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Contents
Player Characters
- Atala, Free Shadow of the Order (Human Fighter, Eldritch Knight)
- Heian, elf ranger
- Kunoh of the Ellanher, human barbarian
- Maybellina Stoneraven, human warlock
- Ophion, tiefling bard
- Professor Ruben RR Ravenholft PhD Arch, PhD Anth, PhD Psy, dwarf rogue
- Tranquil Mind, Tabaxi Monk of the Binding Oasis Clan
- Malia, Jungle elf druid
Retired Player Characters
- Ephut Ki Sepret, human cleric/fighter
Cosmos
Constellations
- Sabean’s Giant
- the Golden Serpent - the third constellation to break up
- Tep Ceafi the Augur
- Reigo the wiley
- Small cub, Big cub
- Sif the fire eater
- the Juggler
- Dahlia, the Enchantress
- the Broken Peak - the first constellation to break up
- Mezzoa the plunderer - the fifth constellation to break up
- the Revellers
- Griffin’s Nest
- Noeno, Queen Sailfish
- the brothers; Meti, Novta and Lasu
- Cradicii’s Harp
- the Hydra bell - the fourth constellation to break up
- Watchers - the seventh constellation to start braking up
- Great Stallion
- Leja’s halo
- Leja’s fleet
- Beresson the Youth - the second constellation to break up
- the Twins, bringers of Law and Chaos
- the White Brazier
- the Silver Crown
- Time’s Arrow
- King Tiger
- Faceless Traveller - the sixth constellation to break up
- Amphorae
- Muphusoe, Devilray Prince
- Negd’s Raven
- Kingfisher
Discontinuance Events
A discontinuance occurs when parts of a plane that were previously connected to another part of a plane are no longer connected; or when different planes become no longer connected. Discontinuance events come in both major and minor forms and cause disruptions to the planes of existence When this occurs the following is possible for the broken plane/world:
- travel to and from is extremely difficult (best case scenario) or totally impossible
- it is set adrift in the void between planes
- it merges with another plane/world
- it ceases to exist
Discontinuances are often responsible for the inability to planeshift to only a limited number of worlds in the prime plane, limiting worlds to ‘local clusters’ Realignment of the stars can add or subtract new worlds into and out of a local cluster This realignment of the stars is known as the ‘Star Dragon Ascendant’ by some cultures There have been a series of discontinuance events over the vast life of the multiverse. They have had many causes, some natural and some not. The Star Dragon ascending always causes major discontinuances
- There have been a series of discontinuance events over the vast life of the multiverse
- They have had many causes, some natural and some not
- The Echo Planes are particularly brittle and vulnerable:
- Once in the earliest of elder days the Feywild was a means to travel to many other worlds without having to travel through the void that separates worlds
- Over millions of years discontinuances cracked and smashed the Feywild into so many fragments that it's now impossible to travel via it to any other world and each Feywild is significantly smaller than the worlds they echo
- Many worlds no longer even connect to their Echoes
Echo Planes
Feywild
- Life, ecology, instinct, indulgence, regeneration, survival
- Survived major fissure events to remain connected to the prime plane.
- Is a broken plane, with no connection to parts of the plane connected to other worlds
- Some worlds no longer have a connection to the Feywild and fragments are lost in the Void
- Home to:
- Thallids - Thorn, Germinator, Shellseeker, Vitaspore, Devourer, Sporesower, Feral, Savage, Psychotrope, Deathspore
- Living Violent Vines
- Sprites - Smoke, Shadow, Frost, Zephyr, Fire, Scryb, Shrieking
Shadowfel
- Ruin, power, ambition, greed, death, illness, corruption, selfishness, amorality
- Home to:
- Nightwalkers, Nightwings, Nightswimmers
Argeantweald
- Equinox, order, stagnation
- Unknown to the modern world
Panthalessus
- Illusion, logic, manipulation, calm/storm
- Unknown to the modern world
Wyrding
- Chaos, impulse, fury, war, destruction
- Only known to the modern world through the Loa
- Home to:
- Loa including Geele, Papi Blood Moon, Papa Legbi, Baron Samedi
The Spaces
Quanti
- The space inside the places.
- Multiple layers that go deeper and deeper into the true and real properties of existence.
- Everything that has ever occurred and everything that is possible is writ deep within the quanti.
Void
- The space without places.
- Empty, unformed and shapeless yet containing many parts.
- The Nothingness expands from here.
- Within the Nothingness is only non-existence.
Chaos
- The space between the places.
- Raw, dangerous, uncontrollable, everything and nothing.
Great Beyond
- The space outside the places
- Encompasses all the multiverse, but is eternally distant.
- Has a boundary that folds back in on itself
Threshold
- The space on the far side from the places.
- Crossing the threshold is a one-way trip to what lies beyond.
Timevoid
- A part of the Void, a place with no time that exists within the multiverse
History
Helegu vs Telehetti
After enduring 10 years of Helegu expeditionary forces making deep incursions, the western mamba plain was decimated by a huge (50,000 Helegu + 100,000 ancillaries) Helegu lead army 135 years prior to the fall of the last Khaganate. For 5 years the Helegu lead army rampaged across the Erensari destroying farms and villages but were unable to draw Telehetti warriors into a pitched battle.
The Telehetti turned away the great herds and burnt crops to deny the Helegu food, dammed rivers to slow the invaders, abandoned poorly defensible areas, melted away before the invader, engaged in an endless guerilla war campaign and summoned the dark forces of the land to drain the will of the invaders.
Lead by the Telehetti Champion Dogon the Star Holder, a small force of Erensari cut off the Helegu’s army leadership and slaughtered them. Foremost among them Mengu-Timur Khaganate, the ruler of the United Helegu Confederation. His killing struck the deathblow for the demoralised army which returned to the horse clan homelands.
Under the Roaring Host the Helegu continued to conduct raids into the Erensari for almost a century. Learning how best to strike at the Helegu from success and defeat , the Telehetti became expert in frustrating the long-term Helegu ambition in their homeland.
20 years ago a force of 15,000 Helegu and 35,000 ancillary forces were lured deep into the southern Mamba Plains where they were annihilated in less than a day. Seemingly vanished without a trace, they are now known as as Jayaatu’s lost army and are now the stuff of legend.
There have been numerous ‘unsanctioned’ raids by both sides since the comprehensive beating down of the Helegu in the past 20 years but nothing that would suggest full scale war is inevitable.
Carkade
- Ancient and fallen empire
Carkade crumbled as a civilisation so long ago (6,000 years ago) even the elves remember them only as a name and from their ruins, scattered across the world.
The Elite of Carkade were a race of beings whose culture at its height had an obsession with death and sacrifice. The Gods and Goddesses of Death and Destruction were elevated, feared, revered and worshipped during their reign.
Carkade had a strong tradition of seeking out the forbidden and unknown including contacting powerful beings in the cosmos in an eternal search for power and glory (including making pacts, providing service, learning from, allying and alternately opposing).
The elder being Ammutseba was one such being that one Carkade faction was in thrall to and created a widespread cult dedicated to it. Contact with Ammutseba was one reason some Carkade magicians were so powerful in necromantic magic.
Cruel subjugation, enslavement and mass sacrifice were the fate of most Carkade foes.
Huge step pyramids were the architectural centres of Carkade religious and sacrificial life.
- Contact with the Alin
An elder race Carkade had contact with were the Alin. Some of powerful among the Alin elite became “the Patrons” of some Carkade factions. This introduced the Horned God (and others) to the world of Faerun and Ammutseba (and others) to the Alin. Terror and death across worlds followed.
An arrogant race, Carkade were ultimately brought low when caught up in a conflict between their Alin patrons and a swathe of their Alin patrons enemies.
War, death and destruction on a colossal scale quickly found the Carkade homelands bringing about what appeared to be utter destruction.
- Mummies of Carkade
Faced with an existential crisis the elite who were secret members of the Cult of Ammutseba made a pact with that elder being. While the rest of their race, lands, cities and culture were immolated, the elite and important servants were saved from oblivion with the gift of immortality. They were turned into undead - the mummies of Carkade created from the elite, lesser undead from the servants and shades & shadows from the slaves.
The King and Queen became immensely powerful Mummy Royalty, the inner-circle of prominent and powerful nobles became Mummy Lords, other nobility became Mummy Nobles while servants and some others were transformed into normal mummies and other undead of varying stability.
Put into stasis deep beneath the ruins of their great houses and then set adrift in the timevoid (the cracks between space and time), the Mummies of Carkade are awaiting a summons from the elder being (Ammutseba) that created them.
- In game
Houtl-het is a Mummy Noble
Teyrin elves had defeated a Mummy Lord and his court somewhere in the vicinity of the Erensari but at a huge cost with many Teyrin slaughtered during the conflict.
A Vision, one of the great undead that dwelt in the dark of the sacrificial chamber in Houtl-het's temple exposed Ophion and Heian to visions of ancient Carkade, complete with pyramids of corpses, the skies alight with towering flames and death rapidly approaching from beyond.
The Alin
- Overview
The Alin were a powerful elderday race that dwelt on distant worlds. Some were so powerful they ascended into the cosmic order and became patrons to some of the Carkade elite. These ascended allowed a chosen few into their ancient mysteries and by extension thrall. The Alin were said to be to shuffle reality like a deck of cards (transformation and summoning) while the Carkade were unsurpassed in necromantic power.
The Alin were fractious and in constant conflict with others of their kind and other races. Under the influence of malevolent powers (e.g. the Horned God) over time most of the rulers and many commoners drifted into a lust for blood and destruction. This accelerated rapidly and the brutal death throes of the far flung Alin empire lead to the annihilation of many lands, worlds and deaths of untold millions of individuals.
The present day state of Alin is unknown
Other races contemporaneous with the Alin:
- Moranth
- Dremanaceum Ferres Pax
- Sparfolk
- Sorne
- Jensani
- Xylytyx
- In game
Courtyard tiles from Houtl-het's temple were inscribed with the constellation leading to the Alin homeworld.
This constellation and others which were inscribed in tiles or carved as reliefs were not part of the modern sky.
Alin linked to 13 worlds
A single image above the entrance into the main shrine of a 'Patron' - a dew drop shaped face with two slits for eyes surrounded by feathered and radiant aura that streams outwards with a chest piece made of dozens of interlocking blocks resembling a wall. The chest piece gave way to stars - the bottom half of the image was ruined. There was a trace of colour around the edges of the face (white), top corners (black) and in the aura (yellow).
In the lowest level of the temple there was a great looming passageway representing fallen foes of the Carkade. Towards the end of the corridor figures of patrons begin to appear.
Among many skulls piled into a pit were a number of elongated skulls with 'day of the dead' patterns painted on the inside of the skulls. Many others had the images painted on the outside, most were unadorned.
Sarpadian Empire
- Overview
- A military power that conquered and ruled a large region of the northern part of the western continent
- Initially a small kingdom, the militaristic Sarpadians expanded over centuries bringing to heel neighbouring duchies, principalities, tribes and kingdoms underneath the banner of one unifying empire
- Their expansion commenced some 1,200 years ago, reached a zenith some 900 years ago before the utter collapse of the Empire some 500 years ago
- Collapsed after a centuries long struggle against a deadly foe which destroyed them both
- Rulership and military
- Ruled over by a series of Grand-Marshalls, under their iron fist the Sarpadians brought a “golden age” to the areas under their control
- Disciplined and hardened legions, cadres of war mages and devastating cataphract formations were the backbone of the Sarpadian armies.
- Sarpadia today
- The home peninsula is cursed and undead ridden after the cataclysmic downfall of the empire. It is a terrifying place filled with ruins, destructive curses and death
Kingdom of Argos
- A mercantile kingdom that started in the southern Focian plains, the Kingdom of Argos was contemporaneous with the Sarpadian Empire
- The Kingdom of Argos existed for 500 years sending out colonies far and wide before succumbing to the same terror that saw the end of the Sarpadians
- Had a very active Cult of Bhaal within the Argos Irregulars - shock troops wielding murderous killing magic with close ties to the secret police of the kingdom
Caridern
- Overview
- An extinct elder race of smoky blue skinned elves whose final cause of extinction is unknown to modern races. They were connected to the worlds of Eo and Cah-Galel, not to Faerun and were a society of skilled relentless warriors ruled by an elite caste of arch-mages.
- They sent expiditionary forces to other worlds via the Feywild before the recent minor discontinuance event started. They constructed outposts in the Feywild near places where access to the prime plane was relatively easy. The Caridern expanded outward more than 100,000 years ago, when there were fewer fissures and the Feywild linked 1,000s of worlds.
- The Caridern encountered Yurlunggur.
- Their home was made uninhabitable in war with the Alin.
- Were the builders of the "Feywild Fortress" accessed from Skaedguard.
- In Game
- Party visited what was purported to be the Caridern homeworld via the Feywild Fortress
- bleak, dusty & windblown with minimal breathable atmosphere
- a desiccated Caridern corpse was found half buried in the sand of a broken surrounded by 3 dead Moranth
- Broken mountain sized metal discs on the horizon, jutting out from the ground at steep angles
- Archaeological evidence connected them to the worlds of Eo and Cah-Galel, not to Faerun
Geography
Peoples
The Helegu Khanate
- Overview
A powerful confederation of nomadic tribes that were united under a great leader Khagan Temir 300 years ago. Over the next 200 years the Helegu consolidated a huge inland khaganate obliterating and subjugating many civilisations and tribes, both human and non-human. Tens of millions million were killed during these years.
The Khaganate stretched from the cold steppes in the north, then south across grasslands, plains, deserts to the tropical savanna. It is often referred to by the Helegu as the “Land under the Eternal Blue Sky”.
Upon the death of Mengu-Timur Khagan on the Erensari Plains 135 years ago the confederacy broke up due to internal divisions, ongoing insurgencies, constant rebellion and a series of rolling coups. After 50 years of bloody chaos five great hosts emerged 80 years ago to rule a collective khaganate reduced in size:
- Silver Host (Jumulkha Khan)
- Capital is the great tent city of Onon
- Roaring Host (Tocave Khan)
- Blue Host (Kuju Khan)
- Burning Host (Tangut Khan)
- Golden Host (Damed Khan)
- last ruler killed 10 years ago
After a 20 years of sheer nonstop brutality the Golden Host was torn apart 10 years ago and its territories are now contested over by a vast number of different contenders and Helegu factions.
The Silver Host is currently expanding, primarily into territories of the other Hosts and is now at war with the Blue Host. The Solver Host are being assisted by many exiles from the Blue Host including a number of people laying claim to title of Khan of the Blue Host.
- Ranks in the Helegu Court
- Khagan - Ruler over more than one Khan and rules over a Khaganate
- Khan - Ruler over more than one tribal chief and rules over a Khanate
- Ambassador - High ranking representative sent to foreign lands and empowered to speak on behalf of the Khan in certain matters of war, trade and tribute
- Emissary - A representative sent on an errand or mission with specific delegated powers relating to that mission
- Sub-Emissary - Deputy to an Ambassador or Emissary
- Envoy - A representative sent as a messenger or representative
- Consul - An official who looks after commercial or citizen welfare
- Agent - Any representative empowered to act on behalf of a higher ranking official
- Legate - Assistant to a General, Consul, Emissary or Ambassador
- Viceroy - Ruler as the deputy of the Khan
- Magistrate - A representative charged with the administration of the Pax Helegeus
- Client Nomadic Tribes
- Emen
- Ceva
- Sutu
- Huvec
- Vevesi
- Kelosi
- Gimu
- Dolg
- Inini
- Busuqi
- Serving the Helegu
The Helegu extract annual tribute from all client states and tribes.
Civilised areas will be under the control of a Mughal (Governor) with day to day administration will be left to viceroys or client Kings & rulers. The appointment of any client king or ruler can only be made with the consent of Mughal. A Mughal is responsible for ensuring tribute flows to the Khan, that the client people do nothing against the interests of the Khan and to demonstrate Helegu power so as to constantly remind the locals of who is boss.
The Treonol Autocracy
- Overview
Ruled by Autocrat Maro Kush Nefor - appointed by the Mughal 10 years ago. Vicious and cunning, the Autocrat expands his own wealth and power at the expense of his own people while playing a dangerous game to keep the Helegu from interfering too directly.
The rulership of Treonol is oppressive and fights an ongoing war to suppress and oppress the people to maintain the rule of the elite merchant caste. The people hate the rulers of their own land with more passion than they loathe the hated Helegu.
The Treonol Autocracy is a client state of the Roaring Host (Tocave Khan).
Regular tribute to the Roaring Host includes silver, hides, livestock, olive oil and slaves.
The Roaring Host currently have turned their attention westward against the Paracer Ascension and have left behind in Treonol:
- the Mughal (Governor);
- a small detachment of Helegu (1000 horse-warriors); and
- the blood sworn Gimu horse warriors (a client tribe of the Roaring Host).
The Autocrat, the Mughal and his detachment are based in and around the Citadel of the Autocrat which is 50 miles to the east of where the party enters. The edge of the plateau is a further 50 miles to the east.
- Geography
The nation exists on a plateau with hills to the west and east, mountains to the south and the Brass Desert to the north. It is dry and hot in summer, cool and wet in the brief winter. Thousands of years ago it was incredibly wet and lush and still maintains some remnant forests and deep lakes which are seemingly bottomless.
The eastern part of Treonol is largely borderlands and wilderness with towns strung out along the old caravan routes, which are now being turned into the fortified roads. Before the Helegu invasions the east was more heavily populated and the Treonol in constant conflict with Jayak tribes.
Orcs once roamed the fringes of Treonol in the more rugged and forested parts, while hill giants remain common and constant problem. A few stone giants have made their way north in recent years and occasionally other humanoids such as gnolls and trolls will migrate through. Dwarves fought alongside the Treonol 130 years ago but have bunkered down in their underground fortresses, never having made a formal peace deal with the Helegu, though they seem prepared to wait out this current human empire.
Being built on the ruins and waste of so many former kingdoms and having recently been subject to so much bloodshed, hauntings and undead are not uncommon.
- Population
The population of Treonol is 2.5 million humans, which is significantly less than the population from 130 years ago. They are a largely rural nation with people living in small villages and towns as Indebted on the extensive estates of the Grand Merchants.
- Wildlife
- Aurochs, horses, hyrocon, antelopes, pronghorns, white-tailed deer, elephants on the plateau
- Chalicos, indricotheres, Giant Ground Sloth in wooded areas
- Sabretooth cats, sand wolves, hyenas, yellow fox, terror birds, lions, bears
- Regions
Treonol has not been allowed to build any fortifications around its towns or cities until recently. Undebted and free Treonol citizens live in constant fear of becoming an Indebted to one of the Grand Merchants. Travel is restricted by the Autocrat’s court and only the Grand Merchants may travel freely without the need for permission. Even general traders need permission to cross territories and permission to leave is rarely granted to free citizens and never to the Indebted.
Banditry is a problem outside of the Citadel. Often times non-human join human bandits in their endeavours
Villages are often enclosed with low lying walls of stone sometimes painted white but often surrounded by a series of ditches and bramble like fencing designed to slow down raiders and thieves rather than out and out stop them.
- Society
They believe in the Season of the Witches (3 days of each solstice)
The Autocrat is appointed by the Mughal and his power is absolute. His power stems from the backing of the Helegu and access to power, trade and favours to the Grand Merchants.
The Grand Merchants rose to replace the nobility after their defeat by the Helegu, with many nobles and their families slain or fled during the decades long conflict.
The Mughal is one of Tocave Khan’s generals.
- History
Before the Helegu the Treonol alternately fought and traded with the Gimu Steppe Warriors, Jayak tribes , dwarves, humanoids and previous dynasties of Semudan. Interaction with Orcs and dwarves of the western hills was frequent, though the Orcs have now retreated to distant strongholds and dwarves make infrequent contact at trading posts.
The Argos Kingdom ruled this area more than 500 years ago, falling after a series of succession wars (the last of which was orchestrated by Death Cults) and pressure from waves of humanoids being driven east and south by steppe nomads. The western part of Argos overlapped with eastern Treonol.
Treonol has been a client state to the Helegu for the last 150 years. Over 1 million Treonoli were killed in the initial Helegu invasion and all cities were razed except for the Citadel which remain unconquered. The Helegu have fought several Treonoli rebellions since the breakup of the great khanate 130 years ago which killed and enslaved at least a further half million Treonol. For the past 50 years the Treonol elite have thrown in their lot with the Helegu and actively suppressed any idea of rebellion among the populace.
10 years ago Treonol supported the winning side in a Roaring Host factional war and have been granted preferred status as a result, with minimal Helegu interferenc in their internal affairs.
- Typical Treonol Names
Male - Hemez, Haybek, Banara, Behmet, Gulnara, Sukhrab, Ruslan, Taalay, Zhurghul, Benoka, Jamilya, Machi, Hahmed, Nurlan, Guljigit, Meder, Burul, Gulbadam, Ruhsora
Female - Anari, Ulnari, Alimi, Aiperi, Eleni, Eri, Imkim, Umirin, Azagul, Ubusara, Istan, Aniar, Eshori, Indrini
- All male names start with a consonant, only end in “a” if ending in a vowel
- All female names start with a vowel, only end in “i” if ending with a vowel
- House Names of the Grand Merchants start and finish with consonants
- Lesser surnames start with vowels, end in consonants
Telehetti and the Erensari
- Overview
The Erensari is a vast plains and grassland stretching over more than a thousand miles. This grass sea is interspersed with woodlands, rolling hills, deep open pits and crisscrossed by more than a dozen navigable rivers.
In the very north is the Kingdom of Serakka, which is a former client state to the Helegu.
Telehetti are the dominant ethnic humans who dwell on rest the Erensari.
Arborvimancers are uniquely Telehet druids who are responsible for ensuring the natural abundance of the tribes and for growing the Spar Towers from the living wood of the Adansoni Tree.
Due to centuries of conflict, anyone entering Telehetti homelands who is thought to be acting on behalf of the Helegu will at best be treated with outright hostility. Anyone declared guilty of spying on behalf of the Helegu is killed graphically and horribly. Often times by being hung, then crushed on the living Adonsoni Tree - painted in the yellow of the traitor symbol.
- Tribal Circles
The tribes of the Erensari, grouped together under Tribal Circles. Occasionally they unite under great Confederations under a common cause.
Each circle is ruled by a Grand Matron or Patron. Each is advised by a great court made up of wise people from the tribes under their sway.
The Singidi Circle whose tribes include Joco, Dodoma, Wyangi, Kisi, Sangu, Ngasa are overseen from the City Maa.
- City of Maa
A population of 20,000 to 30,000 which is in constant transition. Demi-humans include a thriving gnome population with dwarves and elves commonly traders, scouts, travelers or outcasts.
The slow moving Chordata River, makes its way through the edges of the city. The undulating plains mean at times the river is bordered by steep banks and other times deep wetlands.
Buildings are almost uniformly round and often slightly bulbous in shape.
Ruins of an Argos fortress are beneath the city's major marketplace.
Due to the Helegu-Telehetti war there are no other structures older than the initial Helegu invasion. In 20 years Maa has transformed from a small tribal outpost to the growing metropolis it is today. Maa's Spar Towers are typically between 30ft to 120ft, with Tower of the Matron coming in at 180ft.
- Visitors and Inhabitants
- Janto Trader Clans
- Monks of Oba
- Treonol Grand Merchants
- Teyr'in Elves
- Emissaries from Treonol, Kingdom of Sebakka, the Koresian Shore, Semudan, Gulg
- Representatives of other tribal circles
- Sights and Sounds
- War Drums
- War Elephants
- War Rhinos
- Keepers of Leopards, Dire Hyenas, Mandrills and other great Apes/Monkies
- Typical Erensari Names
Male - Diboko, Mosiuoa, Refilwe, Phethisi, Refilwe, Nkoenyane, Molapo, Khethang, Mojalefa
Female - Ata, Sekekana, Teemana, Matsumi, Saba, Zalika, Moloa, Salau, Karega, Kioni
Keshin Sea and Chalk Tablelands
- Overview
There are a number of small settlements along hundreds of miles of the western edge of the Keshin Sea.
No central government.
Many fugitives and refugees from the Helegu expansion over the last 300 years, as well as those looking to disappear or stay low for a while.
There is a strong Telehetti presence, mostly those from defeated and forgotten tribes.
Warlords and chieftains emerge and disappear constantly
The Skaedguard is slowly expanding its zone of control and brutally demanding tribute from nearby settlements. Those that fail to submit are brutally brought under thumb with killings and hostages commonplace.
- Dangers, the wilderness and presences
A true borderlands, with thin strips of civilisation surrounded by the omnipresent wilderness. The entire area sits atops the ruins of many former civilisations both human and other. The lure of hidden palaces and lost cities attracts many adventurers and fortune seekers, with many returning disappointed, beaten or not at all.
Gnoll bands infest the area, many were driven from the Focian Plains (far to the north of the Erensari) at the time of the great Helegu invasion over 200 years ago. Their numbers are being swelled by gnolls currently moving again from the north.
Goblinoids, orcs and kobolds also regularly travel through the area to avoid the Erensari heartland. They use the many hidden valleys and caves that eventually spill into the Rakis Rift to traverse insecret, far from the prying eyes of the settlements of their enemies.
Recently wandering Stone Giants have wreaked havoc. They have randomly caused destruction, made alteration to the landscape or even abducted inhabitants.
Indications are emerging of a half-orc warlord known as Clade to the west of the Rakis Rift who is gathering to him fearsome outcasts like himself. No overt movements have been yet made beyond his zone of control but he has clashed with travellers and neighbouring tribes & territories. He is rumoured to be ruthless in killing anyone who crosses his territory without permission.
- Here be dragons
Well known stop over and habitat for dragons, most notably copper, green and the occasional red.
- The Keshin Sea
A gigantic freshwater inland sea that is over 500 miles from north to south, many rivers empty into it with a large number of rivers also outflowing from it.
Its exact depth is unknown, but it is generally accepted to be over a mile deep at its lowest point. There are reliable reports of cave systems honeycombing its entire length.
Freshwater sharks, giant turtles, dolphins and mososaurs make their home here alongside the expected population of fish, crocodiles, freshwater crustaceans and sea birds.
Janto Traders / Janto Sea People
- Overview
Across the length of the eastern cost the Janto Traders travel in huge linked caravans exceeding 60ft in length pulled by massive paraceratherium. These large multi-generational Janto trader clans frequently join up with their fleets in secret ports and other bases which are hidden from outsiders.
The different trader clans compete with each other, internally the families vie for high status and engage in an endless cycle of politicking and power plays.
Title to trade and clan property resides with the headman, who holds it in the name of the community, although family proprietors enjoy the use of Clan goods as long as they actively support Clan activities
The headman of each clan is a boss.
- Race
Janto Trader Clans appear to be half-elves with dark coppery skin and exotic oriental features.
From the Echo Plane Panthalesses the Janto are a dying race and this knowledge lurks unspoken in all their interactions.
They originally served the Great Titan Tethys
Other races serve with them but are rarely part of the inner-circle.
- Known Clans
Clan Crokuz - Boss Jari
Clan Tegbotho - Boss Necan
Clan Zentarkis - Boss Tinto
- Watery Ancestral memories
All Janto undergo a coming of age ritual where they are doused in the watery memories of their ancestors.
- In Game
The group joined a caravan after saving the life of Boss Jari and were taken south to the Keshin Sea. Part of the travels involved the group being locked in a plushly decked out lead caravan after they observed Jari in negotiations with a warlock - who seriously wounded one of the Clan. After that time space and time were stretched and 'jumping' occurred that invoked a similar feeling when the Monks of Oba shadow stepped.
The group joined the caravan after after a dispute has turned deadly when Boss Jari of Clan Crokuz refused a deal and humiliated an opponent, Boss Necan of Tegbotho by disallowing a marriage agreement after lengthy negotiations between his eldest granddaughter and the son of a rival. Boss Jari has instead chosen to marry his middle granddaughter to the new head of the Zentarkis Clan, Boss Tinto.
Boss Necan retaliated by sending an assassin to kill Jari and kidnap his eldest grandson for ransom from Jari's son who is next in line.
Necan’s son Mektith manipulated his father the hot-headed Necan doing something stupid. If the marriage was to still go ahead he would occupy a prestigious position within Clan Crokuz, and if failed and Necan was revealed he could push to step in as the new boss of Clan Tegbotho as part of a peace deal.
Teyrin Elves
- Overview
Covered in blue tattoos, the Teyr'in are a wide ranging and hidden kingdom of elves that stretch across much of the Western Continent.
Secretive in the extreme, the Teyr'in are wild elves who lead largely nomadic lives. Skin colour is pale and slightly luminescent when born before darkening into a deep ivory when mature.
They avoid contact with other races, only occasionally making an appearance in the wider world. Even other elves find them difficult to locate and interact with.
- Society
Ruled over by Shadow Watchers, the rulers of Teyr'in rulers communicate through proxies when dealing with the outside world.
A hidden place known as the Hall of Lamentations is where the powerful, wise and influential meet. It is also said to hold artefacts of tremendous force that are sacred to the Teyr'in.
Possess a collective unconsciousness which all Teyrin are actively involved. All Teyrin have experience of similar dreams, see similar portents & omens and have awareness of same zeitgeist no matter where they dwell.
- Preferred character classes
Barbarian, Druid, Sorcerer, Ranger
Radiant Coast
- Overview
On the far north eastern coast of the western continent, the Radiant Coast and its attendant cities are a popular highway for traders and travellers from distant Faerun and from the south, west and north of the continent (e.g. Kingdom of Jorentes; the lands of the Helegu hosts; Untari, the Erg Interior; the Stonewall States; Erensari Grasslands; the Ubarg Goblin Kingdoms; the lands of the Guptarids and Peshpekar; Obinah, Solinor & Cenopset in the Brass Desert; Empire of Golden Akkad)
The city states of the Radiant Coast include:
- Port of Seas
- Gramidern
- Wolf Reach
- Ordim Fell
- Bericor
- Keren City
- Gollan City
- Blue Wall
- Xander
- Dragon Watch
- Gramidern
- Overview
- City population in excess of 100,000
- Kingdom population exceeds 3 million people (humans and and demi-humans)
- King Wysedin of Serr rules 200 miles of coast and up to 100 miles inland
- There have been many cities before Gramidern stretching back over 10,000 years into human prehistory
- Current archaeologists and historians believe there are at least 10 layers of cities beneath present day Gramidern
- Current city was founded 300 years ago by Lord Thronstrom who overthrew the Tyrant Keren Strongarm; Thronstrom’s crest was a shield half-back & half-white with the black half showing the sharp profile of a half face with eye only – this is still used as the crest of the city, with banners displayed as white with jet black edge sewn in silver trim
- King Wysedin’s banner is same as the city top half with a half silver crown on the black half and the bottom half dark crimson on the black half and gold on the white half, with the bottom part of the face in gold on the crimson half
- Beneath the King sits the Council of Ministers who oversee the Kingdom's bureaucracy (Trade, Treasury, Arms, Works, Law, State)
- Nobles control ancestral lands and while they wield considerable influence in their own rights often seek to gain prominence among the ministries
- A canal system operates through the kingdom, including a series of locks in the foothills of the mountains and tunnels passing beneath hills and even the Castle of Thorns, which is the main fortress used to guard the Golden Road as it exits the mountain pass
- An ancient roadway system is still in use including long stretches of useable viaducts of great antiquity
- Gramidern has improved many of these roads and has 2 major roads – the Golden Road leading roughly east-west and connecting to the western edge of the kingdom and the Grand Trade Road leading roughly north-south to the other major cities of the West Radiant.
- The Kings Road is a roughly straight road that is carried on a series of viaducts, bridges, tunnels and elevated roads that leads from the city of Vesten beneath the Castle of Thorns to the city of Gramidern proper. This is a road controlled by the Ministry of Arms who use it to move troops but also offer passage for non-military people at a cost of 2gp for each 10 mile marker
- Ethnically is Tethyrian - medium build & height, dusky skin, brown hair & blue eyes common
- Features of the City
- 3 main protective walls have been built as the city has expanded
- The Inner walls (up to 50 ft in height and 15 ft thick) enclose the extent of the city as rebuilt by Thronstrom after he defeated the Tyrant Keren Strongarm and the Castle of Kara’Kar at the heart of the old city; a series of small connected keeps with high viaducts links the castle to 4 keeps heading to the harbour, the 4th of which (Traders Keep) is located on the Radiant Sea, next to the main trading port
- The old city is located on a hill and runs down to the harbour; A bridge connects from the Traders Keep to the Sea Fort which is on an island where the harbour gives way to the open sea)
- The Middle Wall was constructed 100 years ago and encloses the extent of the city before its destruction after the fall of Keren Strongarm, It largely falls around the base of the few hills clustered around the port and is between 25ft - 35ft tall and roughly 10ft think; There are 5 main gates, all of which are currently being strengthened and repaired
- The Outermost Wall is currently three quarters finished and is 12 miles in length; When finished it will be over 50ft high and between 15ft to 20ft think at the base
- Corpse Grim – a fabled creature who dwells within the City of the Dead and who sometimes is known to venture into the surrounding countryside and into Gramidern itself
- The City of the Dead is an ancient necropolis that sprawls over several hills to the north of the city; The growth of Gramidern means that some parts of the city are starting to encroach upon the outskirts of the unwalled sections of the necropolis
- Multiple marketplaces including the Grand Forum which is a series of connected covered and open marketplaces culminating the in the Serr Marketplace
- Teams of Ogres work the docks; each Ogre working the docks is permitted into the city by special permit issued jointly by the Ministry of Arms and the Ministry of Trade and must wear a prominent Brass Vambrace with the Gramidern crest stamped into it at all times
- An Equinox festival is a rolling 3 day celebration including a parade featuring giant puppets made of wood and cloth, including a darkly ominous puppet with 6 fingers on each hand and dark grey horns representing Corpse Grim
- Corpse Grim and the City of the Dead
- Corpse Grim is a fabled creature who dwells within the City of the Dead and who sometimes is known to venture into the surrounding countryside and into Gramidern itself
- The City of the Dead is an ancient necropolis that sprawls over several hills to the north of the city
- The growth of Gramidern means that some parts of the city are starting to encroach upon the outskirts of the unwalled sections of the necropolis
- In game
- Pictographs carved on ancient foundation stones in the image of Sili the Ancient Witch Queen of Lamentations were recently uncovered during construction work near the Serr marketplace
- The Wererat Eshin Clan was driven out from their undercity fortress and were unable to complete the "Time of Sacrifice and Hunger" ritual for the Horned God
- Observed excavations within the city included 2 ancient stone statues, 20ft tall & partly in ruin of 2 Stone Giant Kings sitting on thrones staring at each other across the Golden Road 2 miles out from the outer walls
- A delegation from the Helegu Silver Host met with city leaders, while searching the bronze head of the Staff of Shadowfel
- Port of Seas
- Wolves Reach
- Is in the the north-west interior of the Radiant Coast
- In game
- The barony of Wolversmire at the western edge of the kingdom was threatened by the united Stone Giant clans for allowing one of their mortal enemies (Duergar) to cross their territory with a Stone Giant Dreamwalker captive
- The Dreamwalker was both youngest son of the Uber Clan Chief and was in possession of a weapon that could be used to destroy the Stone Giants
- Large swathes of the Radiant Coast were unable to be crossed by the Stone Giants because of an ancient compact with the Elder God Aves Reva, using Carkade minions to carry out.
- The weapon possessed by the Dreamwalker was the Covenant of Impressment - when used compels the Stone Giants to make war on behalf of the rightful possessor of the covenant
Moranth
- Overview
- Elder race of humans
- Wear armour sutured to their skin
- In Game
- The only Moranth the party has met have been wearing "plague doctor" armour and had skill in magic
Ephereum
- Overview
- an alien race of fey with nictating eyes and green luminescent skin containing algae beneath the surface
- travel on lean barges that traverse all waterways in the connected realms
- connected by tithe to the Abyssal Demon Lord Orcus who is seeking the ascension rights for Bhaal
- Are not connected by origin to the world of Faerun but fled their own Feywild shortly prior to its fragmentation and separation from its home world and began its slow dissolve into the void.
- In Game
- An ephereum brought demons to the Feywild in return for breaking a tithe of servitude to Orcus
Semudan Empire
- Overview
- Known as the Ruby Empire of Red Semudan
- Emperor Oghenkaro rules from Zinj
- 10 years into a brutal civil war between Emperor Oghenkaro and his sister Empress Ememchiamo
- Oghenkaro was the younger child of the former Emperor and was crowned as imperial ruler upon death of his father
- Ememchiamo was the Emperor's oldest child and claimed she was made heir by her father and that Oghenkaro is an usurper
- The ensuring civil war has split the Empire into many different factions
- 3 cities in open rebellion to any imperial claim - Adezine, Calakpene, Yolakoja
- External threats
- Raiding parties from the barbarians of the Jin Jungle
- Sea raids by the Jagged Host
- A strong tribe of Orcs whose raids on south eastern Semudan have stepped up in intensity
- Have pushed inland so frequently and viciously that parts of the coast are being considered as "off limits" for resettlement
- At war with Kingdom of Zagodia
- Huge gnoll warbands at the fringes of empire
- Agents from other peoples are everywhere
- Cities
- Zinj
- traditional capital, controlled by Emperor Oghenkaro
- 1,500,000 permanent within city
- Houromo
- controlled by Empress Oghenkaro
- 800,000 permanent within city
- Near south-western border with Nephilim
- Considered to be an impenetrable fortress with 80” stamped clay walls
- Goropéla
- Port controlled by Emperor near Sokotu
- Governed by Oba Dedesi of Redin
- 15,000 permanent within city walls, requires a permit to stay if not a favoured servant or slave of the Oba
- 130,000 in city outside of city walls in sprawling unwalled city runs miles down several valleys leading to the main port
- Jungle grows in places through city
- Further 1,000,000 farmers and rurals who grow rice, bananas, kola nuts, okra, sorghum & millet; are fisherfolk; tend to herds of buffalo, goats, ibex, pigs
- Dynasties
- Timeline (DR)
- -300 Time of the Warlords
- -150 Time of Cold Dread
- -90 Time of the Green Warlords
- 50 Blue Empire of Benit Semudan
- 90 Sapphire Empire of Ioyana Semudan
- 422 1st Time of Chaos
- 444 Sun Empire of Rhondio Semudan
- 600 Star Empire of Rhondio Semudan
- 698 The Sosso rebellion
- 715 2nd time of Chaos and destruction of Sosso
- 730 Blue Star Empire of Azur Semudan
- 1050 Emerald Empire of Gaoro Semudan
- 1170 Unification of Helegu
- 1322 3rd Time of Chaos (end of Gaoro Semudan)
- 1337 Helegu invasion of Telehetti
- 1351 Time of Warring Princes
- 1410 Ruby Empire of Redin Semudan
- 1473 Now
- Timeline (DR)
- Dynasties
- In Game
- Characters have entered Semudan via the Port city of Goropela
Arcane
Magical Items
- Dark Heart of the Night
Unique magic item
Dark pulsating artefact accessed through sacred Stone Groves
The Dark Heart of the Night is a physical naturally formed artefact that has reappeared. It is ancient and wild and nasty and revels in the battle of fang and claw and blood and violence. It is part in this world, part in the Feywild and linked to a remnant Wyrding and will phase in and out of existence according to its own dark nature.
The Dark Heart has a dark intelligent cunning, it is a thing of brutality and by bonding with it the Crag possesses many of its powers.
It has appeared within a large double ring of standing stones “sacred stone grove” in a wild and hilly area of Treonol that was once surrounded by a large number of villages until they were destroyed by the Helegu.
The Dark Heart connects through the Feywild to a remnant Wyrding, from which it draws its power.
Its appearance is that of a floating dark womb, where some dark, coiled serpentine thing rattles its scales and threatens death. It is entirely transparent and floats amid a glow of dark violet light that automatically reveals the unseen within 30”. Its other powers:
- 20 charges - recharge *2d10* each sunset
- Allows the right of the beast at certain times (e.g. full moons at midnight when the wanderers are in the correct pattern - 15 charges
- Create disease 3x (from sunset to sunset) - 1 charge
- Create major disease 1x recharge 5-6 on (from sunset to sunset) - 3 charges
- Cast * 2nd level spell (minor benefit) recharge *** on d*
- Counterspell - 1 charge
- Meld with Minor Loa Warrior Spirit - 8 charges = +2AC (natural), +25hp, +5 damage type by melee weapon, spell resistance - Lao Warrior Spirit melds with attuned
- Meld with Lesser Loa Warrior Spirit - 15 charges = +3AC (natural) +35hp, +8 damage type by melee weapon, PSB damage reduced by 3; spell resistance, reaction add d3 to AC
- Grant resistance to radiance (minor benefit)
- Weapon gains d6 of damage type (major benefit)
- Animals within 30” are hostile (minor detriment)
- Appearance changes (minor detriment)
- Dilutes potions within 10” making them non-magical (major detriment)
The Dark Heart of the Night was created from of one of Yurlunggur’s Avatars who is in a perpetual state of Torpor. Its ability to transcend planes and exist in multiple states at once allows the Wyrding and Feywild to be channelled through to the world. The Dark Heart is over 100,000 years old and was created by brutal elderday ancestors of the Teyrin Elves. They believed in the power of the natural and spiritual world around them, and contended with powerful elderday beings to claim dominion over their world. The Dark Heart was created when Wonambi descended upon the world and instigated a catastrophe which swept the western continent by triggering the failure of a series of ancient ice dams
- Arkham Bell
Revered item of each Wererat Clan Sends the Wererats into a frenzy that grants them a level of barbarian while they can hear it and the ability to rage as a bonus action.
- Staff of Shadowfel
Rare magic item (requires attunement) There is one unique staff that is aligned with a unique Staff of the Feywild. When paired they serve as control keys for the Pale House artefact mechanism.
- Bronze Band (belongs on the head of the unique Staff)
- Summon Shadows 3x between long rest (3x individual Shadows at a time day + 3hp loss that cannot be recovered until a long rest) can be done as a bonus action
- Grants darkvision 60” (increases darkvision by 30” for those already in possession of darkvision)
- Darkness spell (1x day)
- Summon Shadow Demon (1x long rest + 10hp loss that cannot be recovered until a long rest)
- Shadowstep (1x day as per monk skill) can be done as a bonus action (reduce Con by 1 until a short or long rest)
- Staff of Feywild
Rare magic item (requires attunement)
- Engineer’s Juggernaut Armour (Wererat Horned God Cult)
Rare magic item (requires attunement)
- Chaos Cannon (Wererat Horned God Cult)
Rare magic item (requires attunement)
- Zombie Master’s Rattlestick
10 charges, recharge d8+2 each dusk,
- Maximum CR of affected undead = proficiency bonus of holder
- 1 charge = bonus action - range 30’, target undead heals 2d6 hit points
- 1 charge = reaction - range 30’, target undead rerolls 1 saving throw
- 1 charge = action - radius 30ft, target undead gains AC bonus = proficiency bonus of holder. Duration = wisdom or charisma bonus of holder +1 in rounds
- 1 charge = action - range 30’, target undead gains 2x proficiency bonus of holder on successful melee hit and loses 1x proficiency bonus in hp when damage is dealt
- Duration = wisdom or charisma bonus of holder +1 in rounds
Magic
- Sigil Magic
Ancient magic used in antiquity by the Titans, Great Old Ones, Elemental Emperors, Sparfolk, Dragons and the original elder races. Sigil Masters are rare among latter day races. Sigils are crafted and created by users to be called upon when required like the way runes are crafted by their creators to be released later. Sigil properties:
- Can be loosely tied to a creature, area or object;
- Can detach and float freely from the creature, area or object
- Can be used and manipulated by other users who understand how to capture, tame or tempt them;
- Will fade over time;
- Strength is dependent upon how they were crafted e.g. the same fire sigil will have different strength and flexibility depending on who/what crafted it, how it was crafted how it was brought into existence
- Have great flexibility
- Have great fragility
- Must be nearby to access
- Are mostly invisible, rarely appearing ghost-like and always flare when used
- Take a toll on the wielder
- Take a toll on the creator
There are gigantic sigils bursting with equivalent power left on the world by the Elder Gods, Destroyers, Titans and Great Old Ones from early elder days. Locations of these great elder day sigils include:
- One beneath each of Hecate’s footsteps
- An interlocking of 13 beneath the great caldera of Blasted Erg
- 2 orbitally locked moving beneath the ruined Moranth City in the Witch Woods
Observed sigils being used:
- Disjunction (by the Marid)
- Counterspell (by the Marid)
- Machine (by the Marid)
- Elemental Water (by the Marid)
- Power (by the Marid)
- Exile (attached to the Marid)
- Wasting (by Mama Tet)
- Phantom Energy
- Closely tied to the Nothingness, phantom energy is extremely dangerous.
- Phantom energy is the opposite of force, it is negative kinetic force.
- In an area impacted by phantom energy kinetic energy is lost and entropy breaks down existence so that nothing in the affected space of existence interacts with anything else.
Constructs
- Yawgoth Spawn
Inspired by the fallen empire of Yawgoth and the Elder God Architeuthis, Jessudu the Sumptuous created a water-construct known as the Yawgoth Spawn.
Using broken shards and potsherds from that empire she spent decades designing and building the sacred jars that are necessary to contain the skins, bones, horns and cartilage needed to reform the Yuggoth Spawn each time it is created. The columns through her coral palace contained the sigils to reconstitute the Yuggoth Spawn each time. Incredible force of will was required to hold it together otherwise it would breakinto millions of pieces and dissolves back into the ocean.
Jessudu was working towards the spawn existing fully and not dissolving back to water without her will to hold it together. According to recovered aqueous humour scrolls, Jessudu was very close to doing so but needed to time it with the coral palace's close celestial proximity to the Elemental Plane of Water.
Yawgoth Spawn abilities at full potential:
- AC 18
- HP 666
- Multiattack (3x pseudopod only against separate targets):
- Pseudopod +14 2d12+10 bludgeoning damage + 3d10 acid damage (Range 20”)
- Engulf (DC14 Dexterity save) or 2d12 bludgeoning damage + 3d10 acid damage
- Regeneration
- 3/day while fully immersed in water may spend full round (no other actions) to regain 3d10+30hp (recharge 6 before 2nd or 3rd healing action may occur)
- Engulfed:
- Engulfed victim is restrained, has total cover, can’t breathe and takes 6d10 acid damage + 4d12 bludgeoning damage
- DC20 strength check to pull victim trapped out of the Spawn but takes 3d10 acid damage + 2d12 bludgeoning damage
- Gains HP = ½ acid damage done to any creature engulfed; Any temporary HP above maximum disperse 3 rounds later
- Damage Resistance - Cold, Fire, Lightning, water based damage
- Damage vulnerabilities - Thunder, adamantine weapons
- Damage immunities - Acid, slashing, piercing
- Blindsight 120”, PP 8
- Water transparency - DC15 perception check to find if it hasn’t moved or attacked
Antagonists & Protagonists
Elder Gods
The Elder Gods did not create the multiverse but they were the first of all Minds to emerge.
The Elder Gods are the spaces and the Spaces are the Elder Gods.
Originally 31, when the first Latter-day God emerged there were only 13. All 18 lost Elder Gods had returned to the Spaces, each unique being now extinct with all trace of their existence disappearing with them, including their divine spark extinct.
The Elder Gods dwell within the Spaces and on a cycle thousands of years in duration have a greater and lesser impact on the multiverse. There is a greater cycle millions of years in duration where the Elder Gods traverse the whole of existence.
With each cycle fewer of the Elder Gods interact with the multiverse, with some now so dormant they are almost indistinguishable from the Spaces.
Some Elder God cultists are preparing for a multiversal cataclysm should their be too few active Elder Gods Minds to sustain the Spaces. Other cultists believe a day is coming where there will be only one Elder God Mind which will rule over all others.
Each cycle has been linked to a discontinuance event.
- Aves Reva
- An Elder God who dwells deep in perpetual darkness
- A bringer of nightmares
- A manipulator; a player of games, Aves Reva manipulates and cajoles others from deep within the infinite dark moving pieces about the very board of existence for its own ends
- Preceded by a metallic trumpet sound reverberating through the minds of all present
- The Order of the Hidden Aves Reva attempt to understand and emulate his connection to shadow and dark, both within and without
- The Monks of Oba follow the teachings of their founder Cane Hollow, seeking to understand better the universe and existence through the 'dreams’ of the non-waking world they believe seep into the waking world. Differentiate non-waking vs sleeping
- The Horned God
- An Elder God that dwells in the Void, the Horned God is sometimes referred to as the Elder God of the Shapeless and unformed or the Great Manipulator
- There are cults (including those of the Wererats) who have revered the Horned God no matter if the Horned God can touch the multiverse or not
- On the last night of first new moon after the autumn equinox and on the last night of the last new moon before the spring equinox it is named as the Time of Sacrifice;
- At the Time of Sacrifice a living creature/s (preferably a sentient creature) is sacrificed – totally 13 in each year - starting with 1 autumn/12 spring, 2 autumn/11 spring etc. until it starts over again;
- On every 13th cycle it is possible for a Time of Hunger and Sacrifice is announced by the Grey Seers;
- The Time of Hunger and Sacrifice means that over a 13-day period culminating on the last night of the new moon a series of sacrifices occur at the deepest night hour – 1 on night 1, 2 in night 2 etc. culminating in 13 on night 13 (total 91 sacrificed)
- The Horned God is heavily linked to chaos, destruction and slaughter
- Cultists believe the Horned God is returning to the world
- Some believe that the Horned God will devour this world and spare only those who bond themselves in servitude to it
- The Horned God is linked to the Alin and the war that destroyed them and the empires they patronised
- Warred with Ammutseba and other Elder Beings in the distant past
- The Horned God was worshipped by some of the Alin who were allied with the Carkade
- The Horned God was trapped in the void during the last discontinuance and eagerly awaits release into the multiverse
- Knowing it may be drawn back to the Void, the Horned God is preoccupied with its own chaotic existence and seeks only to leave the void and remain forever within the multiverse;
- All others are nothing to the Horned God, playthings to be swept up in its erratic and destructive wake; useful as tools only
- Ammutseba
- A powerful elder god, the Carkade elite made pacts with Ammutseba as their empire collapsed around them. While the rest of their race, lands, cities and culture were immolated, the elite and important servants were saved from oblivion by being granted immortality - being turned into undead, mummys of Carkade.
- They now await a summons from Ammutseba to step into the present day.
- A cult has sprung up in worship of the Mysteries of Ammutseba
- Ammutseba is heavily linked to death and sacrifice
- Warred with the Horned God and other Elder Beings in the distant past
- Cultists believe that Ammutseba wanders the darkness of the void and its return is imminent
- Ammutseba seeks to be the master of death, dreams of nothing but death and to be its eternal ruler, feared and revered by all
- Like the Horned God, Ammutseba was trapped within the void during the last discontinuance event brought on by the end of the Alin-Carkade wars
- Ammutseba has died many times over; is an undead elder god of immense power that fears but simultaneously seeks to embrace oblivion - if it is the last creature through the gates
- Lusts for death and to die again and again, only to be reawakened deeper in the spiral of non-existence; ‘un-alive’ but existent
- Ammutseba is the master of necromantic magic in the multiverse, not even the Gods of Death at their strongest wield more necromantic might
- Hecate
- Elder Goddess of Witches + Magic
- An elder goddess who is as good as dead, Hecate is in a state of stupor so deep that it almost impossible to indistinguishable from death
- Hecate is a one of the pre-eminent sources of magic and mystery in the multiverse, being made of multiple and competing forms that nonetheless have a contiguous and single formed consciousness that coalesced over eons into the shape of the elder goddess herself
- The collapse of the first and original Atlantis placed her in her stupor, only occasionally does some errant manifestation emerge to interact with the universe more broadly
- Her power, her fundamental link to the fabric of existence, all that she is and knows has served as inspiration and source of power for witches and warlocks for tens of thousands of years as different aspects of her emerge to ‘gift’ her followers with access to some of her secrets from time to time
- She exists in a perpetual state of somnambulance inside a fragment of the real Atlantis, while the main force of her existence seeks to understand the deeper, fundamental state of existence and its manipulation of the ‘real’ world (the quanti)
- Has been absent in any meaningful sense for more than 200,000 years, only occasionally bursting back into a semblance of wakefulness at the times of discontinuance events or other major happenings that rocks and tear at the base nature of existence itself
- Yurlunggur
- The Elder God of Dissonant Transpirarion
- Transpiration = the action of Transpiring
- Transpiring = to escape through pores/openings and to then be revealed or become known
- There were once more; one and the same Yurlunggur but more; now there is just the one
- Yurlunggur spends all existence seeking and calling out across the void and all existence for its lost selves
- The lost selves no longer exist in this existence
- Depicted as a blind serpent whose planet spanning body blackens the night sky where it touches this plane from the Great Beyond as it continues its eternal journey, unknowable to most mortals
- Yurlunggur is a truly ancient Elder God, existing at the very fringes of existence, Yurlunggur passes through the void of the Great Beyond, distant from all things, existing purely within its own dream state, almost entirely unaware of the multiverse about it.
- Yurlunggur is one of the few beings that can pierce the threshold beyond the multiverse into other existences, momentarily understanding the enormity of the Great Beyond and what it protects the multiverse from before simply adding that knowledge to its own jumbled dream state.
- One of the earliest of all presences, Yurlunggur has time and again almost passed the threshold, but instead remains a being of power beyond that of most other creatures in existence
- Trapped in the void, Yurlunggur is only free to roam creation during the times of upheaval, when all planes slip and slide before stabilising within new patterns and formations
- Yurlunggur is a bringer of creative destruction, a bringer of vision of what is, what was, what may have been and what may be
- Yurlunggur is a force of the cosmos; cannot be reasoned with, cannot be communicated with; but whose wake changes the shape and underpinnings of existence
- ‘Avatars’ of Yurlunggur have made their way to distant worlds in time past; the Avatars are parts of itself it splits off to go search more easily among the ‘real’ worlds for its other selves
- There have been so many and Yurlunggur's ‘thinking’ is so nonlinear that it does not even know how many it has propagated over the years or what has become of them.
- Most Avatars simply disintegrate back into the quanti, waiting to be reabsorbed by the Elder God where a very few become truly self-aware, becoming creatures of significant power in their own right
- One Avatar is Wonambi, who is the powerful creature that propels the power of the Dark Heart of the Forest. The powerful Wonambi wants nothing more than to use the power of the Echoes to control the prime plane which it views as an endless supply of food and power to eventually rise and challenge the great powers of the cosmos, Elder Gods included
- Nahuatl, Jamaran, The Grootslang, the Devourer, Dendar the Night Serpent are/were Avatars
- The Caridern encountered Yurlunggur 60,000 years ago and it changed those who encountered it utterly
- Architeuthis
- An Elder God who dwells in deepest, darkest depths of an ancient ocean that spans worlds
- Forebear of the Kraken
- Elder God of Prophecy and Hunger
- Unknown and unknowable, Architeuthis only rarely recognises and even rarer still acknowledges the entreaties of its followers
- Architeuthis has forgotten what it once was, jettisoning any such thoughts as absurdist and meaningless as what was, is what was and cannot be again
- Deep in the space that is the eternal ocean between all worlds, Architeuthis swims through quantum-time endlessly drawing in the eternal possibilities of the future and present
- Is always voraciously hungry, being drawn on forever in a restless search to satiate an unquenchable need
- In game
- Jessudu's records indicate that Jessudu claimed to have had an encounter with Architeuthis and pointed her on the path to creating the Yuggoth Spawn
- Astarte
- Elder Goddess of Oblivion
- Dwells deep within the Void, the nothing follows in her wake
- Her followers include the Bakenzenzi who are growing in power in the equatorial jungles of the world
- Ereshkigal
- Elder Goddess of Perdition and Torment
- Feared by all elder day races
- Ereshkigal lurks in the territory where the outer planes meet the Void, snatching unprotected spirits to utterly consume them
- Is currently silent
- Eonatator Urnericii
- Elder God of ceaselessness
- Has been deep in stupour for longer than Hecate
- Nopcsai Waipariensis
- Elder Goddess of the unlimited
- Is barely more than a rumour, but like all elder gods even in an absolute fugue state is still incredibly dangerous
- Azathoth
- Elder God of Irreverence and Obscenity
- Myths state that if a mortal locates Firestorm Peak there exists a portal to the Great Beyond where Azathoth’s body dwells
- The enemy of all others
- Is an amorphous blight of utter confusion and forever spreading tentacles upon a curiously environed black throne
- Azathoth gnaws hungrily in inconceivable, unlighted chambers in the Great Beyond eternally planning and living virtual scenarios on how to survive the end of all things
Gods
- Distant Players
- Latter-day gods can no longer enter the prime plane in any meaningful way. They can send avatars or directly communicate with their followers but even these methods make them extremely vulnerable to others
- The Latter-day gods are a million years product of regeneration, fusing, divine birth & rebirth and spontaneous creation.
- The bones of fallen latter-day gods litter the multiverse, slowing returning to the spaces, their divine spark absorbed by another god, held onto by powerful beings, set free to reform or regenerate as a new god
- The Hall of Lamentations contains the sacred image of every god that has ever existed
Powerful & Cosmic Beings
- Witch Queens
There are 3 Witch Queens known to modern day warlocks, although in the past there were more.
Witch Queens:
- Seekers and followers of Hecate, Elder Goddess of Witches, whose dormant power they crave above all else
- Once stepped freely across multiple planes and dimensions
- Could phase in and out existence
- Were powerful enough to have multiple patrons
- Eventually exceeded the strength of their patrons
- Ascended to into the cosmic order not as gods but powerful cosmic beings
- Are a fractious triumvirate eternally allying with, then contesting and struggling against the other Witch Queens
- Use others to conduct an endless proxy war with each other.
The Witch Queens have been rarely seen after the fall of the Sarpadian Empire 500 years ago.
Using ancient ascension rites the Witch Queens attempted the transfer the divine spark within slumbering Hecate to themselves.
So that the raw power of Hecate did not pass directly to the witches and obliterate them during the ascension ritual, the Witch Queens created and used during the ritual:
- Multiple magical circles in intricate linked arcane patterns to spiral Hecate's power in controllable and useable ways
- Artfact level powered proxies and fetishes to absorb, harness and channel Hecate's power
- Gathering pools and arcane holding chambers where Hecate's power could be temporarily held in abeyance for better control
- Arcane channels to funnel controlled amounts of Hecate’s power from one part of the ritual to the next
- Split the ritual over multiple planes
- Split themselves into multiple forms over multiple planes with a common link through each of the planes to receive Hecate's power
So that their many forms didn’t move away from each other anchor points were required by the Witch Queens to maintain a common link through each of their forms across multiple planes. On the prime plane each Witch Queen used one of Hecate's first 3 Sacred Temples as her anchor point. These are located at:
- Hecate’s Landing on the north east Radiant Coast
- Ruins of Andii, former capital city of the Eldar Empire
- Omicron Ceti, 15th city of the former Sarpadian Empire
When the places containing the resting Hecate suddenly shifted away from the anchor points, the Witch Queens were unable to untangle themselves from Hecate in time to stop their forms being split across multiple planes.
They have become more active recently as the places containing Hecate have once again shifted closer, enabling the Witch Queens to reform for brief moments.
Their priority is to reform through coherence rituals.
Their second priority is ascension using the raw power of the Elder Goddess of Witches.
- Emtariath - Witch Queen of the Aphotic
A striking woman with multiple arms, headdress, golden reticulated talons covering the length of each finger, face beading, hair in lavash rolls. Sharp Ruby between eyebrows. Wears an amulet of purest gold and magic woven by an assemblage of Arch Angels and Arch Devils to make war on a common long-forgotten enemy.
Aphotic - Growing in the absence of light; untouched by light
- Toruja - Witch Queen of Otherwhere
Wears a half mask of a black hawk with prominent silver & black beak and metallic appearing feathers fanning out in an aura effect. Wears a blue or white dress trimmed in gold and a lapis lazuli amulet of great antiquity from the first Atlantis's most powerful High Mage.
Sows discord
- Sili - Witch Queen of Lamentations
Wears a green Day of the Dead mask with a series of golden and silver spikes of varying lengths emerging in a halo from the mask. Three chains of purest platinum link the spikes beneath her mask belong to a fallen Titan King. She has tattooed ivory skin.
Brings suffering
- Hosts of the Feywild
- Marquis Artimar Mal Adra (Lord of the Silvery Sea, Preserver of the Deltic Knots, Watcher in the Evenwoods and Delusion’s Favourite Child)
- Hosts of the Feywild
One of the powerful lords of the Feywild and patron of the Bruja Ubusera
- Unseelie Lady Nakiasha Wysayra keeper of Angelfire
Patron of High Steward Eeked Vandorack
- Lady Auchomelgen
"blessings and protection be upon you"
Protector and defender of the scattered Ephereum throng
- Loa
- Powerful spirits who are connected to the Elder Gods, and sometimes servce as intermediaries or messengers between mortals and the Elder Gods
- Can grant powers, bestow blessings or smite with curses depending on succesful ritual
- Often "ride" mortals as part of a ritual or when granting power or if successfully called upon during a ritual
- Sorcerer King of Sosso
- Incredibly old, was the leader of the Sosso rebellion against the Semudan Empire more than 670 years ago
- Is actively looking for the ink of Architeuthis
- Resides in the former kingdom of Fallen Sosso, seep within the Semudan jungle
- Recently the Sorcerer King has emerged from the shadows and intends to reclaim his crown as the preeminent force of magic in Semudan
- The Sorcerer King has enlisted other allies in coordinated attacks against temples all across Semudan, and against all those that supported the Paldins of Tal in their assualts on his realm over the past 20+ years
- Many beings owe him favours which he always calls in
- Is capable of calling upon the powers of the Great Old Ones, Destroyers, Titans, Shadow Kings, the Elder Things, Demon Lords and Arch Devils
- Is in contact with the Mummies of Carkade after their recent emergance from the Time Void
- Zoroaster, Gold Dragon King
- Felt, heard and sensed rather than seen
- Can move others across time and place
- His tomb beneath Hecates Advent is moving backwards through time and contains the claw of the first gold dragon monarch
- Is spread thin, not by space but by time
- Exists simultaneously in multiple timelines
- In Game
- BMG contacted him in his tomb beneath Hecates Advent
- Sent the BMG into the past during the creation of the first Nightmare Child
- Sent the BMG into the future when "the Enemy" was assaulting the city of Solis Maior in the Kindom of Jorentes
- "When is this place?"
- "This time is wrong. Your place is not here."
- Nightmare Child
- Construction of the first Nightmare Child was overseen by The Painted Man, an undead Carkade High Priest of Aves Reva
- Nightmare Child; huge, bleak and spewing undeath.
- Progeny of Aves Reva, the Nightmare Child was birthed at midnight after a lengthy ritual that concluded with Aves Reva itself reaching into a specially prepared pit with all the specially prepared components to give it form in the mortal world
- Components included poison from wyverns, generated in the soil of a mass grave, sufficient mass of corpses, 13 ritual stone chargers filled with the blood of 13 mortals every 13th day on 13 occasions, 2 nightmare shrines dedicated to Aves Reva (inversions of each other), 169 clay pots of demon blood, charcoal from 13 trees all 13 y.o. to draw the magic symbols, 13 blood onyx minimum value 5000 gp each, 13 large nightmare nets within the outer layers of the summoning circle woven only at midnight under a full moon or new moon with the blood of the sacrificed and stitched using the ligaments of victims, a major arcana (nightmare servant of Aves Reva) as a spark to channel the elder divine power
Important NPCs
- Boss Jari
- Boss Jari of Clan Crokuz is the leader of the one of the Janto Trader Clans
- Boss Jari wears a heritage suit of armour which has affinity only with those of his kin
- It can be called into existence as a bonus action
- Calls up a war javelin that can throw bolts of lightning
- Boss Jari's granddaughter
- She is a powerful seer and claims to know the identity of Ophion's 'father'
- In exchange for sharing this information with Ophion, they are now betrothed, set to marry in 3 years time.
- Bruja
- Background
- Bruja Ubusara lives in the village of Haybek with her blind old aunt (is an Emerald Hag in service to Ubusara)
- The Hag is the “front” to contact the Bruja.
- Has a tiny figurine of Geele (a Loa):
- cross legged male figure, hooded tunic, metal-banded comforter, waist-tight jerkin, banding on left arm, symbol of Faerun on right foot, and holding a skull in each hand
- the exposed parts are extremely lean with very long fingers
- Recently started to become hot for brief periods of time, once glowing so hot with heat that nearby objects caught fire
- It displays an unknown symbol whenever it heats up which the Bruja has recently come to understand as the magical sigils for fire, destruction and chance
- Affiliations
- She is a warlock whose otherworldly patron is Marquis Artimar Mal Adra, Lord of the Silvery Sea, Preserver of the Deltic Knots, Watcher in the Evenwoods and Delusion’s Favourite Child.
- Has connections across all Treonol including the Treonol underworld, the many resistance groups and to the Treonol Autocrat and Helegu Moghul
- Relationship with the Witch Queens
- Understood very early on that Sili is "spread thin" and was working on way to use this for her advantage
- Knows the stories of Witch Queens seeking out Hecate’s power
- Understands why the increase in Witch Queen activity after decades of near silence
- Her twice fleeting contact with Sili was “compelling and monstrous”
- No contact with Emtariath or Toreja, but recognises the signs indicating their return
- In Game
- “I put a hurt on him” - she was boiling hunks of meat and hanging them on hooks when the characters arrived.
- The Crag
- Is a druid named Cemcrall Crag leads who leads a resistance to Treonol Autocrat
- The resistance he leads is a cobbled together alliance of different people and different groups with very differing goals
- The Crag is a fanatic in his pursuit of returning Treonol to a freer but far more brutal time
- A cult has arisen around him and he uses this to entrench his position as a tyrant of the dark and the living agent of the Dark Heart of the Night
- He used the fury of betrayed Jayak warriors and surviving Jayak elders and used a dark ritual to “gifted” the strongest warriors with wolfen lycanthropy, granting them lycanthropy in addition to their existing levels as barbarians
- Other cult fanatics who have sworn a blood oath to the Dark Heart have been transformed into normal werewolves and are the ones often sent on suicide missions into the Treonol soldiers barracks
- He has a number of spies and informants among the Treonol people, especially those who long for a return to “the old ways”
- The old ways is the primitive, primal way of existence where the strong prevail and violence is both normal and desirable
- The Crag sees his people as having lost their way, having become soft, have lost their connection with the inner beast and have left their traditions behind
- In Game
- Was bringing terror to those constructing forts and roads in the east of Treonol (his territory) using his werewolves to infiltrate encampments and army barracks to wreak havok
- The werewolves retreat to the forests during the day and move to a different location each time, normally near one of the many minor sanctuaries the Crag uses
- The Crag controls the werewolves while transformed, but does not automatically command them while in human form.
- Matron Elekandri Semushina of the Singidi Circle
- Watches over by the Singidi Circle from the city of Maa
- Resides in the tallest and mightiest of the Spur Towers
- Oft-times seen in public on the back of a fully armoured war-rhino, the Matron is a fighter of enormous prestige and power.
- In Game
- Assassination attempt by Duergar wielding warpstone loaded crossbows, concealed under illusion - warpstone harnesses phantom energy - thwarted by characters
- A Silver Dragon, who is connected by familial ties to the Semushina Tribe agreed to attend on the day of the ceremony celebrating the defeat of the Helegu hordes and allowed the Matron to ride upon it's back.
- Grand Merchant Colphon of Jyrgal
- Seen as the 3rd most powerful figure in Treonol behind the Autocrat and the Mughal
- The Treonol Autocrat, Maro Kush Nefor
- Singular ruler of Treonol
- Houtl-Het, Mummy Noble of Carkade
- Was awakened and brought forward from the timevoid after 6000 years adrift
- Was searching for the one for awakened her (it was *its safe to go back into the water*) and seemed that she did not anticipate on becoming one of the great undead
- Had been sending out undead war parties to either chase others away from the ruins or to parts unknown, often lead by Wraiths.
- Her forces had clashed with nearby hobgoblin legions.
- Some captives were subject to brutal ritual before their fluids were drained and vital organs consumed - barracks contain butchered bodies hung on hooks, on slabs, organs separated into canopic jars, all for the consumption of Houtl-het.
- She consumed vast amounts of the mana before the party's arrival and was much more 'fleshy' than the other mummys.
- Was building and summoning an undead army but had been unable to summon or create a being of greater than CR4; however was partway through a ritual to create Dredge Skeletons before she was disrupted by the party
- Temple Complex
- Originally this complex was the great house of Houtl-het and her family
- It included many dedications to the Great Alin Patrons on the exterior and Ammutseba in the hidden or private interiors.
- For millennia the great house was nothing but a handful of ruins covered in centuries of debris and landfall.
- With the reawakening of Houtl-het, the great house itself has began to emerge from hidden depths, while the servants of Houtl-het and cultists worked relentlessly to repair the grounds and walls.
- In Game
- Ended up in the "care" of the Witch Queen Sili in exchange for the life of the little girl
- The 'little girl' was both cultist and Houtl-het's human familiar.
- Captain Bail Kenzee
- A former captain of the Ventide Shield and former favourite of the Autocrat Maro Kush Nefor before court politics saw Bail’s opponents threaten his position.
- "Clashed" with one of the Grand Merchant's of Treonol.
- Moments before his enemies acted to depose him, the Captain was rewarded for services to the Autocrat and effectively sent into exile.
- At first interested, now he is obsessed by unravelling arcane secrets and in particular the other planes.
- He set up a fortified manor at the edge of the Erensari in the Chalk Tablelands east of the monstrous Rakis Rift.
- With him in exile were 8 bodyguards, his champion, his High Steward, 10 skilled artisans/tradespeople and 200 slaves.
- He has formed a new mercenary group (the Skaedguard) and trained a small force totally under his control.
- The Skaedguard now control an area of the Chalk Tablelands and its equivalent space in the Feywild.
- He is always accompanied by 4 personal bodyguard and except when in his personal chambers at least 1 of his 3 chiefs
- Eekeb Vandorack
- A black Dragonborn warlock currently aligned with the Skaedguard Treanol Chapter House
- He was the former High Steward of the Eventide mercenaries, and former aide to Bail Kenzee
- He has been accused by the Eventide mercenaries of stealing a sacred text, 'The Ascension Rites of Bhaal, along with Kenzee.
- In Game
- It was revealed he is a servant of Nakiasha Wysayra 'The Unseelie Lady and Keeper of Angelfire' and supported the Witch Queen Toruja
- Drake Olgad
- He is the personal champion of Captain Bail
- Was apprenticed to Bail during Bail’s ascension through the upper ranks of the Eventide Shield and during his 5 years tenure as Captain
- In that time he progressed from a fierce but green brawler to a formidable warrior of great prowess
- An encounter with powerful Feywild inhabitants that killed the previous Sergeant of Arms left Drake weakened and near dead for months
- He has now recovered and is regaining his former strength
- He is often accompanied by the Red Moranth ‘Torn’
- Jessudu the Sumptuous
- A Marid Noble
- Exiled from the Elemental Plane of Water for her part in a failed coup
- Carries the mark of the exile on her body at all times
- Seeking revenge against those who exiled her - the Sibonorn Marid Royal Family
- Came in contact briefly with the Elder God Architeuthis, whose visions pointed her towards the fallen empire of Yuggoth
- Using broken shards and potsherds from that empire has spent decades designing and building a water construct - a Yuggoth Spawn
- Obsessed with the story of Jux (has Jux's face of in mosaic on the workshop floor)
- Obsessed with the story of the 3 Anti-Gods (Anti-God of Gold, Anti-God of Water and Anti-God of Empire)
- Her palace is saturated with sigils, which Jessudu is able to use & manipulate
- Is obsessed with vengeance
- Has the appearance of treating her slaves with respect and grandiosity, but no slave ever leaves alive
- Uses the remains of her slaves to feed ocean beasts and to fill the contents of her jars
- Uses Merrow and a Shadow-Serpent as guardians to her Coral Palace, and was appointed 4 gladiators as personal attendants when she was exiled
- Naishud the Exalted is sibling to Jessudu
- In Game
- Used a "Disjunction" sigil to split her physical body into a thousand pieces in the hope that his essence would survive and she would reform at a later date
- Mama Tet
- Mama Tet is the driving force and real power of the Starless Communion
- Was a contemporary of the Witch Queens
- Is small in stature, hunched over, one eye is milky white (gives her the power of true seeing)
- Has power of necro transference - can project her mind into a corpse, through which she can see, speak, act and cast spells
- Speaks the language of the dead
- In her words she has taken a different path to immortality than Papa Anenso (attempting to achieve lich-hood) or the witch queens (ascension) by trading favours, secrets, powers and skills for life
- Kavos the Warlock
- Servant of a Faceless Master, Seeker of the blade of Basi Dynameos and Walker in the footsteps of Zareus, slayer of great kings
- Skin is a light blue-grey where small forms can be seen sliding beneath the skin
- Sometimes accompanied by a Lead Golem
- Wields a khopesh containing a red gem cut to resemble an unblinking, all-seeing eye
- Taleiriah the Sorceress and favoured of Bhaal
- Ophion’s sister
- A sorceress who is also among the inner circle of the Cult of Bhaal Lord of Murder
- Has travelled to Semudan as part of a quest directly from the Lord of Murder himself
- In game
- Sent assassins at the group - just to see how it goes
- Her cover name is Tali and is accompanied by 2 handmaidens, her familiar, her bodyguards and her gatherer (aide-de-camp)
Cults/Groups
- Bakenzenzi
- Cannibals & shape-shifters
- Perform rituals near the Tower of Astarte
- Have previously allied to the Sorcerer King
- Mama Tet's favoured guardian is a Bakenzenzi soultaken
- Cult of Ammutseba
- Known to exist on the eastern continent of Faerun
- Dedicated to the service and return of Ammutseba
- Have been working closely with the returning Mummies of Carkade
- Mystery of the Horned God
- Prominent following among the wererat clans who worship the Horned God
- Overseen by wandering Grey Seers
- Ranks within the Mystery include Rooks, Engineers, Runners, Grey Seers, Chiefs
- Each rank has their own specific shrine
- Runners Shrine - Image of Skeletal Hybrid Wererat dressed in black
- Rooks Shrine - Image of a Giant Rats skull in the form of the Day of the Dead
- Grey Seers Shrine - Image of robed wererat with fiery mantle & horns
- Engineers Shrine - A Juggernaut made of iron & skulls
- Chiefs Shrine - Darkened and bloodied image of the horned god
- Cult of Bhaal
- Cult of the Dark Night
- Order of the Hidden Aves Reva
Based in the far north along Radiant Sea the 'Order of the Hidden Aves Reva' attempt to understand and emulate the Elder God's connection to shadow and dark, both within and without.
- Monks of Oba
The Shadow Monks of Oba follow the teachings of their founder Cane Hollow, seeking to understand better the universe and existence through the 'dreams’ of the non waking world they believe seep into the waking world. They differentiate non-waking vs sleeping.
Their leader's title is 'Sechum'.
- Eventide Shield (mercenaries)
The Eventide Shield are a mercenary group with several chapter houses across the western continent. They have a fearsome reputation, always fulfill their contract and always sell to the highest bidder.
They have sold their services to the Helegu among others
20 years ago one chapter was employed by the Roaring Host to destroy a rebellious general who had taken up refuge in an abandoned fortress at the fringes of the Brass Desert near the Paracer Ascension.
For destroying the rebel general, his army and his followers Captain Bail Kenzee were allowed a share of the loot which included a +1 greataxe that was formerly in possession of the general’s Jinserric1 personal champion.
Captain Bail’s chapter spent a further 10 years in the pay of the Roaring Host finishing up in Treonol selling their services to the Autocrat. They were heavily involved in massacre at Phobos2, the Gestahl bloodbath3 and Jeshi Widom4 execution.
They have small chapter house, on a fortified hill 10 miles outside the Citadel of the Autocrat.
5 years ago after the Jeshi Widon execution, the Captain retired somewhere to the south of Trenol near the western edge of the Erensari in the Chalk Tablelands; which is on the northwestern edge of the inland freshwater ‘the Keshin Sea’. The Rakis Rift on the western side of the Chalk Tablelands is a huge natural barrier hundreds of miles long, routinely 10 miles wide and many miles deep in places.
He took with him the Great Axe (nick-named the ‘woodcutter’), which he wielded along with a shining greatsword, a personal retinue of guards, his best friend and personal champion Drake Olgad, his lifelong household steward Eekeb Vandorack and an entire household worth of slaves & servants awarded him by the Autocrat.
Leadership:
- Rin Darkfighter - Captain of the Eventide Shield Mercenaries (Treonol Chapterhouse)
- Cos Andromias - High Steward of the Eventide Shield Mercenaries (Treonol Chapterhouse). Cos is also a High Priest of Bhaal
- Notes
1 Jinserric are a northern tribal people
2 Thousands of combatants and noncombatants deemed to be enemies of the Autocracy hunted down and ‘defeated’ by the Autocrat
3 The annihilation of a united Jayak army (the Jayak were the tribal people who were part-integrated part-at war with the Treonol who warned you about the Tiefling’s curse
4 Well-known ‘hero’ of the Autocracy who became a people’s champion when he was seen to be politically taking on the ruthless Grand Merchant Ruslan of House Mederen; executed at the order of the Autocrat after being declared enemy of the state and a massive manhunt
- Ol Alem (dagger)
- An order older than Semudan from the Time of the Warlords
- Assassins, spies and killers
- Founded by “Geele”
- Hadrian's Crew
- Elite fighter school
- Secret goals of one world emperor under martial rules with the military preeminent
- Reverence of ancient beings and gods dedicated to war, slaughter and destruction
- The Butcher's Bill
- Mercenary Army with many splinter factions
- Powerful political players with their own compounds throughout parts of Semudan
- Loathed but feared and useful
- Among other reasons they are used by other secret societies and Semudan nobility for assassinations, intimidation and guerilla warfare
- The Admired Transcendentals
- Believe in hard-core blood sacrifice to be beloved among the gods
- Blood of mortals for the blood given by the gods
- Other religious practices are useless, soft and taking us farther away from the gods
- The Starless Communion
- Followers of the Gods worshipped during the reign of Carkade
- All Death and Destruction Gods
- 3 Elder Gods
- Ammutseba (Unliving)
- Aves Reva (Nightmares and perpetual darkness)
- Azathoth (obscenity)
who stand above 10 latter-day gods
- Beshaba (misfortune)
- Bhaal (murder)
- Bane (war)
- Shar (death)
- Erythnul (slaughter)
- Nerull (death)
- Takhisis (hatred)
- Chemosh (undead)
- Morgion (disease)
- Nuitari (apathy)
- Seeking elevation to rule under its authority
- The Faithful of Fallen Sosso
- Magicians dedicated to the obtainment of magical and esoteric power
- Have a base in the lost city of Sosso known only to the inner circle
- Cherished of Emerald's Blaze
- Practitioners of the mysteries of secret Gaoro (specific practices revering and using the Loa)
- Following in the “true” footsteps of the Sorcerer King
- Drana's Hammer
- Seekers of Esoteric knowledge
- Wanting to rule from behind the scenes, using magic to influence the throne
- Want to use the Semudan empire to further their own power and control over the “unseen” world
- Impalpable Chosen of Skullbriar
- Warlocks, cultists, necromancers and servants under the sway of Shadowfel entity “Skullbriar”
- Was an enemy of the Sorcerer King
- Skullbriar is a long ago fallen Titan whose original name is now unknown
- The Nebulous Prestige
- Believers in the “patrons”
- Have contact with “Pelu Tolo” - aka the patrons
- View the Pelu Tolo as the true rulers and creators of the people
- Creed of Piceous Strange
- Cultists dedicated to return of the Elder Gods
- Golden Brazier
- Seekers and users of occult knowledge who wish to rule overtly over the hidden and seen world with humans as rulers over all and the Golden Brazier as elite over all humans
- Wanting a paradise; believe in the greatness of ancient “supermen”
- The Djembe (the rope)
- Loosely allied thieves-criminal organisation spreading across all of Semudan
- Required reverence of the silent Carcharias who commands all
- Traders in esoteric and forbidden objects
- Each chapter is ruled by a “Kingfish”
- Breakers of bones and thugs
- The Polaris Revelation
- Believers in the imminent arrival and rising of new gods
- True bright eyed believers wanting to see the modern gods and elder gods burn
Monsters
- Drakes
- Wind Drakes
- Drakes
- Flights are lead by a Lore Keeper
- Long serpentine bodies
- Transparent and slightly amorphous
- Air elemental nature
- Rarely (if ever) land, spend their lives in perpetual flight
- Have been known to provide tribute or service to Cloud Giants
- In Game
Wind Drake Lorekeeper granted the SRPG the 1st blessing to add 2 to any attack, saving throw, skill check, ability check 1x long rest after the roll
- Su Monster
- Lean canid body, sharp claws on gripping hands and feet, elongated hominid face
- HD 6d8+6, 33 hp
- AC 16
- Psychic energy attack
- Failed save causes additional stunning effects, multiple failures add levels of exhaustion
- Were brought to Faerun by Mind Flayers as pets and hunting companions during the height of their empire in the time before Carkade
- Zombies
- Abattoir Zombie
- Zombies
- Gains temporary hp equal to damage done (5-6 on d6)
- Reaper Zombie
- Does necrotic damage in addition to normal damage
- Bog Zombie (Bog Raider)
- Has sneak attack and stealth
- Zombie Master
- Command and power up zombies
- Quicker and smarter than other zombies
- Does not stay destroyed like other zombies after being reduced to 0 hit points
- Zombie Juggernaut
- Has undead fortitude against all attacks
- Can expel actions to massively regenerate
- Vesper Zombie
- Drain other zombies to throw necrotic energy at enemies
- Specters and lesser incorporeal undead
- Hypnotic Specter
- Specters and lesser incorporeal undead
- Huger, stronger & more danderous than regular spectres
- Have a Hypnotic Glare that stuns
- Transitional-state makes all attacks by them difficult on failed charisma saves
- Skulking Shade
- Weak individually
- Gain in strength the larger the pack
- Do poison damage
Events
Timeline
Secret Chest of Forbidden Knowledge
- Atlantis
- A legendary city that symbolises everything magical and unknown
- In Game
- Gates from Atlantis were at the entrance into Hecate's Advent
- The gates were packed with sigils and were more than 250,000 years old
- Witch Queen Sili offered Professor Rubens the location of Atlantis in return for his service to her
- Hall of Lamentations
- Contains the sacred image of every god that has ever existed
- Includes Gods where all knowledge and memory of them has ceased and can no longer exist outside of the Hall
- Crafted and created by the now millions year extinct Eldar Elves
Session Notes
-hiatus-
- February 18
- January 18
- ...
- August 17
- July 17
- May 17
- March 17
- February 17
- January 17
- November 16
- October 16
- September 16
- August 16
- July 16
- June 16
- May 16
- April 16
- March 16
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