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Started by Anastasia, April 28, 2014, 01:03:06 AM

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Anastasia

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

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

Anastasia

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

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

Anastasia

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

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

Anastasia

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

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

Anastasia

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

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

Anastasia

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

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

Anastasia

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

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

Anastasia

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

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

Anastasia

The 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
sldjgk;sjdgoeiwmoimzpoijgeowipjgpoiajpiogjithurtsmotherjslkdg;jweoigjwepgoijstopksjg;lkdjsg;klsjdglksicanseeyousjkldgj;dslk

A few sages, mad as they are wise, claim there is another circle to Creation. A place of alien shapes and impossible geometry, where all reason breaks down into a truth too horrible to understand sane. It is called the Far Realm. Nothing else is known, be it a myth or a terrible truth.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Divider between B3 and B2 goes here.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

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

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

Anastasia

---Religion in the world of Balmuria---

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

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

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

Chauntea

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

Mechanical changes: None.

Helm

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

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

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

Kelemvor

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

Mechanical changes: None.

Mystra

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

Mechanical changes: None.

Shar

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

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

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

Talos

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

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

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

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

Torm

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

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

Waukeen

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

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

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

Lolth and the entire drow pantheon, including Eilistraee

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

The gnomish pantheon

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

Any halfling powers

No halflings, no halfling powers. Makes sense.

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

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

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

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

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

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

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

History/Relationships

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

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

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

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

Dogma

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

Clergy and Temples

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

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

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

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

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

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

History/Relationships

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

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

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

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

Dogma

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

Temples and Clergy

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

*Chaotic monks, see Dragon Compendium

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

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

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

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

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

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

History/Relationships:

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

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

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

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

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

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

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

Dogma:

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

Clergy and Temples:

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

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

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

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

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

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

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

History/Relationships

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

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

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

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

Dogma

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

Temples and Clergy

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

---Other types of worship---

Fiend worship

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

Angel worship

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

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

Anastasia

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

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

Anastasia

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

A note on alignment

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

Aberrations

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

Aberrations in Balmuria

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

Animals

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

Animals in Balmuria

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

Dragons

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

Dragons in Balmuria

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

Elementals

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

Elementals in Balmuria

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

Fey

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

Fey in Balmuria

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

Giants

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

Giants in Balmuria

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

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

Humanoids

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

Humanoids in Balmuria

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

Magical Beasts

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

Magical Beasts in Balmuria

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

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

Monstrous Humanoids

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

Monstrous Humanoids in Balmuria

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

Ooze

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

Oozes in the Balmuria

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

Outsiders

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

Outsiders in Balmuria

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

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

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

Plants

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

Plants in Balmuria

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

Undead

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

Undead in Balmuria

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

Vermin

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

Vermin in Balmuria

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

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

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

Anastasia

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

---Money in Balmuria---

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

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

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

Other methods of currency

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

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

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

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