Thursday, November 28, 2013

L is for the Lord of Deep Waters

LORD OF DEEP WATERS
The Lord of Deep Waters is a primordial being, said to be as old as if not older than the Elder Titans. Legends say that when the Elder Titans created the Ocean Seas, they awoke the Lord of Deep Waters from his long slumber. Since that day he has ruled the Ocean Seas, and since the formation of the Serene Sea in elder days sought to claim those waters as his own, as well. There he is opposed by the Lady of the Serene Sea, and their followers have ever been at odds.

Also known simply as Father Kraken, King of the Deeps, or Master of Sharks, krakens are his primary messengers, and thus his depictions in statuary and other art usually depict him as a kraken of unimaginable size, or as a human with a kraken-shaped head complete with tentacles and a great beak. He is worshipped by sailors, pirates, and fishermen, and is a major figure in the cult of the Thundigoth and the semi-civilized peoples of the Sunrise Islands and Dragon Isles. His worship is strongest in the isles of the Sea of Storms and the Steaming Seas, less so in the Sunrise Sea, and least so, though often still propitiated, in ports around the Serene Sea.

His temples are always built half on land, half in water, with a wide oval water-filled arena open at one end to the sea. Sacrifices are made by casting the person or animal into the waters, wherein resides a small kraken, sea serpents, or school of sharks. So too is cast his share of the treasures given to the temple, gathered by the fish-men or shark-men that hide it in subterranean water-filled vaults. Since the fall of Okeánopolis during the Doom, his primary center of worship has been at Søslanghavn on the Isle of the Kraken at the demarcation between the Sea of Storms and the Sunrise Sea. There he is more usually depicted as a great sea serpent.

Priests wear robes of dark blue with black kraken and/or shark patterns, trimmed in green. They wear silver headbands, the number of pearls indicating their rank in the temple; evil high priests wear crowns of silver, coral, and pearls. Priests may only eat seafood and vegetables, never red meats or fowl, and must wear their hair in long braids like the tentacles of a kraken (males must wear long beard thusly braided). Priests can only wield daggers and tridents.

They possess spells of creating and controlling water, winds, and storms (at sea), summoning and commanding water elementals and sea life, and the usual assortment of blessings and curses. Their power is greatest at high tides, weakest at low tides; strongest in salt water, weaker in fresh water, and yet weaker still the further they go from any of the seas. Men and women are welcomed in the priesthood; they have no requirements of chastity or celibacy, but they may not take followers of other faiths as lovers or spouses.


Followers of the Lord of Deep Waters expect, upon death, to join their dread lord most intimately, their souls consumed by him such that they become a part of him and his power for all eternity. The souls of those who have failed him are eternally reincarnated as small fish, ever eaten again and again, over and over, by bigger fish.

Wednesday, November 27, 2013

S is for the Storm Isles

STORM ISLES, THE [STURMØ]
Her Royal Mistress of the Deeps, Lhyggja Bleydhja, Matriarch of the Temple of the Lord of Deep Waters, Queen of the Storm Isles (Chaotic Evil 12th level Savage Priestess of the Lord of Deep Waters)

Capital: Søslanghavn [City of Serpents] (pop. 17,500)
Humans: 250,000
Demi-humans: Few
Humanoids: Few
Monsters: The isles themselves have few monsters, but the waters around them teem with krakens, sharks, and sea serpents. There is a large amount of faerie activity on the isles, as usual, likely due to the lack of other monsters to provide competition. Some of the isles are known from ancient days as burial grounds, and are covered with large numbers of barrows; many of these are used as sidhe by the faeries, while others are occupied by wights, wraiths, and other undead and their ancient treasures.
Languages: Common; North Gottish, East Gottish, Elysian.
Resources: Copper, food (pickled fish), gems (coral, pearls), ships, spices


When the first Gotha settlers arrived on the Isle of Storms 2500 years ago, they discovered primitive, savage, and decadent tribes of disparate peoples. The decadent folk living in ruined cities and citadels were extirpated, as were the strange savages of the valleys and shores, while the primitives of the forested hills and cold mountains were eventually assimilated over long centuries. It was this savage mix of primitive and barbarian that eventually spread out as the core of the Nordgottisch peoples to conquer the isles of the Sea of Storms and eventually to return west, to settle the Hoarfrost Coast and found new tribes that, centuries later, poured from the Starcrags and crushed the Olden Empire under their heels.
           
Thus the Gotha of the Isle of Storms are a proud, prideful people, and consider themselves as the first among equals of the Gotha race. They cleave to the Oldest Ways, or so they say, and claim to have the purest bloodlines. The caste system of the Sturmølings, as they are known, is quite strong, as is the class system of Noble, Priest, Warrior, and Thrall. Fortunately for the denizens of the Sea of Storms and further lands, the Noble Clans of the Sturmølings are a fractious bunch, more given to fighting over internal rivalries than uniting for further conquest. Thus most encounters with Sturmølings are merely viking raiders or merchant traders rather than the cold, hard conquerors of centuries past.


The Sturmølings are additionally riven by their religious loyalties, with the ancient Gotha triad of Iron God, Storm God, and Lord of Deep Waters being the three primary factions. Currently the temple of the Lord of Deep Waters is ascendant, in a personal alliance with the Bleydhja Clan. While the matriarch’s grip on the temple is strong, her hold on the clan is weak. Her foolish, open attempts to strength her temple’s power at the cost of the other temples, and at the cost of no few nobler clans, has nearly driven the noble houses to open civil war.

Tuesday, November 26, 2013

T is for Thundigoth Isle

THUNDIGOTH, ISLE OF [STORAÖN]
Independent citadels, towns, and tribes

Capital: None; the major settlements are:
Drøkkarhavn [Dragon Harbor] (pop. 3,300)
Høyåsnøbyn [Grandhill] (pop. 4,900)
Køngerstaad [Kingstown] (pop. 6,800)
Humans: 800,000
Demi-humans: Some (all of the Chaos-ridden, monstrously depraved, and decadently bestial variety)
Humanoids: Goblin-Men (100,000), Goblins (40,000), Hobgoblins (40,000), Bugbears (10,000), Half-Ogres (8,000), Ogres (2,000)
Monsters: Albino apes, cave bears, giant boars, all varieties of dragons, giants of all kinds, griffons, hippogriffs, wooly mammoths, pegasi, saber-tooth tigers, trolls, troldfolk, giant weasels, werebears, wereboars, werewolves, dire wolves, and wyverns. Strange, Chaos-ridden breeds of dwarves, elves, and fairies, native to the local Chaos-haunted Otherworld, are encountered throughout the land, as are their half-breed children, the changelings. The waters nearby are filled with krakens and sea serpents.
Languages: Common; North Gottish, East Gottish, Dredhiac, Ogrish, Dwarvish, Trollish, Giantish, Draconic.
Resources: Furs, iron, ivory, lumber, silver, wood (rare)


When Gotha settlers from the Storm Isles first arrived on Thundigoth, they found a patchwork of savage goblins and primitive troldfolk, barbaric tribes of men and ancient mysterious ruins peopled by strange, decadent semi-human races. Unlike those encountered by their ancestors on the Storm Isles, the decadent peoples of the ruined cities still had some power, and thus rather than being extirpated were, over time, assimilated, as were the tribesmen. Thus, the three major kingdoms, nine minor kingdoms, and scores of petty kingdoms of the isle all clam descent from a mix of Gotha, locals peoples, and even goblins and troldfolk.

The Gotha who settled Thundigoth were mostly independent-minded younger sons of younger sons of nobles, heterodoxical priests, and poor warriors, all who sought freedom from the growing caste and class systems of the Storm Isles. The civilization that they founded and their descendants have maintained is thus far more chaotic and socially mobile than that of Storm Isle or the continental peoples. A man with mighty thews and a strong sword can rise from the least warrior to the greatest king; and just as easily be cast down by the next great warrior.


That said, the three major kingdoms remain fairly steady and strong, due not to the swords of their kings but to the might of their sorcerers. For each is founded amidst the ruins of an ancient forbear kingdom, the peoples of which were steeped in ancient sorceries, the descendants of whom maintain some small vestige of magical might, and ever seek after more.. Each kingdom also commands, through magic, the loyalty of fierce steeds, ridden by their greatest warriors: dragonnels (Dragon Harbor), griffons (Grandhill), and pegasi (Kingstown).

Friday, September 13, 2013

[Goblinoid Games] Cryptworld Now Available!


INVESTIGATE strange occurrences and supernatural sightings.
HUNT irredeemably evil things that torment humanity.
DESTROY malicious forces of the unexplained.
EVIL STALKS YOU IN THE DARK OF NIGHT
KNOW ITS WEAKNESS OR FALL VICTIM TO ITS HUNGER


There is a palpable sense of foreboding in the late fall night. You approach the decrepit manor house; a faint glow in an upper window tells you more stirs here than just the rats. Your tentative steps make the rotten wood floor creak as you enter the broken door of the house. A growl greets you from within; that's when you see the flash of fang in the lamp light.

CRYPTWORLD is a horror role-playing game in which you investigate and hunt the forces of the unexplained. The Crypt Master may design any world of horror he desires. Classic horror, slasher horror, alien menaces from the stars and inter-dimensional monsters. These horrors and more may greet you in CRYPTWORLD!

CRYPTWORLD is a role-playing game complete in one volume.

In this book you will find:
  • Rules for character generation
  • Optional paranormal talents
  • Creatures covering multiple horror genres
  • Advice for running horror games
  • An introductory adventure
  • ...and more!
CRYPTWORLD is the new official Pacesetter brand horror RPG, the Pacesetter brand successor to CHILL, and is fully compatible with other Pacesetter System titles such as MAJUS, TIMEMASTER, and ROTWORLD

CHILL is a trademark of Mayfair Games and is used without permission.




A POD Print version will soon be available from RPGNow



Monday, August 19, 2013

We Have Winners!

We have winners! Congratulations to Boris Worm, Brett Slocum, Brian Johnson, Dan Cross, Doug Rector, Fumblefail, Giles Kiser, Gus Badnell, Joel Watkins, Joshua Smith, Nathan Meyer, Paul, and Stacy Forsythe. These are the 13 winners of our I Couldn't Go to Gen Con So Here Are Some Games Contest!

Yes, you read that right, 13 winners. I ended up with 68 total entries from 43 people, so I had Jodi roll on a d80 table with a wide “Roll Again” section and a single “Roll Twice” entry… so there are now a baker’s dozen winners!

Winners, shortly, you will find a congratulatory e-mail in your inbox, along with coupons for your prizes from DriveThruRPG. Check your spam filter to make sure your coupons do not go right into the spam box.


Thanks to all for playing!

Thursday, August 15, 2013

I'm Stuck At Home, So Have Some Free Games!

Much like Tim Snider at The Savage Afterworld, I too am stuck at home this year instead of gaming at Gen Con, so inspired by his example, I've decided to give away some stuff... games!

Well, PDFs of games. Like Tim, I'm going to give away 12 games... in this case, 12 sets of every PDF currently available through James Mishler Games. If you already own all the JMG products, you will win a copy of the next PDF we publish.

All you have to do to have a chance at winning a set of the PDFs is post a reply with your e-mail address on this blog post, my private blog post, my Facebook post, or my various Google+ posts. Feel free to "de-Spambot" it however you wish.

On Monday August 19th, I will randomly choose 12 winners from among all the posters on all the boards and blogs. Replying on multiple different posts will increase your chances of being randomly picked, but you can only win once regardless of number of replies. So for once, stalking me can pay off!

Good luck!

Friday, June 28, 2013

[Troll Lord Games] Return to the Haunted Highlands Kickstarter

The Troll Lords have a new Kickstarter up, this time for Casey W Christofferson's Return to the Haunted Highlands. It is a complete campaign setting designed for use with Castles & Crusades. Casey does some great work, and this builds upon a long series of excellent adventures placed in the Haunted Highlands. You should definitely check this out if you like Castles & Crusades or classic fantasy campaign settings! 


Here are the details:

The Castles & Crusades Return to the Haunted Highlands includes everything you need to start a game in the Haunted Highlands. Return to the Haunted Highlands Kickstarter includes two books (and possibly more) and a Map.

The Castle Keeper's Guide to the Highlands, 200+ pages: Includes all relevant setting material, adventures (DB1-DB6 expanded and updated), new monsters and more.

A Players Guide to the Highlands, 76+:  includes racial variants, class specializations, new spells, magic and more (also includes expanded and updated material from the Black Libram).

Maps: 12 x 18 full color Map of the Haunted Highlands.

The Haunted Highlands
Upon the bloody northern marches lies a curious Roadhouse. Here are gathered the flotsam of the world: miscreants, mercenaries, soldiers of fortune, adventurers. Dirty Bowbe's Roadhouse they call it, and it's as rough and safe a sanctuary as any will find in those dark and bloody grounds!

Once, long ago, a Kingdom thrived here and the wealth of its coffers flowed across the lands as honey from a jar. From the deep, blue waters of Lake Veyona to the broken crags that overlook the Northern Steppes the King ruled a realm, both prosperous and contented.

But all things must end. And the wages of war and plague overwhelmed the King and his people and ground all to ruin. And the days of the Highland Kingdom are long past so that now nothing but memories remain . . . memories and their shadows.

Or so such tales are spun by the hearth fire at Dirty Bowbe's Roadhouse to any and all who pass through, for that legendary tavern lies at the center of the world.

To the northeast of Dirty Bowbe's lie the ruins of Bortenski and the hazardous wastes known as the Witch Moor. Beyond that, the village of the Ugashtan and further still lay the broken crags of the Mythnoc Cairns where the proud barbarian people once buried their cherished dead. More, there are the trees of the Grove of the Green Man, the Crater of Umeshti, the Fey Wood and Troll Downs, the Free City of Eskadia, land ripe with the forgotten or lost treasures of a realm long passed.

These are the Haunted Highlands

Industry nominated, award winning author Casey Christofferson has long been a part of the Castles & Crusades experience. With over 30 RPG books to his credit he knows the genre and craft well. Crusaders have enjoyed the Haunted Highlands for years, wanting only for more. Now with Return to the Haunted Highlands, Casey delivers that with a punch.

Thursday, June 6, 2013

Map 00 Olden Lands Continent is now Pay What You Want!

Chronicles of Mhoriedh
Map 00 Olden Lands Continent
Designed by James Mishler with Jodi Moran-Mishler
Cartography by James Mishler


ABOUT THIS PRODUCT
There are seven maps included with this product, each of the same area and detailing different aspects of the Olden Lands. This is “Map 00,” the baseline continental map for the Chronicles of Mhoriedh campaign setting. They are designed for use with the forthcoming Gazetteer of the Olden Lands; they are presented for sale here separately for those who would simply like to have the maps.

MAP 00: MAP SCALE
The official scale on Map 00 is 90 miles per hex, with the map being 30 hexes north to south and 50 hexes east to west. The map is about 2700 miles north to south and about 4500 miles east to west, for a total area of 12,150,000 square miles.

The Continental map will be divided into nine Regional maps. The Regional maps will also have 30 hexes north to south and 50 hexes east to west, and be at a scale of 30 miles per hex.

Each of the nine Regional maps can be divided into nine Area maps, again 30 hexes north to south and 50 hexes east to west. The scale on the Area maps will be 10 miles per hex.

While we plan to release all nine Regional maps, we do not plan on completing all 81 Area maps… though you never know! Wouldn’t that be something?

You are hereby authorized to print any of the maps included with this product for personal use only. Please do not sell, share, or give these maps away, either in electronic or print form, except as excerpts as needed for your personal campaigns.

MAP 00_1: GEOGRAPHICAL PLAIN
This map provides you with the plain geographical and topographical lay of the land. It should be noted that at the 90 mile per hex scale, the indicated feature is simply the majority geographical feature, not necessarily overwhelming all other features in the area. A 90-mile hex has 81 10-mile hexes within its environs; that’s a lot of territory!

MAP 00_2: GEOGRAPHICAL NAMES
This map provides you with the names of the major geographical and topographical features of the Olden Lands. Not every range of hills or river is named, but most of the important ones are, as are all areas mentioned in this product.

MAP 00_3: REGION NAMES
This map breaks the Olden Lands into its major constituent parts. Some of these areas are kingdoms, and some are empires, while others are cultural regions or simple geographic areas, depending on the nature of the civilization prevalent in the region. Those areas shown that are kingdoms are depicted with their “best hoped borders” presented; while claims might be quite grandiose, in many cases such borders are honored more in the breach than in any other fashion. Consult the entries in this volume for more information on each realm and region.

MAP 00_4: SETTLEMENT NAMES
This map shows the location of major settlements. What is a major settlement in one region might well be a rustic hamlet in another. Settlements that are noted with a white star in a red circle are capitals for their respective kingdoms or racial realms, with the exception of Velantia, which is a major free city (and the largest city in the Olden Lands). There are no roads featured at this scale as there are no continental-wide roads. There are in fact few well-developed roads at all; there are some in Elysion, a few in Itlania, and a handful in Kryx, but most folk travel on hard-packed trails or mud-carved wagon ruts.

MAP 00_5: THE GREAT PLAGUE
This map shows the progression of the Great Plague, which began in 1997 AE, preceding and paving the way for the subsequent nomad invasions from Nhorr and the Purple Plains. The plague originated in the Far West and spread to the Olden Lands through traders out of Mhordlakh. It then spread south through the Western Marches and east through Bagaudia. As of the end of the year 2000 AE it has reached the Paynim Coast and Deshret in the South, up through Strigoria, and into the Middle Lands, including Aurlandia and Gregorius. Though it primarily affects humans, other races are not immune, though elves, half-elves, orcs, and half-orcs seem to have strong resistance to the disease.

MAP 00_6: NOMAD INVASIONS
This map shows the major nomad invasions that occurred during the prior three years, with the status of major nomad camps at the end of the campaign season in 2000 AE. This map does not show the minor incursions of the goblinoids from the Northern Wilds and the Starcrag Peaks, or other minor actions on the part of barbarian tribes and other humanoids. The triangle-in-circle symbols indicate current major camps, with the three-dot ruins symbols indicate incursions that were extirpated or otherwise turned back.

MAP 00_7: NINE REGIONS MAP
This map shows the division of Map 00, the Continental Map, into the nine Regional maps. Each of the nine Region maps will be more fully developed in its own larger-scale map and gazetteer.

* Seven Maps *
* PAY WHAT YOU WANT *
* JMG01001 *


Friday, April 12, 2013

K is for Kryx, the Mad God-Emperor of Kryx

KRYX
Kryx is a god – a god of lesser stature, to be sure, but still a god. And unlike most gods of his potency, he takes direct, personal action in the mortal world. His ancient history and origins are unknown to all but himself and a few other gods. Kryx is not even his real name; it is a name he adopted long ago, when his real name became too dangerous, and he has kept it since. He is a super-genius, a master tactician, physically mighty, and amazingly skilled. He is seductive, languorous, impetuous, and brutal. He’s also completely insane and perhaps the most megalo-maniacal being in the Olden Realms.

His common form (which he cannot now abandon, due to the Weeping Wound), is that of a muscular male human form, varying in height from 7’ to at least 30’ tall (he is able to alter his height instantly, and is always the tallest being in sight, always). His skin is a dark reddish-brown with purplish-black overtones and whitish-gray highlights; he is dark by northern standards, light of skin by southern standards, and perhaps an ideal combination of all skin colors known to men. His eyes are shining liquid gold in an orb of pure, glowing white; those who see him close up swear that stars shine in his pupils. His hair is the same color as his body, though he usually maintains a clean pate, and seems not to keep any body hair other than eyebrows, save when he wishes to affect a spike beard in the style of the ancient Deshreti.

When he speaks, every person who hears him aloud hears him speaking perfectly in their own native tongue and dialect, unless he chooses otherwise. He can speak telepathically with anyone he can see. Those who hear his spoken voice and feel his voice in their mind are numbed by the combined power and the resonance it sets up in their consciousness. He is innately able to read emotions, but not minds.

When he chooses to wear clothing (he often does not, in his palace or when he stalks his city of Kryxophon), he usually wears a kilt in the Deshreti style, along with such jewelry as he finds worthy of gracing him at the moment. He wields a spear and a khopesh sword, both of unsurpassed quality and invariably magical (if merely of mortal enchantment). All his clothing, jewelry, and accoutrements grow or shrink as he does; when his items are handed to his bearers, they shrink to fit the bearer’s size.

He never wears armor. He has no need for it, as no mortal weapon, even the most potent magical device, cannot so much as bruise his skin, let alone break it. No mortal spell can touch him; in fact, he can pluck mortal spell energies sent his way out of midair and reshape and redirect them as he so chooses. He is a master of more spells than are known to men, and many that men have never even conceived.

What Kryx truly is, his origins, his deeds in the elder days, are unknown. Speculation is all sages have, as even the lore of the elves does not speak of him. It is assumed that he was a Dark Lord of the Elder South, perhaps in Deshret, or Manday, or even in the Far West. Whether he is a Fallen Titan, Elder God, Younger God, Demi-God, Ascended God, or Chaos God is unknown. He wields Chaos, but does not depend on it, and he seems to use it purely as a tool; he is not consumed by it, as were the Dark Lords of the North.

What is known about him is that sometime around 1350, Kryx was freed, or rather, awakened, as he writes in his Kryxonomicon, though anything from that tome must be taken with a large grain of salt. He was awakened from a long imprisonment somewhere in the depths of the Ormakh Mountains. He refers to his “refuge” and “cage” somewhere amidst the roots of the tallest peaks. There a group of men found him; who they were, why they were there, and how they had found him, even Kryx does not know. By their dress and speech, they seemed to have been hierophants, evil high priests, and archmagi, with their potent gathered henchmen. He blithely claims that, as they awakened him, he prepared to thank them for their service and grant them great power and prestige as his first slaves when they, ever so foolishly, sought to command him to their bidding. To command HIM! And so he blasted them all from existence with but a single word.

When he walked out of the Ormakh he found a world completely unlike that which he knew before he had gone to sleep/been trapped. He found the land changed, wholly new races of men (so he writes), strange beasts; nothing he recognized. But one thing he noticed, as he got far enough away from his “cage,” was something so very different, so very importantly different, that he stopped for a long moment to feel it, take it all in, and to savor it.

He did not feel the presence of the Elder Titans!

For as he writes, for those that could feel, the Elder Titans had ever had a presence upon their creation, even from afar, unto the furthest corners of the world. But he did not feel them. The Elder Titans were gone. GONE! His mad laughter and quakes from his capering could be heard all the way in Nótixiphon, the great city on the shores of the Shining Bay. They should have realized it was a terrible omen…

The next day Kryx arrived, and by the end of the day maps were being changed to reflect the new name of the city, Kryxophon, and the new name of the bay, the Bay of Kryx. Paynims, orcs, gnolls, and ogres flocked to his side. The priests of the King of Hell and the Crimson God who did not convert on site were all blasted into atoms, had their still-beating hearts offered to him by his newly-converted priests, or were burned alive on great pyres (sometimes in combinations of two or all three). And from there he began to build his empire.

Fortunately for the peoples of the Olden Lands, Kryx is also very, very lazy. He hates expending his own energies on doing things like conquering cities and enslaving tribes. After all, that’s what followers are for! And so it took him and his followers almost 50 years to subdue and consolidate the former lands of Notixos. By 1450 he ruled all of Eosha, and by 1475 most of Deshret; he left the scraps in the wastes for the Crimson God, so that he could hear him fret, fume, and curse.

From there he and his vast armies, the likes of which had not been seen since the Elder Days, moved across the Purple Plains like a roving metropolis. Paynim tribes swarmed to his banner or fled into the Far West; the cities of the Paynim Coast opened their gates and offered him their fairest maidens and greatest treasures. The world, in short, was now coming to his door, and giving him everything he wanted.

As he crossed the River of Stars upon his royal barque at midnight he knew his time had finally come. The whole world was finally falling into his hands…

Tuesday, April 9, 2013

A to Z Trifecta Tuesday: Hoarfrost Coast, Howling Isles, and Hugelheim

HOARFROST COAST [HRIMKYSTEN]
Independent villages and small homesteads

Major Settlements: Rijmhavn [Rimeport] (pop. 12,600)
Humans: 450,000
Demi-humans: Doubtful
Humanoids: Counting the humanoids of the Hoarfrost Coast and Snjør, their numbers include at least Goblin-Men (150,000), Hobgoblins (90,000), Goblins (60,000), Bugbears (30,000), Half-Ogres (15,000), and Ogres (5,000)
Monsters: Frost giants are common, especially around their fastness Mount Frudd, the home of the Winter King. Polar bears, white dragons, and frost salamanders are also found around the mountain, though they are much rarer. Dire wolves, grizzly bears, and saber-tooth tigers often hunt out of the Icefang Forest to the north.
Languages: Common; North Gottish, East Gottish, Dredhiac, Ogrish, Giantish.
Resources: Furs, gems (sapphires), iron, ivory, slaves, wood (rare)


The Hoarfrost Coast is a land stuck between the devil and the deep-blue sea – the devil in this case being the Winter King, who dwells in a glacial palace atop Mount Frudd at the heart of the land of Snjør. There he has ruled since time immemorial, and thus the peoples of the Hoarfrost Coast live ever in his shadow. And since the White Worm arrived in Thulask half a century ago, things have only gotten worse, as the two frosty potentates, one born of Chaos, the other Cosmic, are utterly inimical enemies.

The native humans of the land are savage Gotha whose ancestors may never have been south of the River of Ice save to raid, pillage, and plunder. They are a grim and melancholy sort, given to great rage and terrible cruelty, for they and their culture have been forged in a cruel and savage land. Save for the port of Rijmhavn, which was founded centuries ago by southern traders, there are no cities to speak of, and even large towns are few and far between. Most denizens of this fog and cloud-shrouded land dwell in small villages and steadings along fjord and coast, fishing and hunting in order to keep flesh on bones, for the growing season is short and harsh; most go a-viking once the planting is done, leaving the tending of the small plots to younger boys, women, and thralls.

Their neighbors are even harsher and more brutal, for they often dwell cheek-and-jowl with goblin-men, goblinoids, and ogres. With the preponderance of humanoids, travel by land is actually more dangerous than travel by sea, and there are few trails between the settlements. And travel by sea is not at all easy, for it is home to merrow, scrags, and sahuagin, not to mention krakens and storm giants.

Rijmhavn is not a largish city merely because it is the only city in the region, nor only because it is the city farthest north, but because it is a city not of locals but of transplants. Most of the residents are Gotha from the Storm Coast or Elysians from Auriante. This is their trade center in the far north, and the major trade center for the Sea of Storms.

HOWLING ISLES [YLANDEÖAR]
Independent tribes

Major Settlements: Jävlafjärd [Bay of the Damned] (pop. 3,300)
Humans: 150,000
Demi-humans: None
Humanoids: Half-Ogres (40,000), Ogres (10,000)
Monsters: Trolls and troldfolk infest the island thick as fleas on a dungeon hound. White dragons like to hunt on the main isle, though they generally lair on lesser isles in inaccessible areas. Frost giants live in the glacier-covered mountains. Frost wolves hunt the forests of the main isle while polar bears hunt along the northern coast and isles. The Unseelie are all too common, as they like to toy with trolls, ogres, and men. Entries to the Underworld are many, though they are known on the isle as “troll-pits” for a reason. The seas are filled with the usual beasts of the Sea of Storms; the north coast is a significant source of ivory from the large numbers of walrus and giant walrus that live thereupon.
Languages: Common; North Gottish, East Gottish, Ogrish, Trollish, Sídhuinn.
Resources: Copper, furs, gems (diamonds), ivory, silver, slaves


These islands are home to isolated tribes and clans of Gotha, descended from colonists from Thundigoth Isle. Were it not for the taking of slave concubines on raid and through trade, they would be as inbred as they are isolated, Many of the smaller clans are, and have been reduced to a feral, almost Stone Age form of society.

Most Gotha settlement is along the western coast and into the interior along fjords and rivers. Jävlafjärd is the only major settlement of note, the next largest being merely up-jumped villages with delusions of grandeur. Most of the men are gone all summer, away a-viking in the southern isles. The settlements also raid each other for food, slaves, and ivory, which are sold off-island for gold, iron, armor, and weapons.

The islands are regarded as the homeland of the troll and troldfolk races on the surface world; men and ogres alike are merely visitors, and must continually protect their holdings from the depredations of the native trolls. Though the Gotha rightly fear the trolls, they trade with them from time to time to get enchanted weapons and armor, or for other services, such as building stone buildings and walls. The diamonds traded from the island are found only in mines high in the Howling Peaks at the heart of the island. They are said to be the sun-stoned hearts of ancient trolls. Many young Gotha and no few ogres have lost their lives prospecting for diamonds in the mountains.

The citadel and walls of Jävlafjärd were said to have been built by the King of the Trolls centuries ago. King Haukr Skagisson of Jävlafjärd is said to still possess the ring of troll control that his ancestors used to force the trolls to build their citadel. They say that to sooth the ego of the troll king, his ancestors rewarded him with a king’s ransom in loot from the southern isles and the Storm Coast.

HUGELHEIM, UNITED CANTONS OF
His Highness, Günczel Grossensteine, Speaker of the People, Prince of Spiegelzee, Goblin-Punter (Good 7th level Sage Fighter/Illusionist/Thief)

Capital: Grosshügel [Grandhill] (pop. 36,000)
Humans: 20,000
Demi-humans: Gnomes (200,000), Halflings (20,000), Dwarves (10,000)
Humanoids: Few (many raiders)
Monsters: Few (some raiders from the Northern Wilds and the Gorge of Ogroth)
Languages: Common; Gnomish, Halfling, Dwarvish, Guidhel, West Gottish, North Gottish, East Gottish.
Resources: Electrum, gems (cairngorm, jasper, sapphires, topaz), silver


Hugelheim is the homeland of the gnomes. When first the gnomes arose long ago during the Golden Age of Avalondë, they were welcome in both elven and dwarven lands. Later, when the elves and the dwarves fell out during the Wars of Chaos, the gnomes sought to create their own homeland. Long had elves and dwarves shared the lands today known as Hugelheim; as both races retreated from it to find solace in their heartlands, the gnomes moved in and made it their own.

For the Hills of Hugelin are most appealing to elves and dwarves, and thus the gnomes felt right at home. The hills are rolling or craggy, tall of ridge and deep of dale, covered in rolling grasses, green meadows, and deep forests. The lands below are wholesome, with many natural cavern systems and ancient tunnels and halls dug by gnomes and before them, the dwarves. There are, of course, also entries to the Underworld, far too many by gnomish count, but such is the price to pay for the glory of the Glittering Halls of Hugelin.

In the millennia since the founding of their land, the gnomes have welcomed elves and dwarves, halflings and humans. While the elves stayed only for a time and then retreated to the Verdhulann with the arrival of the Elysians, the nearness of the homelands of the dwarves and halflings has meant that many remain family, friends, allies, and countrymen of the gnomes. The humans of the realm are descended primarily from Guidhel with strong Gotha influence; any men who were of Goodly sort were welcome to settle in the gnomish lands. By ancient treaty, the tribes of Mhoriedh are allowed to hunt, fish, and wander the hills, so long as they respect the gnomes and other residents, and the alliance has held strong for many centuries.

The gnomes are renowned throughout the Middle Lands as hard, if fair merchants and traders. Most trade along the Upper and Central Great Heart River in large river boats or barges, often hiring Mhoriedhel or Gottic mercenaries and river men. Some trade by land in small wagons or mule caravans. They are highly competitive with the Élyséenais merchants of the Septarchy, whom they consider upstart con-men and profiteers.

Monday, April 8, 2013

G is for Giantings and Gnomes, Gnolls and Goblins, Gotha and Guidhel


GIANTINGS [KULCHAKS]
Giantings are the rarest of the demi-human types. They are native to the Twilight Peaks, the Erdna Kizef Tors, and the lesser mountain ranges of Alspadia. Known as Kulchaks (plural, singular Kulchak) in their own tongue, giantings have tan or brown skin, brown or amber eyes, and straight light brown, brown, or black hair. They are very hirsute, with both males and females approaching the description of “furry.” Females do not usually have beards, though such is not unheard of. Other than their size and hair, large jaws and pronounced brow ridge, giantings look very human. Giantings stand 8’ tall on average and weigh 450 pounds. They can live to be 300 years of age.

Giantings loathe being compared to ogres; the two are completely different species, regardless of their similarity in size. Giantings live a rustic, pacifistic life in the forested hills and mountains of the West, and prefer natural surroundings to urban settings. They live in small homesteads, tend to wild gardens, and hunt and gather rather than farm or labor. They rarely use metal items, other than those for which they have traded, as they do not work metals. Giantings generally do not use magic, nor do they revere gods, but many possess psychic powers to a lesser or greater extent; those with greater powers gravitate to leadership of the community. They have no natural enemies, though due to proximity to the Land of Nhorr, they make special exceptions to their usual peaceful ways for orcs.

Kulchaks were sometimes captured for menageries or as slave labor in the days of the Elysian Empire and the subsequent Itlanian Empire, so small settlements of Kulchaks can be found throughout the continent. These are often isolated and hidden using the powers of their psychic leaders. Some of these settlements are made up entirely of crossbreeds.

Giantings are capable of interbreeding with humans, elves, and orcs, the result being a taller, stronger, often psychic and always more hirsute member of that race. Sadly, one in eight gianting crossbreeds are sterile mules, and there is a similar chance of the half-breed and any descendents developing dangerous, homicidal insanity.

GNOMES [HUGELÔR]
Gnomes are native to the Hills of Hugelin in the Middle Lands, east of Mhoriedh and north of Aurlandia. Known as Hugelôr (plural, singular Hugelo) in their own tongue, gnomes have light gray skin, blue, gray, green, or hazel eyes, and curly or wavy sandy blond, brown, or black hair. Males usually wear short beards; some females are capable of growing beards, or at least extensive sideburns. Their ears are elven, though rather than standing tall and firm they flop and droop a bit, and they have large, bulbous noses. Gnomes stand 3’6” on average and weigh 80 pounds. Gnomes can live to be more than 600 years old. Gnomes are not only an independent, stable race; they also result from the cross between a dwarf and an elf. Most gnomes welcome these cousins with open arms.

Hugelôr live in rugged forested hills, preferring to make their homes in natural caverns worked minimally to provide needed luxury and utility without destroying natural beauty. Their largest settlement is no bigger than a human town, and most are mere hamlets. They tend to small gardens and trade their gems, jewelry, and worked wood and metal items for needed grains and other foods. Gnomes prefer to use illusion magic, the better to shield their communities from the depredations of men and humanoids alike.

Hugelôr settlements are rare, save in Hugelheim, their native homeland. Elsewhere they live in the cities and towns of the big folk, safely behind stout walls. The exception to this is the Thornshire, where they can be found in numbers among their halfling cousins, scattered in hamlets and homesteads. Gnomes of Hugelheim are often merchants, traders, and moneychangers throughout the Middle Lands. They work well with other races, and do not have the greedy reputation of the dwarves, nor the lackadaisical reputation of the elves. They are known as fair traders, even if they drive a hard bargain.

Gnomes can interbreed with humans, dwarves, elves, and halflings. The cross between a dwarf and gnome or an elf and gnome is always a gnome; the cross between a gnome and a human or halfling results in a halfling of the Hairfoot variety. Humanoid crossings are dealt with under humanoids.

GNOLLS [HYAHAHRA]
Gnolls are a race native to the Yasdunn Jungles, the Eoshan Plains, and the Thunder Plains of the South. Known as Hyahahra (plural and singular) in their own tongue, gnolls have dark greenish to yellow skin, the color of gangrenous flesh, covered in thick fur. Fur color ranges from brownish-red to tan-yellow, with white, brown, and tan mixed in throughout. Most packs and tribes are also marked by a mix of stripes (northern tribes) and spots (southern tribes) though due to interbreeding only the most isolated packs possess a single, recognizable pattern of stripes or spots, and those of the Yasdunn are thoroughly mixed.

Hyahahra otherwise resemble man-shaped hyenas with malformed forepaws possessed of a semi-opposable thumb. Gnoll heads greatly favor the form of their hyena cousins, with large sagittal crests (often accentuated with a Mohawk-trimmed hairstyle), long tooth-filled snouts, and heavy jaw structure. They possess the great crushing jaws of their hyena cousins. Eyes are round, black, and glisten; at night they glow red when they reflect torch or moonlight. Ears are large and often quite long and pointed. Gnolls are tall at 7’ feet and usually slim weighing only 240 pounds, though their light frame possesses a surprisingly mighty strength. Gnolls can live to be about 90 years of age.

Hyahahra originated in the South in the early days of Men. Manday legend holds that gnolls are descended from the spawn of evil witches and hyenas, and as that association continues to this day there is little reason to disbelieve the old tales. They remain primarily a race of the south, though large numbers settled in Kryx and have there found employ in the legions of the God-Emperor, and some bands still remain in the North, descended from slaves brought thence during the Elysian and Itlanian Empires.

Gnolls are the most primitive of the sentient races. They possess no true culture, merely instinct and enough cunning to adapt and adopt the cultural implements and trappings of other humanoid cultures. They possess no physical culture of their own; that is, they do not manufacture any form of cultural instrument, implement, or tool. They are even incapable of the manufacture of simple stone tools; they are cunning enough to adapt the use of tools, especially weapons, but do not have the cultural capability to make or even repair such items. They are scavengers thus, not only of food, but also of tools.

Gnolls, being descended in part from humans, can crossbreed back with humans, as well as goblin-men, half-elves, half-ogres, and half-orcs. The result is invariably a gnole, and is superior of intellect and far more mannish in form than the gnoll type. Gnoles, like other half-breed races, breed true. Though typically smaller and weaker than gnolls, due to their greater intelligence these gnoles usually end up ruling gnoll bands, while the larger southern tribes led by clans of gnoles tend to be quite successful and powerful in their region. Gnolls cannot crossbreed with other races, including the goblinoid races.

GOBLINS [GASHÛN]
Goblins are a goblinoid race native to the mountains and hills of the Middle Lands, the Morghluidh Mountains being their greatest conquest. Known as Gashûn (plural, singular Gashah) in their own tongue, goblins have mottled brown, tan, and gray skin. Eyes are pink to red. Hair is dull black and straight, and in some places as thick as fur; goblins are quite hirsute, moreso than dwarves but not nearly as furry as bugbears. Features are man-like, though with a small cranium for their size, a large pronounced jaw, thick brow ridges, and deep-set eyes. Ears are largish, with most goblins readily described as “jug-eared,” and no few are flop-eared. The mouth is wide, protuberant, and filled with sharp teeth. The nose is squashed and flat. Goblins stand 4’ tall and weigh 100 pounds. Goblins can live to 60 years of age.

Gashûn are descended from wild hobgoblins, degenerated remnants of the original goblinoid race bred in the vats of the dark lord Moerdreth long ages ago. Rather than slaying those creations he felt too weak to serve, he simply released them to the wild, unleashing them without thought against the elves and dwarves of the day. Much to their later despair, the elves and dwarves did not hunt the pitiful creatures down, and in the ages since the goblins have grown to become a dangerous pest.

Though they are not completely savage as are the bugbears, neither are they as advanced in society and technology as the hobgoblins. They rarely build their own lairs, preferring to take over ruins of other races, or living in natural caves. They are very fond of taking dwarven mines and enslaving captured dwarves, and are thus the most hated of the goblinoids by that race.

Goblins can crossbreed with all other races save the giantings, gnolls, or ogres. The spawn of a goblin and a human, orc, elf, or bugbear is a hobgoblin; the spawn of a goblin and a dwarf, gnome, halfling, or hobgoblin is a goblin.

GOTHA
The human Gotha people have pale pink to ruddy skin tones; they tend to freckle rather than tan. Eye color is green, blue, indigo, or violet. Hair color ranges from tawny brown and sandy blonde to gold and platinum white and is straight to curly. The Gotha peoples of the Thundigoth Isles are very hirsute. Height is medium to tall, with a medium to muscular build. Skeletal structure is heavy, with pronounced brow ridges, cheeks, and jutting jaw, though not remotely as severe as that among the goblinoids.

The tribes of Thundigoth, the smallholders and townsmen of the Storm Coast, and various noble houses of the Middle Lands and Bagaudia remain true to the classic type. The Thundigoth tribes are renowned for their craggy features, each clan and tribe often typifying a specific form (jutting chin, large nose, beetle brow, etc). Commoners of the Middle Lands are heavily mixed with the old Guidhel/Elysian base, moreso among the Élyséenais of the hills of the Septarchy and less so among the Gottish on the plains of Gyrax. Many upper-class families of the Olden Empire, Itlania, and Alspadia are marked by the pale skin, light hair, and blue or violet eyes of the old Gotha reavers, who first served and then assimilated or were assimilated into the local noble houses.

The Gotha peoples of the Storm Coast are preyed upon by the slavers of the Olden Empire and the Eoshan city-states, and thus Gotha slaves and their descendents can be found quite far from their kindred tribes.

GUIDHEL
The human Guidhel people have brown skin, favoring the lighter tones ranging from a light pale khaki or bronze to darker chestnut and sienna. Eye color is usually green, hazel, or amber, with gold being rare and of note. Hair is dark brown, ranging near umber and taupe, and usually curly or wavy. Height and build fall within the full range of the human norms.

The Guidhel once ranged from the Storm Coast west to Twilight Mountains, and from the isles of the Serene Sea and the River of Stars in the south to the Utter Aeries in the north. Since those days nearer the dawn of men, the Elysians invaded from the south, the Gotha from the east, the Mhordlakhy from the west, and various tribes and bands of Kartaghans, Deshreti, and even Manday have made their way north.

As such there remain no truly pure groups of Guidhel, though the Witch-Folk of Mhoriedh are perhaps the purest, they or the savage tribes of the Northern Wilds. Even with the many migrations and long centuries of assimilation, the Guidhel type still predominates among the common folk of Aurlandia, Gyrax, and to a lesser extent Gregorius and the Septarchy.

The Guidhel form is common too in Alspadia, especially among the common folk, while a strange if pleasing admixture of Mhordlakhy, Guidhel, and Gotha is found in Bagaudia. There, the wormy pale skin of the Mhordlakhy is tempered by the bronze of the Guidhel and the ruddy pink of the Gotha into a shimmering snow white, with the raven black hair of the Mhordlakhy or the platinum blonde of the Gotha and the amber eyes of the Guidhel. It is no great wonder that the slave-takers of Itlania and Alspadia range across the Mountains of Blood to steal Bagaudian maidens.

Saturday, April 6, 2013

F is, um... sorta like E, and E is for Elysion

I haven't really anything in the Olden Lands that starts with an F... huh. So here's a double-helping of E...

ELYSION [GREAT KINGDOM OF THE ELYSIANS]
His Royal Majesty, Megakles VII, Great King of the Elysians, Lord of the Viridian Throne; Grand Prince of Elysion; Suzerain of Itlania, High Lord of Alspadia, Eosha, Notixos, and the Northern Reaches; Protector of Deshret; Grand Admiral of the Inner Seas and Outer Ocean; Archon of the Thunder Peaks; etc, etc… (Evil 0-level Normal Man)

Capital: Vasilopolis [City of the King] (pop. 60,000)
Humans: 16,000,000 (includes Auriante, Austellia, Tarraconia, Velanto, and Vóreioskórea)
Demi-humans: Few
Humanoids: Some (goblinoids and ogres in the Starcrag Peaks)
Monsters: Some, mostly in ancient underground ruins, in royal menageries, guarding the towers of wizards, or kept as assassins or muscle. The Storm Giants in the Thunder Peaks are considered holy, as are the sylvan creatures of the Immerwood.
Languages: Itlanic; Elysian, Itlanic, Élyséenais, Thysian, Common, East Gottish, Kartaghan.
Resources: Copper, gems (diamonds, opals), silk, silver, wood (rare)

This history of the Elysians and their coming to this continent, the founding of their many kingdoms, the foundation of the Empire of Elysion and its growth, rot, and final Doom, are all dealt with in detail elsewhere in this work. Following the Dark Age, the heartlands of Elysion collapsed into more than a hundred petty, squabbling cities, towns, and citadels, all menaced by tribes of Gotha and Kartaghans, humanoids and monsters. Here a lord, there a count, one a prince, the other a king. For long centuries no one power arose, and truly potent states were few, far between, and rarely lasted more than a few generations.


The Rekindling in Itlania and the growth of the Kingdom of Itlanis, together with the unifying myths and legends of the Golden Kingdom and the efforts of the clerics of the God of Law, slowly and in fits and spurts, dragged old Elysion back into civilization. But it took the conquests of the new Itlanian Empire to bring together the squabbling lords of Elysion. By the time the Itlanians had reached the Great Heart River, seven (mostly) united principalities stood between the Great Heart and the Sunrise Sea. Their united armies swarmed the streets of Vasilopolis and in unison told the Itlanian Emperor, “no further!” War was averted, the Itlanian Empire reached then its greatest extent, and the seven principalities were left alone.

Following the collapse of the Itlanian Empire, the various Elysian princes first sought to go their own ways. Further internecine wars, the continual break-ups and reconfigurations of the principalities, migrations of barbarians, and corsair attacks convinced Prince Orion of Vóreioskórea that Elysion needed to be unified once again. He thus initiated the 30-year War of the Princes that unified old Elysion under a single banner. When the dust settled, he created a new kingdom, the Great Kingdom of the Elysians, and crowned himself with the regnal name of Megakles while wearing the Royal Green, for he was wise enough to know that any who tried to claim the old Imperial Purple would die a horrible death.

This long rule stabilized the kingdom, as did his creation of the electoral college of princes, used to determine the next king. To firmly center the kingdom on old Vasilopolis, and to purposefully weaken the position of the king in regards to the other princes, he carved out the Royal Domains during his Great Realignment. This gave the king, who must forgo all claims to the throne and lands of his former principality, enough personal power, without combining the might of the sovereign with the personal power of the principality.

And so far, the balance of powers created by Megakles I, “The Great,” has held. It has helped much that the kingdom Orion built was purposefully well-defined by riverine and sea borders, the defenses of which are in the hands of marcher lords appointed directly by the sovereign. Open conflicts between the principalities have been limited, and of these, few have ever come to blows, as tactical considerations, being restricted, allowed the combatants to end their conflicts diplomatically. The arts of the assassin, however, have thrived, especially in the last century.

With no major threats to the peace, and no grand schemes of conquest (such as the Gottic Empires’ ill-fated crusades), the princes of the realm have turned decadent, dissipated, and debauched. A few have sought aggrandizement otherwise, such as the Prince of Auriante and the growth of his trade network among the isles of the Sunrise Sea, or the similar and competing efforts on the part of the princes of Austellia and Tarraconia in the Serene Sea. Most princes simply feast, engage in debauched rites, enjoy decadent pleasantries, or engage in classic tournaments or set-piece battles for amusement. A few plot, especially with the less-than-great “greatness” of Megakles VII on the throne.

As yet the Great Plague and the Saracen and Paynim hordes from the West have made few inroads into the Great Kingdom. Should it and/or they reach its shores, likely through Tarraconia, Austellia, Velanto, or Vóreioskórea, the weak, dissipated, and debauched realm may once again feel the sting of disaster and desolation.

Friday, April 5, 2013

E is for Eosha

EOSHA, CITY-STATES OF
His Sublime Majesty, Zenggan Marajiq, Tarkhan of the East, Khan of Mekhnazai, Sultan of All Eosha [disputed] (Evil 15th level Nomad Barbarian)

Capital: None; the major settlements are:
   Aghazari [City of Warriors] (pop. 16,000)
   Dharangide [Deep Port] (pop. 20,000)
   Mekhnazai [City of Slaves] (pop. 26,000)
   Zagigi [City of Magicians] (pop. 12,000)
Humans: 3,600,000
Demi-humans: None
Humanoids: Gnoles (300,000), Gnolls (200,000), Half-Orcs (100,000), Orcs (30,000)
Monsters: Many, especially the nyumbanyama or “thunder lizards,” i.e. dinosaurs, of an evolved sort that are kept as domesticated animals. The larger, wild varieties are rare but not unknown. Pterodactyls are common along the Fire Coast. The plains are home to centaurs. Giant ants, hyenas, lizards, scorpions, snakes, and spiders are common in the wastes, rarer so are basilisks and cockatrices. Hidden valleys in the Black Sands are home of blemmyes, chromandi, macrocephali, muscaliets, myrmecoleons, skiapods, syrictae, ypotrylls, and stranger creatures. The scattered ranges of the Dawn Peaks and Obsidian Mountains are home to cyclopes, griffons, harpies, hill giants, manticores, and wyverns, while those that are actively volcanic are lairs for red dragons, fire giants, and salamanders.
Languages: Kartaghan; Eoshan (many dialects), Kartaghan, Manday, Deshreti, Gnoll, Orcish, Firdawsiyah, Elysian.
Resources: Gold, ivory, nyumbanyama hides, silver, slaves, spices

Eosha is a land of great contrasts. The plains along the shores of the Sea of Fire are a patchwork of villas, plantations, and meadows; inland are dry, tall plains, bone-dry deserts, and terrible, rocky wastes; further south stand tall peaks of basalt and obsidian, many still active volcanoes; and south of these, the green leafy jungles of the Yasdunn. The contrasts also divide the peoples, a mix of Manday and Kartaghan, Elysian and Deshreti; for the cities are ruled by a few of great wealth and power, and peopled by masses of the destitute and desperate.


Though once the heartland of the Second Caliphate, the Temple of Law never had a strong hold on the hearts of the local peoples, and more than a hundred gods and demons are worshiped in the cities and villages of Eosha. The religious divisions of the people are continued in the political sphere, with every city and most major towns and even villages all being independent of one another. The lands between these settlements are home to disparate tribes, clans, and bands of various races and cultures, themselves all independent and at times, xenophobic.

Ruins dot the landscape; those of Deshreti, Elysian, Paynim, and Saracen sort are most common, but there are others that pre-date the rise of Deshret, no few of them most mysterious and non-human of aspect.

Thursday, April 4, 2013

D is for Dungeon God

DUNGEON GOD
Also known as the Lord of the Underworld, King of Demons, Father Chaos, Goblin-Maker, Elf Bane, Master of Monsters, the Great Adversary, and a dozen other epithets, the Dungeon God is the risen form of the Fallen Titan Moerdreth. He is the single-most powerful and widely worshiped of the gods of Chaos and Evil, though the King of Devils would dispute it out of sheer obstinacy and spite.

After the Elder Titans slew him they cast his body into the Abyss at the roots of the world, beneath the many Hells. But he did not fall through the Abyss into the Void, instead landing upon some shelf or crevasse near the very bottom. From his twisted, rotting heart sprang an unholy black maggot that burrowed up through the Roots of the World. For long millennia this blind, mewling, undying thing crawled through the Hells and the Underworld and the spaces in between, until it found the Heart of Chaos. There it merged with the heart and formed around itself a cocoon, and for centuries more transformed in the cocoon while bathed in the energies of the Heart of Chaos. Then, after 666 years, the cocoon hatched, and out strode that which is now known as the Dungeon God.

This was long ages before the coming of the Elysians. Of the wars that were fought by the Goblinoids and Orcs at his command, little is known today, save in the lore of Elves and the tales of Dwarves. But the age-long conflict had already simmered down ere the founding of Deshret, and remains at a low boil to this day. Why the Dungeon Lord had not continued to pursue his great crusade against the Elves, Dwarves, and other races of the world is a bit of a mystery, but the major factor seemed to have been the interference, once again, of the Elder Titans. For, from some time in the ancient, Elder Days – it is said, from around the time of the sinking of the lands around the Eternal Mountains and the forming of the Serene Sea – until the Doom of Elysion and the rise of the God of Law, the power of the Dungeon God had been hemmed in, physically and mystically, by the Elder Titans.

With the removal of the Elder Titans from the world, the Dungeon God was free to act once again. Unlike in previous ages, when he had little to do with the races of Men, save in forming minor, petty cults, he founded a great temple. The First Prophet of the Dungeon God appropriately enough was Umbreo, an apostate of the God of Law. The Temple of the Dungeon God, also known as the Anti-Church, was founded along the same lines as the Temple of Law, though of course opposes it in every way.

The anti-clerics of the Dungeon God even conduct their rites in vile mockery of the holy rites of the clerics of the God of Law. The major difference is that the temples of the Anti-Church, unlike those of the Gregorian Church, are independent of each other, and unlike the independent but usually friendly temples of the Elysian Rite, often compete with each other most violently. Each sect is led by its own Evil High Priest, equivalent to an Archbishop or Metropolitan. There is a sect of Dark Hierophants, led by the Father of Darkness, the Ascended Umbreo, who guide the Anti-Church overall in major matters of theology and policy, but each evil high priest is otherwise free to do as he pleases, as is the nature of Chaos.

While sects differ in minor details, anti-clerics of the Anti-Church generally wear rust red robes trimmed in black. The trim is covered in vile sigils done in copper, silver, or gold thread, the more valuable, the greater the rank. Each sect varies wildly on the nature of their headgear; it is an important mark of distinction. One sect might wear skullcaps, another skull masks, still a third horned helms, and so forth, the larger, more decorated, and more ostentatious, naturally the greater the rank. Many sects also revere a Chaos Beast, an ally or servitor of the Dungeon God, in blasphemous mockery of the reverence of the Holy Saints of the God of Law. As such, many Beast Cults are allied with, if not actually fronts for, the Anti-Church.

Anti-clerics possess sorcerous powers in direct opposition to the miracles available to the clerics of the God of Law. They can cause wounds, or cause blindness or deafness, create plagues, slay the living, conjure hellfire and demons, and so forth. Unlike the miracles granted to the clerics of the God of Law, these are not miraculous in nature; they are forms of sorcery that must be learned through normal occult means. Many anti-clerics are also practitioners of eldritch wizardry.

Very little is taboo to the anti-clerics; really, they are allowed to do as they please as long as they do what they are told by their superiors and do not do anything that is moral, ethical, just, or kind (save as when necessary to keep up appearances if living or travelling incognito). Whenever they perform an act of kindness under such circumstances, they must later perform a blasphemous act threefold its equivalent in evil to make it up to their lord.

Sacrifices are preferably in the form of sentient races, ideally beautiful elven maidens, however as such are hard to come by, beautiful human maidens are a close second. The further from this ideal the sacrifices, the more must be provided. Like most such gods, the Dungeon God also enjoys sacrifices of gold, gems, jewelry, and other wealth, again split between his own “personal vaults” and the clergy. Few vaults are more cunningly designed and deviously trapped than the dedicated treasuries of the Anti-Church!

The afterlife promised by the Dungeon God is one either of vast rewards or eternal punishment. For those who obey his wishes and succeed in their endeavors in his name, their reward is eternal life, either as a major undead (wraith, spectre, lich, etc.) or as one of the exalted dead in his Hells, with all the power and majesty that comes with it. For those who fail to meet his expectations, an eternity of torment by those who succeeded. There is no safe middle ground…

Wednesday, April 3, 2013

C is for Crimson God

CRIMSON GOD
The Crimson God is a god of the old South, one of the last major surviving, or at least, still active Old Gods of Deshret. The only other deity remaining from that era that has any sort of significant following is the Silver Lady, by legend his sister and/or wife. Some sages have conjectured that Kryx is his, her, or their son.


Also known as the Old Serpent, the Great Scorpion, or the Demon Jackal, the Crimson God is a god of the desert and wastes. He is a wrathful god, harsh and demanding of his followers and priests. Being the only remaining major Deshreti god, his worship is widespread in the Scarlet Wastes and throughout the South. His cult is still found to the north, as well, but is not generally openly practiced, as it was severely repressed in the days of the height of the Temple of Law.

The Old Serpent requires regular sacrifices of wealth, animals, and human lives. In most temples the animals and humans are sacrificed on an altar, their blood spilled by sharp blades of obsidian. In other temples, they are thrown to giant serpents, giant scorpions, or packs of temple jackals. Stylized versions of any of these three creatures are used as his holy symbol. Half of all treasure sacrificed is hidden away in the vaults of the god; the other half is used to support the priests. His priests truly know their god’s wrath on the occasions when his vaults are pilfered by thieves.

The priests of the Crimson God are mighty in the all ways of magic, priestly, sorcery, wizardry and eldritch wizardry. They command powerful spells of fire and wind, death and necromancy, and are masters of summoning demons to do their bidding. They possess no spells of healing, but are talented at the arts of alchemy, and thereby provide their worthy and wealthy followers with healing poultices. Priests wear crimson robes trimmed with hieroglyphs and don gold jewelry in the design of snakes, scorpions, and jackals. They wear headdresses of various sizes and forms that indicate their rank.

Priests must shave off all hair, including eyebrows; many have the holy scriptures of their faith tattooed upon their bodies. They must remain vegetarian, giving unto their god the animal flesh that they would otherwise consume. Both men and women may serve the Crimson God; they have no requirement to remain celibate or chaste, and often are quite depraved in tastes and practices. If they should have children they must sacrifice their first-born child to their god.

Followers of the Crimson God, when they die, find themselves being judged by their god personally. If they have been obedient and fulfilled their allotted place in their mortal life, they are granted more of the same in eternity, in the Crimson God’s Great Hall of the Afterlife. If he feels they have failed him, he casts them into one of many, many different Hells, depending on their sins and failures. The worst of the failures are consumed by the god himself in his serpent aspect, to ever burn in the acids in his gullet.