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 April 28, 2014, 01:03:06 AM

Title: Fluff compilation
Post by: Anastasia on April 28, 2014, 01:03:06 AM
Just getting things into here for sorting. This topic will eventually go bye-bye, but for now it's where I'm going to throw everything fluff-related. Don't expect much organization.

This'll probably end up being a handful of topics when it's all divvied up, most likely.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 01:05:49 AM
B3 first.

Intro to B3. Probably worth keeping or adapting in some form.

Lifasa. A world where the forces of light and righteousness won. The forces of the Tyrant Bane were routed at the battle of Shaiman's Cliffs over a thousand years ago, his clergy exterminated to the last soul. The sneaking, poisoned whispers of the Adversary were quenched, his worship eradicated at the hands of Fol, King of the Ascended Throne of Heaven.  The haven of the Dark Dwarves was at last found 800 years ago, the vile forest and hills they lived in cleansed and sanctified. He-Of-No-Name was defeated by the metallic dragons, while Grahal the Devourer was bested in single combat by the Cleric-King Darral. Due to centuries of sacrifice from great heroes, Lifasa knew peace. Evil still lived in the heart of men and scattered fiends and abominations were known, but it was clear that Good had triumphed.

Each century life in Lifasa became brighter. Through the blessings of the Heavens and the guidance of the Gods, a world where magic was common and miracles came freely grew. It seemed that a true age of paradise had come to all. Evil was broken and falling back, the people wanted little and the shadow of darkness was being cleansed from mortal hearts. Magical creatures came to life with mortalkind, guiding them along. The fey took elven life in their hands, guiding them to a closer symbiosis with nature. Elementals and Xorn came to the Platinum Dwarves, gifting them with knowledge to bring them close to Moradin and the bones of Lifasa's rocky body. Goblins and orcs were joined by unicorns and blink dogs, who turned them away from savagery and introduced them to the Revel of Life. The tieflings of faraway Janspu were blessed, celestials from above coming to tutor them away from the dark impulses of their cursed heritage. Even a few creatures of pure evil turned to the light, casting aside pride and being reborn in humility. Indeed, the Promised Times had come.

No one knew where it started. Indeed, it seemed to happen everywhere at once. What began as another peaceful day dawned with promise; yet this time the sun across all the world rose a burning blood red. As the people of the world rose to see this terrible omen, reality itself seemed to be gutted apart like a dying fish. Indeed, the seams of reality split. From these gashes they came. Crawling on the ground was an ocean of lamentable things. These things of fat and clawing misery fell on the world first, whilst other things flew through. Giant, midnight black fiends, each one carrying a cursed greatsword and towering over even the tallest man. A single word from them could cause an explosion, a gesture causing lightning to slaughter all on its path. After them came the marching hordes, the bearded soldiers. Each one was filthy and carried only a rusty glaive. With murderous rage they fell on any they came across, killing and destroying everything they could.

The world reeled. In hours civilizations crumbled into dust. Yet many heroes rose that dark day, defending everything. All the people of Lifasa came together, waging a desperate war against the invaders. As worse horrors came through they stood proud and brave, giving their lives to give everyone hope and time. They stood against the great winged beasts, big as houses and with tridents that could gore ten men in a single sweep. The tormentors of chain followed, wearing the faces of lost loves and friends. Creaking, pale faced and horned men-like things came through in great battalions, followed by foul, maggot writhing giants who shot screaming hellfire from their bows. With them came the worst yet - the lords. Each one was tall and fire red, commanding armies of tens of thousands. A single look from them rendered a man comatose with fear, a single swipe of it's claw could disembowel the hardiest foe. Yet despite these odds, many pockets held! Great were the heroics, and in places the forces of Lifasa rallied!

Abigor came. The sky itself split as he passed into this reality. In that one moment all the plants of the world died, all the great rivers and lakes bursting into ever-boiling magma. In a voice that slew thousands through pure terror, he announced that his world was his for the Lord Bel. A vision of fear clad in immaculate armor, Abigor wasted no time in ending any hope of victory. On his dark horned steed did he go, seemingly at every point of resistance in mere hours. Each time he came, his charge shattered all defiance. Mounted knights of nightmares came with him, slaughtering the survivors. In mere hours the great Elven Tree burnt to ashes, a hundred thousand elves crucified and then raised as empty eyed horrors to cry in pain forever. The Castle of the White Swan was sacked for the first time in recorded history, the Ascended Throne of Heaven decorated with the heads of the descendants of Fol. The Mausoleum of Darral melted into black magma, the earth shattering apart for 99 leagues in all directions. Countless souls fell into the broken earth, never to be seen again.

The light lost. No, Lifasa lost. Those that lived through the opening of the nightmare were enslaved to their new masters. The devils of Baator had come! Abigor sat on the Ascended Throne of Heaven as the skies wept. In a voice that was heard to the end of the world and beyond, Lifasa was declared to be the conquest of Bel, Lord of the First. On that day, Lifasa was bound in chains.

Yet all was not lost. In the chaos and confusion, some realized the battle was lost fast enough to take action. Portals were opened, a lucky few able to escape. These fortunate souls scattered to the four winds, cast across the planes as refugees of a defeated land.

Can four heroes find the reason for this hope and bring hope back to Lifasa? Will the four of you rise to become the greatest heroes Lifasa has ever known? Will you let Hell triumph over you and submit to an eternity of misery in chains without hope?
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 01:06:46 AM
Sage Vul'lath's notebook. Will go into whatever misc setting fluff topic there is.

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 and 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.

---

It was not until I uttered the final phrase that I was sure that I had performed the invocation correctly. Even so, I could not help but wonder whether I had erred in my judgment. I quickly put aside the notion. I am rarely wrong and this summons had a great purpose. With the knowledge acquired, I would come closer to uncovering the secret after which I've sought for eons. My goal, of course, was to bring a devil to my realm.  Not just any devil, but a devil god, an arch-devil. The rulers of Hell themselves use no less an appellation, and though I did not seek one of the Nine, I sought a being of similar power. Now, after long searching and endless research, I thought I had uncovered the forbidden magic that would achieve my goal.

A horrendous cry, as if the very gates of Hell were being torn from their hinges, filled my ears. An unspeakable stench choked the air.  Even my sanity was attacked as if coherent thought were some garment that could be rent and torn, leaving me naked to the horrors of the depths below. Were I a weaker man, I would have cried out to the gods for help at that point. But I am not weak nor am I a hypocrite.  I had damned myself long ago in their eyes. It was in my own power, the wards I had woven and strengthened over many long days, that I placed my confidence.

The bedrock that lay within the magic circles sank slightly. A myriad of cracks and scars appeared over the floor's surface, tracing a web-like design that vented sulphorous steam into the otherwise sterile air of my laboratory. In the midst of the hellish vapors I heard a cry of outrage, and...

---

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?

---

A layman's assumption that demon and devil are just different names for the same creature is partly correct. Both are beings of pure evil, and both are enemies of virtue and morality. Furthermore, both creatures are keenly interested in the affairs of mortals, at least to the extent that they prey on, exploit, and sometimes kill mortals.

But demons and devils do differ in several important ways. Demons are destroyers. They use their abilities to ruin, smash, and end all things. Devils, on the other hand, are deceivers, liars, charlatans, and thieves bent on luring mortals into damnation. A devil will use any trick at its disposal to finagle a mortal into signing over his soul.

Demons want to destroy the world; devils want to conquer it.

---

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: Fluff compilation
Post by: Anastasia on April 28, 2014, 01:11:47 AM
Some speak with dead Hanna did on dragons. Probably will discard, but putting them here for now. They're very marginal.


Radiant Dragon

1) Where is your lair?

The fourth mountain, where the fourth mountain rains gold.

2) How do we get there from the place where you died?

The splits between the scales of Creation.

3) How is your lair guarded?

'tis guarded by the drakes of light.

4) Will your loot have been moved after your death?

Ever does treasure elude those who have sinned, yes.

5) What is your most prized possession among your loot?

The gifted heart of Cantasa Alexandria.

6) Can you name any dragons not following Tiamat and Bahamut?

Mayhap I could, indeed.

7) Do you know any devils that showed a personal interest in Lifasa?

Why would a scion of gold know of those of lead and iron?

Pyroclastic dragon

1) Where is your lair?

At this question, the dragon's head turns to Hanna. A woman's rich, throaty laugh fills the room. Thereater there is silence, the rest of the questions drawing no response.

2) How do we get there from the place where you died?
3) How is your lair guarded?
4) Will your loot have been moved after your death?
5) What is your most prized possession among your loot?
6) Can you name any dragons not following Tiamat and Bahamut?
7) Do you know any devils that showed a personal interest in Lifasa?
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 01:12:54 AM
Yuth's info on the Lifasan traitors. Will go in character info eventually in some form.

Harkin: Human. Uses a greathammer the size of a child. Dark paladin and marshal of Bel. Has the ability to smite good, as well as smiting those who dare oppose him. His ability to invoke blood oaths against those who offend him grant him amazing combat abilities, at the price of some of his vitality. Has the ability to create hellfire golems.

Yian's opinion: Arrogant fool, but a powerful one. Underestimates his opponents.

Velasca: Elf. Skilled rogue, quite good at infiltration and able to hide right in plain sight. She has mastered the abilities of her new form, her natural attacks striking with as much deadly grace as a stiletto-blade.

Yian's opinion: Whorish fool who will sleep with anyone to advance her own standing.

Quinn: Dwarf. Scout and warrior of darkness. He specializes in mobile warfare and has aerial mobility to rival an angel. The unholy blessings he has been given guide his strikes and shield his body, granting him preternaturally potent defenses.

Yian's opinion: Dislikes holy grounds and goes out of his way to profane them, no matter the tactical impact or risk.

Mala: Tiefling. Was present via illusion during the attempted invasion of the Aurora, but beside speaking, she did not act against the defenders or cast spells. Capable wizard and diabolist, specializing in vile magic. She has a few tricks of note: Grim Revenge, which wretches your hand off and has it attack you, Utterdark, which blinds all but the evil, and violated spells of all kinds. She is less capable in combat than most, but her magic is overwhelming. She carries the Tome of Forbidden Magic, a gift from the Duke of Destiny.

Yian's opinion: Too physically weak.

Ettan: Goblin. Warchief, able to rally any who serve him into a vicious, all consuming, murderous rage. He never fights alone, always surrounded by deranged helpers that fly into a rage as easily as he orders them into a frenzy. When so influenced, even a mild mannered clerk could hit as hard as an angry giant.

Yian's opinion: Small minded scum grown too large.

Silvber: Orc. Sorcerer and infernal speaker, taught in vile words of the Dark speech. His words can terrorize even the fearless, beguile the weak willed and dominate the unworthy. Further, his brimstone soaked words may summon hellfire to scorch all away who oppose Hell's supremacy. In particular his apotheosis has empowered him, removing all the limitations of his mortal heritage.

Yian's opinion: Too pathetic a fool to rule the Outer Ring Fortresses. Far too consumed in his studies of sorcery.

Yian: Dragon. Martial Artist. Captured & Detained. See interrogation report (http://www.soulriders.net/forum/index.php/topic,101967.msg1035714.html#msg1035714) for more information. Base of operations on the Burning Aeropolis severely damaged or destroyed, his followers are currently in disarray.

Willah: Nymph. Still of some fey blood, as well as a great marshal and leader of soldiers. A bat of her eyes or a single smile can cause men to die for her, infecting them with a zeal unknown. When she and Ettan work together, mere lemures can threaten even balors. Worse, her beauty has been enhanced by the unholy powers of the Pit, so that even looking on her risks the soul of a good creature.   

Yian's opinion: Secretly desires break Ilsenine for her own; one such scheme was found by Yian and used to blackmail her.

Apasa: Catfolk. Duskblade. Very skilled in all things. Duskblade and general, all around warrior of fine skill. He specializes in a little bit of everything, able to fight and cast well both. In particular he has developed his own custom spell, Apasa's Darkstroke, that consumes the righteous and weak in unbearable agonies.

Yian's opinion: Master of none, attempt of all.

Worth noting, Yian expressed fear while under compulsion, stating that holy power is something that the traitors fear.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 01:15:07 AM
Epic spell creation info. Not quite fluff, not quite rules. Goes here for now.

With epic coming up, creating spells is going to become more common. I'd rather have all the discussion about new spells centralized in one topic, so post 'em here.

First try and writing up a mini-guide to making epic level spells. How is this? Do you guys find it helpful?

Epic spell creation tutorial.

Before anything else, the DMG has a section on creating new magical spells. It's on page 35 and it's not in the SRD, so go find your DMG and read it. Done? Good. Read it again. I'll be waiting. Done? Alright then. Epic magic works largely the same way - the spells continue at 10th level and beyond magic. There's no massive paradigm shift like in ELH epic magic. However, things aren't precisely the same, either.

First of all, each spell level is 'bigger'. Instead of two levels long, spell levels are 3 or 4 levels long, depending on the class. A wizard gets access to a higher level of spells every two levels, right? In epic he gets a new spell level every three levels instead. So what does that mean? There's more room to work with in each spell level. There's stretching room in design to make a concept work. Bear in this mind.

Second is that I make a concerned effort to make epic magic, for lack of a better word, epic. I aim for interesting and distinct magic when possible; things that have a certain style or new angles rather than just another 5d6 damage tossed on top of it. Whenever I make an epic spell, I ask myself on question. That question is: What makes this spell epic? I aim for a certain flare with them, a certain vibe that makes them more than the common fireball.

Third is that balance should be maintained. Some ideas aren't suitable, such as things that mimic the Celerity line of spells. Keep things along the same guidelines as lower levels, this isn't an invitation to do crazy-broken shit. I don't think you guys are likely to do this, but it bears repeating. This all gets filtered through the lens of DM approval, so anything particularly out of line won't make it past that in the first place.

Finally, have fun. Come up with ideas, throw ideas to together and go for it.

Designing a spell.

Once you have a spell in mind, you need to stat it out. I recommend that you at least write a beta version of the spell out first, so you have something to refer to. This isn't required, but I find it to be helpful.

First is the name of the spell. Take some time and come up with a decent name. We don't need literary gold here, but something that doesn't sound too horrible is preferred. If you developed the spell yourself, you may prefix it with your own name. For example, Melf's Acid Arrow. This isn't mandatory and is more akin to asserting your work and ego than anything else.

From here, I recommend that you read down this list and follow it. http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm This provides a basic overview and explains what a spell is made of and how it is expressed. I'd recommend keeping a few spells open in another tab so you can refer to them and see how things look in practice.

Once you have all that done, polish up your spell, balance it out and present it to me. Once we get this going, I'll make a topic for spell posting and discussion, so we can keep it all focused in one place. In any case, I'll either accept it, reject it if it is completely out of hand or unsuitable, or offer suggestions on how to revise and clarify the spell and tell you to work on it some more. Most of the time it will be the first or third, I don't foresee having to reject many spells.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 01:18:17 AM
Tannin's reports. These will be used, they're nice and fun to read.

The Order of the Whirling Fist

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! 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!


Fey Survivors of Lifasa

Status: Held as hostages and fuel for an obscene ritual. Several dozen pixies were recovered in a raid.

After Lifasa fell apart, the survivors spread to the four winds. Turns out that you all aren't the only ones. But the digging I did went bad, turns out some 'loths are gathering them up for some dark purpose or another. I don't know entirely why, but I got one out and all of you did the rest. Got more questions than answers here, from the whys to the whos to the hows. Hate dealing with 'loths, but damned if it doesn't make me curious.

Elrisa's friends

Status: Most slain, the remainder imprisoned.

So the story is that the Knights of the Graceful Blow were on the wrong side of the war. In particular, in Elrisa's world, the dwarves and humans banded together against the elves. I poked my nose into it and found most died in battle. The few survivors are held deep underground in Filmoa, a dwarven-human stronghold deep beneath the dwarven capital city of Glitterrock. Look, I've broken into and out of my fair share of prisons in my time, and this one's damned good. You want 'em out, you better be ready for a fight. These dwarves don't fuck around, and the humans are all battle hardened veterans.

Jaela's Mother

Status: Alive and in service to Queen Morwel.

You ever been to the Court of the Stars? I managed to sneak a peek into there when tracking down Hanna. Found a portal and got in. Wandered my way into the palace and found Hanna. Found her helping favored petitioners adapt to their new lives. Got just one look at her before, next thing I know, I'm back in Arborea. That's how those sort of things roll - it's a mystery to solve, and I'm not the one to solve it, I'd bet a thousand marks on it. It's all drama writ large there, and I'm not a star in that particular production.

Evil Green Dragons

Status: Found two potential targets.

One thing you have to understand is that the planes and regular dragons don't mix that much. Sure, you can find some, but most stick to the Primes. Just as well as far as I'm concerned, there's enough fights out here without more dragons. Anyway, the thing is that I did some more digging. There's two green dragons that might be up to your bill.

Telastryiryn - Hides out in Water or the Para-Elemental Plane of Ooze. Word is he has some sort of possible connection to Bwimb, the Archomental of Ooze and Princess(apparently) of Ooze. Word of advice? You don't want to go to Ooze. If you're going to go after this dragon, do it in Water. Trust me.

Comolinahalas - Ever heard of the Quasi-Elemental Plane of Radiance? It's a great place to get a tan, but the catch is that most people don't come back from it. I'm hard up for information on it, but I've found one nugget.  Some crazy green dragon has been raiding over into the Quasi-Elemental Plane of Mineral to make a fortune so obscene that it gets Waukeen all hot and bothered. To do that and hold it and survive in Radiance, he's got to be one of the best of the best. Even if he's the flipping archomental, I'd still rather take him on than go mucking into Ooze.

I can go dig up more information on either of them next time I'm around, if you want.

27's 'Prophecy'

Status: Are you kidding?

I looked, sure enough. I found zero, zilch, zippo, zap, zed, zonk. I'm going to note that my talents are better served than chasing after some deluded slaad's maybe prophecies. I'm worried for Creation if slaad prophets are accurate, since they have an extremely tenuous view of what constitutes reality.

Apples of Idun

Status: Nothing solid but a few possibilities. No real leads.

So you want an Apple of Idun? They're hard as hell to get. No one's really sure exactly where they are, and it is said that they're guarded fiercely. To give you an idea of this, the last guardian was Syala, who is now a Goddess. Yeah, I'd think a few times before trying outright theft. 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.

The Melding of the Three

Status: Disbanded, most members presumed dead.

Same thing as the Order of the Whirling Fist. A nice order, this one of paladins, who served the Triune Goddess. Long story short and devil claws later, they're all chumming around with the Triune Goddess up close and personal or bound in torment for all time. Got one friend who said he heard of someone like that. Didn't get a name, but she retreated to an obscure monastery deep within Elysium. The Silent Order of Eternal Tranquility is the name. Yes, I asked, and the name means its a group with a vow of silence. Some other things, but I didn't have time to dig too deep. I can look into this later if you want.

Find Merchants!

Status: Found, with complications.

Merchant hunting is harder than you'd think. You have to talk around, find someone who's successful but not so successful that they're not going to switch up, and then sweet talk them into it. Of course the one I find wants one little manuscript from one little world, and the next thing you know you're dodging undead and plagues! Once I finally got that done, he had to cancel his lease, deal with a debtor who wanted to stall and oh yes, then the authorities got involved! The long story short is that Vel has come to Aurora and is opening up a lore shop.

Glitterrock Expedition!

Status: Success, information retrieved.

So there I am, listening to requests for information. Glitterrock, eh? Well, if you've seen one Prime you've really seen them all. Sure, the details always change, but it's usually the same dance to a different tune. Still, you have to know the tune if you want to dance along.  They're prosperous, victorious and not evil. No problems here, Rihel the III is in control and times are good. Really, they're pretty well adjusted folk. The only problem is that the guard's stubborn and persistent, in case you ask the wrong question to the wrong girl you swear was drunk.

The Radiant Green Dragon!

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 maybe children 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 radiance. May want to watch out for that.

The Sherrod Estate and 100 fair recipes!

Status: Success, information retrieved.

So near as I can tell, the Sherrod Estate met a bad end. The last of the lineage wanted to recapture former glories, but met eternal unlife instead. Bad break for them, and afterwards the local authorities liquidated the estate. Near as I can tell, no one had any idea the book was evil. No signs in the books I read or any hints of anything off. This puts Vel in the clear - wonder if the book can play dead or hide itself? Something's up with it, sure enough.

Finding out about the problems in the Infinite Stair.

Status: Success.

So I do some poking, ask some questions and there it is. A happy lillend, willing to help me. I won't belabor this report since you have all the info, all nice and lined up from that meeting.

Nose around Avernus and spy on Tiamat!

Status: Success.

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: Fluff compilation
Post by: Anastasia on April 28, 2014, 01:25:27 AM
http://www.soulriders.net/forum/index.php/topic,102314.0.html

Character info archives. Will probably clean these up and add them to the B1 verison or some such. Just a link for now.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 03:19:24 AM
http://www.soulriders.net/forum/index.php/topic,102004.0.html

Dunno if I'll use battle summaries, so just a link for now.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 03:31:58 AM
Paused at Aurora and the Crusade.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 04:35:17 PM
http://www.soulriders.net/forum/index.php/topic,102148.0.html Crusade stuff. I'll use this in some form, but I'm not sure how precisely. Just a link for now.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 04:53:33 PM
DM nagging things start here. Gonna be a long one. This is some pixie crap I'll use for fey info.

For Eb. I can go into more detail in other parts if you like. I wanted to get something out before game start since I've been so busy.

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 the Heavens Above, but the truth of this matter is unclear. It is known that the Seelie Court is ruled by Queen Titania, a figure often conflated with Queen Morwel. In fact, many scholars hold that Queen Morwel and Queen Titania are the same entity. It is true that the fey and the eladrin are closely related, a morsel of truth that is used to bolster this argument. It is known that the Seelie Court and the Court of Stars are closely united and share extremely warm relations as well.

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, but whispers abound. All the female powers of evil, such as Shar, Aural, Beshaba and Talona have been mentioned as possibilities. A few male powers have been suggested as well, for what would make a better illusion and lie? The Pale Mother is known to have some relevance to the Queen of Air and Darkness, according to ancient texts.

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.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 05:05:10 PM
Mental note: Move this over to somewhere else eventually.

In essence, once the resurrection roll is made and failed, it's considered failed for all further attempts until the soul passes into its final reward. Different circumstances and chances do not allow a second check, nor does improving the odds past the roll allow a second resurrection work in this manner. For example, once Elrisa failed that first resurrection roll, she can't be revived until her soul passes into the Realms Beyond. This does offer a second chance, albeit at much lower odds. A miracle spell or divine intervention can bypass all of this, but that's rare indeed.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 05:06:19 PM
Baleruk of the Green: You have heard of this green dragon. He is said to lair deep in Limbo, within a roiling mountain of jellified acid and pitted metal. A reclusive dragon that is said to have dealings with the slaad.

Nosmaynaj: A green wyrm that resides within the quasielemental plane of Ash. Little is known of this wyrm, but it's rumored he hoards vast treasures, even by dragon-kind.

Vyudinasorl: A green dragon that is said to live somewhere within the Infinite Staircase, an obscure planar passageway. It is said to have teeth made of keys to sealed portals within the Staircase.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 05:08:23 PM
Here's your info from Baleruk. Make of it what you will and prepare and plan. Do note the 'suggestions' at the bottom are in character for Baleruk, if it wasn't obvious enough. This in no way dictates your own strategy.

Arandalhaz has his abode within Air, in a region known as the Earthfalls. Due to planar phenomenon there is an erratic portal that deposits rocks and hunks of earth within this area. Much of it falls away - giving name to the area - but some of it lingers within the Earthfall. Here there is faint gravity and miles and miles of airy caves. Air elementals and various quasi and para elementals live there, as well as other odd things. It's not a well understood region and remote. What makes it worse is that it's currently warded quite extensively. Teleportation, scrying, plane shifting, divinations and other magics are all stopped cold in the entire area. This is a new development according to Baleruk, the work of the dragon gods who wish to deny his rightful place!

What's worse is that servants of Tiamat, Bahamut and other draconic deities have been confirmed there. The presence of competing dragon factions is a grave sign that Arandalhaz is under unified divine protection. Worse yet, Baleruk has divined rumors that several groups of mercenaries have been rumored to have gone to Air and perhaps Earthfall. Arandalhaz is also known to have servitor kobolds, goblins, ogres, dire wolves and other similar creatures.

Planar Traits within Earthfall

As Air with the following changes:

- Weak Objective Gravity. While there is gravity within the Earthfall, it is weak. Jump and Climb checks benefit from a +25 bonus within the Earthfall and creatures suffer only 1 point of falling damage per 30 feet. In addition, weapon ranges are doubled within Earthfall due to minimal resistance. Due to the awkwardness of low gravity, there is a -3 penalty to Balance, Ride, Swim and Tumble checks within Earthfall. This replaces the No Gravity trait of Air.
- Normal Magic. Due to the unusually high concentration of earth and soil within the Earthfall, there are no changes to magic here. This replaces enhanced magic and impeded magic.

Suggestions

I, Baleruk, the first perfect prismatic dragon, shall offer you my wisdom. Listen well, for I have spent long pondering this corundum. You must be wary and understand they expect my glorious presence to attack! To that they have surely dedicated all their strength in places a dragon of my stature would deign to assault. THEY COWER IN THE DARK OPENINGS AND PLACES, HOPING TO STOP MY PRISMATIC MAJESTY! THEY FEAR MY MIGHT AND RESIST ME WITH ALL THEY HAVE!

Fools that they are, surely less obvious means of attack may be possible. The most cowardly and weakest will huddle in fear in the smallest cave entrances, like pathetic gnats before me. Strike them hard, for cowards like them will be soundly scared off with a powerful attack! If you have power WORTHY of my aid, perhaps even a direct assault will fell them! No matter. Once you are inside you must track down Arandalhaz! The feeble dragonling will surely be hiding in the deepest and darkest corner, surrounded by pathetic minions of fearful dragon gods! Strike them down! Strike them all down and scatter them to the four winds! Arandalhaz wastes his potential, take it from him with Val'Finnegan! Show them that the might of a true prismatic dragon is incomprehensible to them.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 05:09:35 PM
27 crap: The eyes lie, truth is found beyond ordered lies. The two books must not be combined. I beg of you to not to.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 05:12:49 PM
Interesting info to a devil's scheme and thoughts.

This is admittedly a gambit on Filmarous's part. You don't promote into the form of an erinyes, they're all born from other erinyes. Unlike most fiends, erinyes reproduce commonly and breed true. While it is possible a noble devil such as a Duke of Hell or higher could change one into that caste, it's not standard. Filmarous had them shifted to that form to throw off suspicion of that. With how a devil's mind works, he assumed anyone with a brain would see 4 pain devils and figure things out. So he changed them to erinyes and figured that no one would put it together. After all, to him, everyone knows erinyes are born and there's no way they could be connected to that pain devil story. To be honest he was still paranoid that someone might figure it out anyway, but he's a devil. They're all paranoid on some level, even if they don't show it. What they might do with this knowledge is an unanswered question, but if nothing else I'm sure Filmarous could concoct many predictions about it, and make plans to compensate.

Edit: This is really just to give you an idea of how devils think. While many of the lower grunts like the bearded devils on the Astral fight and little else, they're often complex creatures beneath the surface. Layers and layers of things, which may not even be understood or appreciated when you kill 'em. Filmarous had several contingency plans prepared, yet one of the more obvious ones he neglected and failed to have an obvious defense against. Pride cometh before the fall, perhaps?
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 05:14:05 PM
More 27 crap: "I'm afraid of Tannin. If you fail, the Child of Lifasa will rule over your bodies."   
"Free the Spawning Stone! You don't think they can forgive you, do you? After what you've done? Some things can't be forgiven."
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 05:23:31 PM
Planar trading info.

This is a difficult question to answer for a few reasons. First of all, the biggest trade nexus in Creation is Brightwater. By its basic nature, Brightwater lacks a central banner. There is no one, unified house of trading or monolithic Brightwater bloc. Those not deeply involved in trade may assume there is, but this a gross over-simplification. Countless merchants hail from Brightwater, but they work in small groups or alone. Ergo, the biggest source of trading is already fractured. Second of all, law and chaos factor into trade. Lawful planes tend towards grand, unified trading houses that are easily identified. By contrast, chaotic planes are a mish-mash of dozens and dozens of groups vying for superiority, each one seeking their own glory. If you looked purely at the volume of trade done, you might imagine the lawful planes far out-trade the chaotic planes because of this. This is patently false. Third of all, many non-Prime planes have scant need for trade. The elemental planes are self-sufficient in and of themselves; Fire does not need to import more Fire nor does Air need to buy more Air from another. The Heavens are by their nature nearly perfect, they provide for the souls that live there.

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. Mortals are not so blessed as those 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 crave and desire. Fiends crave more souls for gain, more treasure for security and use, more magic for power and all of those to sate the greed that often plagues them. Indeed, the most well known type of planar trading may be the soul and larvae trade of the Hells. Further, both blocs gain from trading by gaining influence and connections. For mortals this provides more chances for profit, while fiends gain connections to further advance themselves and corrupt more souls. This is one of the biggest reasons that Heavens trade, to counter this effect and establish their own connections. They do not often need what they trade, which can make them fundamentally different merchants to deal with.

Over time, this has lead to trading becoming accepted across the Outer Planes. The benefits of communication, influence and chances to observe have become too precious to neglect. In time, this has even opened up the Astral, the Inner planes and other locations to the trade routes. However, outsiders do not always make the most acceptable merchants. While some planes do maintain diplomatic relations with their opposites - Celestial and Baator are the 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 a large presence in trading. There are no pesky problems of eternal enemies, realms that innately reject them and other hang-ups. Further, quite frankly, the opposing realms are rarely interested in directly trading with one another.

Finally, there is one last factor to consider. As the goddess of trade, Waukeen is whispered to have incredible control over trade through her clergy on top of whatever divine control she may have over trade.

This all being said and to provide a better understanding of planar trade, here are the biggest non-evil/fiend movers and what they prefer to deal in and to who.

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, it is said 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.

Brightwater

While not an official group in any meaningful sense, Brightwater holds countless traders and is a huge throbbing pulse of planar trade. It deserves mention in any conversation of planar trading. Brightwater avoids more fiendish pursuits by and large, but they handle almost everything else. Within Brightwater are several notable houses and organizations: House Goldback, Congress of Profit, Company of the Blessed Coin and Brightwater United.

Clergy of Waukeen

In this context, Waukeen's clergy is a separate entity from Brightwater. This group has a cohesive nature that Brightwater lacks, as the church hierarchy translates into the basis of a strong trading house. They operate under Waukeen's doctrines for trade, dealing in most things that don't offend this and with almost everyone. Shar, many demonic princes and certain denizens of Limbo are not traded with.

Celestia's Envoys

A small but well organized trade service, used on occasion by more pragmatic archon lords. They are not drive by profit in coin, but profit in deed and accomplishment. Often they take great losses, but what they provide helps fight back against evil. Persistent rumors that the Slayers of Domiel use this company as cover are old and persistent.  They deal in goods from Celestia, usually arms, armor, foods and magical items.

The Purple Flag

While not its official name, a sect of slaad often use a purple flag when they travel to trade. Slaad trade is inherently unpredictable, but it does occur. Sometimes great wonders are found, at other times nothing of use at all. Prices also vary.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 05:26:21 PM
27 strikes again!

Rise high with the Phoenix of the Princess or gain power with the Scion of Destruction, but never both.

Hope dies with the birth of the child of Lifasa.

NOT TWO BUT ONE
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 06:05:03 PM
27 yet again: Do not stop. Do not relent. This is only the beginning. Bow to none who would oppose you for any reason. The only strength you can count on is your own.

Tepen brute-forced it, key was Limbo.

'Tannin lies in every word.'

'21 is the key to everything. 21 can destroy the Child of Lifasa, Abigor and even Bel. 21 is a battle for a soul.'
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 07:17:50 PM
Misc interesting info.

Quote from: Corwin on January 25, 2012, 06:29:04 AM-Can Evil people love?

Anything's possible. Of course, that doesn't mean the love will be expressed in a good way even if it does happen. Assuming Love=Good and Love=Redemption is a fallacy. For example, a stalker who becomes hopelessly obsessed with a woman, stalks her, kills her husband and kidnaps her to be his forever could be said to love that woman very much. Love is generally a positive trait, but it's not always used in a good way. Amid fiends and other concentrated sources of evil, love is far rarer. When it does happen, it is often a hideous thing so twisted that few realize what it is. After all, if Orcus murders a woman and raises her as a hideous abomination for all time because he likes her, it's hard to realize he likes her in the first place.

Antenora touched on this a few times in Balmuria 1. She was firmly convinced that even if Della and Alicia had fallen for each other, it would've lead to a far darker and tragic result of Alicia falling into evil. After all, what makes you more vulnerable than love and what fiend can't coldly manipulate that? Alicia would be HERS, and she would ensure it works out that way. She's damning you because she wants you.

Quote-What is horrible about being a vampire to the vampire? Are they constantly suffering from hunger? Urges they need to suppress? Specifics would help.

Make an K:R check and post the results.

Quote-You said Deathless (ie 'good undead') existed, right? How does that work?

Deathless are spirits and guardian made for a holy purpose. For example, a guardian spirit of a forgotten temple might be a deathless. While many of the qualities are the same, deathless are not a 1-1 equivalency to undead. They are much rarer than undead and do not create spawn. The Heavens generally prefer to rotate mortal servants, send an outsider or even grant a mortal an extended lifespan over using deathless, but occasionally one is simply the best or only answer.

Of note, deathless do not create spawn and do not reproduce. They are each a creation of a higher power. They often have conditions that allow them to rest once fulfilled. Ultimately, any deathless moves on in time. They have paradise waiting for them, be it as a part of it, a petitioner, reborn as an outsider or something else.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 07:18:54 PM
More vampire stuff.

This assumes a typical vampire. Variants aren't covered by this.

In general terms, vampires suffer from the hunger. They have unholy cravings to consume blood, falling into a frenzy if they do not consume enough. They also certainly have urges and new desires unless they were already vile things before being turned. But to a vampire, these aren't problems. A vampire -likes- drinking blood. A vampire likes indulging in these new urges. Oh certainly, none like the limitations of the vampiric existence, but few are truly repelled by what they are. Remember, vampires are filled with evil power on creation. They are changed in many ways; evil doesn't create a bunch of mopey vampires who angst around and wish they weren't vampires. At the same time, they suffer the constant hunger, the urges, the needs to dominate and control, plus the ever-present weaknesses of vampire-kind. Vampires are eternal manipulators and gluttons. They manipulate and seduce, but ultimately destroy anything they touch with their insatiable hunger.

A vampire who regrets what it is has already left the norm for vampire-kind. This may be the sign of a rare individual who shakes off its vampiric nature. These may be the unluckiest of all, for they can come to regret what they have become, but are seldom able to resist their nature.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 07:28:31 PM
Traitors of Lifasa info

This came up in chat today so I'll put this out there. If any of you are interested in trying to knowledge check any of the nine traitors, speak up and say which one(s) interest you. The most useful skill will be K:L for a Lifasan region, but other skills may be useful as well. The DCs vary considerably depending on which region of Lifasa you come from and other factors, FYI.

Tepen, being knowledgeable and from Lifasa, is going to make some checks.

> roll 7#1d20+33
* Hatbot --> "Kotono rolls 7#1d20+33 and gets 312." [7#1d20+33 = 42, 50, 41, 47, 41, 38, 53]
> roll 1d20+33
> roll 1d20+33
* Hatbot --> "Kotono rolls 1d20+33 and gets 34." [1d20=1]
* Hatbot --> "Kotono rolls 1d20+33 and gets 38." [1d20=5]

Tepen has heard of Harkin. Harkin Banestrom, a wandering human noble. He left a comfortable life to take to the road. There wasn't anything unusual about him when he left, but that was years before Lifasa fell.

Tepen has heard of Mala. A tiefling from far away, he recalls hearing of him/her(Mala's gender is uncertain based on what Tepen recalls, assumed female for now due to names ending in a usually being feminine) as a troublemaker in faraway Janspu. As the tiefling lands had more trouble than is normal in Lifasa, this doesn't mean all that much. In any case, Tepen heard of her from his wizardly studies. Mala is apparently a wizard of some considerable skill.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 07:29:21 PM
Ithea has yeard of Yian. A sour red dragon with a penchant for servants and solitude, he had little to no role in Lifasa for hundreds of years before the fall. Of note, Ithea recalls that he had a monastery of monkly devotees and servants, and was said to train them in humanoid form. A dragon with martial arts just isn't fair, dammit. His devotees were/are known as the Initiates of the Draconic Mysteries.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 07:31:31 PM
Misc discussion that's useful

Quote from: Corwin on February 17, 2012, 04:28:11 PM
Is there a sort of Code of Conduct for an Anarchic character? An Exalted one?

No and no. Not in the sense that you're getting at, I think. There's no grand code that every Exalted person checks. I use guidelines usually and analyze behavior, choices and actions for each one. A few guidelines:

1. Make a good faith effort to ascribe to the spirit of that alignment.
2. Avoid acts of the other alignment, and neutral acts when possible. When you must choose between an easy neutral act and a hard good one, an exalted character does the good one every time.
3. Being an extreme alignment is a choice. It is an effort, a dedication. It does not mean one is free of sin or failure.

For what it's worth, I think Jaela hits one and three for exalted. Two is arguable, depending if you feel laying with Annalise (and sexual relations, from my understanding) is evil or not. I've largely avoided more information on this one on purpose, beyond noting that the Triune Goddess is giving you a fair deal of leeway here, as is the Seladrine. I think she hits all three for anarchic, to the point of possible detriment to other things.

Afina? Doesn't strike me as anarchic as much as fey. Her alignment is a result of her fey lifestyle and role more than defining her. She's not that sort of character. I could see her sliding more and more into evil without much change if she went Unseelie or anything like that.

Ithea's chaotic neutral, but but doesn't really pass muster into anarchic. The drive for that isn't there, nor is any dedication.

QuoteI think it would be very helpful, with the accepted caveat that things can't be neatly summarized into a few short lines. Still, as a general guideline it would be priceless, Dune.

It's generally a judgment call.
Title: Re: Fluff compilation
Post by: Anastasia on April 28, 2014, 07:33:45 PM
A few neat bits of fluff

Quote from: Merc on February 22, 2012, 12:30:49 AM
* Hatbot --> "Merc rolls d20+28+2+5 K:P/CK/CoS for Raitalo and gets 50." [d20=15]

Recalling her lore lessons well, Ithea recalls that Raitalo is a 3rd circle general within the Dark Ministry; Infernal Denomination of Espionage; Infiltration branch. This branch deals in gathering information and causing dissent in enemy ranks, as well as corruption and undercover agents. While things are rather shadowy and hidden in this particular branch of the Dark Ministry, you recall that Raitalo serves General Nurquist, the Chief Operation Officer of that branch.

In other words, Hell's up to no good. Earth is stony and Water is wet, too.

Quote* Hatbot --> "Merc rolls d20+28+2+5 K:P/CK/CoS for steel/face and gets 47." [d20=12]

The coins bear the face of Mephistopheles, Lord of the Eighth. In Caina these coins are worth eight times face value, for a total of 7200 gold. On other layers of Hell these range in value wildly depending on the politics of the realm, and are worth the metal value of 900 gold outside of Hell. Mephisto and the court of Caina use these coins as payments to agents who serve them well, knowing that they are only truly valued in Caina.

As a note, Ithea can recall that Baatorian Greensteel is usually only mined in Avernus. A few observers of Hell have wondered why Mephisto has adopted a relatively rare metal for coinage when other, far more available metals would do. As is often the case with Hell's politics and maneuvering, no answer easily presents itself.

Quote* Hatbot --> "Merc rolls d20+28+2 K:P/CK/CoS for sea dragon group and gets 39." [d20=9]

Oh yeah, you remember! You met the Sea Dragon Group!

http://www.soulriders.net/forum/index.php/topic,101819.msg1024451.html#msg1024451
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 12:57:56 AM
It's already in the logs but it's worth repasting here. I'll use it further.

Kascha's question and answer session as follows. It might have been hard to tell at the time, but at points she changed gears when she felt a line of questions were exhausted. A blank line is used to indicate these. The Guardian is not a mortal creature and has a unique outlook and way of answering some questions.

Kascha would also like to state that she didn't really get to think through some of her questions for entirely obvious reasons.

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 intristically 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: Fluff compilation
Post by: Anastasia on April 29, 2014, 01:12:54 AM
You know that Makaril went on a hermitage about 10,000 years ago. The reasons why are unclear, but lore states he came back from the prime shaken and withdrawn, refusing to speak to any of what troubled him so. His blade, Kalembar, severs magic apart and can even blot out the Weave for a brief time. It was a gift from Mystra long ago for rescuing the souls of several of her faithful from a lich.

---

Melisa is known as one of the myriad and many names associated with the pain-bringers and tormentors who serve Belial, Lord of the Fourth. Melisa is a free agent, loaned about to the Dark Ministry for cross-training. She is said to be a rising diabolical star, and may be directly promoted to pit fiend or paeliryon, according to some whispers. She has the ability to make her spell-like abilities cause overwhelming, debilitating pain or indecent, scandalizing pleasure at her whim.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 01:30:35 AM
Note: Barachiel was 10 HD over the final, public version. Things change sometimes and I was trying to deflate hit dice a bit anyway.

The Hebdomad is roughly equivalent to the Lords of the Nine in power. Barachiel is 52 hit dice, for example, with 52 levels of trumpet archon as one side of the gestalt. This outshines the deities I've posted, but this is on purpose. I've posted Alicia, most of Seira, Zaaman Rul, Empress Sulia and Malcanthet. All but Zaaman Rul are relatively new on the divine stage; Zaaman Rul got his ass kicked by Imix. I've been working my way up slowly, making a good base before working out the strongest creatures.

At some point I'll post them, but deities are a lot of work and doubly so if I want to publicly post them. Just don't expect it soon, since I have lots of DM work to do already.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 01:50:33 AM
A bit of an interesting NPC smith

Hador is the name of a long forgotten smith. A fey that threw in with the Court of the Stars, it is said that he crafted using all the natural world around him. So great was this that it breathed life into his creations, including some of his own life. Eventually he expended himself completely into his blades, fading away. It is known that each weapon uses the name Hador, most likely as a side effect of that.

Legends disagree with how many blades he crafted. Some claim 7, 14 or 21. Other myths assert ten or even a hundred-fold number of them instead.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:01:06 AM
The lore is exceedingly old - but Zalmoch appears to have been either an Archomental of Earth or a demon. Lore varies considerably, with a few stating he was both a demon and an archomental. Further, fragments hint at his defeat at the hands of either Ogremoch or Entemoch and Sunnis. The lore again doesn't agree with itself.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:01:39 AM
May or may not use it, but it's interesting.

Ithea's recent trials on the sapphire sea were quite the adventure, weren't they? It was also a long shot to happen and an interesting case of when PC choices and luck conspire together. I find it interesting on how everything worked out so I'm going to outline how things went down on my side of the screen.

First of all, merely reaching the sapphire sea wasn't assured. I had multiple paths sketched out, depending on how Ithea decided to explore the Groundswells. Between choosing a different path, digging in different spots or getting different interactions or directions, the odds of seeing the crystal sea were approximately 1 in 3. I didn't have a single planned route to be taken, but instead several ways to reach the serenes. On reaching the crystal sea, Ithea and company came on a crystalline skiff. This skiff - provided by the sapphire dragon for safe passage, as it prefers things not being shredded or coming poking into the sea - was the most obvious means across. It also wasn't the only way. Obviously, it could have been flown across or more exotic means could have come into play. Flying or otherwise avoiding the surface of the crystal sea would have bypassed the chance for the sapphire dragon encounter. Frankly, I figured it would have been avoided that way.

At that point I rolled random encounter dice. The results are below:

Quote> roll 1d100
* Hatbot --> "Kotono rolls 1d100 and gets 86."12 [1d100=86]
> roll 1d100 subtables
* Hatbot --> "Kotono rolls 1d100 subtables and gets 94."12 [1d100=94]

The first roll was to determine if an encounter occurred. The range was 80-100 and Ithea nailed it. The second category was possible encounters. This was a fairly simple table, as there weren't too many encounters that could happen here. 1-20 was a flying wizard hunting for Radia, 21-40 was a minor sea-quake due to the dragon moving below but no other encounter, 41-60 was some elementals on another skiff and 61-80 was xorns doing the same. 81+ was the dragon. Now my notes for the dragon were pretty simple. "Sapphire dragon. Neutral to anything barring considerable provocation. Prefers not to draw attention to the crystalline sea or its presence." This shouldn't have lead to an encount-oh wait Ithea's mark. Now I generally design random encounters without considering the PCs, as by nature they're random. They are what they are and what both sides make of them, you know?

Instead we get a consequence for your choice regarding Baleruk. It isn't a nice consequence, but it's still the game world reacting to something the PCs did. In general I approve of this and want it to happen whenever possible. I feel it validates what you guys are doing, rather than making it a passive, uncaring setting. I find that more interesting than running into something nasty and fighting it for the sake of it being evil. At this point we're in a low odds situation, with several long shots having come home to put Ithea in a spot. Anyway, combat ensues. Ithea chooses not to retreat and the party engages. I don't mean to blame her for it, self defense is self defense. Anyhow, the party wounds the dragon enough for it to retreat and they continue on. A retreat here could've avoided round two, as could scurrying away ASAP. Unfortunately, Ithea ran into the problem of Sending's casting time and chose to cast it there anyway. This gave the dragon time to catch up, heal, buff up and start to create crude crystalline golems. I think this was the only mistake Ithea made in the entire chain of events, and another choice that lead deeper into this clusterfuck.

From there we get another fight. There isn't much to say about it. Ithea and company beat up golems, dragon comes out, Tiamat is a bitch. Only the reaction seems unusual - at this point you have a known force and an unknown force smacking right into each other. The odds of this happening were markedly low, surely less than 1%. But it happened and all Hell broke loose with the fivefold breath of Tiamat. Unfortunate and ultimately Ithea and Stille retreated. From there Ithea made the choice to heal up and return. Had she not, the rest of this wouldn't have occurred. Oh, Zalmoch would have escaped, but Ithea wouldn't have been involved any more, which would have had its own consequences. Yet she chose to return and all Hell broke loose again. By the time you had reached the valeoloth, you were down the rabbit hole of unlikely odds. Also from there things were more or less set. You were racing against the clock with a dangerous foe engaging you, all under a destructive time limit. This may seem rough - but every choice Ithea did lead to it, both obvious and subtle.

At heart I thought this felt a little railroady at first glance. Oh, Ithea just happens to stumble on the lair of a powerful entity and Tiamat's fuckery just happens to threaten those bonds. But really, I want to emphasize how this happened and how when you look at it, I don't feel it's railroady at all. Is it a longshot? Absolutely. Is it respectful and responsive to the choices Ithea made? Indeed it is. What happens to you guys can turn on the smallest seeming choices, no matter if you realize it or not. You made the first choice enabling this path when you chose to support Baleruk's ascension, and in the choices that lead you to the crystalline sea and finally the choices you made there.

Incidentally, from inviting Hanna along onward, I think Ithea made the best choices she could under the circumstances. Perhaps breaking away from the valeoloth a round or two earlier would have been possible, but easy to say that in retrospect. If there's a lesson to be picked up here, it's that fighting, even when justified in self defense, can have huge consequences. Discretion would have been the better part of valor here; a retreat when the dragon first appeared would have saved Ithea a lot of trouble. Would've saved 27 from getting gibbed and from Stille and Ebony coming to death's door. While you made out decently overall, you now have an unaccounted for enemy (the valeoloth) and this could have various political repercussions with Lady Sunnis.

As a final note, you were lucky Lady Sunnis is long-thinking and wise. While I do find this a refreshing change from someone who seals something and takes minimal precautions to keep it sealed, it is a factor that saved you a lot of grief.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:11:00 AM
Notes on the First Vampire and Aurora, probably written by Lixer.

Sylvie reports the book is coded in an ascending code - each part has to be deciphered in order and leads to the next. It's extremely complex and really it's a work of art. There are several segments, but Sylvie decoded them all. From inferences she suspects that Prince Lixer wrote this, though absolute certainty is impossible. The contents involve the First Vampire and Aurora. A summary of each part's salient point(s) follows as well as Sylvie's comments in the margins.

- The First Vampire has been gone for eons, though several of his children remain. He notes Annalise by name. - Ties into the correspondence taken from Lixer's room nicely. It also fits what Annalise said.

- The First Vampire has no weaknesses, even sunlight. Further, he is so resistant to positive energy as to be effectively immune. - Good lore to keep in the back of our minds, Sylvie makes a note of it.

- The First Vampire fell into a deep, restless sleep eons ago. - Lines up with what Annalise said before. At least he's not out raising trouble.

- The First Vampire went to sleep by choice. - Unlike Annalise, Sylvie supposes. An interesting but likely irrelevant parallel.

- The First Vampire is said to be due to awaken. Of note, next to that is Aurora with a question mark next to it. - Why is he due to awaken? Signs and portents? It doesn't say. Based on his letters, the devils suspect he's involved with Aurora due to Annalise. Either they know something we don't or they're speculating. Based on the letters, Sylvie leans towards speculation.

- While Orcus has often claimed the First was his work, ancient lore constantly contradicts this. - Good to know, and considering how Annalise and Orcus didn't like each other, it fits.

- It notes here there is no direct evidence connecting Orcus to Aurora. - Oh good. That row with the Father was bad enough.

- The awakening of Annalise and her disagreements with Orcus suggest another player is moving. It is most likely the First. - Oh great, just what Creation needs. Another impossibly powerful horror from the Hells! More seriously, this could be a problem if he is awake and takes offense over what happened with Annalise.

- The First Vampire cares nothing for order, yet nothing for Orcus or demons as well. - So he's a creature of chaos or at least akin to the yugoloths? Based on how the devils are treating this, he's probably a creature of chaos.

- The First Vampire is an abomination, possessing a fragment of divinity. - Wonderful. So he's the God of Vampires? Some cast off spawn of a true deity?

- The First Vampire desires to sate his lusts - blood and far more carnal things yet. This is his ultimate motivation. - So he's a slave to his desires. Sounds demonic. He cares for nothing about himself and his own pleasure.

- 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. - Good to know. Let's hope we never have to use this information.

- 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. - So we have Baleruk eat him then? Unstoppable mind control is terrifying to fight against.

- The First Vampire regenerates any wound in approximately six 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. - If we do fight him, 21 sounds like the best option to bypass that.

- Through an ancient pact, the First can summon Ubalukk obyriths. - See below.

- In conclusion, the threat level of Medicant combined with the power of the First Vampire is a 9th circle threat to Order. The full complement of the Spark Hunters to eliminate complicit mortals and the Ashmaida to slaughter the leaders of Medicant is recommended, or other equivalent levels of force. - See below for information on both groups. This doesn't really change anything, but if this is happening, traveling out of Aurora alone is now even more dangerous. As a thought, the evidence of such direction action by Asmodeus could be useful to rally added support from our allies. Of course, this all assumes that Asmodeus agrees with what Lixer proposed. We haven't seen any sign of them yet, and odds are this at least a few weeks or months dated.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:13:55 AM
Knowledge checks from the above info

Ubalukk obyriths are fiends of 'Blood Madness'. They destroy the 'sanity of blood', causing horrific nightmares to be born. None have been recorded in eons, but that doesn't mean much in the Abyss.

The Spark Hunters are a group of advanced hamatula mortal hunters that serve Asmodeus. They eliminate troublesome mortals that must be slain to further Hell's machinations. They resided within Nessus and Malsheem, the vast fortress of the Lord of the Ninth. The most powerful of the Spark Hunters are worthy to become pit fiends and gain great accolades, but they instead turn down promotions to personally serve the King of Hell. This is due to the immense prestige and freedom given to them as long as they succeed. The members are shrouded in secrecy and it is known there is turnover in the lower ranks of the Spark Hunters, so further details are difficult to find.

The Ashmaida are the Executioners of Hell. They serve to destroy those who have personally offended Asmodeus. They are nine Nessian Pit Fiends of the highest stature lead by Aesmadeva, the personal bodyguard and confidant of the Lord of the Ninth. They have slain arch-devils, demon princes and even the occasional high celestial or slaad. They are direct, immensely powerful and a threat of the highest caliber. In addition, each carries a shield made from one of Tiamat's scales. Except for Aesmadeva, they are identified by the color of the shield they carry. The Azure and Sapphire Ashmadia, the Emerald and Jade Ashmadia, the Ebon and Onyx Ashmadia and the Ashen and Sallow Ashmadia.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:15:51 AM
The Tower of Flowswaurm.

This tower is the abode of the Compatriots, a trio of elven sorceresses recruited by Jaela. It is a tower only in the loosest sense of the word and via illusions. In reality it is a knotted series of tube, geometric shapes and lines; Flowswaurm is held together by potent magic. This tower can be integrated into Aurora in one of three ways.

The first option is to integrate it within Aurora's main building. This will provide a new area within the tower. As Flowswaurm has its own defenses, this would provide an excellent inner keep in case of a serious siege. This option is also the cheapest, requiring no money to implement.

The second option is to add Flowswaurm above Aurora, much how Baleruk's lair is now. With modifications it can be made into an aerial weapons platform as well as a shield to prevent easy aerial attacks against Aurora. However, this will cost considerable gold to implement.

The final option is to add Flowswaurm below Aurora. This will provide the same defenses from attacks from below as the previous would to above and also offer a strong secondary redoubt, from which counter attacks can be launched in case the Courtyard falls. This option will take money, but not as much as the second option.

Preferences?
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:27:22 AM
Westenrock Castle is the abode of a titan - his name is unclear and generally varies wildly from myth to myth. He is said to embody rage and has the benefits of a powerful barbarian's rage at all times with none of the drawbacks. He is also a powerful sorcerer of some sort. Westenrock castle itself is made from slaad transformed into bricks, creating a vibrant, chaotic, alive castle. It is surrounded by the Falles, a zone of hyper charged Limbo and regularly filled with exotic predators such as t-rexes, dragons, advanced dire wolves, burrowing great worms and other things yet. These creatures are infected by chaos and serve as both hunters and prey to the master of Westenrock.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:28:11 AM
Abigor crap. I'll use at least part of this.

Bonus material, version Abigor.

I won't post his full sheet for awhile since it needs a bunch of cleanup. I had to change around things when he lost the Duke of Hell template, but various notes below. I'm a little dazed so coherency may be all over the place. Alas.

Abigor didn't have proper divine traits. He had a tiny bit of the spark, but he wasn't close to there yet. Mechanically he had maximum HP per HD and kept the +3 profane bonus to armor class from the Duke of Hell template. That's it.

Pit Fiend 40//Fighter 10/Cavalier 30: I used a basic pit fiend, advanced it to 40 HD and changed its body shape. Abigor lost most of his natural attacks from this, but that's fine since he's a 'civilized' warrior. His high level explains his heavy resistances - and in a straight battle he'd have more to hit and a bunch more AC, as he'd be properly enchanted. He could have been easily the climatic boss of the campaign in better circumstances. Even a 'mere' Duke of Hell is an epic level threat.

Speed: 50ft, fly 70ft (average) - Abigor can fly on his own power, but it wasn't relevant in this battle. It's mostly a surprise in case someone tries to dismount him from his flying mount.

Abilities: Str 44, Dex 27, Con 38, Int 26, Wis 26, Cha 26 - Abigor didn't have permanent stat boosters in place, save for a +6 con from his armor. He generally relied on his servants to enchant him up instead. If he'd had more time or perhaps escaped to a different hiding place, he would have gotten at least a belt of magnificence+4.

Abigor's Charge

Base is as follows: Ebon Sunder+71 (2d6+23 plus 2d6 lawful plus 3d6 unholy and 1 negative level (12d6 and 4 negative levels on crit) plus plus 6d6 on crit 19-20 x4) x5 with deadly charge. Up to x6 with valorous. Up to x7 with dire charge. Up to x10 on a crit. Thus, 14d6+161+2d6+3d6 and 1 negative level on a normal strike and 20d6+230+2d6+3d6 and 1 negative level on a crit. Of course, this doesn't take into account PA or the +2 to hit for charge. Let's assume -20 PA is his base charge routine. Therefore: Ebon Sunder+53 (14d6+301+2d6+3d6 and 1 negative level) (20d6+430+2d6+12d6 and 4 negative levels on crit). Note that this includes no enchantments or other boosts. Odds are his to hit and damage would be even higher. Note that Ebon Sunder has the ability to negate miss chance.

I'd made a point to hint at this all game. Fighting Abigor in a straight up charging battle is suicidal, full stop. From the beginning the flavor text was meant to reinforce this. A vision of fear clad in immaculate armor, Abigor wasted no time in ending any hope of victory. On his dark horned steed did he go, seemingly at every point of resistance in mere hours. Each time he came, his charge shattered all defiance. From the Story so far... information post before the start of the game. I usually frown on this level of charge shenanigans, but I decided to make an exception and make it a plot point. Technically he can make a full attack at the end of a charge, but I was ignoring that. 500+ damage charges is enough for a threat without making it silly. I gave him a bonus feat in place of it.

The epic feats Armor Mastery and Epic Heavy Armor Optimization came from Abigor, as did Epic Cavalier.

Abigor's SR was 52. By the time you'd fight him as a climatic end boss, you'd be able to deal with this. Be it SR boosters, levels or SR: No spells, I was anticipating you'd be able to work around it. Battling him early did take away his greatest weapon, but it did present difficulties like this.

Abigor having quickened Superb Dispelling was standard for mid-high epic creatures that get a racial greater dispel. Again, this was extra potent because you fought him early. It still would have been highly effective later on, but not 100% odds of dispelling anything you could throw out. Generally, mid-high epic threats find greater dispel magic worthless, so I upgrade it. 3.5 casting is potent as all hell, so I have a vested DMing interest in ensuring they can take counter measures.

Abigor's plot came out in such a way that his failures were presented fully. However, his countermeasures never came to light, so Auril's revelation about his divine seed was a surprise to everyone. Back in Balmuria 1, Abigor was embarrassed (like basically everyone in Avernus at the time) by Zquujaj's invasion. This fiasco cast failures on the entire military structure of Avernus. While the relatively recently ascended Bel could blame his predecessor and her military appointments, the rest of the command structure wasn't so lucky. This was strike 1.

So now on the back foot, Abigor tried to recover by soaking up some glory. Romiel, Alicia and Seira's crusade to eliminate the Shar-tainted Agares was coming around. The plan was simple - let the two forces meet and then be in position to slaughter the winner. If Agares wins, march on in and finish the job. If the crusade wins, let them come out and engage them in a battle of annihilation. It was a good plan and it was one with good odds of success. Unfortunately for Abigor, he got dicked over by Beezlebub. The Fallen has no love for true devils and an interest in Alicia, so he provided the crusade a safe out from Avernus. Suddenly his plan became an unmitigated disaster, as he allowed a successful en masse heavenly incursion into Avernus. This was strike 2.

This more or less stewed for 20 years. As you know, at this point there were rumblings within Hell's military about replacing him. You saw the upshot of this and how Gathgorian was urged to take Abigor's position. Simply and sidestepping some spoilery material, Lifasa was a chance for Abigor to save himself. However, Abigor's no witless fool. He'd been preparing contingencies for twenty years, including safe havens and several deceptions in the mortal realms. Long ago Abigor had found a way to empower a faint few mortals with a fraction of clerical might. Disguising himself as 'variants' on local deities to witless mortal patsies, he began to attract worship. Now there's a lot more to divinity than just worshipers and collecting prayers, but the various plots were enough to gain some few shreds of divine power.

Anyway, Lifasa was glory followed by mounting embarrassments. Aurora's growth and continued success fell in Abigor's lap, and what's worse? Aurora was showing lots of chaotic leanings! Slaad influence! Courting the eladrin! Bad things. It's one thing to court celestial help against a diabolical crusade. It's expected, really. But when they also go chaotic? Unacceptable. Abigor was aware of the plots against him. He had plenty of "loyal friends" in Hell and particularly in the Dark Ministry. When Aurora used the notes of Marshal Dagos and Prince Lixer against him, he was prepared to move. It may hearten you to know that he narrowly avoided decapitation at Gathgorian's hands and only because he had a potent escape prepared, one that was able to circumvent the expected dimensional lock.

He had several potential allies to take refuge at, of varying power and reliability. For the sake of fairness I rolled the result randomly. It was pure luck that the Auril hint 27 gave was the one that happened.

As for Abigor's personality, I was aiming for WW2's Erich von Manstein. He had a quote about the Jews that had a deliberate reference in Abigor's rhetoric: When asked about the concentration camps, von Manstein replied, "They're just Jews." Abigor was a political opportunist and survivor, much like von Manstein. They're just mortals, after all. His personality didn't have much time to shine. Auril wasn't fooled by anything he said, which further undermined his chance to play this up. In a different situation, he'd casually dismiss all of Lifasa's horrors are 'overeager troops' and thus he is blameless in these horrors.

Incidentally, Auril really had no way to lose in this entire affair. She had her bases covered extremely well and circumstances played into her hand. Her role in your story is minor at best, but it's a profitable one for her.
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Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:40:13 AM
A lot of this is slightly beta, but it's more or less accurate. Wasn't my best writing, but I wanted to get this part out at the time.

FEY VS ELADRIN

There has long been an argument between the fey and eladrin. While it generally accepted that the two races are distantly related, both hold they are the superior branch. We're here today to settle that question once and for all. The truth is...neither of them is superior.

Long ago, there were no fey and no eladrin. There was one race of nature inclined spirits, closely tied to the elven races and those attuned to the natural world. They were ruled by one supreme Queen, known to all as Queen Morwel. She was known as a vivacious and radiant queen, beloved by all her subjects. In times vastly ancient, it came to pass that Queen Morwel came to feel a deep lethargy. She wandered deep into Arborea, coming to the lowest, womb-like layer of the heavenly realm. There she slept for millenia, lost in dreams of the future. In those dreams she saw the need for two races - a race of eternal spirits, celestials that defend chaos and righteousness forever and a race of endlessly reincarnating nature creatures, who would steward over the natural world of the mortals.

Long was Queen Morwel lost in these dreams, unable to decide. It was essential that both races be, lest disaster come. Without the eladrin the Abyss would come to consume Limbo and eventually Arborea. Chaos would become unbalanced towards evil and thus would this imbalance threaten all Creation. Yet should the fey not come to pass, the natural worlds of mortals would become errant, ultimately resulting in unlimited calamity. Queen Morwel was torn by indecision, unable to choose. In this corundum did Selune and Lathander journey to her, bringing both the sun to warm her slumbering form and the moon to cover her in moonlight. Alight in the radiance of the sun and moon, Queen Morwel at last rose. Her heart was calm, for she understood what must be done.

Queen Morwel knelt a great empty place, the Womb of Arborea. Here she calmly wept, emptying her despair and forming a new ocean. From her tears flowed the her will, sundering apart her race. Half stayed within Arborea, becoming one with chaos and good. The others were cast into forms of flesh and dirt, charged with overseeing the natural world. She took the vivacious part of her soul, tossing her lively hopes into her sea of tears. From this grew the tree of Yggdrasil. She bound her exiled fey children to it, forever to be born and reborn through Yggdrasil. It was good, yet it was not done. Should Yggdrasil be left unhidden, spirits and powers would move to interfere with her fey children. With heaviness in her heart she removed all but three layers from the sight and minds of her children and eventually almost all of Creation. Knowing that she could not openly guide her fey children anymore, she chose to become two as one. Thus did Queen Morwel take the form and name Queen Titania, ruling both realms.

It is said this act of duality is what causes the true duality within her eladrin children. Likewise, when a fey finds religion, it is almost always to the Court of the Stars. It is said that these fey, such as Crystal, have a little bit of the old blood within them. Queen Morwel loves all her children, now a mysterious, reserved Queen that oversees both realms. She encourages her two kingdoms of children to see themselves as superior to the other, knowing that they must forever be apart.

---

Queen Morwel, aka Queen Titania.

Eladrin 70//Fey 70, DvR 20.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:40:42 AM
This was a pretty neat idea.

These are some old opinion/position summaries for several powerful players within Balmuria 3.

CELESTIA

The Hebdomad

The Hebdomad approves of going after Lifasa on general principals. However, the actions Aurora has taken in regard to both Helm and Bahamut are troubling. Opinions of the Hebdomad are split, but for now Zaphkiel has not taken any action. The current plan is to wait and see.

Bahamut

Is both angry and saddened by the actions of Aurora. He considers them enemies now who value the word of a renegade prismatic dragon than any source of righteousness. He considers them dangerous and erratic lunatics. He would have simply slain all concerned, had not both Tiamat and Renbuu's presence stayed his hand. He is seriously considering punitive action against Aurora. His current plan is to consider and prepare action, pending no other actions from Tiamat.

Helm

Is torn. He approves of the general actions - barring the Baleruk incidents - but agrees with Bahamut. He feels they're too focused on a goal and will take too many short cuts and bad choices to reach it. He hopes they succeed while fears they may very well fail or cause more harm than good. Fully believes that Annalise will not be saved or redeemed, despite agreeing with the concept of what Jaela's trying. His current plan is to watch and wait.

Tyr

Tyr has just received full information from his faithful priest in Brightwater. He is appreciative of freeing the long-held soul of one of his faithful from the Screaming Gate. Knowing Helm's situation limits him, he knows that any resolution lies with Bahamut and Zaphkiel. His current plan is to talk to both of them soon. If this goes favorably, he plans to send a personal diplomat to offer guidance and soothe tensions. A war between Heaven and Heaven serves none but the fiends, and he will not let that happen.

ELYSIUM

The High Ones

The Arch-Angels are aware of Aurora and the return of Medi's legacy. They are growing concerned that Aurora's friendliness to Arborea and growing hostility to Celestia could spark a rift between lawful good and chaotic good; they are preparing actions if that happens. The current plan is to pull strings if tensions rise, brokering an agreement for Arborea to withdraw support in exchange for Celestia staying its hand. Thereafter they will attempt to reason with Aurora, and if that fails, overcome it. Medi's legacy will not be wasted on fools.

ARBOREA

Corelleon Latherian

The Elf-Father does not agree with the lassitude the Triune Goddess has given Jaela regarding several manners, but has not seen fit to intervene yet. He has no love for Baator, and knows that Lifasa must be reclaimed. As he is aware of what's happening with Benfal, he is debating approaching Alicia Reynes and using her as a way to 'tame' Aurora instead. The current plan is to go to Alicia soon and do just that.

Queen Morwel

Queen Morwel has seen the many futures Aurora can bring. She believes it vital to push Hell back from Lifasa and that the Child of Lifasa CANNOT be allowed to be born. If need be, she will order Gwynharwyf to lead her berserkers to assassinate the Child and Queen Ilsenine, but only if no other options remain and the time of birth draws nigh. She believes that Aurora will do good, even if not in a way that pleases Celestia and perhaps Elysium. She is aware of possible tensions and accepts that if Aurora bungles things too far, she will have to ultimately comply with the High One's request. The current plan is to wait 4 months and see if Aurora can accomplish this, otherwise they will intervene.

YSGARD

Alicia Reynes

Has noticed Aurora. Times of liberation come soon to Benfal and she is discussing reaching out to Aurora to aid in that battle. She may send Antenora or Latha as a messenger soon. The current plan is exactly that, pending other things.

MECHANUS

Primus

Primus has taken notice of Aurora's return. Believing it to be another sign of the correctness of his calculations, he sees no reason to intervene. A looming war between law and chaos for Good will be yet another step to Shar ending everything. The current plan is for a regime of attacks on Aurora, both from Mechanus and from forces that may be mistaken as Celestia's. This war must be provoked.

LIMBO

Renbuu

Approves of Aurora, as much as he approves of any one thing in a constant way. Anything that enables his art and spreads chaos is (usually, sometimes, maybe) acceptable. He wants Baleruk to be spread far so his latest art can be properly appreciated. His current plan is to support Aurora as long as they continue to spread chaos, and give them occasional 'gifts'.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:48:54 AM
Adrian's opening story. I'm pretty sure it was cut off IC. The last bit about Tepen's escape was changed up anyway, I believe.

Come and listen 'round the fire. Sit down and put aside the weight of years that you carry, it's a heavy burden. Close your eyes and smell the scent of the crackling fire. I remember when my Dad gave me bread and milk after playing all day, sat me down before the fire and told me stories. When I close my eyes, I can remember the scent of smoke. Aaaah...

It all started a long time ago. All the good stories are like that, aren't they? The past is always sweeter than the boring present and the uncertain future. As you know now, Creation is vast. The gem of Creation is the Prime Material Plane. It is an infinite prism, each reflection of light another full world. Infinity is something we can't really understand...but if you close your eyes and imagine it...just like that, I think you can see it. Do you? Look closer. Look deeper into that prism. Look at the world I speak of, see it's reflection in your mind's eye.

A long, long time ago a powerful sorcerer known as Medi rose to greatness. Do you remember the stories of Fol, King of the Ascended Throne of Heaven? What of Cleric-King Darral, or a dozen other heroes of Lifasa? Medi was all of them and more. In his reality he was burn near the End Times, when all would be rent asunder by ruin and the Triad would bring judgment to the wicked and salvation to the faithful. A dreadful time, a wondrous time! A time for heroes! Medi was truly the greatest...the legends say that he found where the avatar of ruin was held before his destined release. So great were his arts and hubris that he went to this place to challenge the avatar. In a battle like none other he destroyed the seed of destruction that had slept in his world since it's creation. See in your mind's eye as a hero changes the destiny of an entire world...! Such was his sorcery that he vanquished the inevitable destiny!

With the world's fate changed and his victory making him a hero in all the world, Medi took rule of the world. He ordered all the world's resources mustered to build a great fortress. A castle that could move on it's own, a mobile throne. Imagine as decades and centuries pass, magic unimaginable wrought to create it! On it's completion he dubbed it Medicant and declared that the battle was not over. In his studies he had gained the wisdom of the Gods themselves, and knew that there were more battles to be waged. His grand castle would leave this world and at last take the battle to the sources of ruination themselves! A great gate was opened and Medicant's crusade began. Lo, did he got to the heart of evil where he waged a great war. But at last, his hubris had gone too far.

The battle is only spoken of in the softest whispers. It is said that he went to lay siege to the various Hells, his castle striking fear into fiends high and wide! Yet, in his folly he believed he could defeat all the infinity of Evil in it's home. Perhaps he had the might to do so. But the fiends whisper into the hearts of mortals. Poisonous whispers filled the ears of his trusted advisers and allies, turning them against him. Under fierce assault from the fiends, Medi had no chance when his own commanders turned against him. Struck with a mortal wound and cursed by the breath of vast hordes of fiends, Medi fell. A cheer went up amid the fiends, for victory was theirs! Boldly did they stride forward, seeking to claim Medicant for themselves!

Imagine your life's work lost. Imagine yourself on the brink of death, just like Lifasa. Imagine as dying eyes shed final tears of regret, as all his will mustered for one last spell. A terrible curse, one that took away Medicant from where it is, forever lost! Great did the fiends howl in frustration, the prize lost to them! Countless aeons have passed since then...

Open your eyes now. It's a sad story, a tragedy. A great man's unceasing ambition lead him to the heights of power, but ultimately to a foe he could not overcome. Lifasa's fate is a similar tale of woe and despair, isn't it? But where ever did Medicant go? Through the times many have searched for it but none have succeeded! Listen to me once more, for I turn to a story of hope. Close your eyes again and imagine that last day of Lifasa, when Abigor, may all the Heavens strike him down, set foot on our world.

I was to evacuate all I could within the Castle of the White Swan. We knew the battle was lost once Abigor came. Hell had struck so decisively that we were hopelessly doomed. I opened all the portals I could, evacuating any who wished to flee. The royal family chose to stay, to confront Abigor with the same bravery that lead Fol against The Adversary. I begged all that would come, casting spell after spell! Yet so many stayed...

I'm sorry. Ahem. I cast until I could cast no more, and drew on my life force to cast more. I don't remember it very well. It was a haze of nightmares. One memory stays. One of the giant red tyrants stood over me. A Pit Fiend, if you've since learned what they call themselves. It raised a huge sword over me, ready to plunge it down! Somehow I cast one last spell, fading away as the blade would have cleaved my skull. I don't need to remind you, do I?

I was lost in dreams. I was lost in a sea of dreams for months. Nightmares and dreamscapes, my friends. But one dream stays amid them. A dream of a tome tucked away. A tome tucked away in a lost place, one that was seared into my dreams. A tome...a tome that I know that holds hope! A tome that I know in my soul that holds where Medicant lies! I know that if we are to ever fight back against Baator and save Lifasa, we need Medicant!
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:49:29 AM
What if?

What if the heroes chose to decline Adrian's offer and forsake finding Medicant?

Good question. While the basic tenet of not derailing a game as it starts all but eliminated this chance, I did have a backup plan if the PCs did not bite. The PCs would find themselves soon hunted by diabolical kidnapping squads. These squads, lead by cornugons and supported by erinyes and orthons, would be tracking survivors of Lifasa for capture. The fights wouldn't be fair - and I'll cop to a bit of railroading here - and would result with the PCs being knocked out and captured. They'd awaken in the same slave holding pen and from there I'd try to get you guys to run the whole rebellion angle from within. You'd likely become part of Makaril's rebellion in time and work on saving Lifasa from that angle.

This assumes you didn't come up with some other plan between rejecting Adrian and that. If you did I'd go along with that. That was my reserve option if the game's plot didn't want to come together.

What if the party did not free Annalise?

A lot less complications and one less powerful party member to call on. With the way it worked out, I'd call it a net gain. No problems with Celestia/Helm, no general complications from a vampire around and Jaela's heart doesn't get torn to shreds. This isn't to say Annalise was all negative, but with hindsight she was difficult for y'all. It's possible she may have been freed soon after, and if so she might come after Aurora for revenge. I had that idea as a B plot as you guys debated on freeing her.

What if a party member (or more) took some of Hell's early offers of status in exchange for submission?

BAD END.

Now you wouldn't be tortured and killed. As Hell showed, they're more than willing to corrupt those who accept it. You'd merely be damning yourselves to Hell, an eternal part of a miserable machine. You'd become another willing slave who has submitted to the chains of Perdition, casting away any light in favor of the illusions Baator grants. The entire party accepting would be a Game Over, while part of the party accepting would result as that PC being treated as slain. The player would be instructed to roll up a new PC and the old one would appear as a future antagonist.

Torture and murder is reserved for defiant PCs that are captured or soul-stolen. Speaking of...

What if a PC's soul was stolen on death or otherwise by magic?

The PC would drift in darkness, unaware of anything but a vague passage of time. This would persist until they are aware of a smirking devil's face all around them. This figure would seem to see them and all of them, as seeing the past, present and future and finding it piteously wanting. A coldness that would chill them to the bone. He would introduce himself as the Duke of Destiny and explain there are but two paths now. One offer is to submit wholly to Baator and be allowed to survive and the other is being consumed by Taelfagn.

Submission would lead to the PC being transformed into a lemure. While powerless, this lemure would retain the intelligence and awareness of the PC. Taelfagn would take it to the Serpent Throne and Asmodeus as an offering to the dread lord of Nessus. Asmodeus would then silently decide if the he will consume the PC utterly - as a complete submission to Baator does not rule this out - or transform them into a devil thrall. Either way is a bad end and removes the PC from play. The former is a true death, as short of slaying Asmodeus or convincing him to trade the soul away, there would be no escape. A devil thrall would be carefully used to demoralize Aurora, but in ways that prevent Aurora from affecting or recapturing the brainwashed PC.

The other is self explanatory. The PC would be consumed and that would be another true death. It's easier to slay Taelfagn than Asmodeus at least.

As a note, this would happen no matter what diabolical entity captured the PC's soul. The Order of the Lie has instructions to notify Asmodeus on this occurrence and has given Taelfagn special dispensation to confiscate the soul.

What if the Child of Lifasa was born?

GAME OVER. Full stop. GAME OVER. The moment the Child is born, Lifasa and any children of Lifasa are forever damned. The Child of Lifasa would have been able to effortlessly and irresistibly dominate anyone from Lifasa. He would consume them and then the traitors of Lifasa, consuming the nine-fold seal they maintain. He would then rise as a regal pit fiend, ruling over the broken land and absorbing all the souls of Lifasa. He would be a newborn horror, a nightmare of destiny wrought and perverted by Taelfagn. Aurora would be his palace on Lifasa and his reign would be a blight on all Creation. Hell would grow yet stronger.

Good call on putting that shit down.

What if the party chose to face Gathgorian instead of retreating with Queen Ilsenine?

Most likely you'd die. Gathgorian is 20+ CR above your range at the time, resulting in what is most likely a painful slaughter. While a few spells could slow him down, you're simply out of your depth against him. Moreover, Gathgorian is no fool. He had ordered reinforcements to be prepared in case of a serious struggle. If somehow you reduced Gathgorian to 1/4th of his HP, he's simply retreat and you'd have a chance to escape. If by some miracle you did more than 1/4th of his hit points to finish him off before that and lived to tell the tale, you'd gain Gathgorian's sword and armor as a drop, as well as a special reward.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:52:12 AM
Quote from: Corwin on November 20, 2012, 04:18:41 PM
What if a PC got captured and thrall'd, and then we captured them back?  >_>

In short, see Ellese.

You'd be dealing with someone broken by the will of Asmodeus. This takes but a moment and is a complete destruction of the psyche, reserved only for those who have personally offended the Lord of the Ninth. It would be picking up the pieces and trying to build someone close to what they were before. It would be your discretion if you wanted to pick them up as a PC again or stick with your new PC. It is well within Asmodeus' power to do in an instant what skilled tormentors could do over the span of years, decades or even centuries.

In the unlikely event you roll several 20s in a row to resist Asmodeus, you'd garner his personal interest. Only a handful of creatures through eternity have managed this feat. Most likely you'd be consumed utterly, so that Asmodeus may absorb that ferocious will and grow stronger, or put back into a soul gem and studied by a Duke or Archduke of Hell. The purpose of this would to be to explain where this supreme will came from and what created it.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:54:09 AM
What if Jaela accepted Annalise's offer to become a vampire?

Let me answer the mechanical aspect of this before the RPing aspects, as the former influences the latter. As an ancient vampire bitten by the First Vampire, any vampires Annalies sires are stronger than your typical bloodsucker. I was using a modified version of the Dicefreaks vampire template. You can see the exact details of what I prepared for Jaela in the spoiler box below.

Spoiler: ShowHide
http://dicefreaks.superforums.org/viewtopic.php?f=14&t=13

You use the template here barring any alterations noted below. You are an age category 1 vampire. Your alignment becomes chaotic evil. Your personality is not changed, but your natural outlook and moral inclinations are. If not already achieved by doing so, you should be considered to have fallen from paladinhood and your clerical classes.

Attack: You gain a slam as a natural attack and do not have the option of a claw/claw routine. On a full attack you may make two slam attacks if you are fighting unarmed.

Alternate Form: Changing your form is a swift action. This functions largely as the druid's shapeshift ability, preventing you from using spells while shifted. Your vampire abilities are not impeded except as noted in the ability.

Damage Reduction: Your damage reduction loses the cold iron and evil properties, gaining the silver and good properties instead. It is otherwise unchanged.

Damned: You do not have a vulnerability to running water and may cross it at will. However, you are vulnerable to wolfsbane as well as another type of plant.

Fast Healing: You do not have a coffin nor do you assume gaseous form when reduced to zero hit points. Instead, you are disabled and helpless when reduced to zero or fewer hit points. Your fast healing functions as normal during this time. Once your HP rises to 1 or higher, you are immediately able to act as normal. The section on wooden stakes is accurate, and decapitation or disintegration will destroy you for the final time.

Gaseous Form: Despite not becoming mist on reaching zero hit points, you may still take this form at will.

Turn Resistance: Instead of this, you gain resistance to positive energy 5.

Ko note: I forget if sunlight immunity is there or was meant to be in there. I think it was. It's also possible I modified this between noting it and possibly spoiling parts. I can't remember if I did, it's been too long.


As a result of her change Jaela would be in a precarious situation. Exactly what happens is difficult to say. Does Aurora stand by Annalise and Jaela? Is there a revolt? Does it cause a falling out amid allies? It depends on when it happens. If it happened before obtaining Aurora, the game would take shape around it and the real chance Annalise's taint would spread further. If after, it would depend on your allies and situation. Things could get quite ugly. At the least, any Triune forces would not be willing to work with a fallen paladin and cleric, nor would any of the Court of Stars. Hanna in particular would outright try and kill Annalise, not resting until she's triumphant over Jaela and Annalise or defeated/slain.

There's lots of possibilities there. Early infection could have lead to a radically different game.

What if Annalise was saved?

This really begs another question: Could Annalise be saved? Let's assume that it's possible and that it happens somehow or another. Even if she repents, Annalise has no use for the gods or forces of light. I'm going to assume there's no religious or deity based reformation, but instead it happens through power Aurora musters. That's two assumptions and I may make more, so bear with me. A mortal Annalise would make it her immediate priority to become immortal by some other means. She would seek a way that would maintain a physical body capable of sensation and one not dependent on outside factors. Becoming some manner of outsider distinctly does not appeal to her. Reformed or not, I doubt she'd believe the Gods would do anything but condemn her on death. If need be she'd invest her soul in a golem until she can find a reliable method of fleshy immortality. In the shorter term, she'd support Aurora, stay with Jaela and try and expand her position.

What if Afina did not become half fire elemental?

This depends on how. If she chose not to dive into Magmasoul, she'd almost certainly die and return to Yggdrasil. There would be no body left nor any gear, burned away within Fire. At best her body could be reformed with a wish or miracle then she could have a shot at resurrection. If her mishap there never happened? She soon after goes with Ilsenine to the fey realms and has many adventures there. The focus of that arc would have been on fey culture, diplomacy and Queen Ilsenine. This was essentially Ilsenine's arc. The results are difficult to predict and could be all over the place. Afina and Ilsenine could have even ended up as a couple, though that's an extreme outlier. There would have been many chances to define their interactions further and perhaps get to truly know each other.

It's possible they would have met the Glasae Queen there, though probably before the Father reared his foul head.

So what if Afina and Ilsenine got together?

Besides emotional issues - and it would be one hell of a strange and possibly fucked up relationship considering the power imbalance - it wouldn't be a huge factor. Politically it's a bit of a scandal to the higher born fey, but Queen Ilsenine would be quick to defend her savior. She may well give Afina noble status in a moment of quiet pique, but more likely she'd correctly read that this would appear to be nothing more than giving ill-earned status to her current lover. Not that this sort of thing doesn't happen amid the fey, but if you're not subtle about it, it's fair game for snide mockery.

What if Prince Lixer was at Castle Crumbling?

Probably disaster. While Prince Lixer is loathe to personally handle his enemies - that's what his near infinite supply of devils an undead are for - he would be willing to dirty his claws against someone who dares invade his personal domain. As an Archduke of Hell and the son of Asmodeus, Lixer has divine rank zero as well as plethora of other powers. He would be a tremendously difficult battle, harder than even Taelfagn or a fully prepared charging Abigor. He would be reasonably matched by all of Aurora's power if it was intelligently used against him, but it would be one hell of a battle.

Lixer would retreat if reduced to about 60% of his maximum HP. The odds of killing him are infinitesimally small. No, Lixer would retreat, be mocked at his dark father's court and vow cold revenge against Aurora. This would likely provoke some sort of super-attack, most likely a brigade of Nessian Pit Fiends, advanced undead, personal clerics and minions and possibly elements of the Ashmaida or Duke Martinet's mocking support. The exact composition would vary depending on when he did it, how he did it and how Asmodeus took Lixer's failure. While Asmodeus has no love for his child, he cannot personally allow his son's prestige to be marred, for that reflects poorly on his own prestige. It's also possible that Glasya would throw in her own attack to attempt to outdo her brother, or that various Archdukes or Dukes would attempt the same for prestige.

As it is, the devastation of Castle Crumbling was a huge blow to Lixer's prestige. He was able to limit the damage and this in turns limits his immediate wrath. Oh, he'll still plot revenge, but it won't have quite the same overwhelming force right away. There's not enough of a impetuous to gather that sort of force as above, nor the need to promise that many favors to other diabolical nobles.

Note that as Castle Crumbling was on the Negative Energy Plane that even slaying him would have been only an extra humiliation. Attempting to capture his soul was probably beyond your practical ability. Honestly, fighting Lixer would ultimately have been futile. You'd need to somehow battle him in Hell to truly put him down. On the other hand, slaying Lixer temporarily would be a gigantic prestige benefit for Aurora. You'd get an up swelling of support from several sources and the Lifasa conflict would draw a greater investment from all sides.

If Baleruk was the one to defeat Lixer, he would have gained a special bonus for defeating another quasi-deity. He would spontaneously go up an age category, gaining several hit dice and extra necromantic sorcerer spells.

What if Aurora stayed to battle the reinforcements from Hell at Castle Crumbling?

Probably the disaster above. Lixer and Martinet had taken the field, as news of the attack had reached the court of Asmodeus, where Lixer was currently paying homage to his father. Slaying Martinet would have gained you quiet approval from most every other noble devil, as they hate him to the last. If you'd captured his soul - much more realistic than taking Lixer's - it could have been a massive bargaining chip. You could all but buy another Archduke or Lord of the Nine's support in ending the Lifasa invasion in exchange for it, as long as you took the proper precautions for secrecy. If Asmodeus finds out then any deal would be null and void, so you would have to have been careful. Hell, someone like Mephisto would be willing to hand over several legendary holy tomes of magic he's captured in the bargain, just for the cold pleasure of destroying Martinet to the last shred of his soul.

Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:58:47 AM
Don't think anyone ever cracked that last code. Too bad.

licia and Seira were snipped from this on purpose. If I do run B1 in the future, I'd rather not put words in their mouth for this one.

CELESTIA

The Hebdomad

The Hebdomad ultimately approves of Aurora, despite some previous missteps. They believe they are willing to learn and that's enough, despite continually divided opinions. Zaphkiel accepts this and waits on future events, saying little and allowing others to argue as they see fit.

Bahamut

Bahamut's basic situation is untenable. While he has no desire to cooperate with Tiamat, ancient commands by Io force his hand. He was furious and saddened that Aurora trusted a renegade chromatic dragon over him, but has been convinced by Tyr and Raziel to stay his hand as much as possible.

Helm

Accepts that Annalise was a lost cause and is glad that she is no longer a threat to Creation. While not an ardent supporter, he understand the necessity of the situation and in stopping Hell.

Tyr

Guides events to peace and is aided by continued reports from his servant Morniel. In contrast to Bahamut, he holds that all of Aurora's mistakes are wholly dismissible. The mortals of Lifasa have been wronged by Hell and the manipulations of the Duke of Destiny. Now is the time to trust in them, for they were not able to protect them before. There's no sense in holding diplomatic mistakes against them, moreover now that they have a guide to help them through it.

ELYSIUM

The High Ones

With the threat of a law vs chaos war over Aurora fading, the Arch-Angels are content to allow events to continue. Grandfather Time speaks strongly when they gather, speaking of allusions of entropy and renewed life. Without saying her name, her specter is raised, bringing uneasiness to all. Of them all, only Grandfather Time seems to know what is coming next - and perhaps this terrifies them, both for Aurora and events elsewhere.

Lathander

Eh, they're good sorts. That's enough for Lathander to send an army - all they had to do was ask. Everyone makes mistakes, after all, including himself. Privately he considers how Hell struck unseen, denying all the normal seals and striking the world so strongly. Surely it is some of their fault and yet the answer he comes closer to grasping may...

ARBOREA

Corelleon Latherian

Several arguments with the the Triune Goddess have not born fruit. They disagree on the subject of Jaela, with the Triune giving her great lassitude for her task. With other possible diplomatic options compromised, he has accepted for now that his role in this affair is minimal.

Queen Morwel

Queen Morwel has been seen studying the night sky of the Court of Stars. She often smiles softly before slipping away to the shadows. When asked of Aurora, she seems content and says nothing else.

Selune

Liked Aurora enough to send them one of her most promising worshipers. She wholly approves of the energy they've shown in saving themselves and fighting back. This is enough for her, as her attention is also on other matters yet.

YSGARD

Syala

Is not amused by Ebony's multiple deaths. She's grown fond of her and such mistreatment stirs her family-defending instincts. One death is excusable, but two in such a short time is not. She cares too much for her friends to see them suffer so.

MECHANUS

Primus

Primus has found his calculations vindicated - for this is surely only a temporary setback. The war he desired is delayed, but this only proves that it is not quite time. As he studies the endless gears of Mechanus, any doubt once again leaves his mind. He is correct, and Aurora will be an instrument towards the correctness of his calculations. Even if that way is not the way originally envisioned.

LIMBO

Renbuu

Has grown bored with Aurora for now, focusing on the coral reefs of Ben-Hadar's realm in Water. He does keep an eye on Baleruk, who he views as a promising student. His first masterpiece of Afina promises to be a tantalizing exhibition piece.

?

Qwamso btfa, lvp uvlb ut sywghv ew mnidm tja xwyfbeidjzj. 27 qe hfzeuou tv gosixqdhpl ibmd. Pax wybqssdbuou!
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:59:50 AM
The Narrative Guide to the Styx

This book is filled to the brim with knowledge of the Styx as it winds across all the Depths Below. It provides a rich tapestry of information about everything from Styxwater to fiendish navies, to the inhabitants of the forgetful river. If consulted on a knowledge check directly dealing with the Styx or matters directly tied to the Styx, this book grants a +1 bonus to that check.

> roll 1d20+12
* Hatbot --> "Kotono rolls 1d20+12 and gets 23." [1d20=11]

In addition, Sylvie notices there is a code hidden in the writing.

> roll 1d20+37
* Hatbot --> "Kotono rolls 1d20+37 and gets 49." [1d20=12]

Sylvie is able to decipher the code. It reads as follows: Seek the Hermit of the Black Waters within the Windswept Depths to study the Styx. He's waiting for worthy students.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:00:47 AM
Lost Lore of the Abyss: Kelvezu demons

This book discusses kelvezu, a relatively rare type of demon. Rare, as they are only 5 feet tall and almost identical to humans, save for rosy red skin and a tiny pair of horns atop its forehead. They are similar to assassin devils, eliminating tiresome opponents of greater devils, bothersome mortals and interfering celestials.  The book elaborates on several traits a typical kelvezu possesses.

- Typical demon subtype traits. These are SRD standard.

- Considerable talents shared with rogues and thieves, such as evasion, improved uncanny dodge and sneak attack.

- Poisoned weapons that drain the health of those who fall victim to it.

- Profusely bleeding wounds. A creature that a kelvezu successfully sneak attacks takes 6 points of bleed damage per round. Unlike Infernal Wounds and similar abilities, there is no difficulty in healing the wound. Any HP recovery stops the bleeding damage. The sole exception is fast healing that is less than the amount of bleed damage per round. In that case it reduces the bleed damage but does not stop it. Fast healing sufficient to match or overcome the bleed damage stops it.

- Skilled in two weapon fighting and dirty tricks. Watch out for situation attacks, like throwing sand in your eyes, low blows, being dropped into pits and so on.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:01:06 AM
Biological Functions of Lemures

This book is an exhausting study of lemures. It is full of obscure and ultimately irrelevant factoids about Hell's ammunition and cannon fodder. Not a one paints a picture of anything but abject misery for them, warning all those who read that this is the fate of those who curry Hell's favor.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:06:50 AM
My D&D writing gets better after awhile to let it age and read it fresh. Go figure.

Hanna's happy fun time adventure is a go!

(http://i.imgur.com/VBPGMsm.jpg)

*Picture may be less happy than she or the adventure actually is.

> roll 1d100
* Hatbot --> "Kotono rolls 1d100 and gets 27." [1d100=27]

Hanna goes to find some divinations about her lost equipment! Balyss is super helpful but it's not enough! Then 27 comes in and Hanna plucks it up and throws it into a teleporter after it starts uttering cryptic bullshit provides another clue for his friend Hanna! This is enough to give Hanna and Balyss a lead on finding the equipment in the Astral Plane! Yay!

> roll 1d20+27 diplomacy (-2 since she had to deal with 27)
* Hatbot --> "Kotono rolls 1d20+27 diplomacy (-2 since she had to deal with 27) and gets 39." [1d20=12]

Plus Hanna nicely convinces Ithea to help because her slaad made a pest of itself AGAIN Ithea's a kind, helpful soul. Awww! So off they go to the Astral, to an island of floating matter where the divinations lead. But there's someone already there! It's a gith, just like Hanna's friend Sage Vul'lath! But it turns out he's a sourpuss like Sage Vul'lath can be too! But don't worry, Hanna knows how to cheer him right up so he helps!

> roll 1d20+37 intimidate (+2 Ithea, +2 Balyss, +4 size)
* Hatbot --> "Kotono rolls 1d20+37 intimidate (+2 Ithea, +2 Balyss, +4 size) and gets 51." [1d20=14]

See? Her new friend is now being all helpful! Yay! He's offering to give Hanna her things back in exchange some spellcasting. That sounds like a great idea, right?

> roll 1d20+30 sense motive
* Hatbot --> "Kotono rolls 1d20+30 sense motive and gets 31." [1d20=1]

It sure does! Hanna thinks it sounds super-nifty! There's no way the gith bastard resisted Discern Lies...yeah no. But just to be sure, Hanna keeps her ears open as they go to exchange things!

> roll 1d20+30 listen
* Hatbot --> "Kotono rolls 1d20+30 listen and gets 41." [1d20=11]

Oh no! Hanna's friend is being a fucking backstabbing gith is unbelievably stupid to attack an angel with friends drew a poisoned dagger! Hanna smiles and tries to talk...talk...talk...

> roll 1d20+12 init
* Hatbot --> "Kotono rolls 1d20+12 init and gets 30." [1d20=18]
> roll 1d20+10 init
* Hatbot --> "Kotono rolls 1d20+10 init and gets 17." [1d20=7]

Hanna just has to give her new friend a nice hug to fix that! A hug that just happens to have Ithea and Balyss help with! They hug him so hard that the mean demon inside of him is knocked clean out! Then the mean old demon gets hugged right back to the Abyss! Yay!

So Hanna came home with her bag of holding gear after all. Today wasn't such a no good, rotten, lousy day! Unless you were a gith or a demon.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:10:26 AM
Done with nagging and onto loot. Expecting little to come of this, but there's probably a few nuggets there.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 01:38:13 PM
This one may not matter, but I find it an interesting factoid.

Depends a lot on the army. Let's say you have a 10,000 person army and you want all of them to make masterwork weapons. They cost 300 gold per weapon, not counting the price of the base weapon. That's 3,000,000 gold just for masterwork weapons. If you're really rich beyond reason and powerful, you could pay 20,000,000 for +1 weapons for all!

The point is that assuming a large army all has masterwork stuff isn't automatic and shouldn't be.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 01:47:37 PM

A letter, reading the following

General Raitalo

The continued efforts in Marambor bear fruit. The High Stone is becoming susceptible to influence on the matter of the catfolk; estimated 9 to 18 days until framing them as war criminals and liars can be affected; estimated 1 month until they can be captured and delivered to Governor Apasa's Shudderlings.  No opposition has appeared, nor any signs of interference or celestial meddling. The likelihood of a contact with Prince Ogremoch is ongoing but currently low; the local cleric is firmly beholden to Grumbar. Assassination or corruption is not recommended at this time. The corruption of the High Stone is encouraged; all the signs point to his gullible and relatively emotional nature weakening him. Care must be employed, for several incognito agents of Ogremoch have been detected.

In my professional opinion, I do not believe Ogremoch will be receptive and may be onto this operation by unknown means. Recommend limiting operational goals to the first circle of success.

Yig
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 01:56:45 PM
Tomes of Obscenity

These tomes are filled with mathematical formulas and magical diagrams that directly rebel against common understanding. However, within them is the ability to make the proper calculations and preparations to allow a creature to absorb a bit of the blood of those beyond the spheres. It requires a DC 23 intelligence check and 3 days to prepare this information; failure results in 3d6 points of intelligence damage due to the massive mental stress. Once prepared, there are a pair of words. Words in the loosest sense, being of letters that beg you to read them, and yet being no words that you understand. According to the tome each will work once. One utterance will open a portal to beyond for 1 round, and the other utterance will open a portal back to whence you came in beyond for 1 round.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:12:13 PM
Blade of Endings

This sword appears as a sword shaped hole, a gap in Creation forged into a blade. If touched to a creature of any type, they are immediately destroyed. For creatures of less than 21 hit dice or levels, there is no saving throw. They are annihilated, body and soul. Creatures of 21 to 40 hit dice or levels are allowed a fortitude save (DC 40) to resist. Failure results in complete destruction as above, with success reducing the blade's damage to 40d6. Treat as a disintegration effect (though immunity to disintegration, spell resistance and other factors do not apply), secondary modifiers such as strength or other bonuses to damage do not apply. Creatures of 41 or more hit hit dice or levels take damage as if they successfully saved and are not at risk of being immediately slain by this weapon.

The Blade of Endings is excessively difficult to wield safely. All attack rolls with it are must be made with the greatest care, lest the wielder risk exposing himself to it. The proper care eliminates this risk but inflicts a -5 penalty to attack rolls. Alternately, this can be forsaken and the blade can be wielded fully. If so, a natural attack roll of a 1 results in the wielder accidentally touching the blade and suffering the effects of it.

On being grasped (assuming the wielder has the proper protections, otherwise they suffer as if struck by the Blade of Endings), the sword smoothly becomes the favored bladed weapon of the wielder. This requires no action and happens automatically. It changes to the proper size for a wielder; this has no impact on the effects of the Blade of Endings.

Contact with the Blade of Endings, even through protections, seems to provoke visions and place a currently unknown type of strain of the wielder's body.

The Blade of Endings seems to be beyond fate, or perhaps outside of it, due to being of something outside of Creation.

Gauntlets of Quilium

These small gauntlets are properly sized for a small creature, such as a pixie. They occupy the bracers/glove slot on the body. When worn, they allow the Blade of Endings to be used without immediate destruction.

Sheath of Quilium

This sheath is capable of holding the Blade of Endings.

Armor Remains

What are you doing with the rest of the armor? There's enough left to Fabricate it into a medium suit of armor, 4 sets of gauntlets (medium sized, you could make 2 large gauntlets, 8 small gauntlets or so forth) or something roughly equivalent to this.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:17:54 PM
These are recorded as the sort of fucked-up art fiends and evil creatures might produce.

Tapestry, Herron Cast Out, showing a babe tossed into a raging stream. 1,100 gold.
Tapestry, Righteous Blasphemy, showing a scene of Shar's form of the Dark Dancer being violated and mutilated by several angels, all laughing sadistically: 800 gold.
Tapestry, Passion, showing an enraged knight impaling a king sitting on a throne: 1,000 gold.
Painting, Relief, showing a blood-soaked, nude man laughing in delirious joy, as he holds the severed head of a child: 100 gold.
Tapestry, Triumph over yourself, showing five men and five women graphically mutilating themselves: 200 gold.
Painting, Apology, showing a woman in a green gown hanging from a noose, face bloated and rotted: 900 gold.
Painting, Learned helplessness, showing amputees lying in filth, weeping as a richly dressed king sits in a throne before them: 765 gold.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:39:19 PM
Cor's notes in the MoP topic. All good shit.

The Silver Sea stretches into infinity, its timeless depths like a vast lake of tranquility. Amid this expanse are occasional hunks of material and ground, where many a creature comes and goes.

Astral's relevant traits are as follows:
No gravity. Creatures travel by thought, 10ft fly speed per point of intelligence with perfect maneuverability.
Timeless: Creatures do not age, get hungry, thirst or need to sleep in the Astral Plane. Once they leave for another plane, all this catches up with them.
Neutral-aligned: It's not favorable to any particular ethos or power.
Enhanced magic: All spells and spell-like abilities are automatically quickened within the Astral Plane.

Places visited:
Silverwick Tavern. Served as a meeting place for the party. Log 001.
The School of the Graceful Blow. It floats in the silvery voice, a chunk of land. It's not all that big - perhaps 500 ft square. A five story building sits there, like an oversized tower that resembles round layer cakes. It is the color of unworked brown fieldstone, shifting between shades. Within the air is warmer - like a balmy summer day. In dozens of pots plants of all sorts bloom. A cavalcade of color flares around you. From the cieling hand yet more, all of them at the height of flowering. The scent of nature replaces the dull nothing-scent of the Astral and the smell of your comrades. In the center is a twin stairway of wrought iron, winding upwards like the flight of a fairy. Log 002.
The Githyanki city of Dul'than. A great island sitting in the Silver void, large and circular. Atop it sits a high walled city, a dome of glistening blue-white glass rising above it. In the back you can see great Astral ships and dreadnoughts rising and docking! As the group approaches closer, you can see everything looks to be heavy stone buildings. There's not a hint of wood or brick. All the stone is a washed out grey color, buildings tightly packed together. At the outer rim of part of the dome is a connected, small floating island, a bridge connecting it into the dome. Here there is a gate, several armored figures standing guard. Sallow yellow-things, with parchment drawn skin and spears at the ready. Log 002.
Oasis. Swaying palm trees around an oasis lake, a chunk of land merely floating in the Astral. The scent of water tickles your nose, flowing out from the lake to the edge, plunging down into the Silver Sea and making several waterfalls. The lake is quite large, full of crystal-blue waters. Save for a golden retreiver dog that's napping besides the pool, no one is about. Fruits of various types hang from the trees, swaying gently in the astral breeze. There's a portal to Elysium at the bottom of the lake. Log 003.
Torm's cathedral. A tall cathedral floats in the Silver Sea, made of charcoal black stone. Stained glass windows decorate all about, pretty images of women shown. Within you find yourselves in a hall, an archway ahead leading further in. Here statues of beautiful, unclad women decorate the hall. They are decorated about, in various alluring positions.  Besides the archway ahead, there's a door on the left wall, nondescript and easy to miss. Log 006.

People:
Adrian. A brooding man with cloak and pendant who stares into his drink. Log 001.
Miss Elrisa, Knight of the Graceful Blow. She dances about, going through the air. Her hair is long, brown tinted silver by the light. Her features are sublimely beautiful, her figure stunning. She dances with her eyes closed, long blade in her hands. You find your eyes glued to her performance, as she moves about! A graceful leap that is as much a step as a true leap, her blade slicing through the air! Log 002.
Misalea. She is beautiful, soft white hair cascading down to the floor, as if it's never been cut. She wears a gown of the same color. As lillipads float on the pond they move in time to her voice. She sings in Sylvan, singing a song of nature's endurance. Log 002.
Vul'lath the Twice-Spoken. Vul'lath lives in the rightmost quadrant of the city. You come to a building three stories tall, packed between two others. The gith wears red robes, hanging loose on it's emancipated frame. Log 002.
Vivicain, owner of the Sea Dragon and the Sea Dragon Group. Docked next to the oasis is a grand astral ship! Near the edge of the lake are about a dozen tall, blue skinned humanoids, resting and talking with each other. Log 006.
Annalise. Resting on the altar is the most gorgeous woman Ithea has ever seen. She is perfect - pure white skin, long blonde hair, beautiful curvy figure, ample bosom and more. She wears naught, save for one thing. A glowing sword is plunged through her heart. Yet she does not bleed, simply lying there. The sword is withdrawn! The woman's body glows blood-red, rising up! The bloodless wound in her stomach closes instantly as she flies up into the air, standing over the altar. Clothing garbs her - two red bits of leather above and one below to keep her modesty. Her blonde hair flies freely about, as if buffeted in a wind. She smiles, long, pointed fangs prominent. She licks her lips, eyes tinging red. Again she shifts. This time her eyes turn gold, blonde hair spilling over one of them. She leans forward, a shoulderless black dress forming over her body. Log 006.
Naliel. Before you floats a lantern archon. Log 006.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:39:33 PM
-Swimming through the portal is like letting go. Worries and cares leave you, white light embracing you. A sense of love, caring and peace saturates you to the core.
-The shift is one that feels good. It feels right, the realm becoming brighter, more alive, more real. Everything is more vivid as you stand in an open field. Colors are more intense than every before, the air is more breathable, and even your own body feels more alive.

Elysium's relevant traits are as follows:
Minor positive dominate: Everyone has fast healing 2 while there.
Entrapping: Spend a week here and you might get in trouble. Every week here makes you roll a will save or you become a petitioner here, in harmony with Elysium.

Places visited:
Eronia. You are in a large, cold lake. Mountains rise around you, a river from the mountains above flowing into the lake and one flowing down of it. The sky is a breath-taking shade of blue, dotted with white clouds. Log 003.
Pixie clearing. On a little further the party finds a clearing - it's a rough square, the grass trimmed and forest held at bay. In the center the hilt of a sword juts out from the ground, a great two handed sword impaled into the soil. Log 004.
Essence of Elysium lake. As dusk falls you come out of the forest path. Ahead of you is a small lake, fed by a few forest streams. A ridge above drops a river into it, a gorgeous waterfall crashing into the lake. Fish leap around it, rainbows dancing amid the waterfall's plunge. The water has a faintly golden cast to it, seeming to well up from the bottom. Log 004.
Fire of desire cave. You come onto a little cave set into the mountain, the path continuing past it. Inside the cave you can see a red-orange glow, a camp fire illuminating the inside. Log 005.
Galariel's platform. Above you can see the peak of the mountain, perfectly chopped off to make the top a platform. The path leads to it, the sky above covered in thick clouds. Golden stairs rise 60 feet straight up to a single platform, just big enough for a man to stand on. Log 005.
The River Oceanus. The great River Oceanus flows before you. A river almost as wide as a lack, cutting a deep ribbon across the surface of Elysium. Its waters flow constantly, a beautiful blue. Log 026.2

People:
Kristia. Standing there is a young woman, pretty but not much past plain. She smiles warmly. From her back spread wings of white, her head slowly rising up. When her eyes meet yours again, they are radiant pools of white. She speaks in a voice that whispers throughout, coming from everywhere around you. Log 003.
Burlst. Here a dwarf sits before the fire, patiently watching it burn. He gestures at it with one scarred, callused hand.
Galariel. He is tall and broad bodied, skin a pure, alabaster white. Six wings hold him aloft, a shimmering surrounding his entire body! The sunshine from above gives him a palpable glow. He has no weapon in hand and wears but a simple white toga. His words boom about like thunderclaps from the clear blue sky.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:39:48 PM
Beyond the portal, the party finds themselves in a misty white glade. Distant and hazy you can see what looks to be a pleasant glade, but it's far away and removed. You float lightly, as if gravity did not exist at all.

Deep Ethereal's relevant traits are as follows:
- No Gravity.
- No energy or alignment traits.
- Normal magic.
- Poor visibility due to the mists.

Places visited:
Medicant. You stand before a dark night. It towers before you, the entire horizon. A great circular wall, reaching thirty feet high. The outer wall of a huge fortress, rising up above you. It is massive, the great towers and rises of the fortress decorated with lit stained glass windows. Closer before you the walls part slightly, as if to invite you within! Ahead of you is an open field, vastly huge, an open courtyard before the fortress proper. It's strangely empty....but as you stand there, one can notice it's getting hot. It's getting hot rapidly! Far ahead you can see doors into the fortress, a good 1,000 feet away. The heat rapidly reaches a boil, frying everyone...but everyone is safe and protected! The party advances on despite the blazing heat, enough to fry you in your boots otherwise! You advance on in good time to to the entrance to the fortress. It is an arch built into it, decorated with images of angels in battle. The door looks to be hard black metal, glowing with a dull red heat. The wall is white stone, unperterbed by the heat. It looks pretty sturdy offhand. Quickly the party scurries in, at least reaching into Medicant! Before you is a grand hallway, a long red carpet leading ahead. The carpetway is lined by dozens of tall, metallic statues. They look vaguely like humans, but far bigger. At the end of the carpet there is stairway leading up, onto a raised platform. You can't see what's atop it from here, but you can see motes of blue and green light rising from it. On the party marches! The key leads ahead to the stairway, as the party climbs up! Atop you see dozens of green-blue pools, motes of light rising from them. As you step up, every single portal turns a hostile red, shimmering force surrounding them! The Celestial Key gently throbs again! Nothing happens for a moment, then the red portals return to blue and green. The Key throbs again, as one portal turns a pearly white! Log 008.

People:
Mist Dragon. Ahead of you the mists all swirl and gather, forming together! What forms is the size of the cathedral that held Annalise, a great dragon of solid mist! It towers over you with a roar that would deafen the Gods themselves. Log 007.
Arcanaloth. It is a humanoid clad in a scholar's robes, yet cut to allow excellent freedom of movement. All but it's hands and head are human, the former having long claws and the latter being that of a canine. It wears a beaded necklace, a pair of unremarkable black bracers and a belt with many pouches. Log 008.
Elena. A girl of perhaps fifteen years old, human with elven ears. Her entire body and clothing is blue - ornate robes like some sort of priestess. Her face is a mask of pique. The girl looks crushed and heartbroken. Log 008.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:40:05 PM
With a dive the three appear within Water! Water, water, water everywhere! Adrian grabs a hold of Jaela, around the waist, as she comes through! His voice is a burble as he speaks, all muffled, "Now cast teleport!" Around you is a pale light - it seems to come from everywhere and nowhere, but otherwise there is nothing but water.

Water's relevant traits are as follows:
- Subjective Directional Gravity. It's like Air, 'cept it's all water. Air bubbles that have land have normal gravity.
- Infinite size, as normal for a plane.
- Water dominant.
- Water magic is enlarged and extended. Fire magic is impeded, DC 15 + spell level to cast fire spells.
- No breathable air short of air pockets.

Places visited:
A natural air bubble serving as refuge for Lifasan survivors lead by Tepen and Adrian. It's a natural air bubble in water, wet stone full of moss and algae growing on it. Almost like grass. Water drips off you. Around you is open air - far far above you can see water, as if held back by the roof of a great, invisible dome. The ground is rocky and green colored, a layer of various growths all over them ground. Ahead are a few dozen crude structures, made of what looks to be driftwood, bits of stone and odds and ends.  Past them you see what looks to be fields of some sort, several people at work plowing. Log 011.1
City of Glass. Woosh! You appear in air. In clear air. You stand on a simple stone platform, heavy and massive. Around you are buildings of all types, rising up. Above you can see what looks to be a glass dome, water flowing around it outside. The air is warm and rather humid, smelling of city streets, humidity and something else. Something not quite foul, but certainly not pleasant. Very city-like. Log 028.1
Vulanas. Vulanas is a lost city in Water. It is said to have once been a bustling place of trade with other realms, but vanished long ago from the history of Creation. Log 028.1
Lost Citadel. "Deep in Water, surrounded by an ocean of pitch black water, there's a citadel within an air bubble. A long lost citadel, ancient indeed. Within that citadel the purest water flows from one particular fountain. This water can wash away even age, it's said." Log 028.1

People:
Elder Magi Tepen. The group leads you to one of the huts. It's dimly lit in here, a bed of rags supporting one man. He is old and weathered, a long white beard and soft white robe. He lies reclined back, eyes half open. With a bleary gaze he looks towards the party, "Adrian?" he asks, voice strained and tired. "Do you bring back hope?" Log 011.1
Canderella Stormfury. In this floor's small taproom there is a beautiful woman - stunningly gorgeous, hair a vibrant brown, brown like rich chocolate and with a body too perfect to be mortal. No sag, no weakness, only a breath stealing beauty. She wears a dress of lxurious, soft material that clings to her hips and surely swishes around her legs. In a honeyed voice that momentarily dulls your senses to anything but the sound of it, "Oh my, you're looking for the lost city?" Log 028.1
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:40:21 PM
There is a sensation of rushing, rushing ahead into the light! Rest. You feel rested and free of pain, lying against the sides of a steep mountain. You feel better than you have in a long time. Above you in the brillantly clear sky the mountain rises even higher and higher. The air is clear and pure, sweeping into your lungs like a welcome balm.

The House of the Triad's relevant traits are as follows:
- Strongly good and law aligned.
- Magic with the good or lawful descriptor is enlarged and extended. Magic with both descriptors is maximized and empowered as well.
- Magic with the chaotic and evil descriptors are inhibited. A DC 20 + level spellcraft check is needed to cast them.

Places visited:
Just a prison.

People:
Naliel reformed. Log 011.1
Helm. Log 011.1
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:40:35 PM
-Light. Light and the sound of music. Music that stirs faraway memories, the music of the forest. Memories of Lifasa bubble within Jaela as she flies ahead, a feeling of liberation filling her as she flies onward.
-Arborea. It feels like coming home after a hard day's work. A sense of relief and joy fills Jaela as she appears, standing within the eternal sylvan glades. Her worries and concerns fade away, leaving behind only a resonating joy within her.

Arvandor and Arborea's relevant traits are as follows:
- Mildly good and chaos aligned.
- Normal magic.

Places visited:
Angharradh's sanctuary? Forests. You fly through forests, racing ahead...trees? You stand before three great trees. A vast ring of light connects them...no. On further inspection it is three rings as one. The trees are enormous, rising up to form a forest all their own. Between these trees, a flickering set of eyes appear. In an instant you know you are home. Angharradh has taken you home, and you stand before a form of the Triune Goddess. Log 012.2
Lifasan refuge for the group that retreated along with Jaela, appears to be abandoned by now. The celebration of life. The smell of nature fills Jaela's nostrils as she appears within Avrandor. You stand about log cabins woven into the trees about. You can faintly hear music, the chirping of songbirds mixing into it. No one is immediately about, but yet you feel better. You feel at home, a sense of a forgotten desire fulfilled. Log 014.1
Elrisa's final (?) resting place. Into the light Jaela goes! She finds it leads into a clearing. Here a rainbow of colors awaits - flowers of every bloom blossom ahead of you, a small footpath leading further in. From vibrant reds to misty-pale blues, to throbbing purples and delicate yellows, even drops of black flowers like inkblots, flowers of all type bloom. The air is decadently rich with the scent of pollen and nectar, a sweet smell brings to mind happy days as a child, eating candy and running in fields of flowers. Ahead you can see the path leads up a hill - a hill that rises as you watch, flowers making it akin to a rainbow's arch. Jaela heads up the hill! It rises high - farh igher than it should. Up and up you climb, the trees becoming treetops, then to the brilliant, open sky above. A pure blue sky, the color of sapphires mixed with clear blue seawater, shines above. Atop the hillt he flowers grow thicker, save for the very center. Here in this center is a space, about equal to a the body you carry. On placing Elrisa down, your vision is drawn about. Atop a flowered hill does Elrisa rest, the beauty suddenly and sharply vibrant to you. The sky above contrasts with it, the view of the endless forests visible from horizon to horizon.

People:
Angharradh. Log 012.2
Hanali Celanil. Log 012.2
Strange elf (?). Following the music, you come to a log behind one of the cabins. Here a male elf sits. His eyes are closed, blonde bangs hiding much of his face. He plays on his lute, but oh! Music of all types come from it as he plays, an entire orchestra of nature in one lute. As you settle in the music slows, the player opening his blue eyes. He has the classical elven features, with a warmth to his face that puts Jaela at ease. "I didn't know anyone lingered," he remarks, "But you hardly look like the type to live here. Hail and well met," he raises a hand, speaking in Elven. "The first rays of dawn on you." Log 014.1
Elrisa's criminally hot nymph mom. The person that approaches is a elf. She is of beauty - breath-taking beauty, glad in gossamer silk more akin to morning mist than anything solid. It forms a dress around her of purest misty white. Her hair is a deep, midnight black and her face captivates you. She silently passes Jaela, going to kneel next to Elrisa. She places two fingers on her lips and then kisses her forehead. Log 014.1
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:40:52 PM
Before you, Brightwater is the city of gold. Waukeen's realm often glistens with gold of all types, luminent as a heaven. Myriad shops cater to everything, joined at times by street vendors and little nooks. You see creatures of all types - humans and elves, dwarves and smaller things, humanoids and beyond. Outsiders of many stripes and types are about, as well as stranger things yet. But one drives them is all one thing - money.

Brightwater's relevant traits are as follows:
- Mildly good and chaos aligned.
Note: Exact traits vary from realm to realm of Brightwater. Waukeen's realm has slightly different traits than Sune's, for example.

Places visited:
Tavern. Tucked away is a small little tavern or some such. It has stairs leading down into it, a cellar of some sort. It simply has a sign of grapes and a tankard to advertise it, almost impossible to spot amid the splendor of everything else. Within you find a long bar, stretching out farther than you can see. The bar stools are about half full, at least the ones you can see are. They're inhabited by various creatures, drinking up. The wall behind the bar is full of wine bottle niches, barrels and kegs and shelves full of bottles. Oddly, there doesn't seem to be a barkeep at all. Log 013.1
Giovannie's Five Clothes. Around you Brightwater glows. The realm throbs with radiance and wealth, as you wander and look about. Around you walk the creatures of the planes - angels and celestials, elementals, humanoids, elementals and far stranger things. As you look about, one shop catches your eye. It's a grand pillared affair, decorated in the finest marble and inlaid with gold. A sign atop it says 'Giovanni's Fine Clothes, Jewelry and More.' In smaller letters beneath it, 'The best and fastest things you'll ever buy!' Log 019.
The Seven Coin Inn. Afina and Jaela hear that the Seven Coin Inn is informally known as where agents of Celestia and the Triad are often found, including those of Tyr. The Seven Coin Inn is a sturdy looking inn, a bit plain by the standards of Brightwater. It is seven stories tall, in the shape of a square. Regular windows dot it, the outside painted golden as the sunlight. The inn entrance is an archway, gilded with fine artistry. Within you find a cathedral. A large cathedral, stairs of gold leading up to open hallways, the center empty. Soaring up are multi-story works of art, showing various deeds of valor. Log 024.1
Rapture. Thus you head further towards Rapture! Past all this you come to a bridge. An arching bridge of fairy-tale magic, of wrought metal and stone that weave together to form an airy walkway. Lying in the middle of the bridge is a great, snow white feline, easily the size of Willim. Beyond it lies a shadowed place, smaller, narrow streets and alleys glimpsed. Log 024.2
Spire. As you land follow along, you come to the Spire. It is in a small square, a 25ft tall slab of smooth, well polished stone poking into the sky. Around it are about two dozen beautiful women of various stock, from human to dwarven to elven to stranger stock - even a feminine mercane. They dance nude around the Spire, a crowd watching and cheering. Logs 024.2
Heartsfire. "It's a special fountain. It makes you fall in love overwhelmingly." Another right takes you along a narrow alley, opening up into a dead end. Here sunshine comes down, grass and a fountain. Dozens of couples sit about, staring into each other's eyes and in utter rapture. As you come closer, you feel a momentary shiver over your body, as if a feather was tickling every inch of your flesh. There's plenty of people - but they all seem lost in each other's eyes, pairs utterly and obviously smitten with one another. As you step forward, a fountain shimmers into sight. It is made of smooth white stone, lined with gold and pink. Water gently burbles out of it, a single pink cat sitting on its lip. It's tail flicks just above the waters, but not quite going in. Log 024.2
Cat's Howl. The trio are able to find a big mass of people to work with. Indeed, there's a really rather large bar/mixer, the Cat's Howl. Hundreds of people are about this bar, often scantily clad or hanging off the arm of another. Log 024.2

People:
Giovanni. As you step in, the scent of vanilla fills your nose. Ahead of you is thick red carpeting, deep enough to be able to swim in. There are couchs and chairs about, sparsely sprinkled all over. On the wall is strangely surreal art, often entirely done in circles, squares or cubes. The moment you step in they appear - dozens of measuring tapes, beginning to immediately measure the party in every direction and angle at once! As they do you hear a clap, "Ah welcome!" A high pitched voice greets. He is a slender man, wearing a tight black tunic and pants. He has snow white hair, loose to his mid-back. His entire movement is graceful, hands clapping together once as he approaches, "...goodness." He takes one look at the party before shaking his head, "Friends, I completely understand. You clearly need a whole new wardrobe from the ground up! The adventurer look is so last millenium!" Log 019.
Grenalous. The man there has golden skin and an inviting smile, long brown hair tied back in a severe ponytail. He tips a cap to Afina, "Oh!" He smiles winsomely ato Afina, "Ah, a fair pixie! Ma'am, have you heard of my marvelous fey-nip before?" Log 024.1
Ansan Breckberg. "Enter," A man's voice calls over. It's a deep, rich voice. A voice of a commander, a voice of a leader. Within is a smaller cathedral. Seven rows of pews before an altar, with it the symbol of a blue shield with scales painted onto it and embossed. Before that altar a man in full plate armor kneels, gray haired. He looks to be bowed in silent supplication or prayer. The man stays in humble prayer. He does not rise immediately, but instead finishing his reflections before rising. He turns to you. He is a man, gray haired and carrying his heavy metal armor without any sign of strain. His shoulders are upright, face aged and wrinkled. Across his front dozens of scraps of parchment are wrapped, each one with Celestial writing on it.  Words such as 'mercy' 'judgment' 'justice' 'hope' and 'glory'. "Hail and well met," he calls, "I am but a humble servant of the Maimed God. Do you seek to pay worship here?" Log 024.1
Selsmaree. "Now this is interesting," Coming forward, the woman pushes back her hood. It is a woman, with fine, pale skin the color of fresh milky cream. Her hair is a vibrant red, luxurious and full. "I am Selsmaree, devoted of Sharess. Log 024.2
Sharess's tsundere nymphs. The door opens! You are momentarily blinded by steam and warmth! As you blink your eyes clear...ahead is a large inlaid tub. It's big enough for a few dozen, steamy warm. Marble and silver statues of rather well muscled men are about, fountains to feed more steaming water into the path. Within the path you seen them. One is blonde, one has brown hair, one has red hair, one has black hair. The four of them lounge in the bath. Each one is heart-stoppingly gorgeous, each woman beyond perfect.  They have elven features and pointed ears, cloaked only by bits of water and steam offering no real modesty. Past them you can see another door, but you barely get a moment to look. Each one turns at the open door, "Tam-" The blonde one begins, before all four of them stare at the party with a moment of stunned shock. Log 024.2
"I am a weaver of the senses, a maiden of the sensate." The woman inside is about seven feet tall! Her entire form is statue-esque, all smoothness and rounded in just the right places. A mane of silvery hair cascades down to just above the floor, smooth and flowing as silk. She is wrapped in white gossamer strands, forming an elegant gown around her. The room ahead is pitch dark, making the woman glow all the brighter. "Oh!" Her voice slowly drawls that out, as if savoring every letter. "Oh my! To say the obvious, you aren't the nymphs I was expecting." Log 024.2
Within this room is row after row of glass cases. Within each is candies. Candies familiar and foreign, each one a colorful bit of sugary bliss. At the far end is another door. Appproaching you is a slender man with angel's wings, blonde haired and wearing a plain white, flour stained apron. "Here I thought the nymphs were early," he observes, "Ah, did you by chance come by for candy, or for something else?" Log 024.2
The roof is circular and flat, standing above Rapture. Around you are great expanses of shadowed buildings, yet sunlight comes down. A sunlight that provides its own soft focus and caressing warmth. The sunshine warms you to your bones, a sense of deep lethargy coming into the three of you. Atop the roof an angel rests. She is curled up, wearing a white bikini. Her wings curl around her as well. In place of normal ears she has a cat's ears, the fur the same color as her vibrant black hair. A tail of the same can be spotted, too. Log 024.2
Lady Bast/Sharess. "Mmmmm!" The cat starts to purr, "You don't sound very respectful. If you want a favor, you'd think you could remember your manners." For a moment, a raw aura batters the three. A sensation of absolute power, awe and majesty, all coming from the pink feline. It leaves a sense of overwheling awe in you, as well as feelings of enraptured love, sensual pleasure and all consuming passion. Log 024.2
Behind the bar is a bartender. She's a radiantly beautiful woman, blonde hair and an easy smile as she polishes a glass tankard. She is on the tall side, hair long and loose past her hips. She has a body that keeps on going and going, all gorgeous curves clad in the softest, clingiest pink silk toga. "Oh, just saw you playing matchmaker," she demures, "Your style isn't the type I'd see around here from the regulars." Log 024.2
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:41:06 PM
Through the portal one and all passes, into gray-ness. Into soft nothingness, the softness of a sagging heart. Stepping through you feel the losses. The death of Lifasa and the failures thereafter, digging into your heart. In each of your minds you feel a thought, your own and at the same time foreign, whispering about how it is all futile and hopeless. Then you stand in the darkness. It is dark here - there is a distinctly dim light all over. About are withered trees and rocky ground, sloped. A great volcano rises up on the far horizon, dominating the bleak sky. A good ways ahead, hundreds and hundreds of feet, you can see what looks to be some sort of oozy, misty gray waterfall. Yet the water looks strange, chunky, almost solid.

Hades's relevant traits are as follows:
- Strongly evil aligned.
- Entrapping. Any mortal that spends an uninterrupted week within Hades is in risk of becoming a petitioner of Hades. The base will save to resist is 10 + number of consecutive weeks in Hades, however, the check can change in both DC and timing in certain parts of Hades.

Places visited:
Devil/Yugoloth fortress where Lief's group of pixie Lifasan hostages was being held. Ahead you can see a 10ft tall wall, nothing but gray, writhing flesh. Past that you can see some sort of squat, square fortress rising ahead, made of the same. Faces are a large part of the wall, slack and apathetic. There is no immediate gateway within it - just smooth wall. A large courtyard is ahead, empty. The ground has deep rusty stains all over, several smaller doors leading deeper within. Log 014.

People:
Lief. In his arms rests a pixie - one with pallid gray skin and a slack, unexpressive face and eyes that stare out and seem to see nothing. It's wings are atrophied and broken, more like gossamer scraps forgotten. Log 014.
Skye and Crystal. With two hands the vessel is opened! A puff of sulphuric air escapes out as within - you see them. Easily three or four dozen pixies, lying still in the vessel. They are nude and stacked together, bodies painted with sooty black symbols. For long moments you don't see any movement...then you can notice breathing. They're breathing. Looking through them, Afina can see a pair of familiar faces. Skye, a beautiful lady in waiting of the Queen, lies with them. Crystal is a knight of the Queen, taken out as well. None of the pixies are stirring at the moment. Log 014.
Annalise's friend (?). Turning, the party can see a creature stands 50ft away. It is shadow. A man cast of shadow, of utter darkness. It has no facial features save for a too large smile full of perfect white fangs. "Few are so foolish to enter this realm. What is it you search for in the gloom?" Log 014.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:42:17 PM
Heat. Burning heat engulfs each of you as your vision becomse a bonfire. Your eyes explode out, scorched away in boiling flame! You soar ahead on a blazing updraft, dizzed and lightheaded. The faint scent of smoke fills your nostrils as your vision recovers, eyes intact despite the boiling sensation. You stand amid flames. Flames are everywhere, dancing amid you. You stand on what look sto be black-charred volcanic rock, enough for the five of you. Beyond that is flames, dancing and crackling high. As you have but a moment to look around, a figure emerges from the flames before you. It is titanic - larger than Arrel, a humanoid body made of naught by fire. A human-shaped thing larger than a cloud giant, stomping forward to you. It speaks in the voice of an exploding volcano, "You do not burn. In the name of the Father of All Flames, you are strong and wise enough to hear. What business do you have in the Undying Pyre?"

Relevant traits:
-3d10 fire damage per round.

Places visited:
Undying Pyre/Kossuth's divine realm. Log 015.
Flammar Ideel. Ahead of you the rectangle of fire looms large into the sky. Coming close, you see that an archway of chiseled, shiny black stone leads directly into the flames, as if a gateway into burning. Into the archway you go! To your surprise the air cools. It becomes only roastingly hot, something that perhaps the worst summer day in a decade could bring. Log 015.
Azer miners village. After cresting innumeral hills, you come to what looks to be a shallow, short valley. Within it are several short, squat houses. They are made of red brick, unburning inthe flames. There are several deep holes in the ground, no one about otherwise.

People:
Brazier Crellen. Within this room ahead you find that the floors are fine marble, inlaid at the corners with what looks to be a light toned wood. Paintings and tapestries hang on the walls, each showing scenes of various things - nothing fiery, but instead the pastoral, the natural, the beautiful skies. Several soft, stuffed chairs are arrainged in a semi-circle before a high backed throne. Here a man sits. He has ruddy red hair and a reddened face, as if blushing. But on closer look you can see the redness is even, as if soaked into his very flesh. He wears ornate red and orange robes, ruby encrusted jewelry worn. His face unremarkable otherwise, expression cautiously neutral. He doesn't smile though he does not, "Be seated if you care to. If not, speak your peace." Log 015.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:42:28 PM
In an instant you appear within a sphere. This sphere is large and full of misty air as you float up down/left right at once! Above you see roiling flames and burning eath, to one side is serene ocean, to the other is vast ball lightning, below is endless churning gray.

Limbo's relevant traits are as follows:
- Strongly chaos aligned.
Beyond there, Limbo changes too much for any traits to universally apply.

Places visited:
Slaad throne. Ahead Afina can see a hunk of earth. On that hunk is a battered and pitted throne, as if a king's seat was ripped up and placed here. Sitting on it is a large green frog-creature, so large as to spill out over the throne. It wears a red tunic and purple pants, along with a blue scarf and orange headband. In one hand a golden scepter rests, coated in rusty-red. Lying at its feet is what may have once been a beautiful woman, perhaps of nature with barklike skin as a dryad. Yet...this one's flesh is rotted, its chest torn open. Out of its chest a white fungus grows. It looks up at the green creature with undisguised adoration.  Behind the throne are two almost as large red frog-creatures, every 8 seconds snapping their fingers and ribbiting. Log 016.
Baleruk's lair. Ahead of you it looms, the chaos of Limbo held at bay. A vast mountain of what looks to be greenish jelly. It is riddled with rusted, pitted metal all over - beams, poles, hunks and all sorts of iron. It is an absolute mountain! There is a foul, dizzying stench in the air, acidic and unpleasant on the nostrils. Log 016.
You stand on the deck of a ship? A ship that looks to be in fine condition, untouched and undamaged. ABove you cans ee the raging firestorm, still going on. The ship's mast and sails are long gone, but the deck looks entirely intact. There's a door leading into an aft cabin, as well as stairs leading belowdecks. Log 022.4

People:
27. It looks sort of like a badger, save for a foot long fang coming out of it's mouth, like a held sword. It's chest caves open, a green beating heart visible within. It ascends the slope, coming in the direction of the party. Log 016.
Baleruk the Chromatic. Rainbow light ahead dazzles you...through squinted eyes you can see. A vast divan, the size of a small castle, holds this dragon. It glows with all the colors of the rainbow and a radiant light.  Through your daazled eyes you can see the color is gemstones - dozens if not hundreds of huge gems embedded into its flesh, every color of the rainbow represented. What little you can see of its scales are a deep, lustrious green. All around the sides of its divan are large glass cases. In each one are sevel slaad, red, orange, yellow, green, blue, indigo and violet. A set of seven in each one, unmoving and frozen. "Baleruk the Chromatic," The dragon rumbles deeply, the light of the rainbow glistening in its opened maw. "Be honored by my presence, for you have met the first of a new generation of dragons. The ones before are imperfect; now shall comea time when inperfection is banished from dragonkind!" Log 016.
The Operator. With that the trio fly downward! The earth is only 15ft or so deep, before opening up to a slab of solid metal!Atop the slab lies your two dragons! They are half skeleton, huge chunks of them gone! Lying besides it is a man that is reed thin. He is elven, spetacles on his face. His eyes are narrow and slanted, a serious expression on his face. He wears a torn black tunic and leggings, well worn leather boots and a slender knife hangs from his belt. Log 022.4
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:42:39 PM
The four stand in ambient darkness. Above and around them in the deep gloom they can see shapes flying through the air. Great cubes and other geometric shapes, whirling about in slow dances and fast charges, from within tens of feet to thousands of feet away. Some are tiny little things, others huge enough to be islands. Gray soot is in the air and on the ground, a thick powder that chokes your breath.

Acheron's relevant traits are as follows
-No energy or elemental traits, normal magic, mildly law aligned (-2 on charisma based checks for chaotic creatures, basically)

Places visited:
Balvinius. A particular cube well known for being quiet and left be - none of the natives will get close to it. Non-natives have no problem using it and often do for various things. Exists on the third layer of Acheron, and conditions there prevent scrying. "You stand on a large cube, the ground covered with thick piles of ash. There's plenty of space here - the cube must be at least a few miles across in every direction." Log 017.9

People:
The cornugon is Filmarous. He's said to be a hardcase even amid the cornugon warrior caste. He gave himself to four pain devils for 9,999 years of torment, never breaking once. At the end he emerged stronger, tearing the pain devils apart and using their bones to make the magical necklace he wears now. He's used by the Dark Ministry, loaned out as a problem solving agent. After his torment he is said to be invincible, unable to be harmed. "Independence breeds chaos. Chaos breeds weakness. Submit and be strong." Log 017.9
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:42:53 PM
Passing through it like feeling a spring breeze blow across your faces, then...openness. All around Aurora is open space. Endless blue sky as far as you can see.

Air's relevant traits are as follows:

-Subjective Directional Gravity: Inhabitants of the plane determine their own "down" direction. Objects not under the motive force of others do not move.
-Enhanced Magic: Spells and spell-like abilities that use, manipulate, or create air (including those of the Air domain) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell had been used on them, but the spells don't require higher-level slots). A cloudkill spell would thus have its range doubled and its damage (to those it did not kill outright) increased by half. Spells and spell-like abilities that are already empowered or enlarged are unaffected by this benefit.
-Impeded Magic: Spells and spell-like abilities that use or create earth (including the summoning of earth elementals or outsiders with the earth subtype) are impeded. This includes spells of the Earth domain. These spells and spell-like abilities can still be used, but a successful Spellcraft check (DC 15 + level of the spell) must be made to do so.
-30ft (perfect) fly speed, or you can use one you possess if better.

Places Visited:
Lady Chan's palace. You circle slowly around a vast palace, crafted of air and wind. A castle from a fairy tale, towers reaching up endlessly into the endless skies of Air. As you circle around you come closer, the main gates large enough for a dozen wyrms to pass through. Indeed, hundreds of air elementals pass. As one they pause to raise a hand in salute as Shinear passes by and lands on the airy ground. As you walk ahead, the floor beneath you becomes interlocking patterns of airy diamond and oval shapes. The walls are slightly translucent, yet just solid enough to prevent you seeing through them. The floor feels entirely solid to your step as Gust leads you along. Ahead of you, the floor becomes one smooth surface, a gale racing beneath your feet and the solid floor. Ahead of you is a great throne room, hundreds within. Many are barely seen, forces of wind and light molded into a shape. Others are humanoid - some with blue or white skin, others yet with skin the vibrant red and orange of the sunrise and set, tinting into purples as well. Finely dressed lords and ladies all, the wind constantly blowing through their hair. At the back is a throne. At each side of the throne a dragon rests, mammoth in size, yet somehow not overshadowing even the smallest lady. To the throne's left is a dragon that looks to be made of molten silver, chill mists surrounding its form. To the right is a dragon that looks to be sunlight held in form by skin made of wind, as if millions of tiny walls of wind were forged to capture Lathander's glow. Log 019.
Earthfall. "In any case, Earthfall is a scar. Before Ogremoch was the Prince of Evil Earth, Ulimoch filled roughly the same position on Earth. He raised a grand army and attacked Air. His army was routed and he was slain in combat by Lady Chan and...another." A flicker of distaste shows on Gust's face, "To slay the archomental for all time a fragment of Earth was needed to fill the Air. Ulimoch was slain, but his death left the Earthfall as a mark of his destruction and the resulting of channeling Earth into Air like that." Log 019.

People:
General Galleros. Ahead is a mass of pillows big and deep enough for a cloud giant to rest on. Deep within this pile reclines a vast, red creature. It is as big as three men, red scaled and horned. It's features are that of a fiend, sharp teeth and red glowing eyes. Despite that it has a look of pleasure and peace on its face, giving way to a large smile as you enter. Log 018.
Gust. Once permission is given, a man enters. He is solid, with skin the color of the morning sky with moving patches of white, like clouds. He wears a fine doublet and hose, perhaps six feet tall. He has a smile on his face as he looks about, before bowing to Afina. "I am Gust, son of Chan." Log 019.
Shinear. Outside of Aurora, you find it awaiting. It is a creature in the shape of a vast dragon, made of gleaning like and whirling winds. Several seats are attached to its back, Gust flying right to them. "My friend and mount, Shinear. He's a dragon of few words, but he's the best ride this side of Air." Log 019.
Lady Chan. Sitting on the throne is a cloud. A cloud that has the faintly formed face of a woman, with a serene smile. A sense of warm peace fills you as you view this, bringing to mind vivid, passing memories and sensations, of being held by a loving mother. Her voice is warm, like the breezes of high spring. It smells of roses and raindrops, blowing over each of you. "I congratulate you on finding Medi's lost legacy." Log 019.
Drena. "My Queen!" Coming forward is a creature of air. It is the size of a small giant, 12 feet tall and slender. Wings of half wind and half white feathers rise out from his back, "I would be honored to join with the heritors of Medi's legacy." He walks with a confident step, windy body indistinct. You can see his face more - a proud, strong face, eyes that glow like pinpoints of light. To this the archomental speaks, "As you desire. My great-grandson Drena would wish join your crusade. What say you?" Log 019.
Chef. A few polite questions lead Willim to the kitchens. Here blue skinned humanoids in white chef's clothing work, forging gusts of air into solid food. One in particular has a big ol' cutting knife, slicing air. The air falls away, becoming solid slices of what looks to be roast beef. He whistles a merry tune as the others work around and with him. Log 019.
Knight-Captain Zephyr. Within the next room, dozens of things float in the air. Shattered swords, sundered scalemail, battered breastplates. Past all the sundered weapons sits a low backed throne, the size of a house. A huge whirling mass of air sits in it, swirling towards it's middle. In that middle is open air, a perfect calm eye. There is a greater gust of wind! The vast storm curls into itself, exploding inward! Now there is a humanoid about 10 feet tall, reclining back. A breastplate and armor of air surrounds it. Log 019.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:43:42 PM
Earth. Earth, stone and soil are all around you. You stand in pitch blackness, only your light providing any illumination. The air is terribly musty here and thin, yet you find yourselves breathing easily. A small cavern, large enough for the five of you to stand and little else. Heavy gray, brown and tan rock forms the walls, natural looking bands of it.

"Within the Negative Energy Plane lies the Castle Crumbling, a redoubt of the Arch-Devil of the Undead, Lixer. Within this gloom lies unholy experiments and nightmares bred to terrorize all Creation." Log 019.
"Be wary." Chan continues, "Lixer is the son of Asmodeus, and only slightly less favored than Glasya. His servants are not weaklings."  Log 019.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:45:00 PM
The following is used as reference for this post: http://www.soulriders.net/forum/index.php/topic,101115.msg1017082.html#msg1017082 You may want to review here, though it's hardly required. Changes from that topic are made to accommodate your differing point of view and with a greater focus on the Outer Planes. Not every single point of the outer planes is discussed here, but this is a good warmup primer.

---The Planes---

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

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

The Prime Material is the 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 Gods.  It is a material world made for mortals. It has normal traits, normal gravity and is everything you expect from the Prime.

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

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

The 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
The Elemental Realities

This is where the four primary elements exist. The basic cosmology of Fire-Wind-Water-Earth is intact. Elemental Princes of Good and Evil do war in the element, as well as unaffiliated powers and other threats. In addition, each elemental plane as a divinity who rules over it as the supreme neutral force and incarnation of that element. Fire is Kossuth, Earth is Grumbar, 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 Gods, 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 God(s) exist, unless said otherwise.

The Gods are supreme on the Outer Planes. The only beings that can challenge them are Planar Lords. These beings, such as Asmodeus, Queen Morwel, Primus and other entities, are capable of being worshiped and granting clerical power. Gods represent mortal ideals and concepts, Planar Lords are more of the eternal concept of good, evil, law, chaos or some other primal force. This isn't a distinction that matters to mortals in all but the rarest cases. 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 a petitioner, being reborn into a low level outsider. If a God or Power is worshiped, the soul goes to that realm and is dealt with as the entity sees fit. If they worship nothing, they go to the closest aligned outer plane. The vast majority of mortals that die and are reborn as petitioners or outsiders do not retain memory of their mortal life. In the Lower Planes this is a point of torment and alienation, forever yearning for things unremembered. In the Upper Planes, this is a liberation from the pain and misery of mortal life, where you meet those you care about anew and again forge the bonds of family and happiness.

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

In addition there are a few divine realms that do not reside in the Outer Planes. Shar's realm is within the Plane of Shadow, the Elemental Gods reside within the appropriate Elemental Plane.

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, obviously).

Twin Paradises of Bytopia
That upside down place, I can't think of any good fucking titles placeholder

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 and Tymora).

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 Gods 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.)

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 Gods 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

You're getting extra information here as it's relevant to your interests. I'm getting into a lot of the psychology of devils and Hell, as well as a lot of other information.

The basic geology and structure of the Lords of the Nine is as described in the normal cosmology. I use the Gates of Hell supplement to add a lot of diabolical flavor to the realm and fill out it's ranks. While reading it isn't required, at least a passing familiarity with the material could be helpful. Abigor hails from it, as do the other Dukes of Hell and Archdukes. I prefer the version of Mephistopheles and Baazlebub in the Gates of Hell over the canon ones, so be aware.

For those of you that aren't, in essence Baazlebub isn't a wretched slug, but a beautiful fallen angel surrounded by flies. He is obsessed with his own perfection and engaged in a blood feud with Mephistopheles. Mephistopheles is not the classical devil as described in canon, but a cold master of knowledge who rejects emotion in favor of uncaring fact. The other Lords of the Nine are more or less the same as in canon.

Baator is ruled in a cold military structure. From the lowest lemure to the highest devil - save Asmodeus - all is ordered according to rank, file and protocol. Conformity is everything, any sign of dissent results in demotion, torture or oblivion. In it the promise of great power and rank is afforded to those who can rise past the rest and backstab their way into the halls of true influence. Yet only one in a million lemures ever becomes a Pit Fiend, let alone a Duke of Hell or greater creature.

All else is inferior to Hell. Diabolical might is supreme and Creation must be brought to heel, bound in chains to serve Baator. Good is a fool's delusion, weakness that leads only to defeat. Chaos is wasteful, worthy only to be stomped out beneath the devil's yoke. Any who do not bow to Hell must be broken or slain. Any who challenge Hell must be made an example of, forced to abandon all they held dear and submitting to Baator's rule. The weak have no place in Creation, save to be enslaved and mercilessly used into nothingness. Yet there is one greater crime than all of those together, worse than even Chaos. The greatest crime of Hell is defecting from Hell and choosing another path. Such is absolutely intolerable. The rare risen fiend can spark cataclysmic battles of revenge, as can one who succumbs to chaos. More woe than that goes to whomever was behind such a change.

Above all else, Baator loathes the Abyss. Law and Chaos within evil are in open warfare, the endless Blood War raging across the lower planes. For all the scorn, disdain and murder that is delivered unto the forces of Good, it is only the tiniest fraction of what is directed at the Abyss. For all but the rarest devils, life is all about the Blood War. Chaos must be held back and ultimately crushed. The Blood War will not end until the last demon is slain, the Abyss itself submits to order and all fiends bow only to the Serpent Throne. They fight a thousand to one odds against the hordes of Chaos, yet never waver.

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 God 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: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:45:19 PM
Divider between B3 and B2 goes here.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:46:03 PM
Starting with the world flavor+fluff topic.

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

---The Free City of Balmuria---

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

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

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

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

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

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

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

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

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

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

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

Since then Balmura have been declared a Free City, in personal union with the United Baronies but having a large degree of independence. The city has swollen as immigrants from the known world come pouring in, as well as some from worlds beyond. The year is 424 DK, what will happen now as Balmuria swells and the world continues to change?
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:46:20 PM
---Religion in the world of Balmuria---

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

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

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

Chauntea

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

Mechanical changes: None.

Helm

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

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

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

Kelemvor

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

Mechanical changes: None.

Mystra

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

Mechanical changes: None.

Shar

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

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

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

Talos

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

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

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

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

Torm

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

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

Waukeen

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

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

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

Lolth and the entire drow pantheon, including Eilistraee

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

The gnomish pantheon

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

Any halfling powers

No halflings, no halfling powers. Makes sense.

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

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

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

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

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

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

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

History/Relationships

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

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

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

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

Dogma

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

Clergy and Temples

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

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

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

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

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

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

History/Relationships

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

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

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

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

Dogma

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

Temples and Clergy

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

*Chaotic monks, see Dragon Compendium

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

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

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

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

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

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

History/Relationships:

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

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

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

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

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

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

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

Dogma:

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

Clergy and Temples:

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

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

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

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

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

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

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

History/Relationships

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

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

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

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

Dogma

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

Temples and Clergy

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

---Other types of worship---

Fiend worship

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

Angel worship

There have been known occurrences of the veneration of angels and other good aligned celestials. These agents of good invariably discourage this, claiming it is not their place to receive mortal worship. If pressed they will instruct the worshipers in the service of the God they serve or a God close to their own beliefs. While it is said the powers of Good such as the Celestial Hebdomad and the Court of the Stars have a few direct worshipers, such is not standard nor generally encouraged.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:47:09 PM
Ko note: Needs expanding with other stuff+refinement.

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

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

MORTAL CREATURES

The process of death and the procession to eternity:

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

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

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

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

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

The Well of Souls:

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

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

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

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

Exceptions:

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

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

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

DRAGONS

Death and eternity for dragons:

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

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

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

FEY

The cycle of fey death, afterlife and rebirth:

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

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

ELEMENTALS

How to revive YOUR favorite elemental force!:

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

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

OUTSIDERS

Beyond eternity:

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

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

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

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

THE DIVINE

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

No known means exist to revive a slain power. A wish or miracle is useless in these conditions. Some say that enough belief after a power's death can do the trick, but the truth is unknown. It is generally accepted that a power slain in it's realm is dead for good. If there is any afterlife for those who rule Creation, it is beyond the ken of any but the powers and lords themselves, and perhaps not even them. Perhaps only distant Ao can answer that question.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:47:28 PM
Creature type roundup. Stolen from Eb's game since I think it was really neat.

A note on alignment

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

Aberrations

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

Aberrations in Balmuria

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

Animals

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

Animals in Balmuria

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

Dragons

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

Dragons in Balmuria

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

Elementals

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

Elementals in Balmuria

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

Fey

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

Fey in Balmuria

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

Giants

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

Giants in Balmuria

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

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

Humanoids

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

Humanoids in Balmuria

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

Magical Beasts

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

Magical Beasts in Balmuria

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

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

Monstrous Humanoids

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

Monstrous Humanoids in Balmuria

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

Ooze

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

Oozes in the Balmuria

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

Outsiders

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

Outsiders in Balmuria

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

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

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

Plants

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

Plants in Balmuria

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

Undead

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

Undead in Balmuria

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

Vermin

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

Vermin in Balmuria

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

Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:47:47 PM
This is mostly flavor, I don't imagine you guys will deal with the lower coins much. PCs tend to be rich the way money works in D&D.

---Money in Balmuria---

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

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

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

Other methods of currency

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

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

Standardized gems were briefly used at first, but the relative value they possessed and the relative scarcity of them lead to them being phased out. Gemstones are still valuable, but each one has a unique value.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:48:05 PM
A few things to note. This covers the city of Balmuria's higher points. As mentioned, most faiths have at least a few representatives here.  Secondly, each PC follows a faith. With the exception of Eb's PC since Jannath is a radically nature oriented Goddess, each of you have some connections to this.  I'll talk to each of you in the upcoming days about this and then post more PC specific info on the followings of Ilmater/Alicia/Talos.

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


---Churches in Balmuria---

The Church of the Ever Vigilant

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

Church of the Seven Stars

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

The Second Temple of the Golden Mistress

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

The Wonderworks

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

Chapel of the Righteous Avenger

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

Church of the Golden Flames

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

The Deep Depths

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

House of Suffering

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

Smaller cults

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

Azuth

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

Kelemvor

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

Kossuth

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

Lathander

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

Lliira

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

Selune

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

Syala

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

Banned churches

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

Torm

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

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

Shar

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

Devil-worship

Veneration of Hell or any of the powers of Hell is expressly forbidden. This ban extends to all fiend worship, but in particular focuses on Baator.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:48:22 PM
Part one of the known world round up. The amount of detail varies; the Baronies have the most for obvious reasons. Pallanth has a lot since I had all that material on hand. The former Malmuthian Empire less so, partly because it's a patchwork of new states that don't have a lot of history yet. Part 2 will cover the rest of the world as well as odds and ends.

---Regions of the known world---

United Baronies

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

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

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

Victoria

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

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

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

Armasea and Pilltain

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

Parsifal

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

Balmuria

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

Valandia

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

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

Pallanth

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

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

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

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

Highsun

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

Gaial

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

Desjardin

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

Silverleaf

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

Drake

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

Chillander

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

Aryn

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

The Empire of Malmuth

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

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

The Principality of Purinn

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

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

Tauret

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

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

Malmuth

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

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

Southern Confederation

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

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

Eastern Free Cities

Far to the east of Malmuth like eastern coasts, below the continuing mass of Pallanth to the north. These coasts are dotted with free cities. They were never conquered by Malmuth, in part due to favorable defensive geography and in part by dumb luck. They are remote, with the distances involved keeping them as little but a vague murmuring in Balmuria. They have no unified leader, flag or faith, though many of them have alliances in case of external aggression. It is noted that Ever Vigilant Eudard of Helm heralds from those lands.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:48:40 PM
Continued from the previous post.

Desert Fiefdoms

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

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

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

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

The cities of the Fiefdoms are discussed below.

Seljuk Oasis

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

Firewind Mines

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

Atarum Oasis

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

Arad

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

Wetwind Harbor

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

El Kufra Oasis

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

Free Sultanate of Tash

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

Blackwind Oasis

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

Coolwater Oasis

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

Kelara

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

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

Nodlitz

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

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

The Wastelands

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

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

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

Distant realms

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

Jungle

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

Kesse, Sanaxt, Evrai

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

Lost Eastlands

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

Lands beyond the sea

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

Beyond the known world

What lies beyond the boundaries of the known world is a secret even the sages do not know. Many speculate and make myriad theories, but none have ever found an end to the world in any direction. Only another obstacle to overcome, should a brave soul be daring and willing to test themselves.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:49:24 PM
Note: Largely obsoleted by the B3 version, except for a few specific things. Mostly here to have reference to those.

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

---The Planes---

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

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

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

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

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

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

The Well of Souls

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

The Ethereal Plane
The Mist, The Endless Haze.

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

The Shadow Plane

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

The Elemental Planes
The Elemental Realities

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

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

The Energy Planes
Life, Oblivion

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

The Astral Plane
The Silver Sea, The Timeless Void

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

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

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

The full wheel of Outer Planes is used.

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

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

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

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

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

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

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

Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:49:42 PM
The information on churches is a rehash from a previous topic. This isn't all each section of the city has, but rather a summary of it and an overview of the most notable locations. More details will emerge as you interact with and explore Balmuria.

Overview of Balmuria

Old City

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

Notable locations in the Old City

Old City's Southern Gates

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

Elven Mission

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

Dawn Pointe Inn

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

The Church of the Ever Vigilant

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

House of Suffering

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

Old Garrison

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

Luna Del Stronger

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

HIC SVNT DRACONES

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

Docks and shipyards

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

New City

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

Notable locations in the New City

City Hall

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

Torm's Ruins

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

Church of the Seven Stars

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

The Wonderworks

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

Chapel of the Righteous Avenger

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

Shrine of Alicia

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

Silver Star Books

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

Western Reaches

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

Notable Locations in the Western Reaches

Farmer's Market

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

Paskan Grove

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

Pegasi Heights

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

Moonholm

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

Commerce Quarter

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

Notable locations in the Commerce Quarter

Arch of Peace

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

Merchant's Way

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

The Second Temple of the Golden Mistress

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

Church of the Golden Flames

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

Highwatch Fortress

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

Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:50:01 PM
---Secondary and related areas to Balmuria---

Mihail's Inferno

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

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

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

Shanties and outlying farms

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

Chyral

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

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

Chyral is lead by Oolu, a lecherous, intelligent water elemental. He's said to be quite the charmer, not to mention the reason for several half-water elemental or water genasi births in Balmuria and the Baronies. At least that's what the taverns like to say.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:50:17 PM
---The Mythal of Balmuria---

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

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

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

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

The exact range of the Mythal isn't certain. The Arch of Peace seems to be one and the entire Old City, New City and Commerce Ward are in it. The Western Reaches are less certain.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:50:47 PM
More maps later.

Map of the known world:

(http://i.imgur.com/dSVUK.jpg)

Map of the Desert Fiefdoms:

(http://i.imgur.com/73zoX.gif)

Map of Kelara and Nodlitz:

(http://i.imgur.com/R9kZ4.gif)

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

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

(http://i.imgur.com/CHX7O.gif)

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

(http://i.imgur.com/YYUJy.gif)

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

(http://i.imgur.com/awMLM.gif)
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:51:17 PM
---Holidays in Balmuria---

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

January 9th: Succession Day.

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

February 27th: Foundation Day.

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

June 22nd: Victory Day.

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

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

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

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

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

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

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

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

Dweomer's Rise, October 15th, Mystra.

The origins of this day are obscure, but common lore suggests this is the day magic was born into Creation.  It is a festival of magic, where the day is spent wisely spreading the blessings of Mystra to any. No coin is permitted, though any who receive the gifts must show proper homage to Mystra.  The evening is a great feast where the head of the church unveils a newly developed spell to the faithful.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:53:48 PM
To the servants of Ilmater, taking on suffering is a holy act. His clergy exist to mitigate the suffering of others and spread relief. Certainly that part makes sense. Then why would he grant his clerics the ability to cause suffering to others? Ilmater is a humble power, but he is not a pacifist. He has granted the tormented and downtrodden powerful magic before to strike their tormentors, as well as sponsoring paladins who fight evil. To his wise servants he grants the heaviest burden of suffering; the ability inflict suffering onto others. A cleric of Ilmater who casts Symbol of Pain does so with a heavy heart. It is an act avoided with all ability and resources, the last resort to stop tyranny and evil. When evil must be stopped with violence, those of Ilmater take on the physical suffering of opposing them in the flesh, then carry the spiritual suffering of the deeds committed in Ilmater's name. Let them be the executioners when no other option avails, so that the just may live without the guilt of bloodstained hands.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:54:02 PM

The elves of Pallanth are the isolationist ones. Pallanth is currently undergoing a cultural shift. The elves aren't quite xenophobic, but more mistrustful and mildly convinced of their superiority to humans. Nothing too out of the normal stock. Unlike typical D&D elves they are organized into a medieval society, eschewing the more fey and chaotic tinged aspects of their society.

In the past 20-30 years, Pallanth has allied with the United Baronies. A result of this is an opening of their borders and greater spread of elven society. Meanwhile, the elven pantheon is beginning to act openly in these past twenty years and fey creatures have returned. Much of Pallanth is in the throes of a counter-culture movement, between those who stick to the current society and those who wish to embrace a more fey-styled existence.  It grows stickier with that the Seladrine supports the chaotic-fey view, while a few non-elven powers who have some influence in Pallanth do not. In other words it's complicated. I'll go into this more later when I post the background info about them.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:54:14 PM

Kelemvor is the God of the dead. He is currently in a frosty war with Helm, who has encroached onto the portfolio of death with the Well of Souls. Last rites, funerals and graveyards are dealt with by the faith the individual followed. The basic pattern is usually the same - some sort of rites just before or after death, a memorial and then a funeral. The details vary wildly between faiths. Those without faith can make private arrangements into cemeteries. Those who die without faith or without those setups are handled by local authorities. In Balmuria that makes for a pauper's cremation.

If you have interests in the specifics of a particular faith, speak up. (Knowledge: Religion ranks will help!) If you want to get into more specifics about any of this, feel free to follow up.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:55:06 PM
Candy as we know it isn't common. Sugar is rare and while some outside influences have shown it, chocolate isn't but a curiosity. Sweets revolve around fruits and honey. Lots of bakery goods with sweet jams, honey or fruit are common. The most popular and often made into bite sized pieces is called Elf Bread. This is a bastardization of a Pallanth recipe for fruit-flavored breads. The humans of Balmuria have turned it into candy versus Pallanth, which uses it as a main course. Apples, pears, peaches are the most common filler. Often small bits of honey are given out to dip the bread in as well.

Traditional elves view human Elf Bread as ruining a perfectly good recipe, by the way.

If you're rich enough to afford exotic fare you can get sweet things from most of the known world. If you're fantastically rich or a wizard with time to kill, you can get anything you could ever imagine in the Realms Beyond. If you're willing to risk it, of course.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:55:22 PM

The elves of Pallanth? Okay then, let's get to this. As elves are long lived, you see humans regarded as hasty, short lived things with no appreciation for proper culture. In recent times this attitude has been challenged due to increased contact with humans, but not enough to effect the remote elves of Rena. A typical elf would see a human and ask them what's the hurry? Compared a human, an elf from Pallanth is going to take their time, think and make a proper choice if possible. If going into a situation where swift choices are required, an elf will take the time to resolve all they can before this. They are not incapable of acting fast, but prefer not to whenever conditions permit.

The ordered, well kept kingdom of Pallanth has instilled patience and persistence in the elves. They are not chaotic nature worshipers as much as long lived patrons of the land. In this respect they are much more human than the stereotype. They own land, farm it and use it just like humans. They have a natural attachment to forests but can live anywhere. See the elves of Resolve and those brave, crazy souls that challenge the tundra in the shadow of the Amaryl Mountain Range. They respect nature but are not above changing it to their tastes.

Elves tend to change slowly and resist change. This particular facet of long life is currently part of the cultural war in Pallanth; the fey would prefer more flexible, chaotic elves. The elves of Pallanth are downright lawful in how they process and deal with the world. They emphasize community, kingdom, continuity. Monogamy is the law of the land; families are encouraged and expected. Underlying all of this is the loyalty and order instilled into the elves from a young age.

So Yuth, back at you. How do you think elves like this would imprint on someone?  Why wouldn't they get along with Wayland and why would he turn out the way he did with them? Food for thought.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:57:19 PM
Pallanth is a little straighter rather than north leaning in it's extremities. Past it isn't ocean, but after the Amaryl Mountain Range lies a long, wide tract of virgin land. This land is known of as the Lost Eastlands and very little is known about it in Balmuria. OOC it's where Alicia and Seira defeated the Destroyer and freed the Forsaken. Past that IS ocean.

Malmuth is bigger and deeper to the south by about 1/3rd or so. The wastelands don't jut southward past it, but form a contiguous coast. They stretch farther to the west than anyone's ever been.

The nameless southern sea is known as Maluth Ocean. Hasn't ever come up since the southern reaches of Malmuth never came into play.

No capital for the Southern Confederation was reached, but you know what? Let's run with Finlay. Berli felt like naming a city after himself.

Victoria is more northern to line up better with Balmuria and Arad.

Nodlitz and Kelara being the only two powers west of the Fiefdoms is moderate misrepresentation. Most of the land is unaligned or small free cities. However, this is a trend that's developing as the two powers strengthen and war threatens.

There isn't ocean west of Nodliz/Jungle. The jungle and the wasteland more or less meet, and what lies west of that is a question for the sages. The jungle is also a bit bigger and stretches to the north more.

There isn't sea to the west of the 'Unknown Kingdoms', but dwarf held mountains and hints of more lands beyond them. These were never explored and are beyond Balmuria's knowledge.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:57:40 PM
This assumes normal weather patterns and a mundane world. There's no assertion any of these are true in a fantasy world, they just are. There shouldn't be perfectly warm lands past the Amaryl Mountain Range at the same latitude/longitude, should there? But there are.

In other words, it's fantasy. Sometimes shit violates these rules 'cause of magic and other things. Same reason that there is the wastelands.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 02:58:47 PM
(http://www.soulriders.net/forum/index.php?action=dlattach;topic=101114.0;attach=487;image)
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:05:10 PM
There are several houses for sale within Balmuria. All are at least large houses if not mansions and of fine quality. Exact details below, feel free to pursue one IC and talk to the owner for more information. Sylvie also grumbles about people not mentioning any in-built libraries as selling points. The nerve!

Villa Ali - Villa Ali is located in the southwestern part of the New City. This large two story house is square shaped, with the center hollowed out into a large fruit garden. The style is in the Fiefdoms, with several hardier desert fruits trees planted. It includes four bedrooms, one outhouse and several chamber pots, a private sauna that connects to the Inferno below so there is always warm water, and it comes funished. All this for 2,000 marks! The owner, Ali of Tash, seems to be in a devil of a hurry to sell it.

Rising - A four story house, compact and built around winding stairs and interlocked rooms between levels. Often winding stairs or simply open gaps connect floors and rooms, features playing into one another like a controlled magic waterfall and magically tamed vines. The entire design is airy and open, designed so a breeze always blows through. It includes five bedrooms - three interconnect - one outhouse and several chamber pots an extra large kitchen. It is located in the New City, near the ruins of the Temple of Torm. It runs for 2,800 marks. The owner is unclear, though a mediator by the name of Callan Smooth is handling matters on his or her behalf.

House Moutan - A winter home of the Moutan clan of Tauret, it recently entered the market after the demise of the family scion. It is classical luxury, everything rich, expensive and secluded. The large grounds are in the Western Reaches, private with a large hedge maze that wraps around the front. Within are six bedrooms, two outhouses and special enchanted chamber pots that never need emptying, and an absolutely huge swimming pool with it's own bound small water elemental to keep things fresh, as well as with a heating option for hot springs in the winter months. It runs 1,900 marks.

Goldwatch - The former home of Mia Golddswar, Holycoin of Waukeen. It's done in gold colors all over, a rambling two story manor home in a classically baroque style. Everything is oversized, from the gardens outside to the bedrooms inside, to even the outhouse. It comes with three bedrooms, the typical spread of outhouses and chamber pots, an empty money vault basement, and an attached chapel, formerly to Waukeen but now desanctified. It's located in the Western Reaches, not far from Moonholm. The asking price is 2,000 marks.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:10:33 PM
I don't want to get deeply into this, but the point of introducing that wasn't to depress you. It was to set up the potential for you to do something about it. I figure Shar and maybe even Ao would be awesome end bosses if you ever make it that far. Alicia, Seira and the other newly risen powers are a direct attempt to reduce and counter the power of Entropy; it's not like everyone's going quietly into the good night. I've had going back to the power level of Balmuria 1 as an earmarked possibility, and that leaves a plot to run with if we do. I figure, what's a better plot after putting up with Shar than doing something about her on a level that matters to her? I don't want the PC reply to be one of despair, but instead for it to be another challenge to be overcome.  In other words, ROW ROW FIGHT DA POWAH.

All that doesn't directly map to Balmuria 2, but I do feel obligated to explain where I'm coming from with that revelation. It doesn't really justify Senaril and the horrible kill count she's racked up in Balmuria 2 except in a meta sense, and that's not really relevant to the problems here.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:11:24 PM
To the former, it's certain Alicia and Seira and all the others are fighting her. It just hasn't shown on screen, and just 'cause you guys are fighting Hell doesn't mean a few devils can't sneak in and raise some trouble up. It's just not really something you see much - had Andrea survived the first Senaril mess this would have come up. Plus, taking down a Greater Power and possibly an Overgod isn't the task of 20, 200 or even maybe 2,000 years.  Defeating Shar is a grand quest on the scale of history itself, not something you do in a single quest. Are they opposing her and working against her? Naturally. If Shar was easy to wax, Selune would've managed it a long time ago. If I ever get a chance to DM that type story, it would be on that scale. It's a battle of immortals and powers, of long maneuvering and epic clashes.

No argument with the latter half of that post. It's part of why I'm not happy with how this has turned out. If you guys kicked her ass and dealt with her, it was cool and inched you into some more heroic options. It hasn't worked out that way at all. So hey, I have Senaril say some stuff to make everything make more sense and make it more personal. Give you some possible hooks out of it, you know? Shar is a bitch, this is established again and you could even devote yourselves to smacking her shit in if you wanted. Anyway yeah, the entire thing has had some problems and you guys have managed to drop like flies so it's not working.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:12:49 PM
Most of the heavy stone buildings are in the Old City. The New City and the Commerce Quarter tend to be fancier and less blocky. On one hand the Old City is crowded and that drives prices up. On the other side, much of the Old City is less prosperous than other areas of Balmuria and this drives prices down. That said, size can be done. Cellars are less common, both between the sea and the fact that Mihail's Inferno and relating laws forbid cellars in the area. If you want a cellar you'll need to look for something in the Western Reaches.

Let me know and I'll give you more info.

---

What sort of lodging are you looking for, Arachiel? Nice? Simple? Cheap? Rich? What's your price range?
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:14:15 PM
Hey, super high charisma does strange things to people! <_< Overwhelming force of personality and magnetism draws people to you. It's not that he's an epic character, but that he has a superhuman charisma. To a normal person that isn't used to dealing with that sort of force, it's enthralling and possibly overwhelming. For other epic characters he's not so overwhelming. I don't do this too often, since I don't want to fall into Elminster syndrome with them. It's fun for them to show up occasionally, but not to come in and dominate things since they're super awesome high level. But I digress. It's an interesting digression, but still a digression.

What you're asking is really a segmented question rather than a blanket reply. Most of Balmuria is focused on the Crimson Guard. While almost everyone was a member or still technically is, these days it's said to be lead by Commander Hellman Oberuth. Well, still is, anyway. He's lead it and de facto the entire city of Balmuria since the independence war. He keeps a lower profile these days as he's getting up there in the years. Despite that he's still seen as a city hero, something of a legend that's endured countless battles.

Argh, again I disgress. The Crimson Guard hasn't had as many overt actions as it had in it's youth. With Malmuth a memory and most local threats tamed, befriended or neutralized, big and obvious events aren't as common. The mythal stops several types of shenanigans in the city by itself, though rumors of farther afield missions are common. Right now the current rumors are buzzing with a new war between Kelara and Nodlitz in the far west, and that various members of the Crimson Guard are involved. At least that's the rumor, though who's involved varies from tale to tale. Other stories puts them in Malmuth, in Pallanth, farther east in the whispered lands past the Amaryl Ranges, to the south in the Southern Confederacy and more.

The names always vary. Eudard, Abagail, Oberuth, those names and others.

Of the Crimson Guard below him are several other famous members. High Watchman Eudard was a compatriot of Demedais the Prophet and fought at his side several times. Since then he's been at the forefront of the Crimson Guard. He participated in the Pines War, defeating several forest giants singlehandedly and repelling an assault from the forest giant chieftain. He keeps a presence in the city, directing Helm's church and taking an active role in the world around him. He often guides promising heroes  - interestingly this would ping on Aaeru's radar, as the High Watchman of Helm is the one who talked to Lyris and Neveril.

Abagail Aryn you've also met recently. She's known as a powerful archmage and a disciple of Seira Aryn. Besides her own participation in the Pines War, it's known that she confronted the pit fiend Baalbal, banishing it back to Baator in a dawnbreak battle over Victoria. This was approximately three years ago. Stories tell a tale of corruption, a vile monster trying to corrupt and destroy the government of the Baronies before being exposed and ultimately defeated. Beyond that she keeps a presence in the city, having a few students and often teaching lawful magic to those with the potential to learn. Indeed, it's known she has ties to Mechanus and stories say she can summon and command Inevitables, the clockwork soldiers of Mechanus.

The people do genuinely appreciate them. Most adults are old enough to remember Kondrux or the Night of the Walking Dead, so appreciation comes easily. Every so often something big and attention getting becomes a big story and sends people talking again. Of course, less obvious things are the meat and drink of rumor, and perhaps some of them are true.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:14:39 PM
I excluded Seira and Alicia from this. As deities they speak for themselves and aren't really a part of the proper Guard any more. Antenora, Latha, Donald and Amaryl are more connected to their respective patrons than the Crimson Guard. Still, some basic details following.

Antenora: Her name is known as a servant of Alicia's. According to the doctrine of Alicia's faith, she is an erinyes who was redeemed by Saint Alicia's wisdom and charisma. It's known she walked the world with Alicia and left when she ascended. It is said she is an angel of opal who serves her Goddess even now. Nothing current there. All this is dated.

Latha: About the same as Antenora as far as being with Alicia and serving, then leaving. Details are a bit sketchier here.

Donald: Oh, Donald's known. He comes back to Balmuria every so often. While not a hugely official part of the Guard he's had his battles. He's known to have a mouth that gets him in trouble, and a knack at solving trouble with strength of might.

Amaryl: A powerful elf maiden who is a peerless archer. She's known as much for leaving her position as Scion of House Gaial as much as anything else - it's a sore political point in Pallanth yet. Stories from the west are fairly consistent, that she defeated some sort of desert dragon in the southern wastes of the Fiefdoms.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:28:57 PM
It's easier that way. I don't pretend it doesn't exist, that's unrealistic. Yuria chases after Whurric not out any personal desire on my part, but because that's what she'd do. I can deal with it so I don't mind including it within reason. For what it's worth, I figure Marianne was a closeted bisexual and Lyris is ramrod straight. Everyone else was fairly normal as far as I could tell. Josa was entirely straight, just utterly flamboyant and elven.

It's interesting and I keep very loose track of it, but it's not really required for a character. I just feel a character rings hollow if I don't have at least a vague grasp of how they go and think like that. After all, sex drives us on dozens of conscious and unconscious levels.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:29:44 PM

I don't think Sylvie's story is going to wrap up anytime soon, no. She's a very unhappy person who's gone from rags to riches, from slacker to active. She doesn't have the foggiest what she really wants right now, and she's hurt, upset and lost. To be honest she doesn't want to come home - both because of the memories of her various failures, real and perceived. Calley reminds her of her past relationship, Whimsical Sweets reminds her of all her lost friends that she could've saved if she'd only been a little more focused, even her home reminds her of Janson.

More than anything else, she doesn't want to forgive herself or let go. She can't save Janson - nor does he need saving - but she refuses to accept that. It's unhealthy and beneath her, but she doesn't care. She has friends and family, but can't make peace with them and accept what she's lost. She's gained power, but it's meaningless to her since she can't get what she wants. She can't find solace because she won't accept solace.

I wasn't planning to have Sylvie come back for a long while, if ever.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 03:32:55 PM
My old B2 notebox. I think this was like the last post in that game's odds and ends, or close to it.

So what AM I going to do with the Fiefdoms? I have a few things that I know are happening:

1. The Pasha is old and getting close to dying.

2. They're prosperous and enjoying some patronage from Seira due to her revitalization efforts of the Wastelands. This applies to the nobility and merchant class. The lower classes are still recovering from losses in traditional trade routes due to Seira's network. I don't want this all Malmuth level unstable, but it's a shaky time. Some social dissent is brewing.

3. Magic is making desert exploration and even expansion more feasible. It's possible there are a few settlements off the trade paths a bit.

Hm.  A lot of low level, subtle play rather than anything obvious. Cloak and dagger shit, manipulation, small scale struggles. Lots of opportunities for jobs if the party goes that far afield.

Not sure which debate this was from.

Josa's an interesting example. He's highly intelligent(22 int) coupled with a low wisdom(9) and above average charisma(15). This leads to all sorts of clashes where he has good ideas or gets something accurately, but doesn't always take action in the most advantageous manner. Sure, he has a great vocabulary and can make big speeches, but he has flaws as a leader and sometime gets himself into trouble. He should look like a fool on occasion because of his wisdom. There's nothing wrong with that; at the same time it doesn't undercut Josa's intellect. Was Seira a short bus candidate for her mistakes? Intelligence is no guarantee of perfection, let alone through the prism of another person's point of view.

For what it's worth, Josa's verbosity and general demeanor is over the top on purpose. He's a drama queen and a windbag, it's part of his charm. His 'charm', if you prefer sarcasm to it.

Josa's fragment of Simmer's letter. He hid it from you, none of you caught his little tell on it or pursued it.

Josa: Hasel says my vocabulary is quite good! Thanks for that. I know you have your problems and it's your choice on how you deal with it, but I think they could help you a lot. There's a noble elf under all that wind.

Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:23:55 PM
Paused at log 20.

For grand record keepings! More detailed stats of important NPCs can be found in the respective topic for them.

PEOPLE

ALLIES

Josa Confector, Wiz 5/Candymancer 1//Half Elf Paragon 3/Elf Paragon 3

Owner of Whimsical Sweets. A candymancer half-elf prone to drama and extremes as well as the PCs boss. Not the wisest half elf that's ever lived, but he does back his grand words up with brave actions.

Silver, familiar pixie sub-race

Josa's familiar. Crabby, bitchy and perhaps a bit homicidal. Her servitude to Josa is perhaps accidental and involuntary. Tries to stay out of danger as much as possible.

Sylvie, Factotum 4//Fighter 1/Monk 3

A cute blonde girl who works for Josa. She is now a gopher and helper for the party when they desire her services. Has a three year old child and lives with her mother. Sylvie learns things at a staggering rate, having picked up martial arts, a bit of magic and other tricks from her friends.

Noel, Fighter 4//Rogue 4

A ruffian taken in by Wayland, spared jail time by this intervention. He is on the cowardly side, lacking courage and moral fiber. Died in the Weepings of Avernus to the acid breath of a half dragon hell hound.

Branna, Fighter 4//Rogue 4

A ruffian taken in in by Wayland, spared jail time by this intervention. He is a brave man, loyal and as upstanding as he can manage. He was given Frozen Oath and is being trained to make the utmost of the enchanted blade. Sadly, Frozen Oath was destroyed by a fiendish rust monster and then Branna was flayed alive by a Chain Devil.

Balyss, Cleric 5//Favored Soul 5

An aasimar Lunatic of Selune. She gets along well with Whimsical Sweets, having aided them with the Phoenix Keeper and hiring them to explore a profaned temple to Selune

Olan, ?

Father of Brent as well as the instructor of Brent, Andrea and Branna. An old paladin of Lathander who survived his many trials and started a family in Balmuria.

Brent, Scout 4//Paladin 4

Olan's son and a paladin in training. He has good natural aptitude, rising to a respectable level of power without much practical experience. This proved to be his undoing, as his first serious battle saw him charge a dozen Ash Elementals. The heat was sucked from his body, slaying him almost instantly.

NEUTRAL

Captain Wedge, ?

An official in the City Guard. He is friendly to Whimsical Sweets, hiring them on occasion for work the Guard can't or won't involve themselves in directly. Has mythal access.

Vayth, ?

A follower of Alicia who knows Andrea in passing. Quiet and taciturn, gave Whimsical Sweets one of it's first real jobs. His sense of logic is suspect.

Sammas, ?

A mid-rank priest of Waukeen. Young faced, tall and his duties include the holy records as well as greetings.

Sanuth, ?

A traveling merchant. He was manipulated by Qusela into near-poverty and amplified by his own failings. He was saved by Whimsical Sweets, personal improvement remains an open question.

Falis, Mephit 3//Fighter 3

Falis is a fire mephit from Mihail's Inferno.  Brash and curious about the outsider world, he ultimately finds it boring compared to the blazes beneath Balmuria.

Blythe, ?

A mage who works in Mihail's Inferno. He seems to be tasked with damage control whenever a fiery creature escapes out into Balmuria proper. Blythe is slovenly and laid back, always looking rumpled.  He helped Simmer find her way into the Inferno.

Elestra Moongal, ?

Mother of Dacote Anband, a rich noblewoman from the south. Eccentric and rich, often lost in matters seemingly irrelevant or random. Seems unusually fond of Wayland for unexplained reasons.

Dacote Anband, ?

The owner of Silver Star books. A half elf of some variety, he is well bred and soft spoken.  He seems to be exasperated with his mother, who ignores most of this.

Father Ceiar, ?

An ancient priest of Helm. Keeps doing bits of work for the church despite his advanced age. Despite being an ardent follower of the old school Helm, he values the principals of the rest of the Triad.

Gweonryn, ?

A poor soul inflicted with lycanthropy. He was saved by Whimisical Sweets and cured at the House of Suffering.

Sinnah, ?

A devoted of Ilmater, who came into his service after her family fortune was wiped out in the collapse of the Malmuthian Empire.

ENEMIES, ASSHOLES AND RUBBISH

Qusela, Paladin of Tyranny 3//Sorcerer 3

A heretic, worshiper of Shar and devotee of darkness.  He corrupted the Silverback Lodge, twisting it to it's own ends. A scheme to defraud Sanuth of money and lure him into despair was foiled by Whimsical Sweets. Justice came for him, as he was delivered to the City Guard and executed for his heresy.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:24:11 PM
PLACES

Whimsical Sweets

Josa's candy shop and the home base of Whimsical Sweets. Downstairs is candy, upstairs is where the Troubleshooters work.  Supplies, candy, rest and protection can all be found here.

The Griffon's Eye

An upper class, expensive tavern in the Commerce District. Classy, catering to the richer crowds of the Commerce District.

The Dancing Dragon

An inn in the Commerce District, one that uses a Red Dragon motif. May or may not be a ripoff of Seira's inn.  Aims for a middle of the road clientele, less exclusive than many inns in the district.

Silver Star Books

Dacote Anband's shop. It's stacked with thousands of books as far as the eye can see. A faint hint of magic lingers about the place, often between it's dusty and forgotten tomes.

Wolf's Crevasse

A sinkcave in the Galkass Mountains where Gweonryn had fled to. It was trapped and showed signs of previous inhabitation, though no current residents were found. Perhaps the shocker lizards nearby explain that.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:37:32 PM
Gap between B2 and B1.

Note the B1 stuff tends to be rough. I've learned a lot about DMing!
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:37:39 PM
Okay, this is just a lame topic title, but it came up in chat that a centralised collection of information and the like that you gather and read could be useful. So here we go:

Berlioz's gnomish research

Found: In old libraries and doing weeks of research on the gnomes from sources around Balmuria. It came in the form of several tidbits, listed here:

Gnomes vanished a long time ago. While the memories of them in tales paint them as mere mischief makers, occasional things mention them as far darker.

The name 'God-King Daa-vid' comes up one time in an old text, left over from the Malmuthian times of rule over the city and area. It mentions a power beyond 'the fairest star'.

A cryptic bit from an old poem mentions 'The Resort of the First, power inflicting the worst'.

An old tome talking about magic in reference mentions that golemwork 'originated with gnomes.'.

'The bow, the sword, the dagger, the ring, the shield and the last. Do you ever dream about them again? Dream about the day when you'll go there; where the Eternes awaits? It's so bad that...your dream became your nightmare, gnome. - Talinn, seeker.'

---

Febras' Scroll

Found: From Febras. All the various colors and italics didn't copy, feel free to reference the topic this came from for all of that.

OOC: Feel free to ask any questions about it you may like in this topic.

The scroll has cracked edges, the ink a solid, timeless blue. Around occasional drawings of runes and notes in eccentric, arcane terms, one can read the following:

Ill defined? No. There's a good chance this may be closer to what magic 'is' instead of most spells. The form given is minimal, influenced only by a concept and not ironclad rules. Unlike a spell, which is set and cannot adapt, this can. To quote: "Spells are energy given perfect and stonelike form. This is the energy without the definition."

Next, after a table of the lunar laws and a small starchart, this lies in soft purple ink.

For a wizard, crude changes are not difficult. Exposing this to organized magic can leave an imprint, giving this focus. But it's like cleaning a spot on the floor with a torrent of water - even if it succeeds, it may not take it in the direction you wish. I am sure of that now. He compared it to a soul without a body or conciousness. That means...?

There are charts next, basic diagrams of simple magic. The foundations of the most basic cantrips, perhaps, written with painstaking care to be flawless. Past these is more writing, this time in a dull, lifeless blue.

I think I understand more now. The forms of magic regulate how much energy can be summoned. The circles of magic are a safeguard, like a series of locks. Even a Sorcerer, one who relies on fiat and whim to his magic, is bound to these. This exists beyond that reconing. Is this the magic of greater beings? Of the Gods? But we -I- lack a tool.

Now comes writing in Elven, Celestian, Dwarven, Abyssial and more. Single words, fragments of meaning. Past this, in rapid, looping words of black ink?

The magic is aligned with darkness. So be it, the font this comes from must be so done. It's an influence, should the means to alter it strike badly it will turn the magic to it's own nature. The necromancy he said was plain. The others act as they do, affecting the magic naturally.

Abjuration - Protective. Protecting the equipment depending on how it influences?

Conjuration

Divination

Enchantment Beguiling. The story of the man who was ensorcelled by a beautiful diamond to chase it even into an endless chasm comes to mind. The magic overall feels contrary in it's evil, if this failed would it become as such?

Evocation

Illusion

Necromancy The base. Magic of life and unlife. Hmm. (AFter those words, there is a small addendium in bright blue ink.) Life force. Altering these things?

Transmutation.Changing one thing into another. It's very essence is changing what the caster finds wanting. Hm.

A break, then words in a deep, rusty red. Amid these is another's handwriting. It's definiely arcane, Seira or Shamal can tell it's part of a basic outline for magic.

The principal is control. Wild dweomer. The opposite of a Wild Mage, a wizard who studies control. Hmph. I believe that this is on the right track, but my studies are limited.

Near the bottom of the scroll there is a little more, written carefully.

It can hide itself. It can manipulate raw magic. I suspected that brash, bold warrior Donald. Fool he may be, but he is not a monster. Investigation is difficult, the tools are limited.

---

Gnomish report on human weapons

Found: In gnomish city.

Report 39 on relevant human counter defenses and artifacts:

Grand Rugnician Deathcap:

A deeply lethal poison that is resistant to magical treatment. Can be cured with the proper reagents or high circle magic. Fast acting.

Location: Unknown; growable so the location is moot.

Countermeasures: Detections.

Warhammer of The Shard:

A warhammer with a small shard of chaos in it's head. Extremely effective against evil outsiders, rendering them defenseless on a strike.

Location: Captured, Grand Junction Fortress.

Countermeasures: Limited/no summoning of lawful outsiders when in play. Not particulary dangerous if not in it's element.

Arondaarq:

The life draining sword of the elves and humans, lead in creation by Jannu Desjardin. Trades the user's life energy for considerable effects. A suicide weapon but a powerful one - it can shatter magic, rend apart diamond with ease and other feats.

Location: Suspected to be in the hands of Talinn the Seeker.

Countermeasures: Attempt to destroy the user with prejudice. Attempt to exhaust the holder by having them have to invoke greater powers several times.

Ring of Eternal Celerity:

The ring that can be worn by no living being. The completion of the greatest research. Undetectable; exists only to augument the wearer's strengths and eliminate it's weaknesses. Evidence suggests that it is difficult to control.

Location: ????

Countermeasures: Capture/destroy the ring if identified. Attempt to make user invoke powers and lose control.

Bloodstar:

Morningstar of oblivion. Little is known about it, as the spies sent never return. Auguries fail.

Location: ????

Countermeasures: ????

More coming once I dig them up, free free to add your own.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:37:53 PM
Notes about the strange ruins near town:

Found: From the city guard, notes kept from failed expiditions into the mysterious ruins.

The reports come as quickly scribed copies of the original ones.

Report 1:

The ruins begin with a cave like edifice. It's just a little tear in the ground leading to a half crumbled stairway. This goes down a bit and you find yourself in a small room. The ruins of...something, but it's too far gone to tell. In the back is a door - Mercur cracked it open.

On opening, we found ourselves assaulted. A large rush of undeath came out - skeletons prancing around and swinging greatswords, bloated corpses and a phantasm leading the attack. We won thanks to Logres, Blessed of Tymora. Past the doors is a narrow, winding path into the dirt. Mercur took the lead - but about 50 feet down, past several turns, the very walls contracted. Mercur saw it but a moment too late. He was...smashed. With such resistance we retreated.

Jaques of Hanton.

Report 2:

None. The second group that went in did not come back.

Report 3:

The entrance is a cave - it looks like it's an intersection of an ancient room or hallway? It starts with stairs and leads to a nearly destroyed old room. There was a door there, but it wasn't locked. Inside was a straight hall with candles burning. There was a large creature down it, charging us. We were able to smash it - it's tusks were taken for the money.

Past that we came to a stairway starting to go down - about six steps, and then a indentation where a door was. A knight in armor was there. We smashed him but got hurt moderately. This door wasn't locked, either. Inside was a larger ruined room, in better shape. There were marble pillars and carvings. In here were men in light armor but they cast magic. We had to retreat, nearly burned alive by giant explosions of fire.

Report 4:

You want me to describe everything? Fine. It starts with a stairway - there's a little crook where the earth breaks and you can just walk right in. Down an old, mostly merged into the dirt stairway, there's an ancient room. The door down there was locked and trapped - I picked the lock and disabled a spring loaded needle full of likely poison.

Past this door was a dark cave - stalagmites and all of that. It was easy to hide in the shadows, which worked wonderfully when I went down a ways. There were strange little men wandering, glowing blue and transparent. I don't know what they were, but the old chain armor they were wearing or being transparent didn't stop a stab in the back from making them vanish. Eventually, I came to a short stairway leading to another door. Yep, traps. The stairs were trapped to collapse but I was able to just jump down them. The door had some sort of mystic trap, but I was able to circumvent it. Past this was another ruined chamber. Full of pillars with some sort of runes or carvings in them, but I didn't take time to inspect them. There were wolves here - about two dozen. They started sniffing even as I hid, and no matter how well they found me. However, I was able to defeat them and drunk a healing draught after.

Down here I searched and found a trapped pillar, but I wasn't able to detrap it, so I left it be. Past here were two doors, both holding stairs going down. I heard stomping sounds coming from the left and rumbling from the right. While interesting, I decided this would be a good time to go and lick my wounds in peace. This place..it is not natural.

Siliard of the 3rd Battlion, Scouts.

Report 5:

The fifth trip did not have anyone return.

Report 6:

The sixth trip did not have anyone return.

Report 7:

Let it be said that even from the first step inside the dilapidated stairway that magic could be seen. Small, subtle dweomers, like a leak in a giant tub. The door radiated magic, but a simple spell of entrance and knocking opened the way. Past this ruined room were large men wearing full plate armor. My hired vassals could barely chip past it with their swords and axes, but pointed spells won the day. Down this way was a catwalk over a long pit, we crossed it without incident until a gap. I had to expend my greatest scroll to fly over alone. Past this I scanned for magic - there was strong magic in the entire area, the strongest I have ever seen. When I saw it and breathed in, I could almost feel my pores strain and open to absorb all the strong magickry here.

Past the gap and the catwalk was a tiny fragment of a stairway, perhaps six steps. There was a door in a recess down here and a grand room inside. Everything glowed with magic I have never seen before, and inside was nothing but a long chamber of pillars, with two doors at the far end. The pillars were engraved with runes, but I could not read them. I speak Common, the tongue of the elves, dwarven, the enlightened words of the angels and the fiery raspings of fire aligned creatures, but I have never seen such words nor did I have the means on me to decode these words. On searching the room I found a recess in a pillar, hidden and untrapped. Inside was a pair of warmaces* that I took.

I chose the lefthand stair at random. It winded down a way until I came to a small room. A magical circle was engraved here, but I could not understand what was written. I chose to cease here and return.

*Later, testing determined that the mace was indeed magical. It grands the holder the ability to smite evil and one that protected the holders a ring of protection, respectively. Why have such treasures there? I do not understand this place.

Past the reports is a fresh scroll. Written in Commander Oberuth's large, looping letters:

"This is not information for public consumption. While we do inform anyone who wishes to pursue entering, that we are sitting on such a unique, strange ruin is not well advertised.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:38:06 PM
[21:12] * Seira intends to cross-reference the records for any and all mentions of Valandia and a dragon! She will also give special attention to passages about Valandia that mention the man Demedais had described.
[21:14] <Soda_Vampire> Knowledge: Arcana or Knowledge: Local, whichever is better. Local since you're researching a locally focused matter.
[21:14] <Seira> roll 1d20+10 they both are!
[21:14] * Hatbot --> "Seira rolls 1d20+10 they both are! and gets 25."12 [1d20=15]
[21:15] <Soda_Vampire> Seira hits the books! Amid bouts of reading, reading, chewing on a quill's end and more reading, she does find a few things of note:
[21:16] <Soda_Vampire> 1. There are mentions of a blue dragon in the mountains, very faint and hazy. References to references, that sort of thing. More modern ones don't describe a dragon there, but instead a growing Shocker Lizard population.
[21:18] <Soda_Vampire> 2. Kondrux is mentioned in a particular history text as the 'Terror of the Bay and Mountains, Lord until the Elven Reaches.' It doesn't mention what Kondrux is, however.
[21:21] <Soda_Vampire> 3. Dragons are rare, very rare. While old tales spoke of them in many ways; like the ballad of Kangap and Goldan, a gold and red dragon together, or the tales of the Black Four that took over an entire continent, or even lost fables of a dragon shining like crystal. However, real information is scarce.  In this area, the only past dragons noted are Kondrux, a strange, isolated blue dragon and Lesarp, a dragon of indeterminate type who l
[21:22] <Soda_Vampire> ndeterminate type who lives 'somewhere past the fairest star'.
[21:23] * Seira pauses, wondering whether she had heard or seen a mention of a 'fairest star' before.
[21:25] <Soda_Vampire> OOC - Int check, I guess.
[21:25] <Seira> roll 1d20+5
[21:25] * Hatbot --> "Seira rolls 1d20+5 and gets 20."12 [1d20=15]
[21:27] <Seira> Recalling a text Berlioz had mentioned once, Seira peruses it for the details on the fairest star and the power it holds!
[21:32] <Soda_Vampire> Seira's able to dig up the notes Berli had which lead her to that book. It's an old book that mentions the power of the fairest star, a bit about the gnomes in passing. The power past the 'fairest star' is mentioned once more when you comb the book over, as:
[21:33] <Soda_Vampire> 'The fairest star in heaven once fell into the green mists.'
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:38:33 PM
I'm putting this here since it's relevant:

Information on Northern Malmuth:

http://mysite.orange.co.uk/ebiris/malmuth.gif

For reference, also see the map thread.

Valandia: The northernwesternmost large city in Malmuth. A large trading town that became a fortress city in the war, housing thousands of soldiers. Now a days, it is known that it has continued such measures, even as some trade occurs from the Baronies.

Purinn: A large city in the northern areas of Malmuth. A trading center that took materials from the northern parts of teh empire and iron from the Gulnan basin. With the Baronies lost and the iron reserves depleted, this city is in recession. Gold from the Gulnan basin does mildly relieve the issue, one would presume.

Tauret: The main mining town, founded on a gold rush. Nestled in deep hills, it manages to pump out gold at a slow, steady rate, even if it's iron mining is known to have slackened off.

Malmuth: The grand capital of the Empire. King Ferdi reigns from here, sending his word throughout the empire. Little is  known of it since Ferdi took power.

---

Galkass Mountains: They run for several hundred mroe miles, eventually ending in nasty wastes. Inhospitial throughout, full of unpleasantries.

Gulnan basin: A deep indent where streams and the Gulnan River flow out from the highlands. Iron, gold nad silver are all noted to be in this basin, but long lifetimes of mining have worn out all the iron. Once a beautiful valley, all the mining has ruined the area.

Gulnan river: A river that comes from the reaches of the Elven Kingdom, Pallanth. It trickles through the mountains, picking up little streams and becoming a great river again. It's said to have carried rich mineral deposits from far away lands.

Enaldis Mountains: Soft, worn mountains near the barbarian lands. Little more than glorified hills and well settled.

Faran Preserve: While most of Malmuth is taken by temperate grasslands with enough rainfall for farming, this forest has remained through the years. It is now a royal preserve, used for hunting by some kings and lords.

Wastes: Dry deserts. Little of note.

---

What is not on the map? Southern Malmuth, where eventually another ocean is seen. Map coming in due time.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:38:47 PM
Pollyanna's information on the path to Kondrux's horde:

"Travel for nine days through the steep mountains - head slightly north when you find a river that forks around a shattered old tree. Follow the left fork, over three shallow chasms. There should still be rope there to climb up and down, we left it so we'd have an easy time on return.

Past that you should come to a little ten foot wide circle in the ground in the bottom of a dried up lake. Go down it - more rope should be there - and you'll be in the caves.

From here be on guard for the lizards. They're as plentiful as cockroaches and often bigger than the ones we've seen before.

Go straight, left, left, down and to the right, rappel down the chasm, straight/left, climb up five feet and go down the lizard hole(DANGEROUS but unavoidable, the other path has a collapsed floor), take the second hole on the left out. It should be notably torn up and widened, we did that so it's easy to find.

Here a small underground river intersects, the lizards weren't around here. We camped here even with the howl of the wind heard far away.  Wade in the cold river to the north, go out when you find the worn away beachhead down. Follow this path. Turn left, turn left and climb up twenty feet up the cliff, go down the long path. Lots of lizards past here again.   Watch out for loose stalagmites.

At the end of this path is a giant pit. However, there are some stones on the side of the wall - one of them slides, a very well hidden fake wall. Through there lies the way to the lair.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:39:03 PM
Irenes's hideout:

Get to the Firewind Mine in the Desert Fiefdoms. Travel two weeks straight south on horseback from it. On the 15th night, follow the brightest star in the west sky for four nights, then head southeast one night. A small spring full of poison awaits. Head another week south and then two days east. There will be the entrance to the hideout.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:39:38 PM
Agares in general pre dated me reading GoH and firming up the Hells, as well as planar affairs. It shows.

he two scrolls you found on the remnants of the Erinyes Warlock:

The first scroll is the color of rotten flesh, yet smooth as silk. Written in the exact, ungiving lines and angles of Infernal is the following: 'The bearer of this scroll, the Devil Warlock in service to the Great Duke Agares of Stygia, is authorized to command a pack of Nessian War Hounds.' The bottom half is made of a complicated design, two loops of tight leather over a neck. It's quite fancy and very well do ne, seeming to make the entire scroll a dull, unpleasant red.

The other scroll is plainer. It's like a black weave of paper, with ink in a too bright, eye searing white. It's written very to the point. 'It's true, m'lady. The battle against Zquujaj claimed many, but Lord Bel's tactics are beyond peer. It is true he was forced to retreat once, but since then his tactics have only grown more cunning. Still, the battles rage on. To your question, m'lady, yes, many have been torn apart by Zquujaj. He even no longer looks like a devil; I saw him from afar, and he had the wild, unreasoning look of a balor prince!' A stop here, a small gap before the writing goes on.' M'lady, there will be many openings once this affair is settled. I will be glad to introduce you to my superior, who can take you to see Lord Bel himself. I believe that Lord Bell will use this to replenish and shape his court to his own desires. This is a once in an eternity chance, surely.' 'When your business on the Prime is done, send me a missive. If you capture the mortals mentioned last, surely Lord Bel will be even more impressed.'
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:40:22 PM
For all a lot of this fluff is rough, outed and forgotten? B1 wasn't about the fluffy details as much as the characters. They were the ones who drove it.

Information on Duke Agares:

> "Agreed." Reaching out, "Here. There's all the hard information, I'll give you the summary. Duke Agares is one of the 9 Dukes of Stygia. He rules over entropy and enslavement to loss, the inevitable decay and despair that nothing can be preserved, that all will be lost." (More)
> "He commands 9 legions of bearded devils and 9 brigades of bone devils. He commands 9 Pit Fiends, 99 Cornugons and 9,999 Gelugons. As Stygia is a major throughway of the River Styx, he commands powers from it. His body is as black as the oily waters from it." (More)
> "His body is said to be invincible to force - nothing can destroy the waters of the Styx. Do you remember Dest? His domain of lost and slaughtered children is a subset of the hopeless entropy Agares commands. However..." A stop here.
<Alicia> "He took my best attacks like they were nothing," Alicia nods distantly, before picking up on Latha's hesitation, "However?"
> "An Eladrin that did battle with him once recorded an interesting claim. As he lay defeated and Agares loomed over him for a final blow, he reached into his pack for anything, something to throw at him. He threw a vial of water from his home - water that was pure and free as the chaos and goodness that spawned it - and it made him pause long enough to let him escape."
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:40:40 PM
Demedais all-purpose reference post. For all-purpose referencing.

Uatu's Scientology Temple of Helm in the United Baronies Charter 423: Send letters to Monta at Enzo Inn. Temple leader is now xyza.

Rivya: Spirit in the river that Demedais and Eudard traveled down. To be told to Seira and Alicia, also to be generally noted so that the river at least gets visitors, maybe a few of which will be able to talk to her.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:41:18 PM
Esthan was a marvelous asshole. I still fondly recall how he trolled Alicia by visiting her family. Befriending as a means of torment, that takes style.

Today we remember how to use this topic!

> Captain Green gives Antenora an odd look, but doesn't pursue it besides bristling a bit. "Give me a moment." She checks between the scrolls a few times. "Alright, each scroll is a weeks' report, so he got here about a month ago. The first scroll is mostly about setting up and scouting out the town discreetly, as well as assessments. The town guard is organized but not strong enough to be any sort of threat, according to him. Oh, and his name is Kortische."
> The town guard is organized but not strong enough to be any sort of threat, according to him. Oh, and his name is Kortische."
> "Let's see. He said with all the miners and men who focused on simple manual labor, there was excellent odds of easy soul procurements, as well as an acceptable range of ways to arrainge fatalities with making them appear as accidents."
<Alicia> "A month?" Alicia blinks in surprise. Just how long were they in Celestia for? "Wait, wait a second - I thought the devil we were tracking was called Esthan?"
> "It means that the devil Demedais dealt with wasn't who we killed," Antenora says after a moment. "Maybe he went to see Kortische or had business here as well? I'll see if I find anything on Esthan as I read."
<Alicia> "Thanks," Alicia nods, somewhat discomfited that yet another devil could have slipped through the cracks. It seems they're turning up everywhere, lately.
> "Alright. The first week ends with the observation that he's using temporarily empty houses as safe houses, as a decent part of the population earns work travelling with caravans to Balmuria. He finishes the report by wishing that 'Sir Helinus' finds his diabolical works acceptable in weakening the forces of good around Balmuria." She puts that scroll down, going for the second
> .
<Alicia> "That must be the name of his superior back in Baator," Alicia muses, resolving to ask Antenora if she recognises the name once they have some privacy.
> "Alright..." Antenora purses her lips as she reads onward. "The second report deals with a soul harvesting. A miner named Arlen was approached and agreed to sign an infernal contract for 2,000 gold." Antenora's voice hardens here, "He reports that the mortal was so taken by the gold that he barely even looked at the contract and signed away."
> At this point, Captain Green's face drains of color. "Wait, Arlen?"
<Alicia> "Know him?" Alicia asks the Captain.
> roll 1d20+16
* Hatbot --> "Blondezilla rolls 1d20+16 and gets 34."12 [1d20=18]
> "...he died a few weeks ago in a mining accident." Captain Green shakes his head. He was passing through an old shaft, but a beam gave way and the cave in did him in."
* Alicia grimaces. "I suppose Kortische didn't want to wait before dragging his soul down to Hell..."
> Antenora sighs deeply, but keeps reading on. "That took most of his week. He then reports exactly what you said. He arrainged it so a beam would collapse at a point where he could safely hide in the rocks nearby and then teleport away undetected. He gloats that the mortal was so stupid that he didn't even think to ask for a protection clause."
> "For what it's worth, Kortische is probably going to be very unhappy when his superior demotes himf or failure," Antenora says, her voice very soft. "It's a small comfort that the devils are ruthless enough to punish their own with gusto and abandon."
> Captain Green is pale, "I knew Arlen. We'd usually wave when we saw each other in the morning, when he was going to mine and I was going home."
<Alicia> "It's impossible to kill a devil permanently unless you go to Hell yourself," Alicia puts in for the benefit of the others. "But by defeating him here we've ensured he'll likely be demoted into a far less potent form, and suffer greatly for the experience."
<Alicia> "Keep reading," Alicia asks Antenora. "There could be more, perhaps even some that haven't been killed, yet."
> "The next week he started to hone in another target, but he received word that Esthan from Nessus was coming at the behest of Sir Martinet." Antenora's voice cracks a little at that. Her voice becomes strained, "To confer on the current mortal situtation and the problem of the mortals in Balmuria."
* Alicia guesses Antenora is familiar with Sir Martinet, but such questions can wait until they're alone. For now she listens to the rest of the report.
> In a slightly shaky voice, "He arrived without incident. They discussed matters. The loss of a harvester devil underwater had compromised plans to harvest near Balmuria in the ocean. Further, the loss of 2 Erinyes from a mysterious, black winged woman further weakened plans around Arad. However, Kortische goes into detail about his plan: That he was being quite successful in Parsifal, and that the souls he gathered would be extremely useful. He believes that Parsifal can be subverted into a base of operations if the mortals in Balmuria don't find it. If they do, he says he was assured by Esthan that there is a secondary place and that Sir Martinet assures that Sir Helinus should have no objections to his plans being temporarily stalled."
>  He believes that Parsifal can be subverted into a base of operations if the mortals in Balmuria don't find it. If they do, he says he was assured by Esthan that there is a secondary place and that Sir Martinet assures that Sir Helinus should have no objections to his plans being temporarily stalled."
<Alicia> "Mysterious black winged woman?" Alicia repeats dryly. "Oh, I can just taste the irony..."
> "The first possibly good news from his," Antenora's voice lacks any humor, instead, it cracks again. 'Alicia, get rid of Captain Green.'
<Alicia> "Captain, if you'll forgive me," Alicia turns to her fellow captain, "Antenora and I need to discuss this in private. Could you excuse us for a few minutes?"
> "...yeah," he says after a moment, looking rather shell shocked. "That's fine." He turns, going out. His voice can be heard, "I don't care if yo uhvae to rip every floorboard up with your bare hands, I want no part of this house unsearched! Now!"
<Alicia> Once the two women are left alone, Alicia turns expectantly towards Antenora in order to hear whatever was too shocking to reveal in front of anyone else.
> "Any devil that isn't a lemure or a nupperibo knows the name Martinet." Antenora says without any hesitation, though her voice is still a little unsteady. "He's the Constable of Nessus and the Enforcer of Asmodeus' will. He holds the rank of Duke of Hell, as well as extralegal powers as Asmodeus sees fit to decree. This includes holding equal rank with a Lord of the Nine while no official business."
<Alicia> "Oh," Alicia deflates a little. "As if Agares wasn't enough... Though on the bright side, it means our mysterious 'M' is likely to be him instead of Mephistopheles. That's... slightly better, isn't it?"
> "Marginally," Antenora grunts, though she almost smiles here. "The reason he's so well known, as well as being very prominent in internal Hellish affairs, is that he's said to be the most infuriating devil in the Nine Hells. In Cania, we all heard of the time he visited Mephistopheles and made him fall into a such a rage that he levelled an entire mountain afterwards."
> OOC - Strike, slight miswording.
> "Marginally," Antenora grunts, though she almost smiles here. "The other reason he's so well known, as well as being very prominent in internal Hellish affairs, is that he's said to be the most infuriating devil in the Nine Hells. In Cania, we all heard of the time he visited Mephistopheles and made him fall into a such a rage that he levelled an entire mountain afterwards."
<Alicia> "What about Sir Helinus? Is that name familiar at all?" Alicia asks, wondering if Martinet's seeming unpopularity with his peers could possibly be played to any advantage. Probably not, since all devils seem to hate those of similar rank, anyway, so it likely won't make any meaningful difference.
> "The name's familiar. I want to say it's a cornugon or maybe a pit fiend, but if it, it's not an overwhelmingly well known one. Thankfully." Antenora replies.
* Alicia nods. "Is there anything else in those notes? Where Esthan went next, any private suspicions regarding this secondary place?"
> "I haven't finished. Let me." Antenora goes back to the scrolls. "Esthan stayed barely a night. He mentions that he had to visit an agent to the north - something about a temple with a God he has a contract with and something there he wants to investigate."
<Alicia> "North could be... oh hells!" Alicia curses as recognition blooms. "He has a contract with Helm - he's trying to investigate Uatu!"
> "These hellish plans keep getting better and better." Antenora's voice is growing less and less enthused by the moment. "At least the supply of them in is relatively finite now. THat's it. He was investigating another mark, but his reports end there. I think we just managed to save another soul, since he said he was close, and he dated it for tonight."
<Alicia> "We've done all we can here, I think it's time now to head up to Armasea," Alicia decides. If Esthan can make Demedais dance to his whims then she can hardly count on Helm's guardians to protect Uatu from him. Admittedly the crystal being itself may be perfectly capable of warding off any fiendish assault, but what if the fiend tries a more insidious tack? "Lets get going, it's a long journey ahead of us."
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:42:00 PM
I really hate poetry. I did it anyway for this out of some stupid whim.

On the first page is written this: In each let an aspect of the truth be known.

1.1

Let the words of the Eternal Helm
Reach from highest peak to lowest pit
Knowledge splitting the veil of black ignorance

1.2

Three and seven are truth imbued numbers
For in three resides the secrets all
And in seven rests phases of revelation

1.3

Impurity of wasteful chaos rests in eight
Malice howling forever is the abode six
Nine is the honeyed serpent in chains

2.1

The one who is not one's flesh
Meeting one who is not one's soul
A tear forms in the distant sky

2.2

The lake of tears rests in hallowed
Spaces of today and tomorrow and forever
Where continuation is always and never again

2.3

The bounty of the tear rises high
The question must be answered lest lowest
Fate does take it away forever again

3.1

In reaches past the rising shine Lathander
Rages Earth's fury unknown to mortal man
Legend of ruination past the sky talons

3.2

People of dust forever knelt defy death
Earth's fury shall slay all who see
It's endless crusade of empty wrath reign

3.3

Only a miracle can change the reality
Fury unbound lest it eternal defy death
From it's shattered pride comes shield magnificent

4.1

When at farthest outreaches of the falling
Dominion of the old a stormy Umberlee
Abates her hate and shows the way

4.2

Malice of the dark six waits timeless
Those who forsook all but revelation dark
Tossed essence for a mantle of lies

4.3

Old ways pounce yet in hidden six
The gateway to the Mother's gifts again
Shall open to mortalkind with splendid mercy

5.1

Lost child will pour lifeblood in darklight
Yet the gleaming will never sink below
The endless march of death's ascension high

5.2

Sterling mercy will not rise that night
Shattered gleaming will lie in mourning repose
Dirge eternal in the darklight that looms

5.3

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

6.1

Fourfold fury roosts home to bring judgment
The Liar stricken down by true lies
The Truth dies in the last lie

6.2

Noxious fang feasts on the Liar's heart
In tears and sorrow do they smite
Say unto him: 'Woe eternal is yours!'

6.3

A crown of twisting emblems the reward
Fallen and yet rutting in filth bleak
A new throne of tears and lies

7.1

In the home of revelation the last
Vestige of the irrelevant yesteryear leaves light
Stateful memories stir the beginning of today

7.2

From three come the answer to seven
Understand well for in three all answers
Are known with the secret third truth

7.3

For the day comes where infinite cries
At last find the sword of justice
To strike back at defilement of soul

8.1

Tides of blood shall come as fated
Waves of woe shall come as fated
Shall a stone stay above or below

8.2

What is justice and what is mercy
What is right and what is wrong
What is the truth and what is lies

8.3

There are answers and no resolution
In this nature the worst of mundane
Battles with hope of a single stone

9.1

The enemy to all that lives waits
Patient eternal for the blackness of night
Her name sowing fearful bravery in heart

9.2

Eight and six and nine and seven
Paired in twain once and then thrice
Suzurainty waits in the abode of song

9.3

One who carries the noble and profane
Shall cast the first stone of purity
So that once again the enmity endures

10.1

Sacrifice of ribbon of red seen once
Master of Destiny grasped twice in vain
Crying out in triumph or deep regret

10.2

None will know and all will see
Or all will know and none see
What lies of the unspoken trinity here

10.3

Yet Time is in the divine forge
Shaped and crafted yet for coming form
Waiting the hope and dreams of one

11.1

Jewel above rests in sea of amethyst
Radiant with opal and diamond alabaster light
Set besides it in relief and glory

11.2

In hand and breath glows eldritch promise
In eye sees paradise won in blood
In both rests fire tested adamantine hardness

11.3

A magic blade that shall never break
The goal is met in full glory
Praise be to the labors finished true

12.1

Noble hearts seek the infinite answer six
Darklight brightened with the fairy music summoned
Freeing the echos of tempered divine time

12.2

The kingdom comes in vivid greatness unbound
It shall mark beginning and end equal
A warm breeze and wonderful child's laughter

12.3

A crown of salt and roses woven
Worn by the smiling child of life
Shall be more powerful than any blade

13.1

Heart frozen in baleful truth poisoned deep
Blade pointing down to the sixfold star
A warrior holds hope to his heart

13.2

The first is the test of immaterial
The second is the trial of material
The last is the ascension of duty

13.3

A pledge is the eternal steel bond
Works reach far in new relevation given
In His memory is all given sanctity

14.1

One folds into two and into one
The acting defiance of nature strives long
Mirror bright and mirror unyielding bright hue

14.2

What is one cannot two stand opposed
Challenge of the will versus eternal truth
The heritage and duel of all souls

14.3

On the soul of maiden moon shall
The time for one and two to
The endless battle within and answer all

15.1

In crust salted by malice and fury
Where globes of crag chant fouled express
Burning blossoms shield Wroth and Negation shaped

15.2

Joy! For light comes to forbidden depths
Excising foul wroth and purging black despair
Yet unto nine there is nine more

15.3

Flesh consumed and ground dust to dust
The dirge is sung by the silken
Snakes forged of darkest paragons heart red

16.1

Sleeper's lost dream days lost beneath motion
Seen once and never again dreamed of
Paired with what was seen and pardoned

16.2

Taken and left behind in the quiet
Ages past and ages forward again now
Slept once more and dreamed of tomorrow

16.3

Dream endless and dream momentary violently collide
Slipping into tomorrow and tomorrow and tomorrow
Verdict elusive and coming at once now

17.1

Guide set in eye of tranquil serenity
The wish of one and two clarion
The reckoning a grand gateway of desire

17.2

Standing alone and bound in chains faithful
A whisper roars into the fundaments sacred
Triumphant at the core of the aubade

17.3

All shall be fated to pass through
Triumph standing for all time in judgment
Guide watching over all as her legacy

18.1

What sits as the crown to risings
Shall bestride fertility with lucre beyond check
The castle built true stone by stone

18.2

Crown of risings meets river of coals
Swirling mistral races over emerald dotted expanse
Blessed by all four and by three

18.3

Dominion of the old gives dying birth
Hybrid vigor roars from green to white
A planted life for tomorrow's coming sunrise

19.1

The secret of nine returns to three
Names known and faces obscured deep dark
Misery spreads from every ruler's bleeding smile

19.2

To know three is to know nine
To know nine is to know fate
To know fate is to know hope

19.3

The blade is crafted of today's hope
The armor is made of heart's resolve
The girded sever apart three to nine

20.1

Every night is the surface of eternity
Hidden in ignorance yet blessed by Her
Seeded into direst catastrophy and chosen ruin

20.2

When that day comes crown meets guide
Beyond the most blessed body waits truth
Blade to blood and blood to blade

20.3

All gives way for most important day
A ritual and a battle both rages
Settling the final question with an answer

21.1

21.2

21.3


------------


I'll get the interpretations we came up with later, they're saved somewhere else and I can't be bothered to dig for them right now.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:42:36 PM
Results of the Legend Lore on the Amulet of the Planes used by the Dark Six:

Broken and cast ASIDE

The judgment was eternal damnation from which there is no mercy. This cannot be for it his not HIS will for it to be born, not now and not later and not ever. THEREISNOAPPEALONLYTHEENDANDTHEBEGINNINGANDITISALLANDNOTHING

Three to two and one into three

LET THERE BE light

Nevermore

Nevermore

Nevermore

(There wasn't a choice.)

Mommy, make it stop make it stop please i'll serve you forever i'll show you all the secrets i have mommy

help me

so cold

LETMYWILLBEDONEbuti'msotired

reunite the HIGHEST AND LOWEST

HEWASNOTFOOLEDBYTHEFAIRESTSTAR. Toy's judgment. No escape.

I EXIST HELP
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:43:34 PM
A whole lot of plot stuff regarding the Arbiter, Ao and so on.

The Arbiter lays it all out:


[17:46] * @Alicia considers where to start with... there's a lot to cover. Perhaps chronologically is best. "I understand that the Fairest Star was the seed of a potential prime material. How then did it arrive on our world to be found by Daa-vid?"
[17:53] <@Kotono> "In Creation, new worlds bloom as the stars in the night sky. A world fair beyond all imaginaing grew for eons, preparing to be born. From them the idea of allowing it to mortal hands was first proposed by Lathander, and many Gods came to agree, seeing it as a chance for a powerful servant to gain god-like powers and augument them in the Competition. Thus the Fairest Star was allowed to fall instead, plummeting to your world."
[17:53] <@Kotono> Thus the Fairest Star was allowed to fall instead, plummeting to your world."
[17:55] * @Alicia is silent for a long moment. No one mentioned that... the very idea is monstrous! All that potential, squashed in an instant, fed to the furnace of greed... "No wonder they think Shar's going to win," she mutters in disgust, a more pure expression of entropy she can scarcely imagine.
[17:57] <@Kotono> "It fell anda ll the greatest champions came to seek it. But...one with no allegance spirited the Fairest Star away. Daa-vid claimed it, retreating for years and years to study it. The Gods were surprised, but even then, allowed events to continue. Thus did they reap a bitter whirlwind."
[17:57] <@Alicia> "Why was this permitted? Did all the Gods agree unanimously? Is there one God who holds dominion over the creation of new Primes who allowed it?" Alicia wants to know more about how such an obscenity was allowed to come to pass.
[18:00] <@Kotono> "No god is entirely responsible for new worlds; the duty lies in all. So consumed in the Competition did they allow it to happen, a grave lapse in judgment. When the God-King rose, the Arbiter could stand no more. He made his wrath known and censured all divinity, passing a heavy judgment onto them."
[18:02] <@Alicia> "At what specific point was this judgement passed and in what form did it take?" Alicia asks. "Were the Gods weakened as soon as Daa-vid declared his intentions, allowing him to face them on even or even superior terms? Or did he face the Gods at their full power for the duration of the war?"
[18:05] <@Kotono> "When the war began and the God-King defeated Kelemvor and Mystra, the Arbiter did call them all to account. He faced them at full power, having unlocked the secrets of Creation itself from the Fairest Star." Going on without a pause, "Even the divine is not perfect; the purpose of this is to censure them and ensure they do not forget their truest duties. An abomination was allowed to pass, it must not go unpunished and uncorrected."
[18:05] <@Kotono> An abomination was allowed to pass, it must not go unpunished and uncorrected."
[18:07] <@Alicia> "Tell me about how Mystra and Kelemvor were defeated," Alicia presses, going ever deeper into the rabbit hole. Every thing that's been hinted and implied before, all the answers lie right before her. "Did he travel to Dweomerheart and the Fugue Plane to assault them? Did he lure them to the Prime and battle them there?"
[18:09] <@Kotono> "They came to the Prime, the great crisis allowing them to pass there. They were defeated, as was Torm and the celestial host in another battle. The results of that last battle lie even today, that part of the world ruined."
[18:10] <@Alicia> She also recalls reference to Shar fighting alongside Mystra at one point... "You say defeated, do you mean forced off the battlefield or did any deities actually perish at Daa-vid's hand?"
[18:11] <@Kotono> "One was, it's essence and memory utterly eradicated from Creation forever." Eladi says. "The others were able to avoid that fate."
[18:12] <@Alicia> "How then was Daa-vid finally sealed away?" Alicia asks. It could've been the combined power of the Gods, or it could've been the Arbiter simply saying 'enough'.
[18:15] <@Kotono> "Talinn the Seeker carried Arondaaq, a sword that is the concept of death itself. He was able to wound and weaken even the God-King with it, allowing him to be sealed. By the Arbiter's will all the Gods cooperated to seal him away, and set for the trials to happen 2,000 years after the war. Your world was sealed away, memories fading and history forgotten."
[18:17] <@Alicia> "So, the Gods had no will or ability to actually defeat Daa-vid?" Alicia clarifies. "It required both Talinn's blade and the Arbiter forcing their hands for the God-king to be sealed?"
[18:18] <@Kotono> "They were not successful in stopping him. The God-King possessed unimaginable power against them, but it did not extend as far as to a mortal. Talinn was able to take advantage of this."
[18:21] <@Alicia> "Yes, his power, that leads us to my next questions," Alicia nods. "I have heard stories of him battling the Gods - plural - and winning in direct combat. Of laying waste to entire armies with a single spell. Of twisting the hearts of the mightiest and noblest solars and turning them to evil. Exactly what limits are on his powers? Conversely, how strong was Talinn when he faced Daa-vid? A comparison with my own powers at the time I challenged the Furnace would be helpful."
[18:21] <@Alicia>  challenged the Furnace would be helpful."
[18:29] <@Kotono> "He has few limits on his powers, yet they are oriented to defeating the divine." Eladi answers, "Talinn was somewhat stronger than you, but you were not entirely removed from him."
[18:31] <@Alicia> Gives her some idea of what to aim for in sending people into that meatgrinder, then. "Have Daa-vid's powers weakened at all during his incarcaration? Will whomever removes the final seal face him at his full power?"
[18:33] <@Kotono> "He is wounded, fighting off death itself. He will not be at his full power," Eladi confirms.
[18:35] <@Alicia> "That wound..." Alicia hadn't thought of it in that sense before. "Is it terminal? Assuming no further intervention either helpful or harmful, would Daa-vid succumb to it in any short timescale?"
[18:37] <@Kotono> "No." Eladi answers, "Such would defeat the purpose of the judgment."
[18:38] <@Alicia> "That's a telling answer," Alicia remarks calculatingly. "Is the Arbiter's power holding off Death in order to ensure the judgement comes to pass?"
[18:42] <@Kotono> "You know the answer to that already." Eladi says simply. "For the God-King may yet rise as a true god, should the judgment be thus."
[18:46] <@Alicia> "I'm trying to avoid following assumptions when I can have clear answers now," Alicia explains. "For the longest time I've been working off little bits handed out piecemeal and my own interpretations. If I'm to be a player instead of a piece, I want to know everything for sure. Now... you do raise another interesting point. As a true god, would not the God-King find his powers to harm the divine weakened as he becomes one himself? Would he be subject to all the same rules as other deities?"
[18:46] <@Alicia> Would he be subject to all the same rules as other deities?"
[18:48] <@Kotono> "Yes, he would rise as a true power. A greater power, but still a power."
[18:52] <@Alicia> "And should he be slain by the ones who break the last seal?" Alicia asks. "There have been references to a judgement being passed by the victor of that battle. What form would that judgement take? How far reaching would it be, and how would it be enforced?"
[19:07] <@Kotono> "They will be able to render their judgment on the divine, to censure, banish and augment as they see fit."
[19:11] <@Alicia> "I need a bit more clarification," Alicia asks. "As an example, lets say had I taken part and won, and I chose to censure Torm, banish Shar, and augment Mystra. What specifically would happen to each?"
[19:13] <@Alicia> "Assume for the purposes of example that all are participants in the contest," she adds hastily in case any would be unaffected by their uninvolvement.
[19:14] <@Kotono> "Torm's power would be reduced, held in the balance and found wanting. Shar would be banished from your world, unable to effect it or empower worshipers in any way. Further, her worship in other worlds would slacken and be deeply wounded. Mystra's own power would wane, becoming greater."
[19:17] * @Alicia nods as she digests that. "So, the ramifications extend far beyond my own world... A shame for all those living on other worlds who depend on their deities and have no say in how the contest resolves on mine." It's not something she'd really plan to do herself, but she might as well ask for the sake of complete information, "What if the one who broke the last seal bested Daa-vid but spared his life?"
[19:18] <@Kotono> "Then Daa-vid would be free to leave and escape the ruins, the judgment being passed on him given. He would rise to his place as a divinity."
[19:19] <@Alicia> "Even if the victor did not wish it?" Alicia clarifies. "The power he has gained could not be taken away, for example by a victor who wished to claim it for themself?"
[19:20] <@Kotono> "Daa-vid has seen too much power and knows the secrets of Creation. To ascend should he live will be simple for him, mortality holds no bounds for one who knows what he knows."
[19:21] <@Alicia> Makes sense, and at least removes the risk of a second God-King no matter what occurs. "Coming back to the judgement, then. Are there limits on it? Can the victor choose a single deity to banish, one to augment, and one to censure? Or can such judgements be passed on as many or as few as they wish? What if they want to both banish and censure the same deity?"
[19:22] <@Kotono> "There can be three of each, for there shall always be three. Judgments cannot be opposed to one another, they will negate."
[19:24] <@Alicia> "And if a deity is already weak - for example myself? Should I be censured, would I be returned to mortality?" Alicia asks, considering that if you get pushed enough down the ladder you have to fall off eventually.
[19:25] <@Kotono> "Yes," Eladi answers.
[19:28] <@Alicia> "Beats becoming a Hunefar, then," Alicia allows a very small smile. "Which Gods are participating in the contest and which are staying out?"
[19:31] <@Alicia> *Hunefer
[19:33] <@Kotono> "It is simpler to note which are not," Eladi states, "For most are. Three are involved more than the others, tasked with holding Balmuria in the beginning: Helm, Waukeen and Tempus."
[19:35] <@Alicia> "Whichever is more convenient," Alicia allows. "Which ones are staying out of it, then?"
[19:41] <@Kotono> "The dragon gods of all stripes, Talona, the elemental powers besides Kossuth. Tempus has been removed from this, as his role was concluded, by decree of the Arbiter. Mask, Silvanus, Empress Sulia, Eldath, The Hidden Lord."
[19:43] * @Alicia is surprised that Shar is taking the risk... "Why was Tempus's role concluded?" she asks curiously, doubting she'll be allowed any hidden insights into the motivations of any deities but hopefully the reason for removal will be on record.
[19:44] <@Kotono> "The three who first held presence in Balmuria were there to ensure that the ethos of good and evil did not unduly influence events before they could develop on their own. In time, the role of Tempus fell away, for Balmuria rejected war in favor of peace and stability. With no need for a God of War there, Arbiter decreed that Tempus is removed, and his mortal representative left Balmuria."
[19:46] * @Alicia frowns. "So Balmuria specifically decides who can compete? Why couldn't Tempus sponsor a champion from elsewhere to seek out the Resorts or otherwise engage with the contest?" she asks, trying to wrap her head around this focus on that one little city.
[19:48] <@Kotono> "Balmuria was the closest city to it, and a focus of travel, strife, dischord and change. The perfect brewing ground for experience and for those who took on this task to gain the experience to judge. Others have sought the Resorts, others have come in friendship and not strove or them, but instead attempted to gain favor in Balmuria. Others have tried to slay you and oppose you, to stop the judgment and claim it for their own with their own s
[19:48] <@Kotono> Others have tried to slay you and oppose you, to stop the judgment and claim it for their own with their own servants. Such was Shar's plan with Kesse, once they had eliminated the Crimson Guard."
[19:50] <@Alicia> "So, if I wished to compete, I would still be allowed to select a champion from anywhere on the prime rather than being restricted to Balmuria?" Alicia asks. Considering she has no sort of following there, it would rather tie her hands. "What sort of restrictions are there on whom I could sponsor?"
[20:02] <@Kotono> "Yes," Eladi answers, "You may sponser any mortal creature you desire, who is willing and able to do so."
[20:03] <@Alicia> "Even one who originates from a different plane?" Alicia goes on. Not that she has anyone in mind, but again its best to have all the facts.
[20:04] <@Kotono> "Yes."
[20:06] * @Alicia nods, accepting that. Now comes the hard questions. "This is tangentally related, but bear with me. Can you tell me the relationship between the Arbiter and Ao?"
[20:07] <@Kotono> "I cannot." His words pause there, "Such is not of your concern. Ao and the Arbiter rule, and that is all that shall be known."
[20:08] <@Alicia> "But they are seperate beings?" Alicia presses. "And Ao is uninvolved in the contest?"
[20:09] <@Kotono> Alicia is given no answer at all by Eladi. For a moment his features soften, "Of this, ask no more, for I cannot answer...my friend."
[20:13] * @Alicia sighs and shakes her head. "My reasoning should become clear soon I hope, but it's hard to go forward without all the facts. Nonetheless I shall try. Now we come to the mechanics of the contest - it was the Arbiter who established the seals upon my prime, yes? The ones restricting the availability of magic, the frequency of powerful creatures, and the traffic with other planes?"
[20:13] <@Kotono> "Yes," Tot hat you at least get confirmation, "It was by the Arbiter's hand."
[20:14] <@Alicia> "What was the Arbiter's reasoning behind placing those seals?" Alicia asks back.
[20:16] <@Kotono> "It is his judgment. His judgment is not subject to review." Eladi answers, "His judgment is as it stands, to ensure that the affair of the God-King continues undisturbed."
[20:32] <@Alicia> "That's fine," Alicia smiles as her trap starts coming together. "It is sufficient to understand that the purpose of the seals was to prevent interference in the contest so that it could reach its conclusion naturally - as you said earlier, so that the champions could render their judgement after great growth and rejuvenation."
[20:32] <@Alicia> She pauses a moment to let that properly sink in. "This brings us to something of a problem - those seals *were* tampered with, and the process *was* interfered with. Did not the Dark Six overpower the seals using the strength of the Neverborn that Ao created? Perhaps we can allow that the Arbiter did not forsee such a means of bypassing his seals, but then he did nothing to counter this interference."
[20:32] <@Alicia> "This, Eladi, is where my problem arises, one that I really hope the Arbiter can appreciate," Alicia meets his fathomless eyes squarely, hoping that the Arbiter hears and understands her every word. "It was as a direct result of this breach of the seals that myself and Seira - the two champions most heavily involved with the trials to reach Daa-vid and the ones in control of all five Resorts - travelled to Androlynne."
[20:32] <@Alicia> "In the course of events, we freed the trapped Androlynne children and slew the Neverborn, causing a massive upheaval in the planes. Is it any wonder we ascended to divinity after the massive upsurge in our standing across creation after such deeds? All that occured afterwards, our greater fame, belief in our causes, the forces who sought to crush us before we could grow stronger and in turn were defeated..."
[20:32] <@Alicia> "I submit that it can be traced wholly back to the events sparked by the Dark Six's breach of the seals. We would never have become Gods, never been forced out of the contest, had this interference been prevented. The Arbiter has allowed the contest to be tainted! Perhaps Sylian was even spurred on by the will of another who sought to win the contest themselves and had to first remove Seira and I, but could not defeat us."
[20:32] <@Alicia> "If it was the Arbiter's responsibility to see things play out so that mortals would judge Daa-vid, then he has failed! The entire contest has become a sham, perverted from its proper course. You say the Arbiter's will is absolute - I accept that I do not have the power to defy him," though it's an unhappy admission it doesn't stop her from going on, appealing to reason.
[20:32] <@Alicia> "But if he has any respect for rules and law, he must accept that the contest is no longer fit for its original purpose, torn astray by the interference of those who should never have had a say!"
[20:45] <@Kotono> Silence. To all those words nothing is said, nothing changes. Nothing at all. For every word Alicia utters, Eladi is utterly silent and then he smiles. In a very quiet voice, "You understand...you have percieved the motions on the chessboard. The eons show hope of success." The Opal Mountain is frozen. The sky is nothing. Around you is utter oblivion on all sides. "3,000,000,000,000 years have borne fruit." (More)
[20:45] <@Kotono> "3,000,000,000,000 years have borne fruit." (More)
[20:50] <@Kotono> "Ao is the Endless Chaos, he cannot help but pervert order. Look beyond all you see...the answers...lie beyond this false judgment, which means nothing in the end. My prophet is the unborn, listen to his every word. Three is the answer, three into two and one into three. I cannot speak any more clearly, for such would alert Ao, and all would come to end. The truth lies in the third: FIND THE THIRD."
[20:50] <@Kotono> The truth lies in the third: FIND THE THIRD."
[20:58] <@Alicia> That rather knocks the wind out of Alicia's sails. Now she's going to have to go back over all the things gleaned from the Neverborn and Sylian... as if it didn't hurt her head enough the first time. And it's completely off the subject! Even if he says the judgement doesn't matter in the end, it can still have huge ramifications in the short and mid term.
[20:58] <@Alicia> "I confess you've caught me off guard," she admits, head spinning. "If you say you cannot speak more clearly, I suppose further questions are pointless?"
[21:04] <@Kotono> "I cannot. I am as captive as all souls in this Creation. Look to the opposite of Ao...find the third. Find them...and you will find the answers. Ao's rule must be stopped. You have seen past all the concerns of Creation and seen the inconsistency I created within it. Ao grows tired of Creation...Entropy is his executioner's axe."
[21:06] * @Alicia gasps. So that's it! "But... how can I seek it out without drawing his attention? What will stop him snuffing me out before I can do anything even if I find the third?"
[21:09] <@Kotono> "You have seen past the distractions, lies and Competition for one moment," Eladri's not-voice speaks, "Many events...are nothing more than distractions, spurred by Ao. Focus on this, find it, live it. You, Seira and four others can be shieled from Ao's wrath by what little power I can effect. Use this, find the truth...to stop him. It was never our place to rule, or our desire."
[21:12] <@Alicia> "Have any others realised this?" Alicia asks, wondering how to decide which four should be shielded. "What of the truth that purports to exist in Chronias? Is it a distraction?"
[21:15] <@Kotono> "I have spoken thrice...I can speak no more." REality ha sreturned without you noticing it, only a few last words, "Tell Seira..then tell four more...who are not divine. Do not tell any more, or an endless catastrophy will come, and Ao will know all. Correct this...free me...find the third...so that Creation can survive." Eladi is gone now, no magic, no fanfare, simply ceasing to be.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:47:21 PM
For all the mechanics are rough and I made some mistakes, B1's still my favorite game. The characters and relationships there have always shined for me.

Part 1: Kingdoms of the world.

---

Come spring and the onset of summer, the known world is healing from the ravages of the Dark Six. To the east of Balmuria, Malmuth begins to pick itself up. The capital city has been restored, magic and hard work replacing hundreds of years of history.

The Empire continues to wobble along, Purinn staying in the Empire, but reports say that it's coffers are almost empty and instability bubbles beneath the surface. At the same time, Queen Tant seeks greater ties with the United Baronies, while managing diplomacy and a fractured nobility. Whispers say that some prefer a return to King Ferdi's style, believing the Empire cursed for it's weakness by the Gods. Others support Queen Tant, arguing that this is a time of recovery and not revanchist expansion.  A third splintering sect is far more nasty, said to advocate the complete dissolution of the Malmuthian Empire. Calling themselves Vitalists, they claim that Malmuth must break apart into healthy, vital kingdoms or the entire rotten body will perish. Such views are akin to treason, being declared treasonous. Far to the east, what few reports come of the free city-states there claim that there is a rising murmur of war there, rumors that this is now the time to strike. The truth of this isn't known, but it spreads like wildfire in the taverns of northeastern Malmuth.

To the north, the Elven Kingdom of Pallanth is tranquil. It's eternal ebb and flow is as it always is if one only looked to the surface. Beneath the surface lies several changing paradigms. At the royal council, the addition of House Aryn has altered the landscape. Scion Aryn has preoccupied himself with diplomatic matters, including the drafting of an expanded treaty of alliance with the Baronies. While Scion Aryn has been received well by most of the other noble houses, the political reality has reasserted itself. Arguments over mundane and serious matters occupy Scion Aryn's time, the course of Pallanth beginning to swerve. Away from the council, Pallanth profits from the trade with the Baronies and the growing influence of Waukeen. While some elves are embracing it, a growing counter-reaction is attempting to reassert the traditional Seladrine pantheon, claiming the pursuit of pure opulence is contrary to Corellon Larethian's wishes. Contrasting this, reports of fey and fantastical creatures has risen astronomically in the past few months.  A few elven villages have changed radically, or even vanished.  These matters are under investigation. Amid all this there is some concern about Malmuth's situation, but traditional de-attachment prevails so far.

To the west of the United Baronies, the Desert Fiefdoms continue as they have before. Being spared the worst of the wrath of the Dark Six and with the diabolical invasion a safe memory, the Pasha continues his rule. Seira's intelligence reports do provide an insight into the Palace, murmurs that certain types of trade revenue and taxes are down. Seira's portal network is largely blamed, though the Pasha does not seem to be addressing the matter. Military intelligence from Lord Salman also notes that there is a renewed interest in the southern border of the Fiefdoms.

Farther to the west, Kelara continues a shaky road to reform. The stories Alicia hears from her family say that Lord Roth is slowly making concessions and expanding the protective military presence in Kelara's hinterlands, but that he faces strong opposition from the entrenched city nobility. Intrigue runs rampant, a thousand conspiracies and murmurings. The Temple of Mystra in Kelara is staying above it as best they can, expanding magic and sending arcanists deeper into Kelara, complimenting and picking up slack for the local guard. Quietly, Dweomerkeeper Taldeer reports there is a growing cult of Saint Alicia. Doctrine is loose and varies, but it is said she is considered a living saint, a daughter of Mystra incarnated into a mortal body to lead the faith.

In the lands past the wild jungles, spring has come. The battlefields are dry, no rivers of blood and tears to moisten them.  For now a fragile peace holds, a peace of money and force of will. All armies are still on alert, but nothing has disturbed this delicate balance of Saxant, Evrai and Kesse. Agathaiel and the servants of Waukeen work at a torrid pace, going all out and all over in a desperate race to keep the peace from crumbling. Gold and toil are spent each day, as the summer blossoms.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:48:24 PM
If there's a reason I seem hung on it, that's probably it. I still fondly recall the characters in great detail. The world and setting stuff is nice too. That sense of growth and building on from game to game is really sweet.

Part 2: Balmuria and the United Baronies.

Come the spring, Lord Salman travels on Seira's portal network, coming to Balmuria. He spends several days inspecting the troops, the city and it's defenses. After seven days of this he addresses the citizens in a great open air rally. By his proclamation he declares Balmuria a free city in personal union with the United Baronies, independent but connected intimately. The Crimson Guard is declared to be given a new charter by his order, one drafted by Commander Oberuth. In this, the Crimson Guard is not loyal to just the United Baronies, but the peace loving peoples of all the world, this one and beyond.  The people of Balmuria have a sacred duty, beyond that of simply protecting one kingdom. They are the hope and sword-arm of this new world, one that thrives of magic and the renewed mercy of the Gods.

The charter presented states that the Crimson Guard shall be henceforth be composed of chapters. Each chapter is ruled by a Commander, having a seat at a grand council hall to be constructed. As of now there is only the chapter in Balmuria, but Commander Oberuth vows there will be more soon. Further, Seira, Alicia and Demedais are each awarded the title of Commander as recognition of their longstanding deeds and superlative valor in service to the Guard.  While technically below the rank of Commander Oberuth in Balmuria, they still command almost anyone else in the Guard.

Meanwhile, Balmuria continues to grow richer. Trade sends a constant wave of gold into it's coffers, magic and sorcery blossoming fully. More expansion to the west is anticipated, a new city quarter desired by next mid-winter. The elven mission is expanding, seeking to change into a fully developed block with stores, cultural ties and an ambassadorship. Malmuth and the Fiefdoms follow suit, sending diplomats to make ambassadorships, as well as formal treaties and other diplomatic niceties.

The various religions of Balmuria continue to grow. Helm's temple grows the fastest, a sudden influx of pilgrims and worshipers. It is said that the Prophet Demedais has left the mortal realm to guide the faithful to Helm's side, visions of ethereal crystal stairways. The religious and knowledgeable speak of a new place, a new passage and transmigration for souls after death. This is echoed by the other churches, albeit with much less vigor and focus.  Waukeen's church continues it's steady growth as more wealth comes into Balmuria. A web of trading outposts connect all the kingdoms and empires here, and the favor of Seira's teleportation networks only strengthens this. The Mystrians are also blossoming, magic and magic seekers coming to pay homage and learn Mystra's will.  Of note is that Alicia's old home has been found to be hallowed and sanctified after she left. Many claim this as a miracle of Mystra or Alicia herself, though Shankar has withheld comment on this matter for now.

The church of Torm has been toeing a distinctly meek and quiet tone, all eyes on them but nothing coming of it for now. The Church of Gond continues it's work, doing this or that and connecting with other upstart churches. There are splashes of other faiths as well. There is some angel-worship, which is generally discouraged, mostly tracing back to the angelic aid during the attack of the Dark Six and it's aftermath. Relatedly, many of the visiting eladrin promoted the Seladrine, resulting in a few isolated worshipers among the humans. Darker whispers murmur of diabolical cults and the demonic, but nothing obvious has been seen of them.

Beyond Balmuria, the United Baronies continue to thrive. The residual profit from the trade routes enriches the farmlands. Victoria continues to build itself under Lord Salman's direction, but is still a far second place to the splendors of Balmuria. To the north and in Pilltain, several pilgrims of Helm have begun to build a temple, claiming this to be where the Prophet Demedais took on his great duty of guiding souls under Helm's direction.  Farther to the north, Armasea is quietly prosperous, out of the way and ruled by Lady Lyselle. To the south, among the northern reaches of the Galkass mountains, Parsifal has recovered from the plague and mining continues unabated.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:49:01 PM
You can tell I'm tired of copy/pasting since I'm rambling about game thoughts now.

Post 3: The world beyond the world

The Realms Beyond continue along a well, changes small and great taking place as eternity continues it's endless procession. Word of the Well of Souls has made some impact in the divine realms. It is reportedly said that Kelemvor's fury was akin to the rage of Talos himself, and to follow this, there have been reports of conflicts between worshipers and servants of the two powers.  More interestingly, there are reports that some aid to Helm and the Triad has come from Nature's Heart, though reports of this and possible ramifications are currently not known, but hugely speculated. Many of the knowledgeable postulate that a divine war is in the offing, a titanic clash between Kelemvor and Helm, and by extension Jergal, the Triad and perhaps Talos.

In Gehenna, the old Oinoloth and much of the old regime has fallen in the fires of the Helmite's crusade. In the aftermath a being styling itself as the Adversary has taken control as the the crusade has retreated back and ceased. Questions run rampant, to the curious, to the thoughtful, to the claims that the 'loths and the Heavens have some unholy pact and the Adversary is a ruler suitable to all sides, somehow.  The Adversary has kept his head down thus far, though whispers of a brutal purge as followup after the crusade spread far and wide. The identity of the Adversary is also a common topic of discussion, with a million answers and a million more questions. Anthraxus has been mentioned as a possibility, as well as the Adversary being a front for Shar. Others wonder if an enterprising Bane or Cyric is taking the reigns, or if a planar lord has struck it big.

Baator is as unchanging as Asmodeus wills it to be. The Blood War rages in Avernus, while the lower layers continue their depredations of the soul and all that is righteous. The diabolical forces, ravaged by Zquujaj's fury, are said to be at their lowest ebb in over a hundred thousand years. The kicker is that sources whisper that transfers to Avernus are at an all time high, with powerful positions ripe for the picking. Bel himself has come out ultimately unscathed, tested but successful. Interestingly, opposition to his regime has all but vanished in the aftermath of Zquujaj's attacks.

The Abyss howls. Androlynne has become a realm of gray nothing-ness, where a dozen demonic armies fight for supremacy. It is known that various Abyssal  Gods, Princes and Lords have stakes in this affair, such as Demogorgon, Orcus, Zquujaj, Torm, Malcanthet and others uncounted. Pale Night's will has not made itself known; be she in Androlynne or in her fortress within Baphomet's maze, or somewhere else in Creation. Surely it is Pale Night's realm to lose, but she's making no signs of doing anything but losing it.

In far more palatable realms, Celestia and the Triad grow closer. It is said that Helm has begun to embrace the lessons of the rest of the Triad, shifting them closer to Celestia than Arcadia. Some of the Triad's servants deny this, others support it and yet others are not quite certain yet. Perhaps the matter is not settled, or perhaps the Triad does not wish to address it at this time.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:49:58 PM
Miscellania from the Crusade against Hell:

1. The various options to get to and from Hell were each reasonably difficult. Mechanus would've been primarily an RP and diplomacy challenge, while Acheron was a combat and army oriented one.

Mechanus would have involved layers and layers of intrigue, maneuvering and diplomacy to get your aim. While the main side would be your arguments versus Mechanus and almost certain diabolical counter arguments against a Duke of Hell would be the main thrust of it, other factions would get involved over time. Other celestials from Arcadia and Celestia would argue AGAINST your plan, as they'd feel it would leave their realms open to the same sort of violation. A third party would argue in your favor, one who is a paid advocate of certain daemonic and demonic elements who would love for the treaties of Mechanus to loosen.

Success would have let you use the portal but started an immediate fight, and a counter argument in Mechanus to allow a diabolical army passage to Celestia as a quid pro quo counter attack.

2. The Terror Cube was going to be more expansive in the first draft, but I figured that you guys would make the connection to a Borg Cube early on. While this wasn't the inspiration for the Terror Cube, I knew that it would provide more flavor for it than I could offer in a short fight-through.  So I focused on the battles instead as well as the coolness of hijacking it to your own ends. I think it worked out well.

3. Valydeos was loosely based on the original art for the Paeliryon, as seen here: http://www.wizards.com/dnd/images/designdev_Paeliryon.jpg Seriously, why the hell make one of the highest ranking normal devils look like fat cross-dressers? I really, really, really loathe that design from top to bottom.

4. The march across Avernus being unopposed for most of it was an intentional gambit by the devils. Obvious enough there, right? I figure there were a few random encounters despite you guys not dealing with any; at your position a random fiendish  animal or minor devils just aren't going to be kicked up that far for you to deal with. I do wish I'd sold the fireballs a little more, though.

5. Natara is from the Gates of Hell, book 5. I adapted her to Balmuria as I really like her character. Interesting girl that one, reminds me a bit of Knight from Planar. I feel bad that she was demoted to mid-boss status, but so it goes. At your level, fighting a mere legend isn't that big a deal. For the Supreme Legion, it was the day that the vaunted Major Natara was slain on the fields of Avernus. For you guys, it was just another encounter.

Natara and Antenora are very much alike; if the battle had gone on a little longer, Antenora wanted a chance to talk to her. She sensed a bit of a kindred spirit, even if it was mostly wishful thinking.

6. Agares was badly nerfed by the Evergold water. He was a mid 20s CR boss designed to lock down a party if not interrupted in his entropy gathering. If you guys had taken longer he could have very likely TPKed Alicia and Seira.  You were on an invisible time limit with Malice, but you cleared it with effort to spare.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:50:46 PM
This section will get some tweaks and revisions for sure.

This is a general cosmology commentary on the more active parts of Creation. This seeks to redefine what you know and clear up various misconceptions. Besides, I need a project to relax.

Chapter 1: Baator

Alternate Names: The Nine Hells, Hell, Perdition, The Pit.

Changes from the canon: A whole lot. Two sources influence Balmuria's Baator, the Fiendish Codex 2 and the Gates of Hell.

Notable NPCs aligned to Baator: Antenora(formerly), The Lords of the Nine, Agares, the various Dukes and Archdukes of Hell, Eblis(formerly), Verrier.

Summary: Baator is the nine-tiered home of Lawful Evil and the devil race. It is a society of might, power and cruelty. In it's enslavement all will be brought low and into the Pit. Such is the absolute will of Hell, which every devil strives for in the service of Hell. Those of Baator believe themselves superior, and devils believe themselves superior to all other races.

---

Layers and notable devils:

Powers of Hell Overview: It should be noted here that the Archdukes of Hell have Divine Rank 0, while the Lords of the Nine have full divine rank of varying levels. The FC2 stats for them should not be considered. Since this is an epic level game that should be a given anyway.  Also, assume that any listing of dukes within the FC2 is inaccurate unless stated otherwise, as the Gates of Hell material generally supersedes.

Power structures: There are two main power blocks in Hell: The Fallen of Belial and Baazlebub and formerly Zariel, and the True Devils of Mephisto and Dispater and formerly Mammon. Bel stands alone for now, a new lord that few trust, though some suspect he'll end up with the true devils eventually.  Mammon lies in disgrace, having betrayed his former allies to save his skin during a previous power shakeup. Levistus is imprisoned, the ally of no one. Glasya is newly risen and ignoring offers of alliance, her own true motives completely hidden from all but herself.

1: Avernus.  Avernus basic is essentially as it is presented in the Fiendish Codex 2, though the names and flavor vary much more towards the Gates of Hell. It is an infernal battleground, where the combined forces of lawful evil oppose the ravages of the Abyss. The numbers are generally understated in the FC2 - combat in Avernus is between armies of devils against vast hordes of demons, not to mention whatever else gets involved. Legion names, types and so forth favor the Gates of Hell rather than anything in the FC2. For example, Abigor runs the Supreme Legion, versus another devil running a differently named legion in the FC2.

Besides Bel's very basic history and the  few mentions of Zariel, the notes of various notable devils there are entirely inaccurate. The Gates of Hell Duke/Archduke/Lord of the Nine structure is used instead. Duke Abigor leads much of the defense of Avernus, Duke Malphas is the Infernal Armor-master who also has a big stake in Hellfire and so on. There are outcasts devils in Avernus, mostly semi-exiled Archdukes and fugitives that have chosen not to leave Baator. Finally, the exact history of Bel is uncertain. It is known that he overthrew Zariel and is said to hold Zariel in bondage. Beyond that it's unclear, though it is generally known he was a superb leader in the Blood War before his Lordship.

2: Dis.  Dis is essentially as presented in the FC2 barring one notable exception. God Street does not exist, all true powers have their own realms or reside in the realms of their superiors.  A devil with divine rank would be an Archduke, an outcast devil or a Hellspawn, none of which would have them within Dispater's realm.  Everything else is more or less accurate, though it should be noted few reach deeply within the Iron Tower, and reports of what truly lies inside vary.

Dispater is more or less as presented in the FC2. However, he has an obsession with effort and enriching himself. He is not Mammon, but he relishes his underlings pursuing pointless labor. It is said that a gang of soul shells travels down a road and paves it, and as they finish, another game comes along to begin tearing it apart once more. This defers to the Gates of Hell Dispater, though it's not a huge difference as much as elaborating on what he is and his tendencies. As for other devils, it is known that Titivilus is the Herald of Dispater. He is not his Nuncio, but the difference is minimal.

3. Minaros. This section has minimal to no changes.

Mammon is more or less as presented in personality. His true form is not that of a golden serpent, but as a corpulent, golden fiend of incredible wealth, decadence and greed. Generally the Gates of Hell material about his is preferred, simply because it's far more in depth. He is served by Dukes such as Scax and Melcholm, who have both been mentioned within Balmuria.

4. Phlegethos. This material is essentially intact. It should be noted the Lake of Fire and Brimstone is guarded by far more than 9 cornugons, the FC2 seriously lowballed that.

Belial and Fierna favor their Gates of Hell incarnations. This does make Belial a Fallen as stated above, though this fact is known by very few anymore. His station isn't quite as secure as the Gates of Hell indicates, Fierna is a dangerous foe but also a bit more like her FC2 portrayal. Belial is served by Dukes such as Rosier, a Fallen Planetar. In general, many Fallen for the sins of lust and the flesh end up under Belial's thrall.

5. Stygia. This material has been used wholesale within Balmuria.  No real changes.

Levistus is detailed further within the Gates of Hell, but neither material generally contradicts each other. It should be noted that Agares was a Duke of Stygia with a far different focus, rather than the land oriented Duke of Malbolge.

6. Malbolge. The FC2 material supersedes here entirely. There is no Lilith as the Lord of Malbolge; Glasya rules instead. It is possible there is an Archduke or exiled devil Lilith kicking around somewhere, but she would not be akin to her Gates of Hell incarnation.

Glasya prefers her Gates of Hell incarnation, albeit that she has a new edge over her brother, the Archduke of Undeath Lixer. How this affects their relationship is not currently known, nor how it affects other plots. The Dukes of Hell and Archdukes for Malbolge can be assumed to be essentially the same, though with possible serious alterations to compensate for Glasya's rule.

7.  Maladomini.  Pretty much everything fits.

Baazlebub does not have a slug-like form, though common misconception(Said to be spread by Mephisto or other enemies) does spread this lie about. His true form is that as described in the Gates of Hell, in general that material is completely supreme. I distinctly prefer it to a slug-like Baazlebub, while not entirely flagrant about it, the material seen IC for Baazlebub favors this.

8. Cania. Hellfire and the School of Hellfire does exist in Caina. However, it is part of the greater Academia Caniae lead by Duke Murmur. It is one of many projects Mephisto has, not his only gambit. Duke Malphas of Avernus has a stake in Hellfire as well, the exact agreement and workings of this dark alliance are not fully clear.

Mephisto is his Gates of Hell incarnation entirely. I find GoH Mephistopheles infinitely more compelling as an enemy and a rival to Asmodeus than FC2 Mephistopheles.  The general gelugon population is hostile to the Hellfire project, but they have not been entirely chased out of Mephistar. Mephisto is served by Dukes of Hell such as Murmur.

9. Nessus. Little of Nessus is known. What truly lies at the bottom of the Pit is a question that many pray will never be answered.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:51:01 PM
The Tarrasque

The Tarrasque is a destroyer of nations, a render of the earth, a slayer of all. Contrary to popular myth is it known that more than one exists. Be they clones, siblings, or from some sort of faraway place where they are born naturally is not known. Creation stories of them vary wildly. Some blame the Elemental Evils for them, though legends conflict on which one created such a horror. A few place the blame on Ogremoch, while others blame Imix. However, a lack of obvious evidence and disagreement does lessen this claim. Another is that they come from Baator. In fact it is known that devils have claimed this. However, this claim is not well accepted in general. The Tarrasque is simply not Baator's style. Others blame Shar or Talos, though the claims of these legends are older yet.

The tarrasque is an engine of massacre. It's bite swallows you whole, often reaving off limbs if you happen to survive. It heals wounds capable of slaying a demi-power within a few rounds and is resistant to all but epic weapons. Most effects such as energy drain or ability damage fail, and it's shell reflects cones, rays and lines of effect. It is immune to fire and highly resistant to other elements. In addition it's keen sense of smell allows it to locate invisible, displaced or hidden foes with unerring accuracy, though oftentimes it simply tramples them over so it hardly matters. While slightly slow moving, it can make infrequent rushes that cover vast amounts of ground at once.

To destroy the tarrasque you must manage to subdue it. No known damage deals lethal harm to it. Once subdued, a wish or a miracle must be employed to ensure it never rises again. Otherwise, it will regenerate, even if reduced to nothingness.  Even weapons that bypass it's damage reduction don't defeat it's regeneration. If slain, it's said that it's shell and blood can be forged into a trio of shields, while it's flesh can be boiled in liquid adamantine to produce a potion that will grant vast amounts of natural resistance to the imbiber.

It should be noted that the Tarrasque is not a particularly intelligent foe. Nor can it entirely explain all of the Destroyer's behavior. In particular, it's near supernatural ability to hunt down those who violate it's realm does not fit with any of the legends at all.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:53:15 PM
What this boils down to is: Create a ruleset that doesn't need to give the heroes special, extra mechanics to win. I've never been a fan of those. I probably overstated my opinion here, though.

    I liked the idea to be able to pull something out after you fail.


As far as D&D goes, I've never particularly cared for anything like this. I think it comes down to me being old school; you pass or fail the roll and that's that. It annoys my basic sense of fairness when the PCs get to ignore this rule with action points. The dice are the dice; everyone lives with them and dies with them. I dislike Hellreaver's AC and save booster for the same reason, it's why when I control Antenora she almost never uses them.

On a related tangent, I hate the argument that asserts that the PCs should have these because they're the PCs. Bullshit. Yeah, you're the focus of the stories and nothing is wrong with that. At the same time, you don't need to be magical unique snowflakes who get their own set of rules because they're special. PCs are special, but it's because they're being controlled by players and the focus because of that, not because they get special rules and exceptions. I really loathe 4e's resurrection rules for the same reason. Alicia's special because she redeemed Antenora and has opposed Hell dozens of times. Seira's special because she's completed her transformation and defended the Baronies. It's this and other reasons that make them special, not extra-special-unique twisting of the rules so they can do that. It's doing that on even ground that makes them so special, dammit. When the rules hand the players special exceptions and special gifts, it dilutes all the heroism they do. After all, couldn't the bad guys win if they had the same perks? Hell, I'd rather root for the bad guys then, since they're the underdogs!

Of course, this means the bad guys can win. Is this a good thing for the game? Well, it is game over if the party wipes out. On the other hand, if there's no risk of defeat, what's the point of playing? You may as well go diceless and write a collaborative fanfic instead.  If you can't accept the basic tenet of being at risk of losing, then I don't think you're cut out for this sort of game.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:54:23 PM
    Were there any traitors in our midst besides the far-too-adorable-to-ever-suspect Marigold?


First of all, various immigrants were loosely spying on you for the powers they came from. The Heavens of all stripes were keeping tabs on Sylica and the various Princes of Elemental Good were doing the same with Seira. This wasn't malicious spying insomuch as assessing new powers.  If Sylica merged with Dweomerheart or became it's own layer of Elysium, that would be a gigantic planar shift. It's best for everyone involved to know what they're getting before that, and be able to act if something's afoul. In the case of the Cauldron, Seira made a lot of grand promises to the Elemental Princes. They were naturally inclined to keep track of Seira, her progress and if she looks capable of fulfilling her goals.

Helm was keeping his eyes on both realms, but wasn't using direct spies. He has too much on his plate with Kelemvor. He wasn't willing to risk the political fallout of two new powers he had reasonably good impressions with until his plate was clear.

Lathander is keeping an eye on Seira through Valar. What Seira was never told is that Lathander directly contacted Valar(He may have alluded to this happening, I forget, but none of the rest) and gave him instructions. Lathander sees a lot of himself in Seira, but at the same time also sees a bit of a authoritarian streak. He likes her but isn't quite sure what to make of her. Valar is an important piece in his plans elsewhere, but he went with the moment and sacrificed him for position with Seira. This isn't really Lathander's style, but the plan fell into his lap premade and he went with it. Lathander has serious impulse control issues as I'm sure you've noticed.

Sharess has an interest in Sylica and a passing fancy to try and shift it more towards chaos and good. Odds are this won't last but a few decades before she gets bored of it. In any event her spies are minimal, she's inclined to make an obvious move of chatting up Syala and Alicia instead. Syala has an idea that Sharess is at this game, but hadn't said anything yet since she wasn't sure. While Syala didn't think Alicia would take it the wrong way, she didn't see a reason to risk a pointless argument over it.

As for actual enemies? I hadn't decided on a new batch after the entire G'renna/Marigold arc. I was going to choose some soon and start dropping subtle hints and build up to it. I'd rather focus on establishment and external threats than spies for the moment.

Quote

    Who was actually trying to off Obi?


Short answer: Pale Night but it's fucking complicated.

Long version: Pale Night is pissed at the party and the Crimson Guard. I don't need to say why, do I? Using mind altering magic and resources she set it up to look like a diabolical agent sabotaged a demonic cult. The portal to Avernus was in fact a highly cloaked portal to her throne. Fortunately this was never used and things worked out.  The entire thing was a huge, rambling and completely apeshit insane scheme on her part to get vengeance. Being an impossibly old demon lends itself to all sorts of madness.

The other part of this gambit is Zquujaj.  He was contacted by Pale Night while he fought amid many for control of Androlynne. By contact I mean that she revealed part of her incomprehensible essence to him, driving him yet further mad. He is to become a servant of hers, twisted entirely to insane chaos and free of the last vestiges of his baatezu heritage.  Further she would be able to annul the bonds he crafted to forswear antagonism to the Crimson Guard. He was going to be the big enemy of that storyline if it went forward. In the meantime he'd be recreating Androlynne in his image.

Incidentally there would be a chance than Athux would come into conflict with Zquujaj as two newly re-purposed layers change for new masters. This would lead to an extra-pissy Graz'zt getting involved though mostly as a background force and provocateur. He wants revenge on Athux for taking Greenrot for his own, but Athux's apotheosis into an Abyssal Lord made this dicey. When you toss in Graz'zt own obligations in both the Blood War and against Demogorgon/Orcus, his chances of nipping it in the bud bottomed out. Abyssal politics would become involved and well...those are messy.

Quote

    Who bought Beth's soul? (I never really cared but Esthan offered it out like it was something meaningful so might as well know)


I forget the exact name but it was an agent of Mephistopheles. The Lord of Cania is running a whole hell of a lot of gambits involving the party as you've begun to see lately. (How much Baazlebub was telling the truth is a question that is begged by this answer, but I'll hold my tongue on that for a moment.)
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:57:50 PM
Odds and ends I can talk about now:

Helm vs Kelemvor

As you noticed there was  a low simmering blow up cooking between the two powers. The creation of the Well of Souls was not something Kelemvor could tolerate, no matter how Shar had managed to pervert his own workings. While Kelemvor is entirely aware that there is a greater enemy, ignoring another power taking some of his portfolio is akin to divine suicide. Now Helm was trying to angle it so that the obligations of the greater good would ultimately stay Kelemvor's hand. Would it? It was coming close to a head either way, Kelemvor forced his way in to meet Demedais. While he approves of Demedais personally, this isn't enough to quite quell his dissatisfaction.

I hadn't quite decided if a full blow divine war would erupt. Helm had a solid gambit but this is a damned hard pill for Kelemvor to swallow. Unless Helm backed down and started playing nicer, he was leaning towards war. I wasn't quite sure if Helm would, he wanted to maintain this toehold into Death as he shifted into full on Lawful Good. He was becoming a Greater Power and replacing the fallen Torm, so more power is a good thing for him right now. Incidentally this is why he was around Celestia a lot, he was making friends, courting allies and preparing. The House of the Triad was going to move to Celestia in due time to cement it's complete shift into ordered righteousness. Being on good terms with the Hebdomad is only logical in that case.

Now if the war did break out? It would be nasty but mostly a background thing for you unless you intervened directly. After some time you'd have a chance to get involved, as Demedais would ask a favor as the war spiraled out of control. Up to you guys if you wanted to get involved or let it play out. I had no idea who would win if it wasn't interfered with, though who knows there? Open warfare between the churches of Kelemvor and Helm would -not- be a good thing for anyone, let alone if related powers get involved. The cults of Jergal probably would, as would the other members of the Triad. Worse, Torm might butt his nose in just because, and Helm could call in a favor from the partially risen Talos if things get hairy.

Helm really didn't want that war but was willing to risk it. Kelemvor really didn't want the war but couldn't stand his portfolio being poached.  It's as simple as that.

As a final note, if Tai ever rejoined the game I'd have Kelemvor pull a fait accompli and manage to take over the Well of Souls, giving Deme DAS BOOT.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:59:03 PM
Was Malmuth going to collapse?

Yeah, it was probably going to the scrap heap. Short of Seira personally propping things up long term the damage done was too severe. A series of weak rulers, then losing the border territories to independence hurt. Having Ferdi rev up the kingdom for a grand invasion, lose and have the Empire lose another hunk of land to the Baronies? Ouch. Critical hit. She be wobbling, captain! The attack of the Dark Six was simply too much to bear in this state. While you guys prevented the worst of the humanitarian disaster, the political damage was widespread. Queen Tant is a capable ruler yet the wounds of Malmuth run deep. The Vitalist movement is a convenient name given to several loosely connected independence and splintering sentiments, grouped together by one spreading, main ideological point.

You'd see three to half a dozen kingdom-lets spring up from the Malmuthian empire, with perhaps a rump Malmuth remaining. How these matters went from there is anyone's guess, as well as the exact boundaries. No matter how it worked out, the United Baronies were going to be the main power in the area. Defeating the Empire and being the economic powerhouse of the region ensues that, it's only a question of how much control is going to be exerted. Commander Oberuth was inclined to try and prevent serious civil war(s) from occurring, and privately he suspected that in 50-100 years the United Baronies would be Malmuth with a different name and capital city.

Fundamentally the Vitalist movement was independent of any outer planar influence. It was entirely organic, the result of the current zeitgeist and nothing more. While a few powers were muddying around in it, the tide of history was one largely of mortal making. There was no grand diabolical plan or a God pulling all the strings. This was simply cause and effect, nothing more and nothing less. If anyone is to be blamed it's probably Tymora, since the Empire had bad break after bad break.  Alternately you can blame yourselves if you want. Killing Ferdi may have saved a huge war, but the aftereffects doomed Malmuth.
Title: Re: Fluff compilation
Post by: Anastasia on April 29, 2014, 11:59:40 PM
What was with Jessica's baby?

This one's easy. The firstborn of Jessica/Roald, Syala/Alicia and Antenora/Marie was going to be the first of Sylica's Chosen. The Chosen were going to be the unique outsiders of Sylica. Three(It's always three) children to lead those who exemplify the ideals of Sylica, yeah? I'm sure you're asking yourself: What caused this to happen? The answer's simply that as one of the outer planes, Sylica is a land of belief, faith and magic. This happens by the nature of the land Syala and Alicia created together. Three children because three is a number of power, secrets and truth. It's always three.

I hadn't fully statted out the chosen of Sylica, but I did do a beta. I modeled them around Astral Devas, as that's the power level I wanted for them typical chosen. The three children would become much more powerful in time.  Here it is for your perusal:
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:02:07 AM
I hadn't decided if she'd try to run yet. As for the rest? She was certainly principled, though I shy away from using the phrase zealot due to it's negative connotations.  The problem with Elanabell and by extension the entire Kesse situation is a deeply fundamental disconnect between Seira and the rest of the realm. Let me try and explain this by analogy. Let's say in March of '45 God sends down some angels to stop WW2. They proclaim that Germany must not be occupied, and that it's time for a peace of coexistence. Germany gets it's '39 borders back and no occupation at all. How do you imagine the Russians or the Allies would have reacted to this?

To the peoples of Sanaxt and Evrai, that was exactly how they saw you. They saw a force unjustly protecting a vile enemy that had committed an atrocity on them. A meddler who was perverting the natural outcome of justice to a scale that cannot be easily comprehended? That was you in their eyes. Only implicit force prevented an all out war. Elanabell's attitude towards you is a distillation of this sentiment. You're an outsider who's fucked up everything and is protecting the villains.  You're a perversion of justice, nature and what should have happened. So yeah, in a lot of eyes over there you're the Bane, the Asmodeus, the Cyric.

Does this make Seira evil? Nah. She was genuinely working for good, but at the same time, this doesn't mean that the other nations and malcontents didn't have a valid reason to oppose her. The morality of the situation was supremely fucked up to the nth degree. It's not a situation of a single good guy or bad guy like it probably would be on your side of the world. There's a lot of shades of gray involved in everything here. There were no good or bad guys here as much as competing goals. No matter your goals, you were a meddler and that tinted every perception about you.

Anyway, where was I? Right, Elanabell. With all that said and considered, does her attitude make more sense to you now?  Seira's not Asmodeus, no matter how much Elanabell may think so, but at the same time I don't think she's a delusional idiot who has no reason to be bitching.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:02:32 AM
Yeah. In time and short of a major catastrophe Valar will hold down Kesse. 30+ wisdom and years of experience make him an outstanding candidate to pacify the region.  He stepped up to the plate quickly, as he felt he was well suited to this while Seira was struggling. This isn't an OOC statement - though I do agree with him there - but he's done this sort of thing and knows how to deal with it. Raising the standard of living is slightly more secondary to him than it is to you. His main goal is to keep them peaceful. Prosperity is a component of that, but not a direct goal like it is for Seira.

The elementals were just doing their thing. It wasn't related to any of this as much as the world awakening and a power vacuum in place. Using the mortals as chess pieces to a long delayed war was simply using the tools in front of them.  This did tie into some of Seira's sources, though it wasn't really anything caused by it. It was just what it was, and as a result a few of the elemental powers had interest.

As for the outsiders? Baator was simply doing what Baator does. They were trying to manipulate a region, gain footholds and spread diabolism. Unfortunately for them, their agent in the area underestimated Greaon. He wasn't lying nor was he pulling a direct scam by talking about the baatezu envoy, it was what it was. As for the slaad-maid, he had that summoned and bound for him as a favor. He needed powerful protection and had the resources to get it. The slaad-maid had fallen for Greaon, finding him an absolutely fascinating and capable mortal. It wanted to take him to Limbo and fill his body up with eggs, transforming him into a lesser slaad and spawning many chaos-frogs. That's why she was so agreeably subservient, even with the bonds on her.  All of this was subtext when you met Greaon, who long since stopped giving a fuck.  He's lived longer than any spymaster should and was freerolling with his life at this point. So why not have some fun in your reclining years and play the game?

Basically it was various unrelated circumstances playing together. You saw a lot of it as you were moving in the circles of power in the region.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:04:01 AM
It varied by the elemental lord. Zaaman Rul really liked Seira; they were fairly kindred spirits.  He was going to give her lots of leeway as long as she was trying her best and opposing Imix. Chan and Entemoch/Sunnis both though well enough of you as well, but not as much as Zaaman Rul. They don't automatically oppose Fire so they were quite willing to go along with you. You're a new rising power, it's worth the gamble to see if you can do it. If not, not, no huge loss for them.  This oversimplifies their views but it's good enough for the moment.

Ben-Hadar did not like you. In fact, he thought you were a delusional idiot drunk on the few scraps of power she snuck out of Creation. Some of this was due to Fire/Water, sure. A lot of it was because you two aren't compatible people.  He's experienced, cynical and cold-blooded when he needs to be. This contrasts with Seira in a sharp and obvious way. He went along with Seira more to keep an eye on her than out of any expectation of it working out, though it's possible you'd surprise him down the road. He may have had his elementals betray you he felt you were doing something he wanted no part of.

Incidentally, hounding him for the 'Greater Good' would have sped that up. He really loathes talk like that and finds it pathetically naive. He wouldn't want to make a pure enemy of Seira, though he would if he had to.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:04:27 AM

"Oh, one of my servants just got used...hm, that Fallen Eblis, right. Oh, Seira's there now, that rising mortal from...Oh! Chauntea, that's a great idea! Valar can play spy and guide Seira along! With some good doctrine in her ear she'll grow up just right!"

That's really about it. Lathander had it fall in his lap and ran with it since why the fuck not? Impulsiveness is always what will get Lathander in trouble.  (This also brushes against some fascinating theological issues with Lathander/Skyfather and Valar's faith, though that's a whole other discussion.)

Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:05:02 AM
No, Kascha was a free agent. Queen Morwel felt no need to spy on you, mostly because she was content you restored the lost children of Androlynne.  The rest of the assessment is more or less correct. You did have a few of the outsiders buying into your doctrine and I wanted to explore this a little later.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:05:23 AM
For most of her life Amaryl would've gone to Arborea. Not Avrandor, but as a general petitioner of the Olympian Glades.  Later on she may have gone to Brightwater for a brief time, but her faith in Waukeen was never deep. Her real faith was in Seira - by the end she would have probably gone to the Cauldron. This has some interesting spiritual connotations but it's not something I ever explored. (Not to mention possible mechanical headaches but not gonna worry about that.)

Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:05:58 AM

Agathaiel wasn't bad for the job. She did well enough, her only failing was blundering a bit into a much larger scheme than she could handle.

Greaon was obliquely referring the elemental problems, which he knew about. You did have a few other problems and malcontents who wanted you dead, which he could also claim he was referring to. Being vague is useful since he can slam whatever's convenient in there later.  As for what he wanted, not much? Oh, immortality does tempt a little bit, but he's strangely zen about his mortality. He's been through so much that he's grown to accept what happens when his time comes. This is one of the things that makes him a damn dangerous opponent - he's not afraid of anything that's happening.

I think your mistake with Kesse was simply not 'getting' the region. You know the typical bad RP story of 'I made a happy bard and the game turned out to be grimdark?' disasters? I think that's close to what got you. You wanted to help but you were poorly equipped to deal with the situation. It turned into Seira trying to out stubborn and out-will an entire region, culture and flow of history. It's a testament to Seira's powerful words that she managed to often win victories here, even if small ones. To be honest even now I don't think you get it - the way you attacked the details of the WW2 analogy and didn't really grasp the point it was making.

I wasn't going to stop you from interfering. It was your power and you had the resources to do so. But I wasn't going to sugarcoat what happened, either.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:10:44 AM
What makes them tick topic: http://www.soulriders.net/forum/index.php/topic,101018.0.html

Just linking since I'll want to refer to the back and forth with it.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:11:15 AM
Sylica: http://www.soulriders.net/forum/index.php/topic,100840.0.html

I'll probably refine and polish the planar writeup for it.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:11:37 AM
The Cauldron: http://www.soulriders.net/forum/index.php/topic,100881.0.html

Ditto as above.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:12:18 AM
Seira church stuff: http://www.soulriders.net/forum/index.php/topic,100970.0.html

Needs the back and forth, so link.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:12:55 AM
This is mostly a rerun of the B2 version, so just a quick reference link: http://www.soulriders.net/forum/index.php/topic,100972.0.html
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:15:33 AM
OOC: This is why having time at work to write is scary.

Strength of Light presents Alicia with a slender tome. In it besides illustrations is the following.

Eons ago, there was an angel named Triel. His beauty, grace and goodness were said to be perfection made into immortal flesh.  Such words burned into his psyche over eternity, as he chased greater and greater perfection. In this he began to see himself above all others, the perfect being living in a cosmos with flawed fools. In time this path lead him to the Pit of Baator, to where he is now know as Baazlebub, Lord of the Seventh. But before that, before his Fall from grace?

In his times he left behind many keepsakes, as Powers and Gods are inclined to do.  Many of them relate to his pursuit of perfection, as such was the power of his growing obsession.  One trip to vanquish the disgustingly flawed forces of evil lead Triel to Ysgard. In Ysgard he found constant pursuit of endless battle and improvement heartening, a chase to reach perfection that resonated within him. Wishing to encourage the imperfect to reach perfection, he took a stone from Ysgard and called on his power, creating Triel's Furnace. Within it he placed a great prize, a reward to one who is perfect enough to claim victory within.

Triel's Furnace is a sealed demiplane. Entrance is impossible, save for a single portal within Ysgard. The portal is a perfect circle embedded within a mountainside cave. A line of runes forms a second perfect circle around the portal, with various Celestial words relating to angelic perfection. The entrance to the cave is sealed with a permanent wall of force; a special key is required to allow passage. The stone around the portal is reinforced by the hands of the strongest war eladrin, having seven times the normal hardness and endurance of stone.

Many throughout the eons have tried their strength at Triel's Furnace. To date, none have succeeded. Solars have gone within and come out, spirits broken in defeat. The mightiest mortal heroes have failed, as have white and black slaad, eladrin and fey. Within the past few eons it has become a hidden legend, the forces of Ysgard hiding the portal away and stamping out knowledge of it. It has become a holy challenge to attempt, offered to the greatest heroes of all Ysgard and beyond.

While none have succeeded, they can pass on valuable information to give the next challenger a slightly better chance to triumph. That is if it's possible to reach perfection in Triel's judgment.

---

The first thing one notices on stepping into Triel's Furnace is that they are naked. All possessions,  items of wonder and even artifacts are gone. They are known to reappear when  the the person undergoing the trial is removed from the Furnace. This makes classical wizards and clerics who rely on material components and focuses worthless within. The proper training to cast without material components negates this need, and even expensive magics can be done if one possesses the greatest gifts of ignoring the need for material components. However, even then, a wizard will lack a spell book to re-memorize spells from.

Once that is accepted, the accounts of those that have attempted and failed Triel's Furnace enlightens us to the conditions within.  No matter the time outside, you appear at high noon. Around you is a desert vast and all consuming. Great sand dunes stretch as far as the eye can see.  The exact location you appear in seems to vary, or perhaps the desert sands shift fast. Above you a merciless sun beats down, broiling hot. It is here you begin to suffer the unique rules of Triel's Furnace.

Every creature within is mortal, insofar as the need for food, water and sleep is concerned. An angel needs as much water as a human within, as does even a golem or other construct. Food is also required, as is eight hours of sleep. This includes races that normally trance, such as elves, that must sleep instead within Triel's Furnace.  Further, elemental resistances to heat and cold are entirely negated within. A fire elemental can and will burn under the sun, an angel can freeze to death during the chill nights. This makes travel within the Furnace agonizing. Within an hour you are sunburned all over, the only respite the sub-zero temperatures of night. Again, such extends to even immune creatures. This may be the only place where a golem died of sunburn in all of Creation.

Inside Triel's Furnace gravity is heavy. While this does not provide over much burden while on the ground, it makes flight impossible. Both magical and mundane flight is forced to the ground. This does seem to apply universally, as even creatures encountered within with wings do not fly, such as dragons.  Overall it may be a bit of a misnomer to those that are familiar with the heavier gravity of realms such as the Plane of Earth, this gravity still has a serious impact on progressing into Triel's Furnace.

Further, certain types of magic are suppressed.  Healing magic or effects of any type fail to work. The super-sped healing that some superior creatures possess is negated, as well as the hardier version known as regeneration, such as what trolls are born with. All damage within Triel's fortress is able to kill a regenerating creature.  Healing through natural means such as rest still works, but doing so requires finding shelter from the heat and cold. Teleportation, dimensional doors and plane-traveling magic all fail within the Furnace. Spells that grant flight do work, but are constrained by the heavy gravity noted above.  Spells that grant hastened movement, such as haste or expeditious retreat, fail. Creation magic, including the creation of food or water, is likewise impeded, as is magic to resist elemental ravages.

As you struggle across the desert, you must endure the days and nights. Each is 11 hours and 45 minutes each, with 15 minute sunrises and sunsets. During the days, baking heat sears all over your body. Sunburn, sunstroke and dehydration are constant concerns. During the night, the temperature drops well below freezing and the wind picks up. It is scant relief for your sunburns to go numb, only for your fingers and toes to succumb to frostbite overnight. The highest priority to survival is to find ways to resist these conditions.

As you wander, there are many dangers. There are creatures who 'live' within Triel's Furnace. It is suspected they are nothing more than an advanced part of the plane's magic and not sentient, thought this is not confirmed. More on these creatures can be found later in this text in the Bestiary chapter.

A person can last roughly 24 to 36 hours without water before severe dehydration begins to cause the body to shut down. Finding potable water is essential to survival and success. One skilled in nature lore can find tiny pockets of water here and there. One greatly skilled in nature lore can detect if it's poisonous or not, as can magic to that effect. Much of the water in Triel's Furnace is poisonous, destroying the vitality and health of any that drink it. Beings that are immune to poison are not affected, able to benefit from the water. Most regrettably, this is a trait primarily found in fiends from the Realms Below. Rarely, there are reports of oasis, surrounded by lush trees bearing exotic fruit. Such water has never been found to be impure if one is lucky enough to find one.

Within three days, a lack of food is unpleasant but not overly deleterious. After, severe hunger pains set in. Eating at least two good meals a day is preferable, requiring finding food in the Furnace. Various creatures encountered can be eaten raw at your risk, or cooked if you possess fire.  Should food not be obtained, weakness and eventually death will come.

Sandstorms are known to occur on occasion. Creatures with unprotected flesh without magical or supernatural toughness may succumb to them. Even then, the sandstorms are known to delay and pin down those who are not subdued by them. Dying of thirst while stuck in a sandstorm has been known to happen.

---

At this point, the writing changes. Written in the pages now is this:

Alicia, I'm writing this part myself. Cowards say that discretion is the better part of valor, but they have a point in this instance. You will be in pain for most of this trip. You will suffer. You will be put through Hell with almost no chance of reward. But hey, you passed what I put you through so you're used to that. So here's the useful part of things: How the hells you survive.

First of all, find water. If you don't find water regularly, you're dead. You can't wiggle your nose and have it appear, but Syala can help find some. If you k now the trick of detecting poison, it'll help find the poison water from the fresh water. Food's also a concern, but with luck, you'll have enough battles against things you can eat. The book didn't mention this, but be careful of what you eat raw. If you can spare the time, cook it. While it's rarely what does someone in or is lost in dehydration/hunger/sunburn/frostbite and a dozen other things, but you can get ill in there. If you start gushing out of either end, you'll be dead in a day from dehydration.

Clothing and weapons are next. It's extremely grotesque, but skinning certain fallen foes is the best way to make clothes. The less skin that can be burned, the better. As for weapons...well, you can figure out why you need them yourself. Anything you can find can work in a pinch. If you're lucky enough to find an oasis, you can make leaf-clothing and use branches as weapons. With clothing and weapons, you have a chance to find some shade and warmth, enough to rest. The only way you'll get better is with time when you aren't baking or freezing.  If you don't do that, it's just a matter of time until you fail.  The most successful attempts have managed to have the resources to spend days healing up. This isn't a race but an endurance slog.

The monsters? Desert-men who say nothing but fight with scythe-arms are common. Burrowing sandworms, sand and blue dragons, insect plagues and a lot of other nasties are known of. There are even reports that the night stars have come down to fight in the form of constellation-monsters, but the four times it's happened it's resulted in a massacre of the attempt. There's no point in trying to talk to any of them. They don't listen and just fight to the death. Very straightforward.

You're going with Syala. This is good if you can say yes to one thing:  After days or weeks of pain and trial, can you put Syala's body down to the sands and keep going without her? Now don't worry, when you die in there, you just appear back out here.  Nothing permanent. But even men of wisdom and spirits of mercy can crack after the agonies of Triel's Furnace. I think it's designed that way. I don't know if Triel was ever truly good based on this. It's a sadist's puzzle in the spirit of perfection. Sure, it's fun to try, but it's agony every step of the way. An archangel could have done this far differently if he wanted to.

Good luck. If you succeed, I'm going to throw you and Syala the biggest Warrior's festival in the history of Ysgard.

---

Bestiary:

Scythe-men: These man sized creatures have scythes for arm and tanned brown skin. They rise from the sand about 100 to 10 feet away from you in pacts of 3 to 12. While each one isn't much, they can land lucky shots that can do grievous damage with their arms.

Blue dragons: They swim under the sand, erupting out in fearsome surprise attacks. They never cast magic like their kin in normal Creation, but they have all other draconic traits. 

Sand dragons: Dragons made of sand. They breathe superheated sand. Very straightforward, forming out of sand drifts within a few moments. You have a little bit of a warning if you're perceptive.

Insect swarms: Locusts, beetles, fire ants.  While they do not fly, they crawl out from the sand and attempt to overwhelm you. Weapons are not effective, but wide effect magic and fire is.

Sun-men, also known as sun elementals: Beans of fierce sunlight that form into man-like shapes. This happens around high noon. Anywhere from 1 to 7 is common, with sizes ranging from dwarf sized to giant sized. Getting close to one causes burns as do their fists, as well as the chance of bright light temporarily blinding you.  They are not too dissimilar from fire elementals overall.

Sandworms: Giant worms that erupt from the sand and swallow you whole. Not hard to detect coming due to tremors, but very hard to avoid or kill.

---

No one's every reached anything that looks like an end. Knowing this, there's something even worse if you get that far. Good luck, Alicia.

I've known a few people who have tried to brute force the limitations here. A few succeeded in circumventing some of them, but there seems to be a fail safe in place. On doing so, hordes of all the various monsters convene on you like a warriors to battlefields. 

I'm not sure Triel meant for anyone to be able to win it. I've never heard a story about him having any love for Chaos as Triel or as Beezlebub. The legend is just that, a legend. Be careful in there.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:16:28 AM
I don't normally copy/paste things that aren't mine (helps keep shit straight), but this one I will, since I need to reference something here.

It's high time I got started on Alicia's fortress of solitude via copious spamming of Limited Wish to copy all the fun spells involved in the process. A lot of this is going to cost more than I can afford at the moment, but it's good for planning/budgeting, and it opens the process up to feedback.

The location of said fortress is the hidden mountain valley where the Sword of the Sealed Gate was originally found in its sundered state. Said valley currently boasts the ruins of several houses, mostly reduced to their foundations, a river that passes underground at either end, and an underground alchemist's lab and summoning chamber placed over a natural ley point that boosts summoning magic. Said area also includes a forbiddance effect that deters outsiders from approaching.

The very first thing to do before any work is done on the area is to cast Commune with Nature.

Quote

    You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.


In order of priority the subjects I'd focus on would be unnatural creatures (potential threats/allies), people (we don't quite know where the valley is so this could narrow it down), and minerals (this could make finding construction materials easier down the line).

The spell will give me info on everything within 20 miles above ground, and 2,000 feet below ground.

We can RP this stage out, Dune, or you can summarise it in post format. It needs to be resolved before I commit to the construction phase, however, and if it turns out there are exciting creatures nearby I probably will want to investigate.

As for construction, there are two spells that will be used for most of the heavy lifting here; Move Earth, which lets me flatten/raise/lower up to 750x750 feet per casting (it's just like Populus!) and Greater Stone Shape which lets me alter the shape of up to 21 10ft cubes per casting. Between these I'll effectively demolish the existing ruins so that there's no trace left, cut off cave entrances to the mountain (except for the river), and excavate the fortress itself.

I won't belabour the actual layout of the place too much, but maybe I'll draw a floorplan some day if I'm bored.

Anyway, it'll all be carved out of the rock itself, giving it a very rough dungeon/cave-like ambience. Not what I want for a Doomsday Vault designed to safeguard knowledge for the future! It'd also be terribly boring for the guardians who live there. We can fix that, but before we do there's something else that can be done - if Commune with Nature found me some lead deposits earlier, I'll go get them now. If not I'll go somewhere lead is plentiful to get it straight from the ground. Borrowing Anty, I'll have her use her metal working skills coupled with the Metal Melt spell (or just lots of fire, it's not like it'd bother her) to make thin lead sheets which would be affixed to the walls and floors of the fortress.

So now I've got my underground vault which has been protected from scrying, it's time to pretty the place up a bit. To to fix that I'd use Commune with Nature again to find any cool decorative stone deposits, like marble or something like that, in the vicinity. Greater Stone Shape should allow them to be easily extracted from the earth for me to teleport to the fortress, then Stone Shaped some more to form a polished decorative finish over the lead plating and stone ceilings.

It's not even close to done, but the bare bones have been established all without actually costing a penny. It's late so I'm going to bed but tomorrow I'll get into the details of furnishing and guarding this hidden repository of knowledge. Comment as you please.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:18:14 AM
Character information archive: http://www.soulriders.net/forum/index.php/topic,100800.0.html

Linking this one like the B3 one. Lots of content to sift through.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:18:54 AM
NOTE: This was rehashed in B3's Coda. Note to self, skim that over for more details.

I'm going to post this in segments. You can ask questions about things not gone into or referenced if you like, though be aware that the answer may be 'You don't know'. It's more for things I mentioned but I didn't go into, like psychic storms on the Astral.

---

The Astral Plane

The silver sea, the emptiness between everything, the home of the Gith. The Astral Plane is a silvery expanse that is like the tendons of the multiverse. Transportation magic uses it to work, like teleport and plane shift. It has some unique rules to how reality works within in it. I know at least Alicia's been here before, so I'll summarize all the basic information you know and can uncover:

- No gravity. You can move about freely, which is treats as flying with perfect maneuverability. Your movement speed is 10 feet per point of intelligence; an int 10 human can move 100 feet per round. Antenora's mindsight+research will provide the relative move speeds as IC knowledge if you care to know them. Oh, and you suffer no penalties for heavy armor in the Astral. Deme will love that one.

- Timeless. Age, hunger, thirst, poison and natural healing are all suspended on the Astral Plane. They resume functioning once you leave the plane. That means that simply resting won't heal any wounds, though healing magic works fine.

- It's infinite. Travel doesn't obey mortal rules and limitations. The time you spend traveling is much like how teleport accuracy is determined. The more familiar you're with a place, the less time it takes. It can range from 2d6 hours for somewhere you're very familiar with, to 1d10 times -50- for somewhere you've never seen. All rolls for travel time are rolled secretly.

- Quickened magic. Every spell or spell like ability on the astral is treated as being automatically quickened. This is awesome, but it makes for some incredibly lethal combats if potent spells or SLAs are flung around like candy. Be careful. Note that this doesn't apply to supernatural abilities.

- Color pools. All about the astral are pools of radiant color. These are portals to all about the multiverse. They range from forgotten and isolated to defended to sealed. With the proper planar knowledge, you can identify where a portal will take you.

- Dangers. There's not much overt danger in the Astral Plane. You can run into the gith, a psychic storm or other hazards. But the main danger is running into fellow travelers. These travelers can be anyone or anything that's happened to stumble into the planes. Caution is advised.

Dyrani, City of the Githzerai.

Most Githzerai prefer to stay to fortress like monasteries and have little use for non githzerai. Dyrani looks to be a break in this. Within the last 500 years this city has sprung up around an area of the Astral with an unusually high concentration of color pools and other gateways. The githzerai here are stern, unsmiling but willing to deal with almost anyone who passes through as long as they're well behaved. There have been conflicts with githyankis who object to this stronghold, but they seem to have failed to dislodge the githzerai.

This doesn't play for a few reasons. Githzerai usually stick to Limbo and an open githzerai settlement in the Astral is asking all the githyanki to get pissy and go on a big ol' githzerai crushing crusade. Rumors abound to what's going on there, but if anyone knows they ain't talking. Questions about this matter are severely discouraged.

Anyway, the githzerai of Dyrani make good money by using this city as a safe haven and travel hub in the Astral. Healing, room and board are all available here, as well as various sundry services such as mercenaries, magic casting and guides. All portals within the city can be used for a small price. The general price is 50 GP per head, though there are some reports of higher prices in certain cases. Payment is non negotiable.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:19:10 AM
The Infinite Staircase

The Infinite Staircase spans all worlds and planes. Unlike the Astral, which goes to planes and is used in teleportation magic, the Infinite Staircase is more of a place you journey on to go to a particular part of a plane.  You guys have been here on Mission: Rescue Alicia after her date on the Abyss got a bit too grabby.

Besides possibly running into all and sundry, like on the Astral Plane, the main danger is falling and exhaustion. Climbing all those stairs is quite draining, causing fatigue within several hours. Falling is a serious concern now. You'll plummet Gods only know how long until you land on a stairway or platform. The damage from falling is severe, so avoid it. It's also possible you won't hit a bottom, but instead pass through a rift and end up anywhere in the cosmos. Do you feel lucky? Flying incurs the same risks and is not encouraged. Teleportation magic doesn't work right here either, tossing you to a random location on the planes.

Travel times between landings is roughly 4d12 hours and one may have to cross several landings to reach a door they desire. This time isn't consistent across the Infinite Staircase, so be advised. Travel times are rolled in secret.

The Planeswalkers Guild

The Planeswalkers Guild is a loosely knit group of planeswalkers. They band together to share information, tales and the wonders of everything beyond mundane reality. Of particular interest to you is that they have made one landing on the Infinite Staircase their own for quite a long while now. A tent city thrives endlessly there, full of planar travelers. It's very much a mixing pot. The tent city has been wiped out a few times when things got too hot between powerful planars, but the dogged explorers don't give up. One can find supplies, gossip and materials here, moreso if they're in good standing or members of the guild.

Lillend guides can also be found here. They find the constantly changing chaos and energy of the guild to suit them. They are sometimes tolerated and sometimes chased away, depending on the mood and current population of the tent city. The lillends have been known to participate in pitched battles here from time to time, especially if it involves evil.

The Mercane are known to usually have at least one small caravan here and semi-permanent offices. Various other groups and interests keep an eye here. Of course, these tend to regularly change. Clerics of various Gods can be found preaching here, though permanent places of worship tend not to last. There are two exceptions: A small church of Tymora has managed to survive here some time, as well as a small but very persistent cult to Cyric.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:26:02 AM
The Green Door

Hidden away in the Infinite Stairway is said to be a passage into Greenrot, the 232nd layer of the Abyss. It is said to be guarded fiercely. There are known reports of vrocks in the area as well as a toxic green mold. Information on the door is seldom known, since most who try to find it end up being a meal for a vrock. Interestingly, several of the stories mention that the vrocks flew about to attack. There have been inquiries on this point by interested parties, but nothing solid has come of it as far as any of you can uncover.

Legends say that a key is needed to open this doorway, a rotting green key. What this means is hotly debated. It may be a portal key, a magical item, or something more estoric, like a sacrifice or some other indirect meaning. Holy tomes you have access to mention this, describing the door as 'clad in green death'.

The Abyss

It is the home to an infinite brood of clutching horror. It is the whimsy of chaos married to the darkest powers. It is where life and death are naught but amusement for the demonic inhabitants, where good and nobility come to be stripped down and turned into mockeries of what they once were.

Each layer of the Abyss is it's own unique realm, so it is impossible to give a concise summary of what the Abyss is. Further, layers are prone to change and mutate. You must understand that any information here may be outdated or worthless. It is the nature of the Abyss, attempting to assign meaning or knowledge to it is to risk howling insanity.

While the basic rules of reality are the same in the Abyss as anywhere else, they can change wildly from layer to layer. Sometimes they can even change in an area. More importantly, the Abyss seems sentient. There is not ever a shred of proof to it, but many visitors will swear to the highest heaven that the Abyss possesses it's own cruel will. It will corrupt you. It will torment you. It will kill you...or worse, if you're unlucky. Even the highest virtue may become base and filthy, such as slaying a demon and putting it to rest. Alicia can testify to this all to well(Though if the Abyss was behind that or if it was Malcanthet or another demon is unknown) and to expect anything less is folly. Those who believe they can endure what the Abyss inflicts on them or that they are stronger than it doom their souls to oblivion or degredations unlimited.

Protective magics can help stop the more overt ravages the Abyss will inflict. They will do nothing to stop a balor from impaling you or a marilith from hacking you into ribbons, but it's a start. Wards against evil and chaos are excellent ideas, as well as reinforcing your will as high as it will go. A strong fortitude and tolerance to toxins is useful as well. Of course, any weakness may find itself exposed in the hatred of the Abyss.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:26:13 AM
Greenrot, the 232nd layer of the Abyss.

Greenrot is not a realm spoken often of. It is not as famous as other layers that are home to demon princes and lords, so there is less knowledge to be spoken of for it. Greenrot is ruled by the balor Gurlan, as much as any layer of the Abyss is ruled. What knowledge you have found is revealed below, finding more current knowledge may be of lifesaving importance.

- The Field of Cysts: Under a gas choked sky lies an endless, lumpy field. Small hills roil beneath warm, flesh colored ground, constantly moving. These hills shake and squish beneath your feet as you walk on them. At times the hills will erupt with a foul, sloppy fluid. Reports of what this does varies: Some claim it burns like fire, others claim it is acidic, yet other poor souls claim only disease comes from this pus-like material.

- Zerfalls: A small 'city' of demons is said to exist somewhere within Greenrot. The location and even it's name are some matter of debate. Some sages call it Zerfalls and this is the most common name. Others call it Limbrot, while yet others call it Koorts. Thus is the trend for this chaotic city. A powerful vampire/storm giant wizard/renegade cornugon/chaos dragon rules or lives there, or was perhaps slain there. Or perhaps all or none of them are there. Streams of pure chaos are whispered to inhabit this place, as well as a pathway said to lead to Limbo.

- Jungles. Nameless tracks of rotting green jungle surround chasms of wicked fires. Little is known of these reaches, but one can suspect that bar-lgura would naturally inhabit this place.

- The Green Castle: Gurlan's stronghold. This is the most stable and consistent part of Greenrot with several facts being known of it. A powerful antipathy field surrounds it, preventing the servants of Good from approaching the Green Castle. An exceptionally strong will can defeat it, but this is far from certain. Tales speak that the spell Sympathy can defeat this enchantment long enough to allow a party to approach. Inside Gurlan holds his unholy court, sending out his whims and orders about Greenrot and beyond. Several portals are said to resides within Greenrot, including one to the Gaping Maw. The castle itself is known to be well protected: Normal plane shifting and teleportation won't penetrate inside.

- Dangers: Any and all you could imagine in your worst nightmare and twenty more after that. Expect anything and everything. All the standard demons will likely be around, as well as more exotic ones and mutations. Further, there are other monsters besides demons in the Abyss. It's a melting pot of the worst horrors. Still, one danger is known to come from Greenrot: The disease Limbrot. It is told that those infected will watch their arms rot into green wastes and fall away within a day at best.

- Survival: The air is breathable if foul. Food and water in the Abyss are often a rare thing and Greenrot is no different. Bringing your own supplies is paramount.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:27:28 AM
http://www.soulriders.net/forum/index.php/topic,100471.0.html
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:27:52 AM
http://www.soulriders.net/forum/index.php/topic,100179.0.html
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:28:17 AM
Pallanth stuff. Almost done.

http://www.soulriders.net/forum/index.php/topic,100140.0.html
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:28:51 AM
Probably outdated due to B2, but worth keeping

Justice in Balmuria is slightly more progressive than in many nations. As an emerging state, law is looser and more fluid than in older empires. It lacks many nooks and crannies, relying on local enforcement. These are meant to be loose and wide fitting, let me know if you see any points that you feel should be addressed that aren't.

Categories:

Execution: Treason, Murder, Grand Theft (Theft over 1000 GP in value or at Lord Salman's direct discretion), Rape, Kidnapping.

Major offenses: (More than 3 years in jail/hard labor): Deadly Assault, Greater Theft(999 GP-200 GP), Smuggling.

Minor offenses: (No more than 3 years in jail/hard labor.): Petty theft below 200 GP, Assault, Obstructing the Guard

Notes:

Execution: This one is obvious. While a crime that can get execution may not get it, it's a very real possibility. In the case of the well off, long sentences or large fines may be substitued.

Treason: This covers spying, betraying your country, giving aid to the enemy in a time of war, ect. Basically it's what it sounds like. Don't do it.

Murder: Killing someone in cold blood without a good reason. Good reasons are self defense or protection of property. The guard killing someone in defense or duty doesn't qualify short of gross abuse.

Grand Theft: This generally covers large thefts and serves as something of a loose catchall. As most magical items of note are more than 1000 GP they fall into this bracket; there is a large amount of discretion used case by case. Note that fraud is generally covered by these. Willful and unlawful destruction of property is considered theft and prosecuted as such, with the gold value determining the category.

Rape: If it can be proven, not good. Don't do it.

Kidnapping: Taking someone and holding them for ransom. If there isn't ransom, this tends to be treated as only a major offense.

Major Offenses: Bad shit but not bad enough to see you hang. Quite.

Deadly Assault: Assault that could've clearly killed someone, or assault that would have short of clerical intervention. It's pretty close to attempted murder in modern times.

Greater Theft: Basically stealing stuff that's worth a lot of money, but not a fortune. This one can see you in jail for a long time depending on whom you stole from.

Smuggling: A loose catchall for smuggling goods into the Baronies/Balmuria. A lot of this connects and works in concert with basic regulations about not sneaking trade goods in. Most of the crimes here tend to be hefty fines levied on sneaky but sloppy merchants.

Petty Theft: Low time stealings. Multiple cases of this can be upgraded to a higher rank of theivery trial. Punishments here range from a day in a stockaide to fines to jail time to restitution.

Assault: Basic fighting - from drunks the guard seperates to pissed off ex friends to what have you. This covers most normal fits fights and hooliganery. Punishment can vary.

Obstructing the Guard: This is a catchall for interfering with offical business. It's superceded by higher ranking laws: Killing a guardsman would be done under murder, with the fact it's a guard being a factor in the punishment, for example. This law is fairly vague to give the guardsmen room to work with. It really boils down to a simple point: Don't be a dick to the guards and don't obstruct justice.

---

Processing:

On arrest, crimials are head for up to a week and taken to a local judge(Or one comes to them, depending on the area). The local guard gives a report and the prisoner has a chance to give his side of it, then judgment is passed. In more important cases, several magistrates or judges can be invovled in a panel - mostly for capital crimes or political matters.

If a criminal can't be processed in a week due to lack of judging, he gets to sit in a cell until the authorities decide to let him go(Minor matters, local issue) or one gets there.

Punishments:

Execution: Pretty damn obvious!

Jail/prison time: You get to sit in a tiny cell, get bathed once a month, get fed half stale food and get to do hard, rough labor like ditch digging, basic washing or crafting, or just breaking stones. Not fun.

Fines: Generally as much as the judge wants to fine you for a crime. Loose caps are generally 200 GP for minor crimes, 2000 for major and the sky's the limit for the big crimes. Fines are assessed in lieu of other punishments at times, if there is proof the prisoner can pay.

Stockaides/restitution/minor labor/military service: All options for lesser crimes.

Coming updates: Magic, laws and YOU.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:31:07 AM
RECENT EVENTS TIMELINE

- 5 years ago, 393 DK:

January 9th: The Malmuth Empire withdraws the last of it's troops and declares formal reconigtion of the United Baronies. King Sardian the 9th abdicated and flees south. His young son of 15 years, Balmuth, takes the throne. Janurary 9th becomes Secession Day, a national holiday.

Feburary 27th: Baron/General Lord Rickshaws Salman is proclaimed Archbaron and Lord Protector of the United Baronies on his 33rd birthday. This day becomes known as Foundation Day, another national holiday.

March 2nd: With the news of an official new regime in former settlements, combined with even worse returns in the old iron and metal mines of Central Malmuth, dissent raises considerably in the Empire. The new king does little to curb the situation.

June 6th: As the internal situation has slowly stabilised, the baronies look to internal affairs. Of note, Archbaron Salman turns out to be as wise a ruler as he is a general - he asks each barony for represenatives to advise him, setting his capital at the western city of Selunialuna.

August 12th: A border skirmish on the border of the United Baronies and Malmuth leaves a handful of soldiers on both sides slain. While cooler heads eventually prevail in diplomatic entreties - strengthened by King Balmuth proving to be timid and accepting blame for the affair - the still unstable border situation becomes a considerable issue. The Old City of Balmuria, already seeing new life as a trade town, is now beginning to be seen as a fortress as well on the wild frontier.

November 20th: By decree Old City Balmuria becomes Fortress and Trade City Balmuria. Archbaron Salman travels to the city to personally found a new military academy and garrison. The Lord Salman Academy and the Crimson Guard, respectively.

- 4 years ago:

March: 18th: With internal dissent over a lost war and incompetent rulership, Malmuth teerers on a severe uprising - or would if not for a coup. King Balmuth is 'exiled' (Read: Shallow grave) by his Uncle, Archduke Ferdi. He promises a return to glory, galvanising many dissidents as he goes.

March: 24th: In reaction to the royal coup, Archbaron Salman orders two army divisions to deploy to the border.

April 5th: In a message, King Ferdi pleads for peace and trade, claming his kingdom is on the verge of collapse. He asks for a non aggression agreement and a 420% increase in trade, primarily iron. After a few days of intense deliberation Lord Salman agrees.

April 30th: In an internal review of the treasury, it is noted that the cost of relocating and mobilizing much of the army cost over 25% of the national treasury. The United Baronies, while rich in resources and good land, are still poor and will be poor for years to come due to war debt and such issues. With an only marginally friendly western neighbor - The Desert Fiefdoms, worshippers of the desert pantheon - and the need to defend the capital, the Crimson Guard is expanded. While still short of being worth even a division of soldiers, they have much to do.

September 11th: Iron trade reaches full bloom. Money flows into United Baronies, iron flows out. Debts are slowly worked off.

- 3 years ago:

July 2nd: It's noted that obvious signs of dissent in Malmuth have dropped vastly. However, so has access - the nation has become more introverted, trade the main means of getting in. King Ferdi acts with a steady hand. A very quiet year.

- 1 year ago:

May 30th: A border patrol based out of Balmuria limps back to town, half of six man contingent dead and the other three wounded. They claim it was Malmuthian soldiers, tensions rise.

June 19th: The Empire denies it was them, Lord Salman accepts for now. However, attention fades from this soon, as...

June 29th: Ruins are found deep under the guidance of a priest of Gond, Leyrin. Much excitement surrounds this, but advancement is difficult indeed. It's known that old cities were here in ages past, but...it's a long path down full of dangers and promised wealth. To complicate this, many priests in the United Baronies and Malmuth have visions proclaiming it a potential holy land. For the rest of the year, much attention is on these ruins, even if little of note gets done.

Yet Malmuth stays strangely silent, even as the royal treasures empty out to pay for more and more iron. More traders, more people inside of the city...

December 1st: The Royal Salman Academy releases it's first fully trained class. A small handful of these stand out in particular.

The game begins on January 30th, 398 DK.

Racial information.

Dwarves are known of but very rare. They live deep under the ground, after a struggle with a forgotten race beneath. They have almost no contact with humans, but a rare few are known to peek out and see what is in the world above. A normal human has never seen a dwarf and knows very little about them.

Elves live in a very stereotypical great forest, far away, past the barbaric wildlands that act as a buffer between humanity and elvenkind. They're not as rare as dwarves, though natural xenophobia keeps them on a short leash. Elvencraft is often valued for light arms and armor.

Gnomes do not exist but in legend. Tiny bringers of trouble, serving Hill God Daa-vid. The stories of children are full of them, but it's nothing but bardic lore, right?

Half Elves are rare but exist. They're usually full of angst, rejected by both societies and all that good stuff. In theory, though honestly a majority of this very small race are well enough adjusted. They're just incredibly rare.

Half Orcs aren't known of by most, but anyone that cares to investigate can find that a equavalent exists in the barbaric lands. Related to goblins, orcs, hobgoblins, bugbears and all those humanoid pests?

Halflings do not exist in any known sense in this world.

Aasimar and Tieflings are known of, at least in theory. They're usually respect or feared, respectively.

CHARACTER BACKGROUND AND SITUATION

For the last four years, a small group of gifted, promising students have trained at Lord Salman's Academy. An electic mix of strange souls, gloryhounds, noble soldiers, new born patriots, the poor looking to advance, outsiders looking to blend in and more all have worked hard. Many did not make it under the strict teachings of Sir Hellman Oberuth, a noted war commander.

Known as the Yellow Bear, a famous warrior and wilderness ranger, he is the headmaster of the Academy and leader of the Fortress City's defenses and functions. A virile man in his 30s, he is fair and lawful. He possess 'Grand Striker', a magical blade said to bring death to even the hardiest goblin or other such humanoid from the east.

Regardless a small group has made it and graduated. One group of a few in particular is in the Crimson Guard, working under Sir Hellman directly.

THE CRIMSON GUARD INFORMATION[/b]

Rank: The members here and starting PCs are roughly the rank of a starting officer, a cadet. They can command around guardsman and the like if they need to, though it's not really encouraged for wet behind the ears rookies to command old war veterans unless there is a good reason.

Pay: 15 GP per month, as well as room and board. Any PC can have a small room in the barracks and basic, if not particularly tasty, meals provided. Individual lodgings and food can be procured if a PC wishes to have an independent place to rest, talk to me about monetary details. Basic equipment is also provided if needed - little things like rope, daggers, torches, ect as long as it's for job matters.

Uniform: In town it's expected to wear a red emblem of rank when on official business. This does not extend past the city gates for reasons of stealth.

Duties: Oh, here's where the fun stuff starts?

The members of this part of the Crimson Guard. Within the past few months, the PCs have done the following:

Mundane: Filled in with city guard when several members were hurt in training accident. Helped with gate duty. In other words, occasionally you're still low ranked enough to be used as fill in for emergencies. This isn't something that's common, and you can hope it'll end soon. It's also a sad situation on the manpower needs of the city.

Notable: Escorting traders to the border, doing basic scounting sweeps, scaring off adventuresome humanoids. Nothing too dangerous has happened on these, yet.

Unusual: None, but you do serve at Lord Hellman's discretion! With all the noise about the ruins, the visitors, the traders, and all these things and more, it's likely that you'll have stories to put here soon!

Time Commitment: Realistically, it's 4-5 days a week. It'll vary due to situations/GM's fiat for adventuring. Time off will be procurable if need be, of course.

RELIGIOUS NOTES

The pantheon is from Forgotten Realms. This is imported from the book 'Faiths and Pantheons for 3.5.

The following Gods do not exist, assume the others do:

Eilistrae (Does not fit in to world)
Lolth (Does not fit in)

Past this, assume that all the relevant demi human pantheons exist, though most humans will not even know the names there so this will be largely moot in game, at least for now. Otherwise, assume all the information in that book is accurate if it doesn not reference Toril only events. (Time of Troubles, ect.) Past that, more details will be flushed out in time.

Temples in Balmuria follwed by the name of the temple:

Waukeen, near the city's trading heart. Has a functioning cleric, who makes good money selling basic healing supplies and the like. It's said he'll give you really good deals! Promenade's Rest.

Tempus, a small temple in the garrisons. Has a cleric attached, but young Al-Lamar barely has battle scars on him body yet! Iron Vision.

Helm, a large temple. The diligent watchmen fit in very well to this border town. Has a few clerics, well manned. Vigilance.

The lack of clerics in this world and the effects on magic.

If one gets deep enough in their cups to listen to the bardic songs, they will hear of a time only existing in legend. A time when the Gods were freer with their magic, a time when many were blessed with the sacred gift of white magic. The dead were risen regularly and the world lived in ample gifts. Why did this change?

There are a thousand tales of why. Blasphemy, anger of the gods, humankinds failures, scorn of the race, decay. No one knows for certain, and the Gods never answer that question. They seem to only choose the best to be clerics, those that are shining exemplars of the faith. While most clerical magic is unchanged, one type is known to be restricted.

While it is possible to revive a slain person, only a few magics can. The spell Resurrection, one of the higher circles of priestly magic, can do so. Yet the gods are selective, the spell will only be granted when they choose so. Otherwise, only the powerful or foul arcane arts can stave off death, or the rarest artifacts...

The Gods are not without mercy. Clerics are instructed to be freer with healing magic, so that lives are not needlessly lost. Many good aligned gods dictate that healing comes before payment or worries of such. Just don't try that with Waukeen. Bitch.
Title: Re: Fluff compilation
Post by: Anastasia on April 30, 2014, 12:31:23 AM
Anything after this will be notes or things from other sources.
Title: Re: Fluff compilation
Post by: Anastasia on May 11, 2014, 10:24:27 PM
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.

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: Fluff compilation
Post by: Anastasia on May 11, 2014, 10:45:04 PM

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.