Showing posts with label lore. Show all posts
Showing posts with label lore. Show all posts

Tuesday, April 21, 2026

The Metaphorical Plane


 "The metaphorical plane?"

"No, the Metaphorical Plane. It's . . . hard to explain."

"Try me, Dr. Amber."

"Okay, you know those 'just-so' stories for kids? Like how the seasons are caused by war between the fire and the water elementals? Even though we know that they are caused by the axial tilt of Earth as it goes around the sun?"

I nod. Dr. Emile D'Amberville was the foremost authority in quasiplanar metaphysics at the University of Orlaine, and I wasn't about to disagree with anything he said. 

"Well, it turns out those children's stories are also true. It's easier to describe using arcane math, but the axial tilt and the elemental war both cause the seasons!"

"You mean the axial tilt determines the tide of the war? Or does the war of the elementals cause the globe to tilt?"

"Yes." I must have looked confused, because he continued on, "That is, while it's natural to think one phenomenon must be more basic than the other, both actually have the same explanatory power as the other. Neither is prior to the other."

"Does that imply that the world is actually flat?"

"In a sense. It is definitely a sphere, but it is equally definitely a flat plane floating above the elemental chaos. This is all derivable from the Covellian equations, but Ferrier's work from just before the Second Demon War makes it clear. It's similar to how Faerie is an echo of what we call the Prime Material, but the Prime Material is also an echo of Faerie."

"So can we visit these locations, like we can visit Faerie?"

"It's difficult, but with the right sort of magic it's possible, similar to how some spells can transfer you to the plane of Fire."

"But didn't Fayon famously just walk into Hades, no magic required?"

"Well, I think you'll find that travel is its own sort of magic."

Sunday, August 22, 2021

Gods of Ardenest for Pathfinder 2e

 A new Ardenest campaign under a new system demands more work on the gods of Ardenest. And Pathfinder 2 is pretty involved. Adapting them for 5e, I only had to pick domains. But for Pathfinder 2, there are a lot of additional things to think about; most prominently, anathemas and cleric spells. It's good, though, it gives me some room to think about my gods, and flesh them out a bit more. I think it's been helpful! So below, nine gods for my future Pathfinder 2 campaigns.


Fayon (LG)

Edicts: Be brave, fight for justice, defend the weak
Anathema: Scorn a challenge you can win, fail to provide for the needy
Followers: LG, NG, LN

Divine Font: Heal
Divine Skill: Intimidation
Favored Weapon: Longsword
Domains: Ambition, healing, might, sun, fate, confidence
Cleric Spells: 1st True Strike, 2nd See Invisibility, 4th Fire Shield



Adreham (LN)

Edicts: Defend rightful rulers, building civilization, dominate nature
Anathema: Fight against a legitimate ruler, give alms to the undeserving, steal
Followers: LN, LG, LE

Divine Font: Harm or heal
Divine Skill: Society
Favored Weapon: Crossbow
Domains: Cities, earth, nature, wealth, perfection, family, tyranny
Cleric Spells: 1st Illusory Object, 4th Creation, 6th Dominate



Vaasa (CG)

Edicts: Defend the weak, reject tyranny
Anathema: Enslave a person, seek to dominate others
Followers: NG, CG, CN

Divine Font: Heal
Divine Skill: Survival
Favored Weapon: Whip
Domains: Air, water, nature, travel, freedom
Cleric Spells: 1st Gust of Wind, 3rd Lightning Bolt, 5th Control Water

Covellia (N)

Edicts: Seek out magical power and use it
Anathema: Hide knowledge, destroy magical items
Followers: Any

Divine Font: Harm or heal
Divine Skill: Arcana
Favored Weapon: Staff
Domains: Destruction, knowledge, magic, protection, truth
Cleric Spells: 1st Magic Missile, 2nd Magic Mouth, 3rd Levitate, 4th Blink, 5th Prying Eye, 6th Wall of Force, 7th Warp Mind, 8th Maze, 9th Foresight

Alexander (NG)

Edicts: Explore, respect nature, be kind to animals
Anathema: Cruelty to animals, abuse natural resources
Followers: NG, CG, CN, N

Divine Font: Heal
Divine Skill: Survival
Favored Weapon: Scimitar
Domains: Nature, moon, luck, travel, dreams
Cleric Spells: 1st Pass Without Trace, 2nd Animal Messenger, 4th Speak With Plants


The Sage (N)

Edicts: Find secrets, keep knowledge hidden
Anathema: Reveal a secret, intentionally harm an insect
Followers: Any non-good

Divine Font: Harm
Divine Skill: Deception
Favored Weapon: Short sword
Domains: Knowledge, undeath, darkness, earth, secrecy
Cleric Spells: 1st Illusory Disguise, 2nd Invisibility, 6th Mislead


Ryanna (CN)

Edicts: Demonstrate your strength, bravery above all
Anathema: Yield to anyone weaker
Followers: N, CG, CN, CE

Divine Font: Harm
Divine Skill: Survival
Favored Weapon: Greatsword
Domains: Confidence, freedom, fire, nature, moon, passion, perfection
Cleric Spells: 1st Color Spray, 3rd Haste, 4th Stoneskin


Kilmar (CG)

Edicts: Slay dopplegangers, adventure together, keep the peace
Anathema: Betray your companions, show fear, tarnish your reputation
Followers: CG, NG, CN

Divine Font: Heal
Divine Skill: Athletics
Favored Weapon: Longbow
Domains: Ambition, freedom, travel, might, zeal, luck
Cleric Spells: 1st Truestrike, 3rd Wall of Thorns, 5th Tree Stride


Søren (LN)

Edicts: Create beauty, free slaves
Anathema: Destroy art, senseless destruction
Followers: LN, LE, LG, N

Divine Font: Heal
Divine Skill: Select crafting
Favored Weapon: Waraxe
Domains: Creation, earth, family, might, protection
Cleric Spells: 1st Mindlink, 3rd Earthbind, 4th Creation

Tuesday, June 12, 2018

Ma'at, the Raven Queen


Ma'at is good and her worth is lasting.
She has not transgressed since the day of her creation,
whereas he who transgresses her ordinances is punished.
She lies a path in front even of those who know nothing.
Wrongdoing has never yet brought its venture to port.
It is true that evil may gain wealth but the strength of truth is that it lasts;
a man can say: "It was the property of my father."
-- The Book of Fayon, Canto III

Ma'at is the consort of Hades, and the first judge of the dead. When the soul of the deceased arrives at her court, she weighs it against a feather. If its misdeeds weigh it down so that it is heavier than a feather, the soul is sent to Hades. If the soul's deeds are loftier, so that it is lighter than the feather, the soul goes to the moon. It is the light of these souls that makes the moon luminous at night. Her throne is flanked by two kobolds, Andjet Green of Flame who refined the soul before it is weighed, and Xois Owner of Faces, who brings the souls to the left and to the right.

She is known as the Raven Queen due to her cloak of raven feathers. (Contrary to popular belief, the feather with which she weighs the soul of the dead is an ostrich feather). It is often said that when a person dies, if you listen closely, you can hear the flutter of ravens carrying away the soul. Naturally, ravens are also seen as a bad omen. As the judge of the dead, she is the guardian of the right order, and someone who is wise and virtuous is sometimes said to be raven-headed.

The greatest foes of Ma'at are the undead, and others who have cheated death. She is not opposed to resurrection magic for a good cause, but she delights in hunting down those who use it frivolously, particularly rulers. For this reason, most rulers shy from using resurrection magic after their death. She also despises creatures from the realm of nightmares, such as aboleths and beholders, because they do not belong to the natural order of Ardenest.

Wednesday, May 30, 2018

The Old Faith


In the beginning was chaos and void, and the spirit of chaos moved among the waters. God came to the chaos, and raised his hand, and lo! there was order. The waters split into the waters above, and the waters below. And the spirits of chaos too were divided, according to their type; the spirits of air to the waters above and the spirits of water to the waters below.
-- The Book of Fayon, Canto I

When God created Ardenest, it was already inhabited by many chaotic spirits. Most of these agreed to serve God in the new creation. Those who didn't were cast down into the abyss. The spirits varied greatly as to how powerful they were. The most powerful spirit to join God was Bahamut, the Platinum Dragon, the Divine Wind. Barely less powerful was Hades, Guardian of the Underworld. But besides these two were many other spirits, spirits of glen, river, and hill. The least of the spirits God clad in flesh; wood spirits became elves, fire spirits became men, and earth spirits became dwarves. God gave Bahamut possession of the air above, and Hades possession of the earth below, but to the mortals he gave possession of the world.

Before the apotheosis of Fayon, the religious worshiped these spirits. For the most part, the local spirit was the most revered. While these were not generally sufficiently powerful to answer their believers' requests, there were plenty of spirits who granted spells to their followers.

Pan was a wood spirit who came to have dominion over all of the forests of Ardenest. He was particularly known for his love of wine and his flutes, and was particularly revered by druids and rangers. He is rarely followed now. In civilized areas, he is most remembered in toasts and drinking songs. However, some druids and wood elves still worship him.


Bahamut, the Astral Star, fought constantly against the demon dragon Tiamat and her schemes. Paladins and noble knights of all kinds served him, and he is still revered by holy knights to this day. The Silverflame knights of Lyonia, in particular, are dedicated to the Pearl of Wonders. 

Hades was never worshiped much, but there have always been a sufficient number of people who walk near death that his cult has never died out either. The Aurelian cult popular in Western Solaria has its roots in Hades worship, though most claim any devotion is merely symbolic. Certain heretical texts suggest Fayon owes his power to Hades, but these are dismissed by the Church as later fabrications.

The Fates: Eos, Dawnmother; Nut, Nightmother; and Shar, Duskmother were a trio of goddesses often worshiped together by healers, though Nut and Shar had less savory worshippers as well. They are worshiped much less frequently now in the open, but it is said that Shar counts assassins among her contemporaneous devotees. St. Carino was a devotee of Shar until he repented of his misdeeds and joined the church. Nut often receives the prayers of prostitutes, and they and other young women pray for her protection in the night.

Kord's origin is unknown. Some scholars suppose he was a spirit of the tundra, and it was the devotion of the orcs that gave him his present form, while others believe him to have been a Nordman who went native and achieved godhood through a ritual like that of the Valharim. He is not typically worshiped in civilized lands, but is venerated by the orcish tribes of the steppes, and his faith is not unknown among the Nords.

Thursday, May 24, 2018

The New Church

Photo by CEphoto, Uwe Aranas
There are a number of beings that are worshipped by the denizens of Ardenest; Bahamut, the Platinum Dragon; Zeus, Lord of the Azure Sky; or Pan, First of the Woods. In fact, their worship was common in the days before the Thyranian Empire. Fayon himself was a cleric of Bahamut in his aspect as Paladine. But once he had his apotheosis, his daughter Christine made the worship of the Valharim the official religion of the Empire, and founded the New Church. It quickly schismed, and now, each nation has its own sect of the New Church. The different sects generally interact peacefully, but religious warfare is not unknown. In addition, their relation to the old faiths varies from open hostility to disdain and condescension. In the present day, nearly everyone you meet is a member of the New Church, and adherents of the old faiths tend not to advertise that fact, even in lands where they are allowed to practice their religion openly.

Most of the Church is organized geographically, with the head cleric of each nation being titled "Primate". When the national churches are getting along with each other, the primates sometimes will convene a council to discuss theological and administrative matters. After the Second Council of Selenium went astray due to a fight over precedence between the primates of Western and Eastern Solaria, the Church decided that a chair would be chosen by vote of the Council. Those clerics who have chaired a Council are titled "High Priest". Clerics serve at a temple, tending to the needs of the congregation. The most important temples are generally called cathedrals, and are headed by a bishop.

Every cleric serves the Valharim as a whole, but each is dedicated to a specific member of the Eight. With the exception of the Sage, Covellia, and Ryanna, two months out of the year are dedicated to each god, and the clerics dedicated to that god lead the weekend services. Fayon's clerics lead the services for the festivals of Sol Invictus and Heaven's Day, while the Sage's clerics lead the services on Spring Awakening and Autumn Falling. Ryanna's clerics are not attached to a church at all; they are found traveling between communities too small to have a church with dedicated clergy, or in the wild.

In addition to the churches, there are several monastic communities, especially in the south of Ardenest. These are dedicated to a specific Valharim, and are generally dedicated to serving a purpose associated with that god. For example, monasteries of Vassa are often near rocky seashores so they can rescue sailors whose ships have foundered. The abbot of prominent monasteries are often nearly as powerful as the primates, if not more so.

Friday, March 23, 2018

The Land of the Dead


South of the westerlands, across the Bay of Sunset, lies the land of the dead. It is visible from sea, and from some of the taller mountains in the land of the Gwynn such as Ober Winfrey, but all most people know about it is that if you set foot on it you will die. Sailors are occasionally shipwrecked here, but none are known to have survived. Rumors exist of brave explorers who have come seeking riches, or knowledge, or just adventure, but for the most part, these are third or fourth hand stories.

The truth is, the beach is almost perfectly safe. It is a pleasant white sandy beach looking out over the crystal clear waters of the bay, about 100 meters wide. Behind the beach is a jungle. The single odd feature of the beach is that here (and in the entirety of the land), no restful sleep is too be found. Any intelligent creature that attempts to sleep has their dreams filled with nightmares. And as they push their way into the jungle, the danger only increases.

It quickly becomes clear that the jungle is not an ordinary jungle. The colors are too vibrant, the air too alive, for that to be the case. It is filled with all kinds of vicious creatures -- venomous snakes and frogs, insane chipanzees, and rabid velociraptors. Paths lead into the jungle, but they quickly lead nowhere, or narrow until brushing up against the plant life is inevitable and deadly. Vines turn out to be strangler vines, venus fly traps increase in size until they can eat a Goliath, and trees are increasingly covered with razor sharp thorns dripping with a clear lethal poison. Sinkholes open up randomly, swallowing men whole.

It is not well known, but there is a river leading into the Land of the Dead. The few books that refer to it call it the River Styx. It flows away from the ocean, and as it leads deeper into the jungle, its waters began to turn black. They become deadly poison, and wickedly corrosive to only but the most well-spelled boat, and they are increasingly swift the closer to the Mountains of Madness that they run.

Wednesday, March 21, 2018

Speaking of Big Fish -- The Plane of Elemental Water


The Plane of Elemental Water is one of the four elemental planes undergirding the physical reality of Arden Est, along with the planes of fire, earth, and air. The great ocean, Terminus, contains many portals here, as do some of the larger lakes such as Lake Leriel in Lyonia. All of the known gates open into the upper layers, though there are rumors of a gate that leads to the great city of the Marids.

The uppermost layers of the plane are well-lit and pleasant. These are mainly inhabited by merpeople, nereids, and other water spirits. It is perfectly hospitable here as long as you can breathe water, and bubbles containing the retreats of various archmages are not unknown. Poseidon still has influence here, though it is not directly a part of his domain, and Vassa can sometimes be found sailing on the surface, or leading forays against Sahaugin undersea.

As you go deeper, however, it eventually begins to grow darker, casting the surrouding area into a sort of twilight. As the pressure begins to become uncomfortable, the Marid hold sway, ruling from the City of Glass, Dumat Al-Jandal. They do not suffer many outsiders to travel through their waters, but they are said to be a proud people and susceptible to flattery.

Beneath the realm of the Marid, the light ceases to illuminate, and the pressure becomes crushing. Strange creatures inhabit these depths. Schools of undead dolphins swimming upside down patrol these waters, and demon hunting parties searching for shipwreck elementals are a common sight. Shipwreck elementals are formed from the souls of drowned sailors, and appear to be a common water elemental but for the pieces of wrecked ship swimming in their body, swirling around drops of blood.

Wednesday, September 6, 2017

Of Hades


What happens in Arden Est when you die? For a few particularly noble souls, the weight of their sins in less than the weight of their souls, and Maat or her servants escort them to heaven. But most were not as virtuous. Most souls go south when they die, to the river Styx, which winds its way down into the earth like a worm. Especially wicked souls might miss the landing, and continue into the abyss. But most find themselves beached on a gray shore deep below the surface, facing the gate that leads into the realms of Hades. This gate is guarded by Cerebus, hound of hell and progenitor of the kobold race.

Hades was one of the three great primordials charged by God to help him order the world. He organized a realm for the winnowing of souls. When each soul arrives at the gates of hell, the devil Abaddon judges them. The most wicked are condemned to hell until the end of the age, to serve the devils, but most are assigned a region in hell. Here through penance the soul can atone for its misdeeds, and proceed on to heaven.

The devils are a varied race. They have two main roles -- to give penance to the souls in hell, and to test the souls on Arden Est, allegedly to allow them the opportunity to prove their goodness. But most devils love their task more than they should, and seek to entice mortals into wicked deeds to increase the ranks of their slaves. Still, they remember the deal they made with God at the beginning of the world, and do not break the letter of the contract.

There is one more task Hades has undertaken: it is he who guards the prison of Hadeth. He is almost omnipotent in his own realm, as much as this frustrates Asmodeus, and so is capable of keeping one of the Valharim in check. Yet it is said that one day she shall escape...

Saturday, August 5, 2017

Arden Est's Planar Cosmology

Arden Est lies at the center of the universe, and all other realities revolve around it. It is known. Arden Est is a flat disk, at the center of which lies a great lake of lava with a whirlpool in the middle. The dimensions of the Land are unknown -- some sages have speculated that there lie lands beyond the Last Sea, but these have not been seen. Underneath Arden Est lies the Underdark, a land hundreds of times more vast than the surface world. Here are countless tunnels and caverns and the civilization of the drow. Here too winds the river Styx, leading to the realms of Hades, and the river Lethe, leading to the Hells the devils conquered from the Lord of Death. Further down, mad titans delve more tunnels and angels and devils both beat back attacks of demons seeking to free their mistress from Hades's prison. Even further below lies the elemental chaos.

The elemental chaos is divided into six semi-distinct areas. The planes of fire, water, air, and earth blend together at their edges and at their borders with the positive energy plane above and the negative energy plane below. At the center, all of the elements combine in a maelstrom of primal energy, and at the very midpoint, a whirlpool stands, leading the way down into the Abyss. The abyss, it is said, has no bottom. But it is also said that Fayon made his infamous bargain with Tiamat at the bottom of the abyss, so who can know the truth of these things.

Above Arden Est are the heavens. On the moon sits Fiat Lux, home of the Valharim. The moon rotates, shining most when Fiat Lux lies directly overhead, and not at all when the fairest city looks the other way. The sun makes a circuit around Arden Est's disk, renewing her energy from the positive elemental plane each night. Beyond the sun are other worlds, such as the platinum sphere of Bahamut and the copper sphere of Ares.

Two planes exist coterminous with Arden Est. Faerie is the cumulation of the hopes and dreams of the people of Arden Est. Here the Courts of Winter and Summer war with each other, causing the seasons to change as Koschei is first ascendant followed by Titania before Koschei takes the crown again. The fears and dark urges of the free folk, on the other hand, create the realm of nightmare, also called the ethereal. The edges are largely safe, but horrors lurk in the depths.

Tuesday, April 4, 2017

Asmodeus and the Devils

When Hadeth rebelled, and was cast out of heaven, many of the powerful spirits joined her in her rebellion. These spirits had many different reasons -- Asmodeus thought that he could bring a stronger order out of the chaos she would create, one that had him as it's master. Dispater out of loyalty to the dark general. And Mephistopheles out of resentment of the new order that Fayon had created after his ascension. During the war, especially as it grew more desperate, Hadeth grew more crazed, seeking allies wherever she could find them -- most infamously, Miska the Wolf Spider. The devils grew more and more concerned, but they would do nothing. They had, after all, sworn her oaths. They served her loyally during the war, but once she was imprisoned in Hades, they did not believe serving her would bring any more gains. So under Asmodeus's leadership, they crafted realms in the underworld they called hells, and seek to increase their power by corrupting creation.

When they are not engaged in creating enormously complex plots of betrayal and counter-betrayal, the devils are trying to corrupt souls. The economy of hell runs on souls, but the only way devils can get souls is to convince a mortal to freely agree to give theirs up to them (typically, a soul is claimed by Hades upon death). Fortunately for the devils, men are greedy and short-sighted, and are often willing to make a deal. Asmodeus has proven adept at maintaining power despite many upheavals.

Wednesday, March 8, 2017

Fyrsnaca

The Fyrsnaca is a wyrm native to the cold north, often found in the vicinity of hot springs and volcanoes, which it uses to reproduce. When it enters its reproductive cycle, every 100 years, it dives deep into the heat to lay a sac of eggs. It then stays with the eggs for 25 years until they hatch into the immature state of the Fyrsnaca, a clutch of red worms. During this period, the Fyrsnaca cannot survive outside of the heated water or lava, and it is quite irritable as it cannot hunt. Otherwise it is a fearsome predator, eating polar bear, seal, and whatever else it can get its teeth around. The Nords view the killing of a Fyrsnaca alone to be an exceptional deed, and often if there is a kingship crisis, at least one of the contenders will go Fyrsnaca hunting.

Fyrsnaca
AC: 15 HP: 138 Speed: 60'
Str: +4 Dex: +1 Con: +5 Int: -1 Wis: 0 Cha: +1
Saves: Dex: +4 Con: +8 Cha: +4
Perception +3
Damage: Immune to natural fire, resists magical fire
CR: 8

Actions:
Multiattack Bite/Crush
Bite +9, reach 10' 3d12+6 piercing
Crush +9 3d12+6 bludgeoning
Breath:
Fire, 30' line, 5'. Recharge 5-6
11d8 fire damage, Dex(14) for half.

Originally printed in XS2: Thunderdelve Mountain, by William Carlson, (c) TSR (1985). This content produced under the Open Game License and may only be used under and in terms of that license. The license can be viewed here.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Tuesday, March 7, 2017

The Singing Sword


It is well known that Alexander enjoyed singing while he explored, There is nothing he loved more than striding through the forests of the north, belting out a popular tavern song or a church hymn with equal vigor. What is less well known is that Kilmar, his frequent companion, was completely tone deaf. Alexander desired someone who could accompany him when they were traveling, so he created the Singing Sword.


The Singing Sword is a Longsword +1. When it is attuned to a character, that character can make the sword begin singing as a bonus action. While the sword is singing, the character has advantage on savings throws made against musical attacks and disadvantage on stealth rolls. She also gains +2 uses of bardic inspiration, if she is a bard.

Tuesday, November 8, 2016

Of Vassa and Crom


The Second Demon War was long, and fought largely in Solaria and the Eastern Plains. But it was also fought in the North, and there the deeds of Søren and Vassa were sufficient to enshrine them among the Valharim, bringing the number of that august group to eight (nine, if you tally with them the dark one). Many stories are told of their deeds, but Crom's proposal to Vassa is less well known.

Crom, it is known, is the dark God of the orcs, seeking only to crush his enemies and hear the lamentations of their women. Yet he fought, for a time, with the free folk against the demons, for he had as little desire to see the orcs dominated by Hadeth as Fayon did for the free folk. But some of the orcs fought with the demons.

And it came to pass that the war against the demons went against the free folk, and evil spirits threatened to overrun the northern kingdoms. Vassa fought valiantly, and saved many from death at the hands of Hadeth's army, but it was not enough, as the main part of the Army of Law was in the south. Then Crom came to her, and asked for her hand in marriage. This, Vassa refused, seeing that Crom did not desire her, but merely to enslave the dwarves to provide arms to his orcish hordes.

Vassa took out her whip then, and Søren came to her aid. The battle was long, for Crom is puissant of arms, but Vassa and Søren were able to drive him north into the wastes. A remnant of that battle remains, as Vassa's whip tore a large canyon into the lands east of Darkshelf, which they call Vassa's Lash. And while the northlands fell under the occupation of the devil army, yet Vassa and Søren saved many, ferrying them to Avalon, and when Sean Halospear sacrificed himself to close the gate to the abyss, the occupation ended, nor was Crom able to return.

Thursday, August 11, 2016

Herbs and the Man

I don't like running a campaign where magic items are generally available for sale, especially in 5e. So when one of my players asked if potions of healing were available to be bought at the local temple. I told him that they were not, not unless the temple had a higher opinion of them than they do. I stand by this decision. It helps keep potions special, and gives them an incentive to help out the nice priests of Fayon. But some healing that didn't come from the cleric or paladin could be helpful. So, as I often do, I stole a page from Adventurer Conqueror King. The following herbs are available for sale at the local market for 10gp a dose. They may be used immediately after combat (or during combat), but only once per character. It requires a trained Healing or Survival check at DC 10 to gain the benefits of each herb.

Woundwort: After the First Demon War, the elves brought gifts to men to atone for their crimes. Among their gifts was woundwort, a balm for the injured. To this day, images of the plant are often used when elves and men undertake ventures jointly. When crushed and applied to a wound, it reduces swelling and quickens healing. Once per combat, an application of woundwort will heal 1d4 hit points.

Yellowroot: When Alexander was hunting the great wyrm Scatha, he of the
poisonous bite, a nymph maiden showed him this plant, which grew only in the deepest parts of the great swamp Gwaithe. Upon returning to Lyonia, he planted the seeds widely, and it can now be found across Arden Est. Once per combat, an application of Yellowroot will cure 1d6 hit points of poison damage. If given as a tea to an individual making saves against a poison, it will give them advantage on those saves.

Wednesday, December 2, 2015

Amanitore, Witch-Empress of Thyrania

Image of Amanitore playing Senet, an ancient board game
Amanitore, sometimes called Christine especially in Adrehamaic sources, was the daughter of Fayon and ascended to the throne of Thyrania after his apotheosis. She was the daughter of the Archmage of Glantri, and had no children. It is said she ruled for 900 years. After her death, the Wars of Succession resulted in the Fall of Thyrania and the dark ages.

During her reign, the Duchy of Adreham and Queendom of Hadethia became dependencies of Thyrania, and the elves and the dwarves paid tribute. Glantri was fully integrated into the empire, and order spread its domain nearly to the Shifting Mountains.

Amanitore's personal mastery of magic has not been surpassed since, and before her only Covellia was greater. It was her runecraft that allowed such Thyranian sites as survive to outlive the Demon Wars and remain to be explored even today. She was apparently the last person to use magic to significantly extend her lifetime. It is said she communed with beings from other worlds; it is known that it was she who bound the demon king Abraxas.

During her reign, the land was at peace. War was unknown, and banditry nearly so. It was during her reign that the so-called immortal bard Aloria was first seen. Elf and dwarf were known to work their crafts together, and trade even extended into the underdark. Large ships plied the travel lanes, and there are stories of trade with lands beyond the western sea. Justice was swift and sure, if sometimes harsh.

A story is told of two women who came to Amanitore for advice. They lived together with their two daughters, but one of the daughters had died in their sleep. They asked, "Tell us, oh wise Amanitore, tell us whose child this is that remains." Amanitore asked for a sword and cut the child in two, giving one half to each woman. "See, I have given you each a child. Now go, and trouble me no more with questions that require only ordinary wisdom and mercy to carry out." And the women were grieved.

Friday, March 7, 2014

Theogony





"In the beginning there was only chaos, and the spirits of chaos moved over the waters. But when God came upon the chaos, and breathed on it, he brought order to the chaos, and he saw that the order was good. Some portion of the spirits of chaos then came to serve God, but others rebelled. The rebellious spirits God threw into hell, but those who served were rewarded and even now shape the world." The Book of Fayon

There are many entities that will grant spells. Many hills and forests have their own spirits, though these do not grant much in the way of power. Still, there are some hedge witches/wizards who gain some magic from them. There are also more powerful entities. Fayon, when he was mortal, got his spells from the Platinum Dragon. Many warlocks get their powers from Hades, lord of his eponymous domain. Orc shamans get their power from Crom. But most human clerics in the world since the Second Demon War get their powers from the Immortals.

The Immortals were all once mortal, but one way or another earned godhood. Most of the Immortals are saints, demi-god level individuals with narrow profiles. For example, the church of Threshold is dedicated to St. Palmatius, patron of butchers and glassblowers. St. Cuthbert, patron of righteous vengeance, is popular among otherwise secular adventurers. But the most important of the Immortals are the nine Valharim.

The Sage is the oldest of the Valharim. He discovered God's true name untold ages ago. He is patron of hidden knowledge, but is not much worshipped.
Covellia is the next oldest. She discovered wizardry, and led the armies of light in the Dawn Wars. She is patron of magic.
Fayon is the head of the Valharim. He founded the Thyranian empire and ruled it wisely for centuries. He is patron of justice, paladins, and barbers.
Adreham was the chief advisor to Fayon in life, viceroy over half the empire. He is well known as a great polymath, and is the patron of democracy, civilization, and cities.
Vassa was a pirate captain who, along with Soren, was instrumental in saving civilization during the First Demon War. She is the patron of the sea and those who make their living from the sea, as well as cyclops.
Soren was a dwarven prince who opened his domain to people fleeing the destruction of the First Demon War. He is the patron of dwarves, miners, and those seeking to escape slavery.
Kilmar was the partner of Alexander. They brought the Elvish Gift into the chaoslands, and it was his skill with the bow that fended off the demons while Alexander placed it to close the hellgate to end the Second Demon War. He is patron of sanity, elves, and archers.
Alexander was a legendary ranger during the Second Demon War. It was his supernatural skill at tracking that led them through the chaoslands, a task thought impossible. He is patron of dragonslayers, rangers, and tracking.
Ryanna was the wife of Haradon, last emperor of the Solarian Empire during the Second Demon war. She led Ryanna's Wolves, a group of guerilla fighters who harried the demons without ceasing during the war. She is consort of Fayon, general of heaven's armies, and patron of love and war.
Finally, Hadeth is no longer counted among the Valharim. After falling into madness and despair, she was imprisoned in Hades by Fayon. She is patron of madness, war, and xenophobia.

Thursday, December 5, 2013

Of The First Demon War

Once there was peace in heaven, and all the gods were at peace, and there was no war. Hadeth, general of the legions of heaven, was ever a rival to our Lord Fayon, but it wast a friendly rivalry, and no violence was done. Yet upon a time did a madness descend upon Hadeth, and she descended to the earth, and slaughtered many. And two-thirds of the legions of heaven fell to earth with her, and they didst number 666 angels and potentates. But Fayon gathered the remnants of the legions of heaven to himself, and fought against the chaos sweeping the earth. And Tiamat laughed.

Vassa and Soren did great deeds as well, saving many who wouldst otherwise have been slaughtered. Soren took many beneath the earth, into the great fastness of Ziggur-Azul, and defended that fortress with his famed hammer. And Vassa sailed the blue ocean, gathering those she could find and trusting to the sea for her rampart. And so the slaughter was not what it might have been.

And lo! Though the slaughter was great, yet Fayon prevailed, and there was again peace in heaven. Hadeth was cast down to Hades, that prison that no one, be she mortal or god, may escape. But her power was and is such that even yet does she sow chaos on the earth, setting nation against nation, and seeking the means by which she may be free of her gaol.

Wednesday, November 20, 2013

King Phillip and the Ugly Statue

Once, there was a king of Solaria named Phillip. He had a daughter he loved more than anything in the world. One day, she declared that she wanted a pet badger. But throughout the land, no one could find a badger tame enough for the princess. Alexander, Phillip's adviser, had a suggestion. "Call for the bard Kimbra. She has power over animals." So Phillip called for the bard. "Take me to the forest," she said. When they arrived at the forest, Kimbra took out her lute and began to play. A badger came out of the forest and began purring, rubbing itself against the leg of the princess. "Excellent!" cried the king. "You may have any reward you wish, up to half my kingdom." Knowing the king to be a vain man, Kimbra said, "There is nothing I would like more than to see a statue of your majesty in every village, for you are a handsome man." The king was pleased. He had the statues erected and married the bard. But when the statues were erected nine months later, the king was not pleased. He thought they made him look fat. In a rage, he killed Kimbra, and ordered the army to march through the land to tear down each and every statue. To this day, an insult that elicits a response that is too large is called a Phillipan Insult.