---

Leek, Onion and Potato Soup

4 large leeks
1 medium onion, chopped small
2 potatoes, mashed.
1 oz (25 g) butter
1 1/2 pints (850 ml) stock.
10 fl oz (275 ml) milk
Salt and freshly milled black pepper

---

...of matter does not seem to apply. This assumes that the typical flow of matter as we understand it is correct, and that demiplane magic is changing the natural rules of Creation, versus being aspects of Creation that are not understood. Various sages have well established how the building blocks of the Prime Material come from the Elemental Planes. This assertion is not under attack...

---

Good advice I got from an angel:

"Friend, it's in bad form to ask about an angel's wings. It's terribly impolite. Asking if we molt and if we get 'pissy' when we molt is simply rude!"

I wish I'd listened. Do you know how hard it is to get a Quest enchantment dispelled?

---

The defeat of Zaaman Rul at the Plains of Burnt Dreams was near-complete. His armies lay slaughtered, his aides imprisoned and already bound for Imix's bonfires.  In desperate single combat Zaaman Rul was struck down by Imix and left for dead. His resurrection and subsequent return has softened the impact, but the simple point is that Fire is aligned with Evil. The slaying of Bristis Pel had indeed won Imix the day - Zaaman Rul wasn't capable of defeating his father.

---

The tenth circle of magic is incomprehensible to me. I studied the scroll for a month and I've come no closer to unlocking its magic.  The ninth circle is difficult but I have mastered it, yet this height of spellcasting eludes me to the last! I have confirmed these spells exist and I hold proof in my hand! My suspicion is that there is a component to this greater magic than merely mastery. Dweomerheart. I must go to Dweomerheart and find out.

---

1+1=2? Why? Why does that equal 2? How do we know, when our senses cannot be trusted? I shall sequester myself and study perfect math, so that I can prove that 1+1=2! - The last words of the Twenty third wiseman of Pandam.

---

Mental note: Avoid half-dragon women. Scales down there CHAFE!

---

Hyperfertility: Dragons, outsiders.

Hyperfertility can be described as the ability to mate with creatures outside of your species and produce viable offspring.  While hyperfertility is not limited to those examples above, they are the best known examples. Indeed, half dragon and half-fiend/half-celestial children are a fact of life in the Planes and known on the Mortal Coil. It's interesting to think that the wars of good and evil have progressed to the point of breeding with mortals to produce more soldiers. As for dragons? Dragons just seem to enjoy it. Maybe they're all sluts?

---

Life Lesson #20

Don't eat Slaad eggs. While often a delicacy, there is a chance of secondary implantation. If you consume slaad eggs anyway, seek proper magic to counter any chance of slaad conversion.

Life Lesson #58

Kill the wizard or cleric first.

---

In the ceremony of Prismatic Birth, Renbuu's names must be inscribed in unequal parts of all seven prismatic colors. It further imperative that all of the names are organized in a proper reverse triple-irregular circle pattern, forming a two-dimensional sphere.

---

Mint tea soothes injury from anarchic weapons. Red peppers soften the pain from axiomatic weapons.

---

Adammal, Perith, Grengale, Bastrilo. All dead names of no meaning. All of the same being, lost like grains of sand on the beach of eternity. I have sought the truth for 10 centuries, but answers elude me. His true name is reckoned to be powerful enough to open the Gate. I must open the gate, and he knows this. I cannot stop now. I feel a reckoning is coming, he no longer bothers to hide his presence. He knows I can stop him. I know that if we come to battle now, he will triumph. I do not run. I consign these last words to this grimoire and consign it to this library.

---

Said to be a forbidden spell: Erathaol's Reverse the Flow. Why I don't know, but the book seemed sure of it, from what I could read. The language was some sort of distilled Celestial. Why it's forbidden I don't know or if it's forbidden to use or to know of or something else. Juliel said she hadn't heard of it before, and she's quite well versed in celestial magic. Could be a dead end.

---

True names rarely change. They change on the death of a mortal, assuming it's soul is reborn. A spirit's name changes if what it represents changes - a fallen angel, say. As the true name represents a totality of what you are, a change that fundamental results in a new true name. Once lost, an old true name has no power at all. Attempting to use it on the changed entity is folly, and may even get its wrath without any benefit to you. - What I remember of that bard the morning after. She knew a whole lot.

---

Two succubi at once doesn't work as well as you'd think. That is, unless you want to see a bloody catfight that only ends once one of them is dead. For future reference - after the succubus kills its competitor, this isn't a good time to mention that you're protected from it sucking out your energy or soul. On the other hand, it took only a single blow to finish her off after that fight.

---

Medicant - I know it exists! Sir Medi would not allow it to fall into ruin. The one hiding place no one else can get to - the Deep Ethereal! With the Celestial Key, finding it should be easy. I merely have to convince Galariel to give me the key. The stoic angel is not one to submit easily to words. - The last entry in the journal of a fallen traveler.

---

1+4+3=8.
8x2+1=17.
17+4=21.

---

(This note isn't a note at all! It looks to be a scroll of cone of cold.)

---

Blisswort 1 leaf, powdered and rubbed into the skin, repels lesser baatezu for about an hour. A bearded devil or above won't be anything but annoyed by it.

---

Morpheoloths are known as Dream Killers. They attack the mind and kill through massive fright and trauma. If successfully lured into an empty husk of a body and imprisoned there, research could be conducted.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on August 08, 2014, 12:34:02 PM
Apples of Idun

What it is: Magical apples that reverse aging. The tree that grows them is owned by Sharess.

Status: Nothing solid but a few possibilities. No real leads, only information and speculation.

So you want an Apple of Idun? They're hard as hell to get. No one's really sure exactly where the tree is, and it is said that they're guarded fiercely. To give you an idea of how fiercely they're guarded, the last guardian was Syala, who is now a Goddess. Yeah, I'd think a few times before trying outright theft. Hear she's a mean hand at making mazes, which anyone knows is code for death traps.

Occasionally Sharess grants them to favored mortal worshipers, and sometimes they aren't used but end up on the market instead. No such luck right now, no easy in. I did find one possible connection. An old legend says that Tempus is the one who gave Sharess the Tree of Idun in the first place. She showed Tempus love or something, I don't know. Maybe that's how old legends say that she seduced the hell out of him, I'm not going to ask. The upshot is that perhaps Tempus has some or knows where another tree is.

Oh, and before you ask, the apples don't rot like normal fruit. So if you find one, it's good no matter how old it is.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on August 08, 2014, 12:41:28 PM
The Melding of the Three

What it is: A monastic order dedicated to Angharradh, the Triune Goddess of the Seladrine.

Status: Disbanded, most members presumed dead. Nameless survivor revealed to be Meillarberyl, who was recruited to Aurora's cause.

A nice order of paladins who served the Triune Goddess, based in Lifasa. Past tense there, big time. Long story short and devil claws later, they're all chumming around with Angharradh up close and personal. Hopefully, since the devils probably tried to catch 'em too. Anyway, got one friend who said he heard of someone from an order like that. Didn't get a name, but she retreated to an obscure monastery deep within Elysium.

The name? The Silent Order of Eternal Tranquility. Yes, I asked, and the name means it is a group with a vow of silence. Can't say I blame her or anyone from Lifasa choosing to opt out from the rest of mortal struggles. Ugly business there, but it sounds like she has some fight left in her.

Title: Re: Balmuria fluff and flavor
Post by: Anastasia on August 10, 2014, 01:43:10 PM
Eternal Joy

This book is a journal recorded by Rogen Palethos, a wanderer who came to Elysium through a portal. It describes his journey through the blessed paradise and his marvels at the beauty of it all. The entries become more joyous as he succumbs to the call of Elysium, a slow and graceful decline as he finally surrenders to it. While notable for being a long and well written first hand source of Elysium's transformative properties, the main value of this book lies in the description of a being called Cantasa Alexandria.

Normally, knowledge about Cantasa Alexandria is anathemic knowledge, which is knowledge that cannot be remembered and cannot be recorded. This journal is unique in that a description of her remains unaffected by this. A direct passage from the book is included below.

"Glory the maiden of the GATE stood before me, the SEVEN-fold ONE farther than the eye's sight, glory FORTY-NINE wings each singing the music of joy, Cantasa Alexandria spoke in FORTY-NINE voices and glory said: Oh, turn aside the wicked and glory everlasting, tomorrow and hereafter and for ALL TIME AND FOREVER."

While this knowledge is successfully recorded, those that read it forget what they have read within 7 days. Attempts to record or preserve this knowledge beyond the book uniformly fail.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on August 10, 2014, 04:55:25 PM
This is cross-posted from the Father's stat block.

The material here is from an ancient account of The Father's sealing, recovered by Aurora as they struggle to keep The Father sealed away.


---

The ancient scroll in your hand shakes with every breath you take. It appears on the verge of collapse, so you read with a desperation born of need. You utter a prayer to the Heavens that it survives long enough for you to finish.

If you are reading this, then The Father is active in Creation. May all the Gods of justice, righteousness and compassion have mercy on your soul, for The Father will have none. Read well, for I pray that the information here will lead to the end of the nightmare. Should you not end the nightmare, then The Father will be freed and only the Gods themselves may be able to stop him.

The Father is the spawn the Pale Mother and Demogorgon. The details of his parentage are unclear, but it is said that Demogorgon consumed the afterbirth and perhaps a newborn child of the Pale Mother. This afterbirth was not digested, but instead became a rotting tumor between the necks of the Prince of Demons. A frenzy came over Demogorgon, an absolute hunger as he slaughtered and devoured countless demons under his command, the tumor growing ever larger. Eventually, the tumor ruptured and the Father emerged on the wings of a holocaust, in the stinking mires of Abysm. Aameul desired to consume the Father as well, while Hethradiah desired to torment the abomination they had unleashed. In the argument that followed, The Father was able to escape.

The above information is correct as far as I have been able to discern. The massacre and consumption of Demogorgon's thralls has been confirmed by lore from multiple survivors. However, the information about the Pale Mother's role in this is far less reliable.

The Father is an abomination cursed by his sire and unwanted by his distant mother. He is forever cast out of the Outer Planes. Instead he is cast into the mortal realms. Unlike other greater demons, his presence does not wound the mortal world. No, the natural world rarely notices him and never recoils from him. He was cast into my Prime Material world, wherein he established himself as a spiritual leader and attracted the veneration of thousands. But no mercies came from his lessons, no everlasting life beyond that of flesh. His wisdom lead to the reduction of sentient mortals to cattle. Every truth he uttered was a self-destructive falsehood carefully arraigned to appear authentic.

Calamity spread as The Father's vision came to grow. Entire nations fell into anarchy and cannibalism, and soon The Father was the most powerful man in my world. The greatest heroes of the world came to face him, to put an end to this madness.

But The Father was all powerful.

Ultimately, I was one of the last heroes left. I gathered the few remaining, and sought not to destroy The Father, but to contain him. By Oghma's wisdom and the sacrifices of every other soul who opposed him that day, I sealed The Father away into my holy symbol - a book. Exhausted, I took this book to the farthest reaches of Valgadda, which are no more. I wished to seal this book away until the day Creation is no more and allow whom may stand then to deal with this abomination. Yet that night the Lord of Knowledge spoke to me in my dreams, telling me that The Father would one day corrupt his prison and be free once more. The seal will not last forever. Should The Father be free again, he will return to the mortal world. He will return and again there will be feasts. Mortal life will become that of animals, awaiting slaughter.

Kill The Father. Only a weapon forged by a smith born from neither father or mother and made holy can destroy The Father. Unfortunately, one must be strong enough to use this to tear him asunder. We were not. The scythe that rests with this book is one such weapon. It was made by the Glasae Queen, Empress of the Fey Marches. She was born of her own desire to exist, coming fully born into the world. If you wish to slay him, you must free him from this book at dawn in the mortal world. The ground must be consecrated and hallowed, as well as inlaid with seven circles against evil and seven more against chaos. When dawn's light hits the book, he will be freed. The true form of The Father is a vaguely human body of mouths, standing four dozen feet tall. He does not move as much as flow, mouths devouring each other and the space around them.

As to the actual battle, all who oppose The Father must have their minds completely protected by nothing less than the spell mind blank. Anything less will result in the complete shattering of the victim's psyche into unrecoverable madness. Even then, the strain of viewing The Father will inflict great mental trauma. This trauma in particular damages traditional priests, though those who cast from personal magnetism fare better. Of the elements and magic, lightning, cold and sound have no effect on his true form. Fire affects him, though he is resistant. Acid damages him greatly, but does not inflict mortal wounds. Life energy, strangely and for reasons I cannot discern, damages The Father. Of the physical, The Father's true form has no discernible anatomy. Trained warriors that rely on well aimed blows or single, overwhelming strikes (such as from the scythe, to my great lament) are largely ineffective. Manufactured weapons, save the scythe and those like it, are consumed on striking the Father. Woe onto the fool who attempts to claw, punch or bite The Father, for they become his subsistence.

The Father's main strategy is to flow over his victim and consume them whole. Those consumed whole are consumed in body and soul, forever lost. Those who survive quickly transform into abominations, smaller versions of the Father that in the end consume themselves into spiritual and physical oblivion. In his time leading the souls of entire nations to oblivion or damnation, he became learned of clerical magic. His spells carry the same consumptive effect as his bite, though on a slower scale. Divine intervention is the only way known to reserve this process.

The Father also possesses two special traits, one from each of his parents. He has the ability to dominate the minds of the weak, breaking them to his will like his accursed father can. From his mother is the madness on sight explained above. I believe that The Father is in some small way similar to the Pale Mother beneath her ever-shifting veil. Further, the research into forbidden lore regarding the Pale Mother suggests that her origins do not come from this Creation, but from Beyond. It may be that means to battle back the spawns of madness beyond our Creation could be effective against the Father. I do not know, for such means are vanishingly rare. However, there is one flaw in this premise. The Father is a priest. The Beyond rejects divine power and is nearly immune to it. This may be nothing more than addled speculation of madmen and demons forced to speak the truth, for such information can only be extracted through the might of magic.

You who read this are my hope. Angel or devil, saint or sinner, I care not. End the nightmare. No more feasts. Kill The Father.

Amen.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on August 10, 2014, 09:46:51 PM
Memoirs of a Dretch Paladin

This thin book is a diary of a self-proclaimed dretch paladin. He calls himself Paladin instead of a proper name and possesses a relatively high level of intellect for a dretch. While the text is broken and poorly written, it is legible and more or less comprehensible.

It tells of Paladin's inspiration - seeing a warrior with a glowing white sword slay the hezrou that used it as a minion. For some reason this inspired it to try and do the same, to become a paladin that can kill things like mean hezrou. It details his struggles to find this power and kill demons. The former eludes him, as his ideas of what a paladin are indistinguishable from a rampaging demon. However, he proves to be surprisingly adept at the latter. Soon the memoirs tell of bloody battles as Paladin cuts through lesser demons, paired with ineffective and senseless attempts to make demons 'see the light'. Which, as a demon himself, is something akin to making them beg for mercy before killing them.

Near the end of the book, the writing becomes more coherent. It ends on no particular note at all and provides no resolution. An afterword by a nameless scholar postulates that Paladin may have been slain, promoted to a new form or lost the book.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on August 11, 2014, 01:43:18 PM
Empress Sulia's Rise

This is a biography of Empress Sulia, a demipower that has risen within the past several centuries. It describes her life, ascension and her new role in divine politics.

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 its 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 those she cares for. 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 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.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on October 22, 2014, 01:00:46 PM
Dreamless Syndrome

This book discusses a rare but serious condition known as dreamless syndrome. On occasion, spellcasters will use lesser restoration or similar spells to bypass the need for a night's sleep. While a missed night or two of sleep is harmless, extended use of these methods has a deleterious effect on a person's sanity. Mortal creatures need to rest and to dream. While simple magic can soothe physical tiredness, it does not relieve the mental fatigue that accumulates.

The effects of dreamless syndrome begin with hallucinations that grow into a disconnect with reality. If not properly treated, these hallucinations begin to become real for the victim. These dream-like hallucinations are generally harmful and can result in injury or death. To everyone else, the victim acts mad and suffers impossible injuries that manifest out of thin air. Creatures that do not sleep are not subject to this condition.

The book advocates one simple solution to the syndrome, which is going to sleep. A single night's sleep greatly mitigates the effects and several nights of rest in a row cure it.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on October 22, 2014, 01:28:00 PM
Lunar Frolic

This thin, silver-bound tome is handwritten in refined Celestial. It appears as a work of art as much as book, with delicate and gorgeous calligraphy joined by the elements of an illuminated manuscript. By all accounts is is beautiful and the work of a supernaturally skilled artist. Unfortunately, there is no author listed nor any obvious hints of who it may have been.

The book describes a ritual on the moon known as a lunar frolic. It is from the viewpoint of an unknown observer, referred to in the text only as 'him'. In any case, it describes the light of Lathander reaching the moon. Here an ethereal angel of the moon is surrounded by six identical sisters as they receive Lathander's light, then engage in a beautiful celebration. This joyous dance weaves the sunlight with the dust of the moon, creating moonlight. The moonlight is then sent in all directions so that Selune's glow reaches all of Creation.

The book also warns that this frolic must happen every seven months, lest Selune's glow dim and the night be completely overrun by Shar's darkness. It warns of silver tongued servants of the Lady of Loss, who seek to end the ritual by any means.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on December 01, 2014, 02:05:14 AM
Advanced Languages

This book is a scholarly dissertation on various rare planar languages. The author claims to be a servant of Oghma from the House of Knowledge, though the veracity of this cannot be ascertained. It asserts that the movers and shakers of Creation speak words so tied to what they are that to merely utter them is a supernatural feat. It notes the Words of Creation and the Dark Speech as the two most known examples, but goes into details about several.

Words of Creation: The root language from which Celestial springs. It is a beautiful language spoken by the deities and planar lords of Good, as well as some ancient celestials. It is said that when properly used, it can bring redemption to the wicked, create materials from nothing and raise the dead. It's said to be impossible for anyone but an outsider deeply tied to good and marvelously wise to speak. It is also said to have local variants for law and chaos, but that the overarching language is unified.

Dark Speech: In many ways, this is the inverse of the Words of Creation. It is the tongue of damnation, hate and evil. The greatest fiends can use it to cause pain, condemn mortals and spread misery. It is noted that the devils, daemons and demons each have their own version of it that are not compatible with one another. Further, each demon that can speak it has their own version.

The High Elementals: It is said that the genies and elemental lords have potent tongues that can command the elements themselves. Less is known of these, as elemental matters are further removed from the rest of Creation than the Outer Planes, but some information is known. It is said the elements can be commanded with them, including elementals themselves. The languages are commonly known as High Maridi, Great Efreeti, True Djinn and Final Dao, though these are crude translations of titles barely understood.

The book further notes that there seems to be no great language for pure law or pure chaos. The author speculates that law has no need for language, for at the highest levels all are one and one are all. Likewise, high chaos is too distinct for meaningful communication on that level to occur, as each powerful exemplar is unique.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on March 02, 2015, 01:58:53 PM
Behind the Screen: Hit Points

This is going to discuss how hit points are dealt with in Balmuria and what they represent. What exactly hit points measure varies from DM to DM and edition to edition. So let's set the record straight and define what hit points are for Balmuria.

Hit point damage represents physical trauma to the target. It is not an abstracted value wherein you don't get hurt until the fatal blow. Creatures with more hit points can take injury that would bisect a mere peasant as little more than a flesh wound. This represents the increased endurance and superhuman powers of characters past the first few levels of play. 30 points of damage will reduce a level 1 character to a pile of gibs. This same trauma is little more than a middling injury to a typical 10th level character.

Ergo, hit point recovery is accomplished with recovery. Rest is the mundane way to do so. Note that higher level characters heal damage in a day that a peasant couldn't even survive in the first place. They've gained healing capacity to keep up with the increased toughness they possess. Magical healing generally uses positive energy to accomplish the same thing in an instant. As a character gains levels, it requires more hit point healing to restore all wounds. As higher level healing spells channel more healing and thus more positive energy, it can be inferred that higher level characters literally have a more robust life-force than normal human beings. Succinctly, hit point capacity can be equivocated to the body's ability to hold positive energy. As characters endure trauma and grow stronger, this capacity rises and thus do hit points. As positive energy is the source of all life, it charges the body with a greater ability to survive injury.

To elaborate somewhat, let's take a level 10 fighter. He's a fairly tough fellow who has 100 hit points. Next to him is a level 1 peasant who has a whopping 8 hit points. He's tough as far as peasants go, but he's not superhuman like the fighter is. For the sake of example, a red dragon comes on over and breathes fire on them for 30 points of damage. For a normal peasant who isn't superhuman at all, that 30 damage is much more than his hit points. He's reduced to a charred corpse. Meanwhile, the fighter's 100 hit points is more than sufficient to endure that blow. The fighter's burned but intact, nowhere near the charred corpse the peasant is.

The peasant's body wasn't robust enough to handle that sort of damage. He didn't have the stronger life-force that the fighter did and was thus killed. The fighter, on the other hand, has far more positive energy within him. His body is able to resist and endure the flames. He's burned, but it's in the realm of second degree burns that are quite survivable. This is a direct result of that positive energy in him - more life, more ability for his body to deal with trauma like that. Some of that positive energy is lost in the exchange. Over time, the fighter's body will naturally draw in more positive energy to replenish what was lost. This causes the body to heal and recover hit points.

It's worth explaining how damage reduction, energy resistance and other means of defense interact with hit points. These factors are unrelated to positive energy and hit points. They provide a defense that can mitigate damage received. If hit points are the body, damage reduction and similar things are the armor that protects the body. You have to get through those to deal damage. They aren't an extension of how hit points work at all, but instead the result of other factors entirely.

Finally, non-living creatures are not alive nor are they undead. While a rock does have some traces of positive energy in it, any hit points it possess are due to the mass and hardness of the stone. Chips and breaks do not heal, as there is no positive energy or life-force to do so. With these, it must be understood that hit points are shorthand to describe this. Unlike undead creatures, non-living materials have no counter-source of not-life to draw from. Further, even when magic repairs these things, no positive energy is involved. The spells mending and make whole are transmutations and do not have the healing subschool. Super-hard materials, such as adamantine, are still relatively fragile compared to higher level characters; this is far moreso if the hardness of a non-living creature can be bypassed or overcome.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on April 16, 2015, 02:03:20 AM
The Great Prism

This thick book is penned by an unknown philosopher, a long treatise on the nature of mortal reality. In particular, this tome focuses on the Prime Material Plane. It discusses how there is not one single world in the Prime Material, but countless variants that are each unique. It prevents several theories as to why.

The first is that the Prime Material is one great, single plane or universe. It claims that each Prime Material world is separated by vast distances in some manner, and that mortals lack the ability to transverse this distance without magic. It compares it to an endless ocean dotted with countess island-worlds. The Prime Material is just as infinite as the other planes in this theory and each world is a self contained creation.

The second theory takes the opposite tack. There is but one Prime Material world, however, it is endlessly split into variant worlds. It is compared to light that passes through a prism, becoming a rainbow of colors. The Prime is the prism and creates worlds from this light, which is suggested to be a metaphor for the Inner Planes. The author further ties this to the fact the Inner Planes are the building blocks of Creation. The Prime Material has the unique ability to combine all the elements into one whole by this theory.  A close reading suggests the author prefers this theory over the others, as it gets the most attention and pages devoted to it.

The next proposes that the Primes are not planes at all. The mortal world are the dreams of the divine, with each world being a different dream. It notes that some deities and powers hold strong influence in some worlds than others, claiming those world-dreams are ones that deity projects the most into. These shared dreams are passing fancy until mortal life ends, at which point the divine gifts the mortal with existence in the real world of the Outer Planes.

Another theory is that the Prime are created as experiments. The divine seeks to create the perfect world. Each Prime is another attempt to that, discarded and paid minimal attention to once it fails and they move onto the next world. The races and lives in each world are merely experiments allowed sentience and sapience as a side effect of this grand quest. When that one, perfect world is at last created, all the other Primes will be useless and disposed of.

No final conclusion is made in the last chapter. Instead it reflects briefly on each story and suggests that the question is the greatest facing the sages of mortalkind. If it can be answered, they are one large step closer to understanding Creation itself.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on May 06, 2015, 04:34:02 PM
An Overview of Fey Society

A book written by the sidhe scholar Spruce, this book discusses the basics of fey organization in a simple and direct manner. Such an accounting is quite rare and free of the mystique fey encourage. It is known that fey of both courts have suppressed this book when they come across it, but copies can still be found on occasion.

The Seelie and Unseelie Courts rule fey life. The Seelie Court rules the more life giving, positive aspects of nature, whilst the Unseelie Court embodies the negative and deadly aspects of nature. Much like good and evil they exist as a yin and a yang. However, while strongly associated with them, good and evil do not fully define the Courts. Further, the Courts do not precisely line up with those definitions of good and evil. While most fey are aligned with a Court, not all are. The nature of fey encourages independence; many fey strike out on their own and pay little to no homage to the Courts. This is generally accepted, as most fey scholars assert that a fey cannot help but advance the agenda of its Court, no matter if it tries to reject it or not.

The Seelie Court is located within Arborea. It is said that it has the capacity to wander all of the heavens, but the truth of this matter is unclear. It is known that the Seelie Court is ruled by Queen Titania, a figure sometimes conflated with Queen Morwel of the Court of Stars. In depth study suggests that they are merely close friends and allies, and that assuming they are the same entity is a common mistake. It is true that the fey and eladrin are closely bound and perhaps related, a morsel of truth that is used to bolster this argument. The fact that the Seelie Court and the Court of the Stars are closely united and share warm relations also contributes to this.

The Unseelie Court realm drifts between the neutral evil and chaotic evil planes. It is ruled by several enigmatic figures, cloaked in anathemic secrecy. It is ruled by the Queen of Air and Darkness. Her true name and identity are unknown, as she is never seen without a mask and her physical form varies on her whim. The matter of her identity is the subject of considerable debate, with many female powers of evil being suggested as her true identity. Names such as Shar, Beshaba, Auril and Talona have all been suggested as possibilities. A few male deities have been likewise suggested, as the thought is that what better illusion and lie is there than that? The Pale Mother is known to have some relevance to the Queen of Air and Darkness as well, though the matter is hazy.

Entry into the Seelie Court can be found in Arborea. Such portals are not found, they find the seekers in their own time. Thus it is with the Unseelie Court, often coming on those that seek it like a nightmare from the depths. In addition, entry to both courts can be found in the mortal world. These entry ways vary wildly and at the whims of powerful fey.

Both Courts have elaborate titles, organizations and noble rankings. The exacts vary between Courts and each Court varies as its rulers see fit. As the fey tend towards chaos and independence, they listen to whim rather than tradition and change titles as they desire. Personal power and high rank tend to go together, so an individual fey's power is a general indication to what rank they hold, if any.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on May 08, 2015, 01:16:20 PM
Elder Magi Tepen's Classroom: Planar Trading

Elder Magi Tepen is an archmage of a decidedly scholarly persuasion. His recorded lectures are required listening for new recruits to Aurora.

Hello and good afternoon, all. I see you've found the refreshments already. If you'd all settle in, we'll get to this lecture.

Before we begin, I'd like to remind all of you that this is an intermediate level lecture. You should have a solid foundation in planar structure. Additionally, a background in the psychology of various exemplars and outsiders will prove useful. If you lack those, I would recommend going to the library to review past lectures, then listening to this lecture once it is placed there. Ask for Sylvie or Sage Vul'lath in the library, they'll be able to get you sorted out.

The purpose of this lecture is to explain the reasons why there is trade across the outer planes. We will discuss why this occurs, what various planes get out of it and have an examination of several-!

Hm? I see you've raised your hand, thank you for doing so instead of interrupting. I'd rather answer any questions after the lecture, there will be a chance for those then. Thank you.

Ahem. As I was saying, we will discuss why this occurs, what various planes get out of trading and have an examination of several planar trading organizations. To properly frame this, let us begin with a simple question. If the Heavens are perfect, to what ends would they have any need for trade? All material needs are taken care of in the Heavens, yet they join trade just as eagerly as law, chaos and evil. Why?

Then we must look at law. Law is complete and self-sufficient by its nature. The collectivist aspects of order suggests planes that are wholly self sufficient. In fact, this touches on another point altogether. The planes are ultimately all self sufficient. They are infinite and without end, so to what ends would any have to trade with others? Those that inhabit a plane are perfectly suited to it, for they made their choice in mortal life and now live the eternity of that choice. What need would they have of things they rejected?

In light of this, you may wonder who would trade. If you thought about it and answered 'mortals and fiends', you'd be close to the truth. The mortal realms are not so blessed as these other realms and are often beset by greed. Coming from lands where trade is vital, they seek the planes as a way to make greater and greater profits. On the other hand, fiends always desire and crave more. Fiends crave more souls to gain, more treasure for security and luxury, more magic for power. They seek to sate the greed that plagues them. Indeed, the most well known type of planar trading may be the soul and larvae trade within the Hells. Further, both blocs gain from trading by accruing influence and connections. Mortals gain more chances for profit, while fiends gain connections to further advance themselves and corrupt more souls.

In this we find the answer to the rest of our question. The Heavens trade to counter-act the efforts of the fiends and some mortals, all while making more connections they can use to fight the good fight. Unlike the other two, they need not what they trade, which makes them fundamentally different merchants to deal with.

In turn, the competition of good and evil draws law and chaos in, for the archons, devils, demons and eladrin all wage that ancient enmity as much as they wage the battles of good and evil. Just as the righteous are drawn in to oppose the fiends, those of law and chaos are drawn in to defend their own interests.

Over time, this has lead to trade being accepted across the planes. The benefits of communication, influence and espionage are too precious to neglect. This has even opened up the Silver Sea of the Astral Plane, the elemental planes and more obscure planes yet. However, therein lines another problem. Outsiders do not always make the most acceptable merchants due to longstanding and irreconcilable differences between various planes. While some planes do maintain diplomatic relations with their opposites - Celestia and Baator are best known for this, having entire bureaus dedicated to it - having angelic traders in the Abyss or yugoloth traders in Arborea is unacceptable to all concerned.  As a result of this, non-aligned creatures have become a large presence in trade. There are no pesky problems of eternal enemies, realms that innately reject them and other difficulties. Further, quite frankly, the opposing realms are rarely interested in directly trading with one another.

This has lead to, or at least greatly aided, the rise of the mercane. Likewise, mortals can easily find a place in planar trading if they are capable and willing. Brighter than average elementals are likewise used at times, as are countless other bystanders neutral in a particular planar conflict.

Now then, let us discuss the various planar structures and organizations of trade. Each plane has its own take on trade, we will only be touching on basic details, as an extended examination of any single plane's trade is far beyond the scope of this lecture. I-!

Yes, yes, please sit down. I'm perfectly aware that Brightwater is the largest trading hub in Creation. With all respect, please wait until the end of the lecture if you wish to go into Waukeen's religious scripture. Thank you for your understanding.

Now then, let's touch on a few salient groups. We'll focus on the outer planes for our purposes here, as the trade of the elemental planes involves a deeper understanding of the issues unique to those planes.

We'll begin with the largest trade nexus in Creation, Brightwater. Brightwater is home to several deities, including Waukeen. She oversees trade, merchants and other related concepts. As such, her home realm is a natural hot bed of trading from across the planes. While fiends are generally not welcome there, it nonetheless has goods from every corner of Creation. Still, it must be understood that Brightwater is not a monolithic trade bloc. It is home to countless houses and groups. Additionally, Waukeen's clergy often does its own commerce outside the bounds of the established trade houses.

Just behind Brightwater is the Mercane Consortium. This group oversees all official mercane trade in Creation. They have their hands in everything on almost every plane, or at least try to. They trade in everything and trade to everyone that will have them. The Consortium may rival Brightwater and is better organized; however, they also cultivate good relations with as many powers as they can. If nothing else, the mercane seem to live for trading, having no other aspects that are commonly known of.

The next largest is highly disputed. The city of Dis in Baator is generally thought to hold that position, but it has many rivals. Rather than going through several more locales, let us focus on a few noteworthy groups instead. These groups are far from comprehensive, but rather a sampling of various planar enterprises in regard to trade.

Celestia's Envoys is a small but well organized trade service, used on occasion by the more pragmatic archon lords, Authorities of Celestia and even the Hebdomad. They are not driven by profit in coin, but profit in deed and accomplishment. It is known they often take great losses, all to better fight against the wicked. Persistent rumors suggest that the Slayers of Domiel are tied to this group and use it for cover. In truth, I suspect many groups in Celestia use the envoys as cover. In any case, they deal in goods from Celestia, usually arms, armor, foodstuffs and magical items.

Another noteworthy group is The Purple Flag. This is not its official name, for it is generally thought that it has none at all. It is a sect of slaad who use a purple flag when trading. Slaad trade is inherently unpredictable and erratic, but it does occur at times. Goods, deals, value and prices vary each time they go out, and oftentimes in the middle of negotiations. They are mainly noteworthy for being abnormally long-lasting, as few slaad groups endure long. The motives behind the group is unknown.

Finally, let us discuss the Brides of Agrimony. This group of traders is sponsored by the demon lord Graz'zt and is comprised of beautiful women. They wear white veils and focus on getting the demon prince as much money as they can. They focus on more tempting goods, ones related to sex and lust, but they do not limit themselves to it. They are sharp traders that often quarrel with erinyes and brachina traders from Hell. Such conflicts are routine, as the Blood War does not limit itself to only armed violence.

Essentially, it must be understood that planar trading groups reflect the ideals and purpose of the exemplars behind them. Every group has a purpose, but unlike mortal trade, material profit is not always it. Even when profit is the goal, it is seldom the only goal. To assume purely mortal motivations to these groups is folly.

Now then, we'll begin with questions. If you'd all raise your hands? We'll start with the lady in the gray robes. It isn't known, as mercane dealings are ubiquitous but relatively little about their internal structure is public. What the precise difference between official and unofficial mercane trade is somewhat ambiguous, but the fact that there is a controlling organization is clear. The mercane are extremely reluctant to discuss the specifics with others. Scholarly research in this field is unfortunately limited by this. I've considered composing a paper on this subject, but both political realities and other engagements have prevented it.

Now then, the red-haired gentleman in the back? Ah, by political realities I mean that Aurora enjoys good relations with the mercane. We have a few mercane here, such as Filbrez and his emporium of curious magical items. The mercane view those who pry on such matters dimly. This is a simple matter of politics. It is sad to say, but academic curiosity must take a back seat to the goal of liberating Lifasa. It is better to have the mercane on our side than to alienate them. That said, do you have another question?

A fair deal. Realms and personalities with an elemental leaning use them the most. The trading arm of Mephistopheles uses ice para-elementals as bodyguards and sometime negotiators, for instance. Elementals are another tool in the kit of many trading houses and organizations, especially those who wish to indirectly deal with their opposites. To continue in Baator, unaligned fire elementals were notably used in an incident where Raziel and Belial had reason to trade and deal with each other. It's quite the fascinating story, one recounted in the papers of Varinscha Bloodwing. There's a copy of these papers in Aurora's library. Check the diabolical studies wing, though bear in mind that Ms. Bloodwing is a devil and has her own natural biases. If you can read between the lines of her biases, you'll find a wealth of information on the devilish mindset.

I'll take a question from the man in green, right there. Ah, yes. By that, I refer to those who have no need for material possessions. Pistis Sophia has no interest in trading, since material things are irrelevant to her. Others vary depending on their station, though perhaps pragmatic was not the best word. Again, the personality and inclinations of each plane and each personality must be taken into account. With Celestia, it must be understood that there is a sizable contingent that has no need of material possessions at all. But this opinion is not uniform, as Celestia's Envoys illustrate. This is explored in a few works, most expertly in the Sanctum Folio by Adan Rosespire.

Are there any more - ah, of course. Your question? No, there's no real involvement in the soul and larvae trade. It's certainly known that the Heavens will attack and disrupt it at times. Scholarly opinion varies on why they don't oppose this more. I personally believe that it is because the souls and larvae are mortals who were evil in life. To the Heavens, someone who reaches there after life is a precious treasure. To the Hells, someone who reaches there after life is a resource to be exploited and used. But allow me to state that this is a far from settled issue. If you're interested, independent study and research is always welcome in this field. Ah, you are? Excellent. Come see me in the library in the future, we'll discuss this in further depth then.

I believe that's enough questions for today. Planar trade must be understood as a reflection of what each realm is. Once you understand that, the reasoning and motivation for it become clear. In this you can find yet another insight into the minds of outsiders and the eternal war between law, chaos, good and evil. Likewise, even though we did not discuss it, the inner planes likewise must be considered in the same light.

Thank you, please enjoy the refreshments.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on May 08, 2015, 01:30:02 PM
This information was recovered by Aurora during their raid on Castle Crumbling. It is from a coded book that was successfully decoded by Aurora and deals with an entity called the First Vampire. Little of known of this First Vampire beyond that it is a scion of the Abyss. This information is presented here as is, a curiosity of intercepted knowledge.

It is assumed that Lixer wrote this, though it cannot be decisively ascertained.


Notes on the First Vampire

- The First Vampire has been gone for eons, though several of his children remain.

- The First Vampire has no weaknesses, even sunlight. Further, he is so resistant to positive energy as to be effectively immune.

- The First Vampire fell into a deep, restless sleep eons ago.

- The First Vampire went to sleep by choice.

- The First Vampire is said to be due to awaken.

- While Orcus has often claimed the First was his work, ancient lore constantly contradicts this.

- The First Vampire cares nothing for order, yet nothing for Orcus or demons as well.

- The First Vampire is an abomination, possessing a fragment of divinity.

- The First Vampire desires to sate his lusts - blood and far more carnal things yet. This is his ultimate motivation.

- The First Vampire can be wounded by holy, axiomatic weapons of the highest magic that have been blessed by a deity of life, such as Lathander.

- Typical wards to protect the mind are useless against the First Vampire should he will it to be so. He can even command mindless creatures, with only deities and powers being safe.

- The First Vampire regenerates any wound in seconds. Even true wounds by holy magic or the proscribed weapon above, heal fully. The First Vampire must be slain decisively and within mere seconds or even the greatest effort is for naught.

- Through an ancient pact, the First can summon Ubalukk obyriths.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on May 08, 2015, 02:01:43 PM
Planar Structure in Balmuria

What lies beyond the material 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?

Overall the planes use the standard great 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. Also note this is an introduction, not an in depth article on all each plane has.

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

The Prime Material is the material world as you knew it. It is known 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 deities, though the names may be different.  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 deities cannot enter the Prime without fundamentally changing its nature. 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.

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. Planars often speculate it is an entirely different realm than that of the Ethereal, less connected to the Prime Material. Of all the various planes, it is one of the most unknown.

The Shadow Plane

This functions as in the normal cosmology. However, recent reports show that Shar's power there has swelled even further. All but the bravest are avoiding it.

The Elemental Planes
Earth, Fire, Water, Wind

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 has a divinity who rules over it as the supreme neutral force and incarnation of that element. Fire is Kossuth, Earth is Grumbar, Air is Akadi, Water is Istishia. Water and Fire oppose each other, as do Air 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 divine, the endless planes of paradise and misery and the eternal lords of the Outer Planes. 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 deity(s) exist, unless said otherwise.

The deities are supreme on the Outer Planes. The only beings that can challenge them are lords of the planes. These beings, such as Asmodeus, Queen Morwel, Primus and other entities, are capable of being worshiped and granting clerical power. Deities represent mortal ideals and concepts, while lords of the planes 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. Even to planar adventurers it's a point of irrelevance. It doesn't matter much if it's Bane or Bel who torments your soul for all time.

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 an outsider or joining with a deity or power. If a deity 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 outsiders do not retain memory of their mortal life. In the Hells this is a point of torment and alienation, forever yearning for things unremembered. In the Heavens, 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 ever 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 deities reside within the appropriate Elemental Plane.

Information about each outer plane follows below.

The Seven Mounting Heavens of Celestia
Mount Celestia, The Holy Mountain

Mount Celestia is where unity and righteousness unite into a coherent whole. It works as in the normal cosmology. The seven members of the Hebdomad rule and guide over the archon host. The archons in turn aid those who engage in the sacred journey up the holy mountain, to the promised light of Chronias.

Notable divine realms that are a part of Mount Celestia include the House of the Triad(Helm, Ilmater, Tyr), Dwarfhome(Moradin and some other elements of the dwarven pantheon), and Bahamut's Palace(Bahamut).

Twin Paradises of Bytopia
Quiet Mourning

Bytopia's basic geography is the same as in the standard cosmology. The population is largely angels with a few archons, a smattering of eladrin and herds of celestial animals. This is a quiet realm with little direct divine presence. Mortals who visit rarely stay long no matter what they planned before entering. While it is as satisfying as any other Heaven, those who are of strong enough mind and will to recall that they meant to stay longer report a lingering sense of sadness in the realm.

There are no notable divine realms in Bytopia. Note that as angels replace guardinals as the neutral good exemplars.

The Blessed Fields of Elysium
Elysium, Angelhome

Elysium functions as it does in the standard cosmology. However, any instance of guardinals is replaced with angels, as there are no guardinals in this setting. The wisest sages know that there are angel lords who work in the shadows of this realm, but they seem to take considerable pains to stay out of mortal knowledge. Instead, the various divinities of Elysium rule over much the realm - what little rule Elysium requires.

Notable divine realms in Elysium include Dweomerheart(Mystra, Savras, Azuth, Velsharoon) and the House of Nature(Lathander, Chauntea, Mielikki, Silvanus, Eldath, Lurue and others; borders with the Beastlands).

Wilderness of the Beastlands
Untamed Nature, Heart of the Wild

This realm functions as noted in the standard cosmology, once again replacing guardinals with angels. This realm is largely ruled by the House of Nature, which includes myriad minor deities of natural elements and wild races. The planar lords of this realm are reclusive things, or perhaps they have merged with the House of Nature.

Notable divine realms include the House of Nature(Lathander, Chauntea, Mielikki, Silvanus, Eldath, Lurue and others; borders with Elysium).

Olympian Glades of Arborea
Olympus, Avrandor

Arborea is as described in the standard cosmology. It is ruled by the beautiful and mysterious queen of the eladrin, Queen Morwel. She is served by two royal consorts; the current ones are Gwynharwyf and Faaerinal. Here the souls of those who love life and freedom come to celebrate for all eternity. As the eladrin, fey and elves are closely related, the Seelie Court and Avrandor both are integral parts of Arborea.

Notable divine realms includes Avrandor(The entire elven pantheon), The Gates of the Moon(Selune, Shaundakul) and Brightwater(Waukeen, Lliira, Sune, Sharess, Tymora and Empress Sulia).

The Peaceable Kingdoms of Arcadia
The Land of Perfect Order

Arcadia is as noted in the standard cosmology. Arcadia is ruled by peace and harmony, a representation of Law focusing Good. Archons, modrons and other lawful and good exemplars rule, guiding a realm that largely functions on it's own. Recently the House of the Triad shifted from Arcadia to Celestia, leaving something of a power vacuum. This is still sorting itself out.

Notable divine realms include the House of Knowledge (Gond, Oghma).

The Heroic Domains of Ysgard
Heroes' Rest, Asgard

Ysgard is as described in the standard cosmology. A realm of eternal battle by day and celebration by night, it is one of the ultimate battlefields of Creation. It is only loosely ruled by powerful outsiders who oversee the endless battles, as well as a few deities who take interest in the realm.

Notable divine realms include Warrior's Rest(Tempus, The Red Knight and other minor war deities; borders with Limbo) and Sylica (Alicia Reynes, Syala).

The Clockwork Nirvana of Mechanus
Nirvana, The Flawless Order

Mechanus is as described in the standard cosmology. Ruled by legions of bureaucratic inevitables and other clockwork creatures, Mechanus is a sole paradise of perfection. It sees itself as the lawmaker and enforcer of Creation, often sending inevitables to punish those who break the natural laws. No deities stay within this realm - it is ruled by inviolate order, everything connecting back to Primus, the unquestioned master of Mechanus.

Ever-Changing Chaos of Limbo
Limbo, Chaos, dozens of other names that come and go like whims

Limbo is as it is described in the standard cosmology. Limbo is a roiling see of of utter and complete chaos, twisting around as it pleases. The SlaAD FROLIC HERe, lead by powerful Slaadi exemplars such as Ssendam, Renbuu and Ygorl.

notable divine realms include warrior's rest(tempus, the red knight and other minor war deities; borders with Ysgard.) and Nature's Heart(Talos)

The Infernal Battlefield of Acheron
Fiend's Battlefield

Acheron is as noted in the standard cosmology. It is a battlefield of the Blood War, endless cubes in space the grounds for bloody massacres. Rebels without a cause fight endlessly, bloodshed without meaning the only true constant. 

Windswept Depths of Pandemonium
Names are lost in the howling winds of Pandemonium. If it has another, it cannot be heard.

Pandemonium functions as per the normal cosmology. It is a realm of madness and pointless fury, signifying nothing. Fiends stalk in it's shadows, horrid things that are as much demon as yugoloth. What order there is comes on a local level from a powerful warlord or leader, and it almost always crumbles in due time. Pandemonium rejects all, and few rarely seem to last.

Notable divine realms include the Supreme Throne(Cyric).

Nine Hells of Baator
The Pit, Hell

Baator is as described in the normal cosmology. However, the Gates of Hell material from Dicefreaks greatly inspired me and is often drawn on. While the general structure of Hell and the Lords of the Nine are as noted in the Fiendish Codex 2, a lot of material is adjusted to fit that.

Notable divine realms include The Barrens of Doom and Despair(Bane, Lovitar, Beshaba, Hoar and Talona.)

Bleak Eternity of Gehenna
The Fourfold Furnace

Gehenna is as described in the normal cosmology. Here the foul yugoloths live, forever attempting to direct the Blood War their unknown ends. The General of Gehenna exercises authority over this realm, but oftentimes it only extends to as far as his reach goes. The yugoloths are inherently betrayers, serving only themselves.

Gray Wastes of Hades
The Three Glooms

Hades is as noted in the standard cosmology. The current Oinoloth, the Adversary, recently obtained the Siege Malicious after overthrowing the previous Oinoloth. What exactly happened is unclear, for a celestial crusade into Hades against the Yugoloths added considerable confusion to affairs. The Adversary is consolidating his rule, whispers of purges within the yugoloth upper ranks common tales across the Depths Below. Little is known of him otherwise.

Tarterian Depths of Carceri
The Red Prison

Carceri is as noted in the standard cosmology. This is a realm of prisoners and a rare few who choose to live here and defy the plane itself. No deity claims it as his own, instead only endless miseries of torment and denied freedom ruling all. Information on this realm is scarce, as those who visit it have a tendency to become fresh meat, and if they survive, prisoners of the realm.

Infinite Layers of the Abyss
The Abyss

The Abyss is as noted in the standard cosmology. There is no Lolth, so the Demonweb Pits do not exist. The Abyss is inherently chaotic, with demon lords rising and falling in a grotesque, endless dance. To catalog all of them is impossible - if you must deal with the Abyss, you'll find out what you need to know. Pray that you do, for the sake of your souls.

Notable divine realms include Fury's Heart(Auril, Malar and Umberlee)

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.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on May 09, 2015, 12:21:25 AM
Death, the Afterlife and Resurrection

Balmuria's afterlife is not the same as normal D&D, nor does it have a Fugue Plane like Forgotten REalms. It has its own system of sorting souls into the afterlife. This supersedes information elsewhere, such as in Complete Divine.

Mortal Creatures

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 or 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 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. This makes reaching them less difficult, or so the theory goes. Regardless of the reason, mortal souls still within the Well of Souls are easier to bring back. .

Once a mortal soul passes to its afterlife, it is far harder to resurrect. Souls that have reached their final destination are seldom willing to leave the Heavens or able to freely leave the Hells.  Further, the souls that pass into a divine realm very rarely revive unless it is the will of their patron, 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. Those that become outsiders vary, though as most start at the bottom, this is not usually a problem. However, outsiders that retain memory of their mortal life (a rarity) cannot be revived; they have become something different and left behind mortal life.

The Well of Souls

A few decades 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 mortal life has taken them to. During this time they are shades, a pure soul invulnerable to harm. They are often unaware of anything else as they walk, lost in contemplation of their life.

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 and becomes a ghost. Second of all, spells such as trap the soul prevent a soul from leaving its 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 its destiny. Certain powers, mostly those of evil, can absorb or consume souls that die in their direct presence. Finally, by treaty with Helm, diabolical pacts are not inhibited by this new order. A soul that has sold itself will immediately plunge into Baator. In turn, Baator has foresworn interference with the Well of Souls and in any possible divine war between Helm and Kelemvor.

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 are other exceptions, such as the entrapping traits of Hades and Elysium. Generally, anything that traps and transforms a soul into an outsider bypasses the Well of Souls entirely.

Resurrection

Note: This is identical to the resurrection rules tab in houserules. If you're familiar with this, you can skip down to other races.

The normal SRD spells of raise dead, resurrection and true resurrection are banned. A one size fits all spell is used in its stead. Reincarnate exists and works as normal, as does clone. Other non SRD spells vary, ask me about them. Resurrection now costs no money, but it relies on two things - divine will and the chance that the spell will still fail. Do note that divine will is a fickle thing, and often pays no attention to who is a PC. Further, even a PC may fail a resurrection chance check.

Resurrection
Level: Clr 6
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

This spell raises the dead. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. Status conditions are removed unless stated otherwise. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell cannot resurrect elementals or outsiders, nor can it resurrect constructs or undead creatures. In any case, the creature must succeed on a resurrection chance check or the spell fails.

This spell cannot be selected freely. A cleric can request it if they wish, but only their patron can decide if it should be allowed. At other times, a suitable cleric will find themselves granted with this spell, often with a stark vision of what is to be done with it. Spellcasters who spontaneously cast spells, such as a favored soul, may select this spell. However, it only functions when their patron wishes for it to be so.

Material Component

A droplet of fresh blood from the caster.

Resurrection chance rules

There is a chance that resurrection, reincarnate or similar spells will fail. Short of the direct intervention of a deity using alter reality or a salient divine ability, use the following information to determine the chance of successful resurrection.

From the moment of death to a week after, resurrection is not overly difficult. While the odds are not 100%, a spirit passing through the Well of Souls is much easier to call back than a spirit that has moved onto the Realms Beyond. Use the following formula:

Base resurrection chance: 75%

Modifiers:

+10% if the deceased's death was premature or left affairs beyond. A young man's murder, a parent dying and leaving children behind to fend for themselves, a warrior with an unfinished holy quest are all fine examples. Spirits motivated above and beyond even this tend not to reach the Well of Souls, becoming ghosts instead.

-10% if the deceased's death was due to old age or satisfying. An old man dying surrounded by beloved family, a paladin of Ilmater giving his life so that his friends live, a knight dying after assuring his kingdom will survive a terrible threat are all good examples.

+5% if the caster is a close friend, family member or beloved of the deceased.

-25% if a neutral but unconnected power attempts the resurrection. This applies to powers with no ties to the realm or god the deceased is going to pass onto - for example, a cleric of Mystra attempting to revive a follower of Hanali Celanil. This does not apply to friendly powers in the same group or alliance of powers at the DM's discretion: A cleric of Helm can raise a follower of Tyr just fine, for example.

Automatic failure if the caster is an enemy of the deceased or otherwise opposed to him. In essence this causes automatic rejection in all but the rarest instances. A paladin of Mystra isn't going to answer the call of a cleric of Shar. If the DM rules that the circumstances are exceptional enough to allow the possibility, treat this as -50% instead.

-10% if the deceased is aware of his afterlife and welcomes it. This doesn't mean that he may be going to one of the Heavens, only that he's happy with his assumed final fate.

+10% if the deceased is aware of his afterlife and dreads it.

-15% per previous resurrection. These stack, someone who has been revived twice has a -30% modifier, someone who has been revived three times has a -45% modifier and so on.

Further modifiers may be assigned by the DM as the situation warrants. The maximum chance to revive is 90%, there is still a small chance that a soul is unwilling or unable to return for whatever reason. Once a roll is passed or failed, this applies to all resurrection rolls until the soul reaches the Realms Beyond. This success or failure is final, a caster with better odds that would succeed on a previously failed check does not succeed. A soul that is revived, dies again and is resurrected again recalculates it's chances and rerolls. Direct divine intervention, in the form of a miracle spell or true divine action, are not affected by any of these rules. In the case of a miracle spell, the deity still must choose to intervene - a mortal cleric casting miracle is not assured of resurrecting another if his deity is not willing.

---

A soul that has passed into the Realms Beyond is far more difficult to recall. It may be content in paradise. Perhaps it has found the spring of the ethos that drove it's life, becoming one with it or an exemplar of it. The less fortunate may be found in chains and tormented, or reborn as the lowest of the low souls in the Hells. For all these various reasons, resurrections after a week have passed are far more likely to fail. Use the following formula:

Base resurrection chance: 10%

-20% to +20% depending on the deity or outer plane the deceased went to. Deities take precedence over outer planes when applicable - someone who died in the service of Mystra would use her modifier and not the modifier of Elysium. See sub-table 1 for more information. Note: this table is current as of the posting of this article. Refer to the resurrection rules tab in houserules for updates.

+10% if the deceased's death was premature or left affairs beyond. A young man's murder, a parent dying and leaving children behind to fend for themselves, a warrior with an unfinished holy quest are all fine examples.

-10% if the deceased's death was due to old age or satisfying. An old man dying surrounded by beloved family, a paladin of Ilmater giving his life so that his friends live, a knight dying after assuring his kingdom will survive a terrible threat are all good examples.

+5% if the deceased does not fit the exact alignment of his deity or outer plane. Again, deity takes precedence over outer plane.

-5% if the deceased fits the exact alignment of his deity or outer plane. Again, deity takes precedence over outer plane.

+5% if the caster is a close friend, family member, or beloved of the deceased.

Automatic failure if the caster is an enemy of the deceased or otherwise opposed to him. In essence this causes automatic rejection in all but the rarest instances. A paladin of Mystra isn't going to answer the call of a cleric of Shar. In this case no possibility of success is allowed - a power isn't going to allow souls faithful to it to be called away from it's realm.

-20% if the deceased failed a resurrection roll in the Well of Souls.

-15% per previous resurrection. These stack, someone who has been revived twice has a -30% modifier, someone who has been revived three times has a -45% modifier and so on.

Further modifiers may be assigned by the DM as the situation warrants. The maximum chance to revive is 50%, there is still a sizable chance that a soul is unwilling or unable to return for whatever reason. A soul that is revived, dies again and is resurrected again recalculates it's chances and rerolls. Only direct divine intervention by the deity or realm that the soul resides in can bypass these rules.

Sub-Table 1: Modifiers for resurrection chance by relevant divinity or realm. Short blurbs are given to explain modifiers; more information on the reasons behind a power's modifier can be given if you're curious.

Alicia: -20%. - Is generally against resurrection and prefers that souls pass on in peace.
Auril: -20%. Spring never comes to Auril's realm, only endless winter.
Angharradh: +20%. - A goddess of elven life, the Triune Goddess brings renewal to her followers, including resurrection and reincarnation.
Empress Sulia: +10%. Empress Sulia celebrates the sacrifices of martyrs, giving them many honors. This sometimes includes another chance at life.
Gond: 0% - As the god of both constructive and destructive creation, Gond respects both life and death.
Helm: +10% -  Duty always marches forward, and who among the faithful lets their duty go?
Ilmater: +5% - This one's complicated. While Ilmater values sacrifice and mending the pain and suffering of many, including death, many of his faithful look towards his afterlife as a respite from a lifetime of suffering for others. This complicated relationship restrains Ilmater's hands somewhat.
Jannath: -10%. Jannath prefers reincarnations within the week after death, those that pass beyond are less likely to return.
Lathander: +20%. - Is the god of the dawn, new life and newborns. Duh.
Mother Ocean: +10%. - Is a goddess of healing, yet is not the true lifebringer, as that falls to Father Earth.
Mystra: 0% - Magic is to be used wisely; including resurrection magic. She has no leanings here.
Red Knight: +5% - Death is often a sign of poor strategy, but many games allow a second chance. In the end, she prefers her faithful to have a chance to go back and learn more.
Seira: +20% - Seira values life.
Sharess: 0%. - Sharessians value life, yet what waits beyond is life eternal and pleasure never-ending. Ultimately, Sharess is neutral on this matter.
Syala: -5%. - Syala has a neutral opinion of resurrection, but finds it difficult to banish souls who have found peace and paradise in Sylica back to the material world.
Umberlee -20% or +20%. - Umberlee is a destructive deity, but is vulnerable to flattery. If her faithful offer up sufficient tribute to her, the modifier changes from -20% to +20%. Such is the mercy of the savage seas.

Celestia: -5% - Once the climb up the Holy Mountain is begun, few turn away from it.
Elysium: -10% - Who can leave perfection?
Arborea: 0% - Arborea respects the choice of the soul, doing nothing to encourage or inhibit this choice.
Mechanus: 0% - Mechanus holds that resurrection is acceptable and part of the natural cycle. Excessive use gets maruts sicced on you, as noted in their flavor text.
Limbo: Random, roll 1d6: 1: -20% 2: -10% 3: -5% 4: +5% 5: +10% 6: +20% -Limbo does whatever Limbo wants at any one moment.
Baator: -20% - This can vary depending on soul pacts and relevant contracts. For a typical schlep who ends up here the odds of coming out are painfully low to non-existent.
Hades: -20% - The gray depths of Hades damns all who come and let precious few ever go.
Abyss: +20%- However, those who come back from the Abyss have very high odds of strange mutations. Gaining Abyssal Heritor, Vile or Anarchic feats is normal. The Abyss wants to reach out and kill you and everyone you care for, then make them wallow in agony for a few eternities.

After a soul is raised, there is a chance that they came back a little bit...different. Wrong, or at least still touched by the grave. There is a flat chance of 20% that someone resurrected will roll on the Resurrection Mishaps table from page 80 of Heroes of Horror. A result completely contrary to the interests of reviving deity should be rerolled. This does not prevent unfortunate results, but only stops ones that make no sense based on the power involved.

Other Races

Dragons

Dragons are superior creatures, naturally immortal and extraordinarily powerful. They never die of old age and only grow stronger, though many fade away after countless centuries. When a dragon dies, its spirit lingers for but one round before vanishing to its afterlife. They are not bound by the Well of Souls, as a draconic spirit is potent enough to directly travel to its final destination. The exact fate of a dragon's soul varies by realm, but most continue searching for the perfection that eluded them in life. Unlike mortals, dragons always retain the memories of their mortal life.

No matter the fate of a dragon's soul, all dragon-spirits lack any capacity to age further or gain levels. The cause for this is not known and only affects dead dragons. Living planar dragons, dragons that gain divine rank zero or any other dragon that has not died are not subject to this.

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

Fey

Almost all fey are naturally immortal, though there are a few exceptions. When a fey does die, they pass onto another system altogether. This is a great and endless cycle of death, afterlife and reincarnation. The cycle of the fey involves the Yggdrasil tree, a period of afterlife reflection and reincarnation into a different type of fey. Fey do travel through the Well of Souls like mortals, though their trip is briefer and they vanish before reaching a portal.

Fey that are pledged to a power of deity, such as the Seladrine, Court of Stars or Brightwater, may instead migrate to that plane. The fey that do so leave the cycle and are seen with scorn, pity and sorrow by other fey forevermore. A fey that does so becomes a unique outsider, usually with all the powers they had in life. Dead fey retain their memories, as they lose them when they reincarnate.

Fey can be revived, though they view it with a great deal of disgust. They feel this violates the cycle and is an abomination. Only extreme circumstances or temptation will cause a fey to accept a chance to return to life.

Elementals

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

Before this begins, it must be understood that each plane has its own methods of handling its children. Likewise, each deity and power has a preferred way of dealing with this. The following focuses on generalities.

When an outsider dies outside of its native plane, its body dissolves in some fashion and its spirit lingers at that point for three rounds. This spirit is unaware and invincible as a mortal soul, as it is the soul and essence of the outsider. Thereafter it instantly migrates back to the plane it hails from, and in due time will reform in the same guise or as another type of outsider. Outsiders cannot be permanently slain on any plane but its native plane, though an outsider's soul can be trapped as a mortal's can. Outsider souls do not pass through the Well of Souls or any other limitations.

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 (rarely) 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 its death. This prevents it from returning, lest it create a paradox.

If an outsider is slain on its native plane, it joins with the plane in one round. Once it has joined its native 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.

Deities and Powers

Extremely little is known about divine death and if anything lies beyond for the rulers of Creation. What is known that a deity is almost impossible to kill, reforming in its realm quickly if slain off plane, much like an outsider. To slay a deity, 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 deity's death can do the trick, but the truth is unknown. It is generally accepted that a power slain in its 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 deities themselves, and perhaps not even them. It may be that only distant Ao can answer that question.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on June 26, 2015, 12:19:08 AM
Eternal Winter

This book is a holy book of Auril's faith, describing how to properly worship the unfeeling heart of winter. It explains how Auril inspired Creation, molded it properly and then saved it after fools like Lathander gave it far too much life. It then goes into a basic set of parables about how Auril must be feared, for she is the one and only who holds the throne of winter. Winter is the power to still, to stop, to preserve, to freeze. It is the vital source of all Creation, and only those who earn her mercy will be spared its effects.

Walls, trees and protections against cold must be destroyed. Auril's winds must spread everywhere and winter must be unchecked. Those who do not give winter homage must be put to winter's chill until they die or please Auril and repent. The only thing that matters is serving Auril's will, for winter is everything. Face the winter winds head on and sing Auril's praises. Never harm those who follow Auril and stain the snows with the blood of those who do not. Those who succumb to winter are weak and worthless, for they did not earn Auril's favor.

The last part of the book is filled with simple instructions and words of wisdom. A few are provided below.

It is better to die of exposure while worshiping Auril than to spend a lifetime hidden beneath warm clothes and fires.

Arctic animals are Auril's. Harm them only with great need or to make a tribute to Auril. All other animals are yours to put to the knife.

Should a man's ardor bring warmth to him, he is to lay with the snow until he is numb. Should a woman's ardor do the same, she must immerse in cold water until her ardor is quenched.

Every day of winter is a holiday. Please Auril each day of winter, for every day of winter is sacred to her. Never take a winter's day for granted.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on June 26, 2015, 12:39:31 AM
Tributes

This book discusses the rites to sacrifice animals to Auril. It explains that this is an important part of serving Auril, for animals sacrificed become as winter before Auril. It goes into a great deal of detail explaining the proper ritual to do so, as well as how to do it in a way to earn Auril's favor. The book is quite precise about this, as well as the names to call on and the proper method of slicing the animal apart, and finally how to leave the corpse for snow and ice to claim.

It is asserted that animals killed in this fashion become Auril's property. They become creatures ice and snow, who are blessed to wander an eternal blizzard. Such creatures exist forever in this fashion, never again knowing the caress of sunshine or the warmth of summer. It emphasizes this is the best fate for non-arctic animals of any type. The more you sacrifice, the more winter will come to embrace you in body, heart and soul.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on July 24, 2015, 02:38:19 PM
The Glasae Queen

What is it: The Empress of the Fey Marches, a powerful fey said to have been born of her own desire to exist.

Status: Information obtained. Barely.

So there I was, hiding behind a giant mushroom and hoping the swans wouldn't catch me. You see, the Glasae Queen is a powerful Empress of the fey and one of the highest nobility under Titania. You ask around, you'll hear she's summer's life and the peak of Summer fey.  That's all well and good, but the rub is that apparently Queen Titania's never liked her. Story is that she ordered the Glasae Queen sequestered away into a palace of animated water and reeds, a maze that protects us from her and her from us.

Anyway, so I investigate and find some leads. I go nosing around the sylvan realms, asking the right questions to the right sort. You know how the fey are, play your cards right and you can get a promise out of them. That's the ticket to getting information, since they take their word seriously as an archon takes Chronias. So I worm out a few promises, get some directions and all that. Turns out the Fey Marches are a border with...I'm not sure what, actually. I never found out since everyone got vague about it. Probably one of those things fey won't talk about with others.

In any case, the Glasae Queen lives in the Swan's Keep. There's a single road to it and it winds through a forest. Big old place, with giant plants and forest things along with the trees. There's giant mushrooms next to oaks, blades of grass as tall as pine trees and all of that. It's a might crazy if you ask me, but everything grows extra large there. Anyway, the upshot is that the forest has guardians - those damn swans. You ask me, they're smarter than most and damned persistent. They chase you, peck you and do their best to get you to turn around and run off.

I gave them the slip eventually and moved on - only to find myself given a good lurch. Next thing I know, I'm in the bleeding positive energy plane! Now good thing I have my boots, so I use them to make a retreat back to Air rather than get popped like a pimple. Near as I can tell, everything about the Glasae Queen being sequestered away is true. That's some serious mojo to keep people from reaching her keep. Worst part is that I hear that the keep is by far the most formidable part. Those swans are stronger there and everywhere, plus mazes that never end and that twist around forever.

I suspect that I need a fey with me to get closer. I've heard that's important, but I figured I could feel it out before worrying about that. I've also heard she has an interesting personality, whatever that means. Really, the fey either don't know much about her or don't like talking about her.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on September 28, 2015, 12:21:27 AM
The Hecatoncheires

What is it: A 100 armed warrior of titanic size, a former avenger created by divine cooperation. It now hates its former creators and seeks to tear them down into ruin.

Status: Information obtained.

You ask anyone with a clue and they'll tell you that taking an Abyssal portal's a damn good way to die. You never really know where you'll end up and odds are it'll be somewhere deadly and dangerous. The locals tend to fight first, second and last, and your bleeding isn't optional. Anyway, so there I was, sniffing around an unknown portal in the Astral. Wouldn't you know it, that's when a storm starts and some wind knocks me right in.

It's a battlefield, full of broken weapons and corpses. Abyss chic, yeah? But it's empty. The sky's dark and there's not a sound. Just weathered ground, isn't so bad for the Abyss. No bonfires, acid skies, screaming tornadoes or anything like that. 'course, it was a one way portal and I'm curious, so I go looking around. Against my better judgment, let me tell you. I wander, find nothing worthwhile. Just the same thing forever, 'till I see a mountain on the horizon. Then the damn mountain stands up! Arms everywhere, more than I can count and each with a greatsword bigger than four of me stacked head to feet.

I just about break to go, but I get a look at it. It has a human looking face, normal despite the size. It's angry, let me tell you. Furious, hateful and the sort of gaze that makes you need a change of underwear. But fast as I can see, it looks hopeful. Fast as I can blink, it starts talking to me. Talking about power and alliances, striking back against those that wronged it. Now I'm standing there, trying not to scream. The thing is terrifying, like a dagger at my throat. I can feel blades against my back and my front and hell, everywhere. All I an think is that it's a deadly weapon and it's going to kill me. Over and over and over like that.

But somehow I keep it together. I tell it I'm interested - and for a moment, it looks hopeful. Really hopeful, for a moment it looked like something else. Something that wasn't quite a mountain ready to rip me apart. Quick as I can, I tell it I'll pass it along to my superiors and activate my escape magic. Next thing I know I'm back in Air near Aurora, and I book it in there like all the hell hounds in the Lord of the Ninth's kennels are after me.

So later, once I'm all safe and composed, I manage to get Tepen to ferret out the name of it. It's called the Hecatoncheires, a living weapon of some sort that hates all that's divine. Had a bad falling out with its creators and wants to even the score. You ask me, it just looked desperate and full of despair. Guess it makes you think. What happens to a sword when we're done with it? Stupid question, but here I am, and that question sure seems important now.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on January 10, 2016, 11:31:38 PM
Lost Lore of the Abyss: The Sixfold Steel

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

The Sixfold Steel is a group of six elite steel devils. They were once loyal soldiers in the Blood War, but were turned towards chaos after a confrontation with a demon prince. The six survived the battle through sheer luck but were turned to chaos as a result. They took the name Sixfold Steel and promptly became mercenaries for hire and established a base in Pazunia. They are savage, skilled and noted for getting the job done.

As renegade devils, they are routinely hunted by dogai and other devil assassins. So far they have managed to elude capture and prosper despite them. It's whispered that a demon lord sponsors them and provides sufficient protection to ward the devils off. Indeed, they've gone so far as to manage assaults on Acheron, Mechanus and even Arcadia, suggesting that they are being used by one to assault law.

The most dangerous aspect of the Sixfold Steel is that they multiply in strength when they fight together. One is merely a stronger than usual steel devil. Two are equal to a hezrou. Six are capable of tearing a pit fiend or balor apart in mere moments. In particular, no attack can damage them unless it damages them all. How this works is unclear, but it seems to be remarkably effective.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on May 11, 2016, 03:42:01 PM
Behind the Screen: Avatars

Avatars are a tradition in D&D. The incarnation of a deity or similar entity, they come to guide mortals, bring judgment or devastate the world. We'll be discussing how they work in Balmuria and also touch on the related rules for them. This supersedes rules elsewhere for them, such as in Deities and Demigods or the SRD. The basic concept is the same, but the flavor and mechanical execution is somewhat different.

Before we begin, a few notes. This assumes you're familiar with the concept of an avatar and know the basics. If you don't, you may be a little lost at points of this article. Also, planar lords also use avatars, as they use the same rules as deities. They are sometimes called aspects but function identically. So you can assume this applies to the various permutations there as well.

Finally, note that some parts of these rules are written with flexibility or vagueness. This is intentional, as a degree of flexibility is required with deities. In the event of a conflict with the rules posted in the upcoming divine compendium, the rules in the divine compendium take precedence over the ones presented here.

What is an avatar?

Balmuria takes the concept of avatars and expands them, as they are important for more reasons that merely being a shadow of a deity. The main purpose of an avatar and the intended use of one is to allow a deity to interact with the Prime Material Plane. A deity's true form would cause unthinkable spiritual wounds to the Prime and altogether devastate it, as the Prime Material is unable to withstand the purity and intensity of spirit a deity represents. An avatar does not threaten the Prime Material in this way, as it does not create spiritual wounds at all. This is all designed, as the Three Incarnations created the concept of avatars for precisely this reason.

That being said, avatars are used for far more. They are useful tools to attend to divine business across the planes. An avatar can fulfill virtually any role the deity desires: a diplomat, a warrior, a zealot of the faith, a wanderer or countless other tasks. They provide more power than all but the greatest servants or proxies as well as a personal touch. When a deity commits an avatar to an event, she is committing to it wholly.

An avatar is by default a copy of the deity (with the adjustments noted below), though a deity is more than capable of making unique avatars. The spread of class levels does not change, but the form of it can, as well as what abilities the avatar emphasizes. In addition, the length and breadth of divine abilities allows deities to mimic other classes.

Creating an avatar

Any deity of rank 1 or higher can create an avatar. This ability is standard to deities and does not require a salient divine ability. A deity can have as many avatars as she has divine ranks, though she may have less manifested or created if desired. The creation of an avatar takes one minute of focus for the deity, in which she uses alter reality each round to forge part of her energy into a proper form. The avatar automatically continues to form once this is done and requires no further effort from the deity. The amount of time for an avatar to form depends on the power of the deity, as seen in table 1.

An avatar must be created in the deity's divine realm. An avatar in the process of creation is an indistinct mass that slowly gains definition over the time it takes to create it. An unfinished avatar has 10 hit points per divine rank of the deity. Should an unfinished avatar be reduced to zero hit points, it dissolves and must be recreated from scratch. As such, unfinished avatars are usually kept in a secure location.

Table 1: Time to create an avatar



   
   
   
   
   
Divine RankTime to Create
1-51 year
6-106 months
11-151 month
16-201 week

Avatar statistics

An avatar has the same statistics, classes, race and abilities as the deity it springs from, with a few exceptions. An avatar has divine rank 0, which reduces the various bonuses the avatar gains based on divine rank. The avatar retains access to the deity's salient divine abilities, but the DCs and other factors related to divine rank are adjusted to divine rank 0. The avatar continues to have access to alter reality, but at demigod level, no matter the divine rank of the actual deity. The avatar retains the deity's spell-like abilities, divine aura and abilities granted it from its domains. In the event divine rank 0 would render any divine ability unusable, such as by having zero uses per day, the avatar cannot use that ability.

An avatar has copies of the deity's signature equipment. Such equipment is reduced in power by approximately half. Enchantment bonuses are halved, special properties are reduced or lost and so forth. The exact adjustments vary and are left to the deity's discretion. A deity can make different choices with different avatars. In any case, these copies are little more than shadows tied to the avatar. They vanish if separated from the avatar for more than one hour (unless the deity chooses to loan them to a worshiper, in which case they last until returned) and reappear in the deity's divine realm.

An avatar is not limited to copies of the deity's equipment and can use any other equipment it finds or is given. Such equipment works normally and does not vanish if removed from the avatar.

Managing avatars

A deity automatically controls any of her avatars. This control is automatic and takes no effort or actions on the party of the deity, and is not interrupted even if the deity is rendered unconscious or otherwise disabled. This control cannot be disrupted by any known means. If a deity chooses to cease controlling an avatar or this control is somehow disrupted, the avatar ceases all actions and is inert. Treat the avatar as helpless.

A deity is aware of everything around the avatar at all times, treat this as a use of the deity's remote sensing, except that it cannot be blocked by any means. This use does not count against the deity's normal limit of remote locations.

Destroying an avatar

An avatar that is killed dissolves into nothingness, including any equipment it carries. An avatar that is destroyed is gone for good, it does not reform in the deity's divine realm. However, the deity can create an identical avatar if it desires. A destroyed avatar does not count against the deity's total of avatars.

The death of an avatar is unpleasant for the deity, leaving her queasy and disoriented. She suffers a -2 penalty to all rolls (except rank checks) for 24 hours, no saving throw is allowed. The penalty stacks with itself if more than one avatar is destroyed within 24 hours. This penalty does not apply if a deity chooses to destroy an avatar in her divine realm, such as to replace it with another avatar.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on June 06, 2016, 03:09:44 AM
Lost Lore of the Abyss: The Hanged Raven

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

The Hanged Raven is a demon servant of Pale Night. Once a mortal wizard named Lyss Ravensbane, she was spurned by a lover and humiliated. Scorned, she turned to the darkest of research for revenge. In time she found herself studying the Pale Mother and dared to peek at what lies beneath her vale. The fact that she survived is remarkable, as precious few can claim to have done so. The cost was high: her mind and sanity, both crushed like a bug beneath a demon's hoof. Lost in madness, Lyss hung herself and took her own life.

Stained by the sins of her research and suicide, her soul plunged into the Abyss and was claimed by Pale Night. What happened thereafter is unknown, but within six years, she emerged as a being known as The Hanged Raven. She is now a fanatic servant of Pale Night and chokes the life out of others as surely as she stole her own precious life away. She is silent and hateful, unable or unwilling to speak.

The Hanged Raven has no notable weaknesses. She is a devastating opponent that overwhelms foes by choking them and crushing them with flocks of ravens. She may or may not have the spell casting of her mortal life, passingly few creatures survive an encounter with her to testify to her abilities. It is likely she has a depth of power that is yet unrevealed. At the least, she likely has the spell-like abilities of a greater demon, as well as the ability to call down unholy miracles from her patron.

She uses no magical items of note, though the noose around her neck - the same one she used to kill herself, or so the legends say - is thought to be powerfully enchanted.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on June 20, 2016, 01:21:04 AM
Elder Magi Tepen's Classroom: Spiritual Physiology

Elder Magi Tepen is an archmage of a decidedly scholarly persuasion. His recorded lectures are required listening for new recruits to Aurora.

Good evening, all. If all of you would come be seated, please. For those of you heading to the back, there won't be refreshments until after the lecture. Yes, yes, fill in the seats closest to the front first.

Ahem. Before we begin, I'd like to remind all of you that this is an intermediate level lecture. If you don't have a basic grasp of the various exemplars, you will likely gain little from this. Hm? No, the lecture you'd be looking for is death and resurrection. I - no, no harm done. There's enchanted recordings of the previous lectures in the library. Ask for Elena, Sylvie or Sage Vul'lath if you have trouble finding them.

Anyone else? Then let's get started.

First of all, this lecture will use the following terms interchangeably: outsider, spirit, exemplar. They all refer to spiritual beings that have a body and soul that are one in the same. This is a contrast from mortals, who have a soul surrounded by a body that is not a part of the soul. Most outsiders are creatures tied to the afterlife, such as angels, devils and slaad. There are outsiders that are not directly tied to the afterlife, but these are uncommon and the distinction isn't important for our purposes today.

Secondly, please no questions until the lecture is over. There's a chance for questions when I'm done. If you have to leave or are otherwise indisposed, please exit quietly. This lecture will be in the library within a week's time, so you can resume from where you left off there.

Now then, let us begin.

An exemplar appears as a living creature. They may be beautiful beyond mortal means, monstrous beyond mortal comprehension or otherwise alien. Yet all have bodies and do not seem different from us. In spite of this similarity, anyone who has studied spirits knows that they have none of the requirements of mortal creatures. An outsider has no need for food, drink or rest. No outsider grows older in body, regardless of how many eons they exist. Why is this?

As you know, when a mortal perishes, the body is left behind and the soul progresses to the afterlife. Whatever the final fate of the soul, they do not come to inhabit a new body. Instead, the soul takes on the form of a body. A mortal body's needs are irrelevant to it, for it is not a mundane existence. The eternal soul does not need anything to provide for it. The soul as a body is beyond such concerns.

Yet here lies another conundrum. Should you wound an exemplar, it will bleed. Should an outsider wish, they can eat or sleep. They can make love and even perform mundane bodily functions, should they desire to do so. The key to understanding this is to grasp how the soul is shaped by belief and how they are connected to an outer plane. Mortal life is the seat of belief, where a soul chooses its morality and what it shall follow. This belief is what guides souls to their afterlife, but that is not all it does.

This mortal life sets the stage for eternity. In setting that stage, the forms and patterns of mortality are remembered. As mortal life shapes a soul's eternity, it also shapes their perceptions. It should be no surprise that these abilities are retained. Simply put, a mortal life conditions the soul to have those things.  It is best understood that an exemplar has the best of both worlds. They have all the mortal capacities, but only need obey them when they wish. They remember what is good and keep it, while they discard the unpleasant.

Now why is this important to know? It is obvious that our foes are devils, who number amid these eternal spirits. A devil will not grow tired, slow down, get hungry or succumb to any other mortal weakness. You will find they are resilient beyond mortal means and able to endure conditions that would render a mortal army to disarray. Moreover, you are fighting an enemy that has chosen this morality. They have become a tyrant in the flesh, an enslaver of worlds given material form.

To think that Hell will wane, relent or do anything against what they believe is the utmost foolishness. Devils have already made their choice and there are no further negotiations. To battle a devil is much the same as conflict with the undead. There's no room for anything but total victory. The immortal soul body reflects that the choice has been made and mortality is finished. They are now and forever tyrants and will only cease when put to death.

The eternal soul is the physiology of a spirit. Do not be deceived by the veneer of mortality they wear. Be it angel or devil, saint or sinner, an outsider has chosen and has become part of something far greater than a mortal life. To understand this is to take the first step to understanding the truth of the exemplars.

*Ahem*

This discussion establishes a few points but doesn't continue on with them. As such, I'm sure all of you have questions. I'll take them one at a time, please. We'll start with the gentleman in the back, wearing the chain mail.

An astute question. It must be understood that there's no consensus on that particular question, so I heartily encourage independent research if you're interested in it. But to answer your question, there isn't one agreed on reason why the majority of outsiders do not progress or progress at a rate too slow to be measured by mortal reckoning. My personal opinion is that spirits represent something that is far beyond mortal standards. To improve it is harder than to improve a mortal life. Perhaps there's an echo of mortal life being the time to choose there as well. I'll also note that there are exceptions to this. There are spirits that rise to prominence abruptly, sometimes after eons of no progress at all.

Now then, how about the young woman with Sylican heraldry on her armor? Hm. Yes, there are exceptions. Some outsiders do change, but they are by far the exception to the rule. Fallen angels and risen fiends are the most common, though there are lawful creatures that have gone to chaos, as well as the reverse. But I must stress these are the exceptions. I would suggest you read The Illusion of Free Will by Xabas IV, who goes into a great deal of detail about this subject. It's rather dry reading, but the coverage of the subject matter is without peer. The Redemption Liturgies by Cerulean Joy also touches on this from a standpoint of redemption, though it's not the primary focus of the work. Both can be found in Aurora's library.

Now the man in red - hm? Beg pardon? Oh. Oh yes, haha! Yes, it does seem like I'm saying there's lots of exceptions, aren't I? But are we not all exceptions? Are we not mortals playing on a field we have no right to? Just as we are exceptions to the countless mortals who live and die as expected, there are outsiders that are exceptions as well. I think that chaos would have Creation no other way. A fair deal of literature from eladrin philosophers touches on exceptions and the value they hold. If any of you are interested in recommendations for eladrin literature, come see me after the lecture.

Next is the metal-skinned man in the corner. Ah, you say it's actually not metal? My apologies. Now then...? By the Weave, that is an excellent question! The question as to why angels embrace all the Heavens in spite of being the mirror of the daemons is entirely fascinating. It's also completely beyond the scope of this lecture, but to touch on the subject briefly: General consensus leans towards it being a reflection of the nature of good and evil. Evil has a Blood War between law and chaos, while good maintains peace between them.

Next is, ah yes, you in the corner there. To go into that is beyond the scope of this lecture. Why there are occasional fallen angels, risen fiends and other anomalies is a complex question and no consensus exists on the matter. We are considering a lecture discussing this subject in the future.

I think that's enough questions for today. I'd like to close with this: We may face things greater than we are, but with the right knowledge and power, we can still defeat them. Mighty and unrelenting as Hell is, we will not be forced to bow. Use this knowledge as the sword and shield that it is.

Thank you. There's refreshments in the adjoining room, as well as Kascha of The Cauldron. She has graciously agreed to offer her own insights as a spirit into this lecture. As she recalls her mortal life, she has a rare perspective on this matter.

Right this way.
Title: Re: Balmuria fluff and flavor
Post by: Anastasia on December 30, 2018, 11:14:16 AM
Behind the Screen: Artifacts

This article will discuss how artifacts work in Balmuria. This article is written from an OOC perspective and is aimed at players, not PCs. As such, I'll include a notes at the end explaining how much of this each character knows IC. I'm not worrying too much about spoilers here, as this is the sort of thing Mystra would tell Alicia if nothing else, so there's reason for it to be public knowledge.

What is an artifact?

The DMG discusses the origins of artifacts briefly (pg 277), as well as discerns between minor (pg 277) and major artifacts (pg 280). Review those before continuing. Balmuria uses a slightly different take on artifacts, tying them into the greater campaign world.

An artifact is a divine or quasi divine magic item beyond the means of mortals to create in normal circumstances. It is not a matter of lost lore as a matter of purpose. In Creation, every artifact has some purpose, some meaning towards the greater search for the Answer. Minor artifacts are relatively trivial things, minor points of minimal importance. Many do not have any obvious connection to such matters, as they may address small questions or points rather than great matters of good and evil. Major artifacts always have a history and a clear purpose, something that works towards the Answer in some way - perhaps obliquely or perhaps obviously, but always towards that. Many artifacts, especially major artifacts, are aligned towards law, chaos, good or evil due to this.

What properties does an artifact possess?

The powers of artifacts vary. Some are essentially powerful magical items while others do things beyond the greatest magic item to accomplish. Not all artifacts would be considered epic magic items nor are epic magic items automatically artifacts. Regardless, all artifacts are have the following properties unless their description says otherwise.

Artifacts ignore antimagic, dead magic areas or similar things. This is identical to a deity's ability to ignore such things. An artifact sword retains its full powers in antimagic, an artifact ring that raises ability scores continues to do so in antimagic and so forth. Exception: Artifacts that grant spell casting (such as the Shield of the Sun in the SRD) directly do not grant that spellcasting the ability to ignore antimagic.

Artifacts cannot be damaged or destroyed by mortal means. Note that mage's disjunction is not used in this campaign in favor of a houseruled equivalent called magic disjunction. Any non epic ability or spell that says it can affect artifacts can be assumed to be houseruled to be compliant with this. In the case of an unusual situation, bring it up with the DM. Physical force of all kinds are ineffective. Only specific circumstances unique to the artifact can destroy it. Generally, minor artifacts are easier to destroy than major artifacts. 

Artifacts are tied to the force or deity that created them. The strength of this tie varies. Minor artifacts have a faint connection, but major artifacts are always overseen by what they are tied to. How this manifests depends on a variety of factors.

How are artifacts created?

Mechanically speaking, there is one way to create artifacts. The Craft Artifact salient divine ability allows a deity to bestow the properties of artifacts on anything it creates. A deity with this ability can make artifacts as they please, so long as they have some small, tangential purpose towards the Answer. Generally, anything a deity makes will be a reflection of what they are and qualify for that.

However, that is not the only way to make artifacts, only the one supported by raw mechanics. Other methods can make artifacts as described below.

The personal equipment of deities usually becomes artifacts over time, if they were not artifacts before. The amount of time this takes varies, but multiple decades is the minimum. This usually entails no mechanical change beyond the item gaining the traits common to all artifacts. This must be equipment regularly used and equipment that has an effect that is not overlapped by artifacts or the deities innate abilities (example, a ring of protection+1 would not change, as the deity has a deflection bonus higher than that by virtue of being a deity). In other words, it must be equipment that contributes to the deity in some small way.

Rarely, an extremely powerful intelligent item with a purpose related towards good, evil, law or chaos is exposed to exceptionally powerful energy and compatible over a vast period of time. It is possible for an item in this situation to slowly become an artifact over hundreds or thousands of years. Most notably, the item develops a soul in case it did not possess one before. This is essentially akin to a mortal becoming an outsider without dying due to being exposed to powerful planar energies, only on a much longer period of time due to the differences between items and living creatures.

Both of the previous methods are not common, outliers that are notable that it happened at all. The main method of artifact creatures relies on a magical item being used in a remarkable way and accruing a legend around it. A mortal paladin's great holy sword that is part of every story as he throws down tyranny after tyranny and defeats monster after monster may one day have as much of a legend as the paladin. As the paladin grows stronger, gains levels and grows in meaning to Creation (see the article here (http://www.soulriders.net/forum/index.php/topic,103088.msg1052380.html#msg1052380) for more information on that concept), the holy sword may as well. In time a small spark of potential may develop within it.

When an item has developed this spark a deity can choose to ignite it. Doing so transforms the item into an artifact, catalyzing all of this potential into the item and transforming it. The item becomes an artifact connected to the deity that transformed it. Additionally, a deity can only transform an item if it is compatible with them. For example, Tyr could certainly empower the previous discussed holy sword, but Cyric could not. This is done by the patron deity of the creature who primarily uses the item, assuming the creature has a patron deity. If the creature does not, a suitable deity who would not be hostile to the creature may do so.

How are artifacts destroyed?

As the DMG discusses, artifacts require specific methods to destroy them. The method for an item is meaningful for the item, usually some deed that is anathema to the item in some way. For example, using the holy sword above to murder a solar. The difficulty varies. Stronger items are harder to destroy, and major artifacts are harder to destroy than minor artifacts. Destroying any artifact should require a method that is a quest to complete under normal circumstances.

It's worth discussing another aspect as well. Namely, the methods of destruction can range from clear and material (use this sword to murder a solar) to the highly abstract (quench this sword in the suffering of a nation, then have it held by a man that embodies the sin of wrath). As a rule of thumb, more abstract methods of destruction should be considered more difficult than clear and material ones. This especially applies if figuring out what could fulfill the conditions is a quest unto itself. There is a slight tendency for artifacts related to law to have clear and material means of destruction while artifacts related to chaos to have more abstract means of destruction. However, this is far from universal and any artifact can fall anywhere on this range, regardless of if they are related to law or chaos.

How do magic items and artifacts interact?

As artifacts are magical items with extra properties, by and large they interact as they normally would. In most cases the rules established here and existing rules are sufficient. For example, a magic item that drains and destroys other magic items to power itself couldn't drain or destroy an artifact (unless that was the artifact's method of destruction), as artifacts can't be destroyed by normal circumstances. Alternately, an artifact used to cast greater dispel magic to counter another magic item used to cast lightning bolt would use the normal rules for such a situation, using greater dispel magic's dispel check as normal.

If there is a situation where an artifact and magical item clash and the outcome is not readily apparent in the rules, assume that an artifact trumps a magic item, be it a normal item or an epic magic item. Any exceptions are a matter of DM discretion and should be rare.

What do various characters know about artifact creation?

It's safe to assume that any typical, non epic character knows nothing about how artifacts are really made. Exceptions may exist but these are exceptions, not the norm. Epic characters may know more, from experience or simply being highly knowledgeable. A DC 60 Knowledge (Arcana) check reveals a a few tidbits, a DC 80 check reveals a general overview but with hazy details and a DC 100 check is sufficient to have a grasp of how artifacts are made (though not perhaps every method of doing so).

Deities are knowledgeable about the process, as they are directly involved in the creation of most artifacts.

What about artifacts and the works of Incarnations or things from the Far Realm?

In the event an artifact and a work of the Incarnations clash (such as 21), the work of the Incarnation has total supremacy, as it would have any other magical item, within the limits of the powers the work has.

Anything from the Far Realm only loosely plays by the rules of Creation at best, so this is something handled on a case by case basis. Unfortunately, there is no standard here, as creatures from the Far Realm lack any such structure or standards.