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Thread: World information, Gods, and Divine items

  1. #1

    Default World information, Gods, and Divine items

    General info

    Magic

    Magic and prayers are freely used and accepted in Therris (the country) and Alliance (the starting city). Most that use them are little more than novices. Most wizards/sorcerers/warlocks that achieve intermediate level of skill (level 5 to cast level 3 spells) are ‘encouraged’ to train in either the cities of Xanathar or Etoile, although you can choose to do neither. Wizards would have easier access to magical spells via this route.

    Magic items exist in Therris. The level of magic is going to be “average” – defeating a tough encounter will likely net 1-2 items. If you are looking for Forgotten Realms type of magic, this isn’t a world for you. Almost all of my magic items are unique; you won’t be finding standard +1 long swords. Identify spells are not going to tell you everything about an item. On the flip side, just because it won’t identify fully doesn’t mean that your stuck equipping armor of sex-changing. Items aren’t generally cursed, but some items may have positives and minuses to go with them. I encourage you to experiment with them to fully understand their powers.

    There are item sets in the game – items that will increase in power if you were ever to find other items to go with them. What sounds like an underpowered unique item to start with may actually become quite powerful over time.

    Monsters
    I generally make my own variants of monsters since most of my previous players had memorized MM weaknesses of monsters. Major abilities/flaws likely apply. For example, vampires likely would be hurt by sunlight, but may not be harmed by running water. An orc may not have 15 HP and an int of 7. In general though, the monsters are consistent: if one orc has 20 HP, most of them will have that (barring leaders and such).

    The lore doesn’t talk much about monsters and their part in this whole world. Monsters most certainly exist and played a larger part in the Wars than is known. Occasional goblins and other beings are found on the outskirts of Alliance.

    Gods in Therris
    The cosmos are full of gods that are willing to aid someone that will increase their presence in the world. There are several that have turned their eyes to Therris that I’ve listed below. Within reason, you can pray to any god that you may have read about and introduce it into the game. Just because it wasn’t an important god in the past, you can make a name for it. I know which evil gods are active in the world, but it’s up to the players to pick which good/neutral ones will be your champion.
    I am a fan of Krynn. The gods listed below are from there. This is old Krynn (The Chronicles) time-range, not after Paladine and Takhisis became mortal. You would have basic lore of each of these gods.

    For more details:
    https://en.wikipedia.org/wiki/List_o...nlance_deities

    There are several key known gods in Alliance.
    Good gods:
    Paladine – the platinum dragon. The ultimate good deity.
    Solinari – the god of good magic. There is a small shrine to Solinari in the wizard’s tower in Alliance.
    Neutrality:
    Reorx: god favored by most dwarves and gnomes.
    Gilean: As Alliance was meant to be a neutral buffer, the major temple in Alliance was built to Gilean. Gilean does allow for many smaller shrines to be placed within his temple as a symbol of balance.
    Evil:
    Takhisis aka Tiamat.
    Sargonnas the god of wrath was believed to spark the first Great War
    Last edited by zebsen; 07-24-2019 at 07:43 PM.

  2. #2

    Default The City of Alliance

    Alliance is a city of around 2000 people. The population started as an equal mix of the major races, but since some races populate faster than others, the current population is roughly:
    -600 humans of Xantharian descent (although there is a lot of mixed blood with Mistmoor)
    -600 humans of Mistmoor descent (although there is a lot of mixed blood with Xantharian)
    -300 dwarves
    -300 elves
    Less than 100 of each halflings, gnomes, and half elves. Of note, no half elves started in Alliance. Those that are there are now are the product of elves and human intermarriages. It should be noted that while humans and elves occasionally marry and mate, this is only recently tolerated and not by all. With this exception, all other interracial type love is considered taboo.
    Alliance has no army, and the main occupation is agriculture. The city guard was once around 100 members but is now less than 50 strong after the failed retaking of several trade routes. There are rangers that scout the surrounding area, but they are only around 10 men/women strong.
    The Climate is generally moderate. The peak of summer reaches approximately 100 degrees, and winter lows are around 10-20 degrees. There are typically several snowfalls per winter that can take days or sometimes weeks to melt.

    Trade
    Alliance is mostly a central trading hub, and generally does great business. Its main business is agriculture, and food and livestock are very plentiful. Lumber is also readily available but is generally not needed to be exported due to Mistmoor’s supply.
    Mistmoor (one of the 2 major human cities) mainly imports food since their terrain is rather harsh. Their main export is ore and furs, and to a lesser degree strong liquor.
    Xanthar (the other major human city) consists of the main port and several islands in the Great Sea. It mainly exports fish, textiles, and a seaweed delicacy that is popular in Etoile. It imports mostly lumber, ore, and weapons.
    The Burrows (the halfling city) export spices and various specialty food and drinks. They make the most exquisite musical instruments. They import ale, fish, and art.
    Rhagmur (the dwarven city) is the major exporter of ale, ore, armor, and weapons. They import mostly food and all other items to a lesser degree.
    Etoile (the elven city) is a major exporter of wine, art, and fruit. They import delicacies from the various kindgoms and lumber, which they are loathe to part with out of their own forest.
    None of the kingdoms are inherently evil, although sometimes persuasive people of questionable integrity get into positions of power and abuse it. Mistmoor has the greatest history of this since their people tend to be more barbaric and warlike in nature.

    Monsters
    Generally, the city of Alliance has had very little interaction with monsters. The main challenges that they get are occasional undead from the southwest of the city; one of the major battles of the third war took place about a days ride to the southeast of the city. Undead (skeletons and zombies) sometimes linger and wander toward the city or toward caravans on the south and east roads. Goblins and orcs occasionally patrol the northwest mountains and like to harass the caravans going to and from Rhagmur. It is rare for them to actually overpower a caravan though.
    The ranger patrols and caravan guards are usually enough to fend off whatever stragglers that tend to be a threat.

    City layout
    The city is built as ~1.5 square mile area. The vast majority of the buildings and people are centered in the middle 1 square mile. The surrounding area outside of the center of the city is mostly farmland for livestock and produce. The Great Wall surrounds the city in the 1.5 mile complex. Outside of the wall, some farming is still done within sight of the wall, but no livestock is kept outside of the city.

    The Great Wall
    A giant stone wall of superior dwarven craftmanship surrounds the entire city. The wall measures ~15’ tall and has a 5’ wide walkway across the top that is patrolled by the city watch. It is lit with torches and lanterns. There are 4 entrances to the city, which are large oak doors several feet thick designed to withstand a siege. The doors are closed each night (and now through the daytime as a precaution) and take two people per side with pulleys to operate. Towers stand at each corner of the wall, and at each gate. The wall is truly formidable but has also never been challenged in all the years since Alliance has been built.



    The key buildings/features

    In addition to several general stores, here are some of the important buildings in Alliance.

    The Barracks
    Where soldiers generally sleep and enjoy downtime. It is designed to hold about 100 troops, but it would be cramped living quarters if that. It’s less than half the size of the Good Knight Inn, and generally houses less than 50 guardsmen when they aren’t on duty. It’s very spartan with each soldier sharing bunk beds and having their own small locked chest. Spears line one wall in case an attack is called, and most soldiers are issued leather armor. There is a spartan mess hall and a large fireplace on each end of the building.

    The Training Yard
    Located immediately outside of the barracks, there are target dummies, wooden swords, and some short bows for target practice. It is maintained by the city guard.

    The Tower of Magic
    The only round building in Alliance, the 3 story gray stone tower is the training place for all ‘scholars’ that wish to dabble in the arcane. A large reinforced wooden door opens into a small foyer that contains a small stone shrine to Solinari, the god of good magic. People that seek magical aid and intervention are known to come to pray here from time-to-time. Beyond that, the first floor contains a dozen desks and bookshelves with hundreds of texts devoted to magical theory. A spiral staircase on the outside of the room leads to the second floor which, while similar to the first floor contains only five desks and fewer books, which are more advanced in their nature. The spiral stairs continue around the outside of the room up to the top floor, which is presently occupied by the head scholar, Creathin.

    School
    From the outside it is very mundane: a moderately large wooden building with several entrances. On the inside, however the schoolhouse is a truly odd sight. It can hold up to 100 students, of various races, ages, and abilities. Schooling is not age-related, but rather focused on the student’s ability to grasp concepts, which can occur at a wide range of ages for the various races. It isn’t uncommon to see a 10 year old human with an elf that is decades older than him studying together. It is separated into five rooms (or “grades”) to teach the fundamental skills needed in the land: reading, writing, money counting, and agriculture. Each room has its own materials and teachers are generally brought in from the Tower of Magic. Truly exceptional students are encouraged to learn at the Tower.

    Library
    Attached to the back of the church of Gilean, the library is maintained by acolyte Sheila primarily. The texts in it are mostly those scribed by the head clerics of Gilean: recently Cypher and Jarik. If one knows where to look, it is a great resource for general recent historical information since the founding of Alliance. It does have a small section that is closed to the general public that contains books dating back to the Great Wars. While historically accurate, reading books written by priests of Gilean can be analogous to reading detailed instruction manuals – very dry content with no care for entertainment value. Because of the library contains approximately 90% books of this nature, the library rarely gets many visitors. (note: bonuses to researching various events, people, and items from the past, but negatives to finding other information such as bestiary, fictional content, etc). The library is organized chronologically in it’s contents, so in order to find something of value it is best to know when you are looking for something as a starting point.


    Owl’s warehouses and stables
    Owl has four warehouses spread throughout the city of Alliance, storing a variety of trade goods. These goods either pass through to other cities or are distributed to Alliance’s stores. These buildings are located near each gate and are the only structures in the city that are attached to the Great Wall.
    Each warehouse is 10’ tall and roughly 200’ square feet. Stables are nearby each warehouse making it convenient for trade caravans to drop their goods upon entering the city.

    Jail
    A small thick stone jail is in the city, having ten cells of 10 square feet each. The laws of Alliance are relatively straightforward, and the most common offenses are public intoxication and pickpocketing. The Mayor hears all cases swiftly and passes out judgement. Long term incarceration isn’t option for punishment, with Alliance banishing repeat offenders or (rarely) killing those guilty of serious offenses such as murder. Typically, less than five jail cells are occupied. Since the death of his wife, Jailer Vlad has taken up residence here, converting one of the rooms to a spartan living quarters.

    Church of Gilean
    The largest building in the city, this large windowless building is located in the center of Alliance. It is about 400 square feet with entrances on the south, east, and west sides of the building. The center of the building is a very large alter dedicated to Gilean, but along the east and west walls, smaller shrines to various good and neutral gods are visible. The north side of the building is concealed by a curtain and houses altars to the evil (and lesser known) gods. In the center, large pews line stone floor and there is a small room that Jarek uses as his personal living quarters. Sermons led by Jarek each week are dedicated to balance, the need to co-exist, and documentation. Although others are welcome to hold sermons by their own deities, few do. Given the dryness of Gilean’s subject matter, less than a quarter of the city attends church except for holidays.

    “Good Knight Tavern”
    Run by the halfling Yelek, the Good Knight Tavern is the most popular establishment in Alliance. Yelek specializes in various stews and potato recipes. He (typically) offers a wide variety of the best imported drinks and regularly experiments with new foods, much to the delight of others.
    On a busy night, the Tavern and bar might hold 200 visitors.
    The restaurant has about 40 tables and 3 fireplaces. The place is adorned with various items of all cultures to try to make everyone feel at home. One wall is lined with elegant stonework that would be common for a dwarf abode; the kitchen door is designed to look like the entrance to a halfling home built into a hill. Half of the ceiling is lined with gnome-made glass, giving the half of the building an open-air feel.
    The one feature that makes the Good Knight tavern unique though is the strange magical mask that hangs over the large central hearth. The mask is bright silver in color and is firmly attached to the wall. Its eyes are always closed, but rarely, the mouth opens and talks, usually giving cryptic messages to the whole Tavern. The Tavern usually packed with travelers from all over Therris, and none have ever discovered what the mask is talking about. People have shouted answers or asked it many questions, but to no avail.
    The Tavern is never closed, and always welcomes weary travels with a cold drink and warm food.

    “Good Knight Inn”
    Within stumbling distance of the Good Knight Tavern, the Good Knight Inn can house about 150 travelers comfortably. The building is unique in that it is designed with 4 wings and a central lobby. It offers shared living quarters for the price conscious and private rooms for more privacy. Yelek and his staff does his best to accommodate room preferences to each race – with each room tailored to look more like one of the other major 5 cities in Therris.

    “Common Cents” Bank
    The bank of Alliance is a small building made of thick stone. It is located between the barracks and the Tower of Magic, and therefore is normally not heavily armed. Money changing at the bank is free of charge for citizens, and a nominal fee for visitors. Alliance accepts currencies stamped with all currencies at all locations, but some of the other cities require the coin be stamped exclusive to their city. Changing currencies from one stamp to another is a 10% fee, but is not needed when staying within the walls of Alliance.
    There is also a small safety deposit box that can be rented for 5 gp per month. The safety deposit box is about a shoebox in size and requires a key from the bank and the box to open. The locks on these boxes are imported from the Burrows and of highest quality to offer further protection from theft.

    “Versatile Vials ” Potion and herb shop
    Little more than a small addition to Ellena’s house, the potion shop is a one room shop with a few shelves of potions and some apparatus for brewing them. It doesn’t usually see much traffic other than occasional antidotes. Fear is a powerful motivator though, and rumor is that most of her potions have been cleaned out by various mercenaries.

    “Quality Arms” Smithy Shop
    Located outside Hagar’s house, Hagar’s smithy shop is all business. The stone building consists of two rooms: the storefront and the forge. A large sign out front depicts Hagar in his younger years with his massive arms crossed and flexed in front of him in an imposing picture. Inside, above the store counter, affixed to the wall is “The Tickler” great axe that he wielded during the third Great War. The tickler is a splendid battle axe made of obviously superior - probably magical construct. Of note, it has a curious notch indented in the center of it's blade that is approximately 2 inches deep. His grandson Krylar, recently borrowed The Tickler as he led the Pathfinders out of town.
    Last edited by zebsen; 05-24-2018 at 04:31 PM.

  3. #3

    Default The Elven Kingdom of Etoile

    The elves of Etoile live in the center of the Folie Forest. Both wood elves and high elves live together in what appears like harmony.

    The elves have always had a monarchy. The present king is King Gladius, a high elf. Until the great wars, there were 3 major (high elf) ruling houses that rotated the hierarchy. After the great wars, the wood elves now have a spot in the monarchy rotation thanks to the battle prowess of Alithia Lightfoot. Their claim to the monarchy was short-lived by elven standards as Queen Alithia was killed at the end of the third Great War. Who will succeed Gladius is far from a given the three high elf houses and now wood elves in the mix.

    The elves of Etoile revere the deities Paladin and Habbakuk most of all, although all gods can see some level of worship there.

    The elves of Etoile like their privacy but do entertain some visitors. The Tower of Sorcery is one of the few places in the city that all are welcome to come and learn regardless of race.

    Due to their privacy not much else is known publicly about Etoile politics and culture.
    Last edited by zebsen; 05-24-2018 at 04:31 PM.

  4. #4

    Default The Kingdom of Mistmoor

    Mistmoor is a rugged mountainous terrain, most of which resides at high elevation. In this harsh environment, the people need to be tough to survive, and that is what the folks of Mistmoor pride themselves on. Outsiders will view them as barbaric, and at first glance, that is true. Hot springs are commonplace given the history of volcanic activity, and entire villages have been built around them. They have learned to harness the elements and do amazing things with them.

    Eight major tribes make up the inhabitants of Mistmoor. They occasionally war with each other, but less so recently. Generally, one War Chief rules all eight tribes. The War Chief is determined via a gladiatorial contest that sometimes is to the death depending on how well the combatants can stop themselves or if they chose to. Strict rules are maintained for how often a tribe can challenge for a chance to become War Chief. Generally speaking though, a reign of more than 5 years would be considered a damn good run.

    From a deity perspective, Kiri-Jolith and Sargonnas are both equally worshiped, for battle prowess is held high, be it in wrath or for justice. While some shun Sargonnas after the first Great War, others point out that they were never closer to the cusp of greatness than under his oversight.

    The Torig river winds through the mountains here and is the run-off from the various mountain peaks. In the summer the water is cold, but in the winter, it is bone-chilling.

    Culturally, although battle prowess is revered, magic and miracles are both also of high value. It has been centuries since someone other than a warrior/barbarian sought the War Chief title though.

    The Mistmoor mountains are believed to be the home of the largest population of monsters on Therris. Orcs, goblins, and ogres are all common in this area. The last known dragon sighting was over 100 years ago here- an adult male white dragon, Hykemel. It's slayer, a barbarian named Gryslar, was the first person appointed to War Chief without a gladiatorial contest.

    The current eight tribes are:
    1 Dragon The largest non-nomadic tribe that inhabits the central fortress. When people visit Mistmoor, they generally meet people from mostly the Dragon tribe. Population of the main city is likely in the 5000-10000 range, but it's difficult to say for sure.
    2 Eagle The second largest tribe, also non-nomadic. They inhabit the area outside the walls of the main fortress. As a result of being so close to the Dragon tribe, they are generally on good terms with their neighbors. They have historically been the largest champions of Kiri Jolith, and a large temple to him is built on the west side of the city.
    3 Bear Largest nomadic tribe. They are very rugged, hearty folk that survive the elements in tents, traveling around hunting food. They usually build camps around hot springs during the winter and wait out the elements.
    4 Scorpion Relatively small nomadic tribe that doesn't have much contact with the rest of the Mistmoor. They generally appear only to challenge for leadership positions. Very mysterious and erratic in nature.
    5 Viper They recently transitioned from being a nomadic tribe to a stationary one, building a village around some hot springs to the south of Mistmoor. Not much is known about them.
    6 Lion A relatively small nomadic tribe that hasn't been heard from in over a year. This is not unheard of, but they generally show up to challenge for leadership positions and have missed an opportunity to do so. Although the badger tribe later converted to the dragon tribe in his honor, Gryslar, the dragon slayer, was originally from the lion tribe and later married into the badger/dragon tribe.
    7 Wyvern A small non-nomadic tribe that does not consider themselves a tribe of Mistmoor any longer. They no longer challenge for leadership positions and are located to the far east of the hills, away from most of their brethren. They like to consider themselves different than the rest, but to outsiders, they still dress primarily in hides, act similar to their cousins, and look exactly like them features wise. Most consider them another Mistmoor tribe as a result.
    8 Wolf A mid-sized nomadic tribe that still believes in harassing and warring with its cousins. Heavy Sargonnas supporters. Krel the Merciless was from this tribe, and they are damn proud of it. Although nomadic, they have placed altars and structures to Sargonnas throughout the hills and mountains to his honor.

    At one time there were as many as 11 tribes.
    Tribes that haven't been seen in some time:
    Skeleton - rumored to exist in the mountains of Mistmoor, but only rumors. It's hard to say if they really exist or not.
    Rat - they were pretty much wiped out in the first Great War. What little was left of them was folded into other various tribes.
    Spider - believed to be wiped out completely in inter-tribe fighting. Wolf and scorpion both claim responsibility in this. They were wiped out between the 2nd and 3rd Great War.

    Before contact with Alliance was lost, Larthor of the Bear tribe was War Chief du jour.
    Last edited by zebsen; 09-26-2018 at 01:34 AM.

  5. #5

    Default The Dwarven Kingdom of Rhagmur

    Rhagmur is an underground city under a large mountain in the Crowned Spire Mountains. Visitors and traders are welcome, but most visitors don't get to see more than the first few underground levels. The city itself is devoid of much light or color, but it makes up for it in the level of expert craftmanship that goes into everything. Stone is cut expertly so even the stone on the floor and the walls looks exquisite. Each room is lit with at least one round glowstone: an item that the dwarves have found while mining, and which hasn't been found elsewhere in Therris.

    The dwarves have always been ruled by a monarchy, with guidance from the high priest of Reorx. The only challenge to monarchy came from both Anvil Hammerfell and Hagar Strongshield, whose battle prowess and favor with Reorx led many dwarves to ask that they challenge for the thrown. Neither did however, and both opted to leave Rhagmur than risk some kind of civil war. Hagar settled in Alliance, but none know what happened to Anvil.

    The dwarven kingdom of Rhagmur is presently ruled by King Plexar with the oversight of High Priest Tradix

    Clan life and layout of the city

    Rhagmur is a fairly rigid city that has about 100 major clans. To most dwarfs, your clan title is the most important thing that you own. It can be a blessing or a curse. If one of your kin commits a violent crime or some other major transgression, your whole clan can bear the brunt of it - being forced to pick up and move your entire clan up to a lower (higher elevation) division in extreme cases. Similarly, if one of your clan shows amazing battle prowess in a war, the whole clan can be exalted and can move deeper into the mountain.

    The city itself is 7 "divisions" deep. Each division is several "floors" of various clans. The goal in life of most dwarfs is to go deeper underground to lower divisions. This is fairly rare, but the main ways of doing this are: improving your clan name (mostly through battle or other deeds), changing your profession, and marrying into a higher clan. Battle prowess is the most common option here. 90% of dwarfs carry on the profession of their parents. Few dwarfs want to train someone from a lower clan into a better profession, but some will do so if the circumstances are right. Similarly, most dwarfs are encouraged to try to marry within the existing clan or higher, and dating/marrying someone from a lower clan is frowned upon. It happens, but not regularly.

    Division 1: The uppermost division is where most inns and visitors live. No dwarfs actually live here. Merchant dwarfs are considered mid-level occupation and most return home at the end of the day to lower divisions. All non-dwarfs that live in Rhagmur live in division 1. Although there are a few humans and halflings, most of this population are gnomes.
    Division 2: Those that live here are the lowest clans: former prisoners, those clans that have fallen far for whatever reason, orphans, or rare dwarfs that really don't give a shit about their clan.
    Division 3: Lower clans in good standing. Miners, some lower clan merchants, and clans that have the most surface dealings, like rangers, guards, and the occasional 'scholar' or priest to someone other than Reorx.
    Division 4: The largest division: mid-level merchants, workers, etc.
    Division 5: Higher level clans and most brewers. The highest division most dwarfs can reach without some kind of war heroics.
    Division 6: Clerics to Reorx. Some of the King's personal guard or war heroes. A large shrine to Reorx exists here. Other dwarves are encouraged to visit here, but only clerics live in this division.
    Division 7: The King and his clan. Other servants and guards work here, but don't live here.

    The gnomes have invented a series of massive steam powered "elevators" that transport folks within various divisions as needed. These elevators run through the first 5 divisions. Passage to divisions 6 and 7 is heavily guarded and done by foot. It is rare for a non-dwarf to descend below division 5.
    Last edited by zebsen; 05-24-2018 at 04:30 PM.

  6. #6

    Default The United Kingdom of Xanthar

    Xanthar is a collection of various island nations and one large city on the western coast of Therris. It’s crest is a red sun rising over some spotted isles over a watery blue background. If all the island colonies are counted, Xanthar is the largest organized civilization in Therris.

    Xanthar is unusual in that it doesn’t really have a ruler, but rather 5 different influential factions. This was more of a reaction to their belief that if one person in the kingdom has too much power, that person can steer the whole kingdom down any path – possibly the wrong path.

    It’s hard to get 5 different factions to agree on much of anything, so even when major decisions need to be made, they tend to come slowly in Xanthar. Even when things do happen, it’s not uncommon to see only part of the factions participate in the overall decision.

    The 5 major factions are:

    The Freeborn Knights

    The Freeborn Knights have a strong history of valiant deeds and willingness to help others. Others argue that they also have a few too many rules and regulations and reliance on bloodlines rather than actual skill at times to be highly effective. Sir Gresham Brodrick presently is the main knight leading this faction.

    There is also a collection of priests and priestess to Paladin and Kiri-Jolith within the Freeborn Knights, but they are fairly sparse.

    The Burning Tower

    A collection of wizards, sorcerers, warlocks and other learned men and women. They open their doors to all scholars, but do have an “entry exam” once a caster obtains the ability to cast spells of the third circle of power. All scholars that pass the test obtain robes based on whether they derive their power from:

    -white robes signify Solinari, the “good” aligned white moon
    -red robes signify Lunitari, the “neutral” aligned red moon
    -black robes signify Nuitari, the rumored “evil” aligned third unseen moon

    The Burning Tower is ruled by the head mage of each of the three orders. Present leadership includes Abigail Hellfreeze, female human leader of the black robes; Tristan Dreamweaver, male human leader of the red robes, and Kyricus Blakemon, male human leader of the white robes.

    The Balanced Scales Trade Guild


    The largest of the five factions, this is a loose collection of various merchants through Xanthar that control most of the wealth and trade in the city. This includes some very reputable tradesmen as well as the local thieves guild. It is presently overseen by the halfling Wilmur “The Miser” Youngblood. Wilmur is not believed to be connected to the thieves guild, nor is he connected with the extremely wealthy merchants. His ability to get both sides to come together has won him favor among the guild.

    The Changing Winds

    The Changing Winds is a compilation of the various ship captains and priests/priestesses that are devoted to the sea. Leadership is typical (and presently) under the command of the High Priest of one of the three major gods worshipped by seafaring Xantharians:

    Chislev, the neutral goddess of nature
    Zeboim, the evil Sea Queen
    Habbakuk the good aligned fisher king

    The current leader of The Changing Winds is High Priestess Mistila “Misty” Velenar, of Chislev. Misty herself is a former sea captain of some fame.

    The Golden Gauntlet

    A loose collection of sell swords, police, and sell swords. Employed by the city and anyone else with enough coin. Their members typically wear chain gauntlets with a distinct gold color. Since they work as Xanthar’s police among other things, they take imposters wearing gloves like theirs very seriously, and typically remove the hands of any offending person.

    Becoming a member involves some membership fees and doing at least one trial run – typically with a member in good standing present. Once membership is obtained, gauntlets are provided, and access is granted to various job postings in the main hall.

    The Golden Gauntlet is run by a member of good standing that is promoted to a judicial rank. The present leader of the group is Judge Kharas Brewmaster, a male dwarf who served as a caravan guard for decades before retiring.
    Last edited by zebsen; 09-30-2018 at 10:08 PM.

  7. #7

    Default The Burrows

    The halfling village is called The Burrows, and physically looks like it’s something out of the Hobbit movie. Homes are built directly into the side of rolling hills, farms dot the countryside, and everything looks picturesque. An estimate of the overall population is less than 5000.
    Culturally, the halflings of The Burrows is not as laid back as it would appear. Perhaps at one time they were, but after being at the forefront of the third Great War, things change.

    Previous to the third great war, there was a lose monarchy in the Burrows. The Queen presided over mostly internal disputes and handed out punishment. They didn’t have a standing army, and the Queen herself had only a handful of guards.

    With the assassination of Prince Varium, the halflings organized overnight to change this. All halflings upon reaching their 20th birthday are required to do some kind of armed service task for at least three years. Armed services include city guard, royal guard, magical, or clerical support. Most halflings end up in the city guard, with the other choices being by invitation (based on aptitude or family connections).

    The halflings are know for their wild parties, and in The Burrows, there is always a reason to party. The end to each Great War, the birth of every major queen (at least one per month), and the solstices. No party rivals that of the feasts to Shinare (December 25), the goddess of wealth and industry, and Branchala (June 3), the god of inspiration. Even clergy to other faiths join in these festive events that are a mix of excessive music, eating, and drinking that take days to clean up after.

    Halflings are very family oriented. They also house the largest population of displaced gnomes in Therris with probably over 500 gnomes scattered throughout the city.

    Shinare and Branchala are the two major dieties, with a major temple to each here. Paladine and Mishikal also have followings.

    Based off recent events, King Horton has deemed June 27 to be National Sentinel Day.
    Last edited by zebsen; 10-10-2018 at 09:15 AM.

  8. #8

    Default

    The Gods of Therris.

    Based off the 21 Krynn Gods.

    List of divine items as Branchala remembers them.

    Gods of Good

    Paladine – Male – Greater God of Good. Leader of Gods of Good. Symbolizes the ultimate good, and is believed to be Bahamut – a large platinum dragon.
    Constellation: was a platinum dragon. Now barely discernable given the faint nature of it.
    Known altars: Etoile

    Divine Items:
    1 Crown of Justice - Ivory crown with a single platinum gem inlaid in it. ***Fits the description of the crown worn by King Gladius of Etoile. Despite this Sirrion told them that this item had been drained.
    2 Staff of Righteousness - Long Wooden staff with a clawed dragon hand holding a platinum orb. Sirrion claims that item to have been drained of its essence. ***Believed to be drained.
    3 Long Bow of Ages - Flawless wooden bow reinforced with intricate gold etchings. Central platinum gem. Sirrion claims that item to have been drained of its essence. ***Believed to be drained.


    Mishakal – Female – Greater Goddess of Good. Goddess of healing and restoration.

    Constellation: the infinity symbol. Faint in the sky, but still visible.
    Known altars: Xanthar

    Divine Items:
    1 Basin of Life - Small golden bathtub in the shape of two cupped hands catching water. A single blue sapphire is inlaid at the top. Location unknown.
    2 Blue crystal staff - A plain wooden staff topped with a blue crystal. Said to have incredible healing powers. ***Known to be drained.
    3 Disks - 160 disks of thin hammered platinum about the size of a sheet of paper. The binding for them has a blue gem inlaid in it. Location unknown.


    Kiri-Jolith – Male – God of Good Paladins, Soldiers, and Honorable Battle
    Constellation: A ram’s head
    Known altars: Mistmoor

    Divine Items:
    1 Shield of Protection - Kiri-Jolith's holy symbol (horned sheep's head) is inlaid across the front of this tower shield. A large central diamond is in the center. Location unknown.
    2 Helm of Justice - Masterwork silver colored helm with wings on the sides. Set with a large diamond in the center. Location unknown.
    3 Long Sword of Righteousness - An exquisite sword with a diamond in the hilt and a sheep's head at the base. Location unknown.


    Branchala – Male – Good God of music, bards, and inspiration
    Constellation: A harp, shining brightly in the night sky
    Known Altars: The Burrows

    Divine Items:
    1 Harp of Life *** used to free Branchala
    2 Lute of Entertainment - masterwork lute with a clear white opal-like gem in the base. Location unknown.
    3 Boots of Marching - mismatched boots of obvious high quality. They have harp symbols on them and each has a small opal-like gem on the back. Location unknown.


    Majere – Male – God of Enlightenment, discipline, business, and hard work. Good monks favor Majere.
    Constellation: a rose

    Divine Items:
    1 Trowel of Building - A plain trowel except for the large ruby in the hilt. Said to be able to erect an entire building in an hour. Location unknown.
    2 Chest of Prosperity - Masterwork chest with a large ruby. Rumored to contain all kinds of things. Rumors are that it was somewhere in Windale when the city fell.
    3 Belt of leadership - The entire belt is in the shape of Majere's holy symbol (a rose with the stem). The rose is red with a gem inlaid. Location unknown.


    Habbakuk – Male – the Fisher king – Good God of nature, rangers, and druids.
    Constellation: the Fisher king bird
    Known altars: The druid grove north of Alliance.

    Divine Items:
    1 Oaken Staff of Life - oak staff with the fisher king bird (Habbakuk's holy symbol) at the top. Set with an emerald. Location unknown.
    2 Claws of the bear - matching bear claw "gloves" that go up past the wrist. Contain a gem buried inside them. Location unknown.
    3 Hide Cloak of the Forest - the whole image is a shifting form of Habbakuk's constellation. Has an emerald clasp. Location unknown.


    Solinari – Male – Good God of Magic
    No constellation. A white moon orbits Therris that is said to be his home.
    Known altars: Towers of High Sorcery in both Xanthar and Etoile

    Divine Items:
    1 Staff of Magi - Mage's staff topped with a white moon. Location unknown.
    2 Robes of Divination – White robes with gold inlaid in them. At one time believed to belong to the white robed leader, Awyn Newday, of the Xanthar tower of High Sorcery. Lost when Awyn went missing during the first Great War.
    3 Orb of Divine Insight. Pulsing white and slightly oval like the moon, it is said to hold the answers to any question asked to it by those of good intentions. Location unknown.
    Last edited by zebsen; 07-24-2019 at 07:57 PM.

  9. #9

    Default World information, Gods, and Divine items

    The Gods of Neutrality

    Reorx – Male - Greater God of Neutrality – God favored by most dwarves, gnomes, and formerly kender. Generally seen as the main God of creation.
    Constellation: A hammer
    Known altars: Rhagmur. Believed to be a destroyed one in Windale.

    Divine Items:
    1 Hammer of Reorx – believed to be used to shape the world. Location unknown.
    2 Great Axe of the Maker. Matches the description of the Tickler. If that is the case, it’s last believed location was Portenfer.
    3 Crown of the Mountain King - Crown with tips depicting the Spire Mountains ***Description fits that worn by the dwarven King of Rhagmur


    Gilean – Male – Greater God of Neutrality – God of knowledge.

    Constellation: The Book Of Souls
    Known altars: Alliance. Believed to be a destroyed one in Windale.

    Divine Items:
    1 The Book of Souls – Indistinguishable to a regular old book in description. Rumored to allow the user to become anyone that ever died. Location unknown.
    2 Glasses of Sight – Strange glasses with several lenses that can be rotated into place. Allows the user to read any text among other powers. Location unknown.
    3 Quill of Knowledge – A nondescript feather quill with a book symbol in the feather if tilted correctly. Location unknown.


    Sirrion – Male – God of Neutrality – God of fire, elements, elemental power, and the power behind craftsmanship. He aided Reorx in forming the world.
    Constellation: none. The distant red planet Sirrion is his home.
    Known altars: none with the destruction of his altar in Portenfer.

    Divine Items:
    1 Flaming Hammer - Always ablaze, it has the ability to create countless items of awe in capable hands.
    2 The Spark of Life - rumored to have created Therris, its power of creation is said to be limitless. ***Used to return Sirrion to the world.
    3 The Scepter of Elemental Control - Summons and controls elementals from other planes of existence.


    Chislev – Female (usually) and male – Goddess/God of Neutrality – Goddess/God of neutral druids and nature.
    Constellation: Elk antlers
    Known altars: Xanthar.

    Divine Items:
    1 Bark of the World Tree – All that remains of the first world tree, the original Ancient Oak tree. Fashioned into a cloak, its powers are unknown. Location unknown.
    2 Helm of the Forrest – a leather helm with elk antlers and a small sapphire set into it. Location unknown.
    3 Staff of the Woods – A wooden walking stick with a small sapphire gem inlaid into the top. Location unknown.


    Shinare – Female– Goddess of Neutrality – Goddess of fair trade and industry.
    Constellation: A coin purse
    Known altars: The Burrows, Xanthar

    Divine Items:
    1 Cap of insight – a leather cap with a single gold piece sewn into the cap depicting the Goddess Shinare. Said to give wondrous ideas for inventions that would benefit the world. Believed to be responsible for Windale’s amazing inventions, mostly by Jebar Winterleaf, before its destruction. Also believed to have been lost there.
    2 Judges robes – a set of gray robes with a coin sewn above the left breast. Said to break all contracts and correct all wrongs of unfair contracts. Location unknown.
    3 Gold coin of Shinare. Looks just like any other gold coin, but if it is used to pay for a fair deal, it rewards the spender very generously in the near future. Although the odds of encountering the coin are incredibly rare, rumors are the Miser rose to glory from this coin. Location unknown.


    Zivilyn – Male – God of Neutrality – The World Tree of Wisdom. Offers guidance to Gilean. Never picks sides in a conflict.
    Constellation: An ancient oak tree.
    Known altars: Mistmoor, formerly Etoile

    Divine Items:
    1 Book of Wisdom: This thick tome is easy to notice since the cover is made from bark and an ancient oak is depicted on the front. Location unknown.
    2 Negotiator Shield: Fabled shield believed to have been carried by High Priestess Krisra of Etoile, who led the negotiations for peace that ended the first Great War. A large metal shield with a wooden emblem of an ancient oak tree growing out of it. The temple was destroyed during the Third Great War, and the shield was never found.
    3 The World Tree: Rumored to be dead, it's original location is unknown. Despite this, Zivilyn's constellation remains relatively as bright as most other Gods signifying that something may remain of it. How one crafted a tree is widely debated, but Branchala confirmed this is true. Location unknown.


    Lunitari - Female - Goddess of Neutrality - Goddess of neutral magic. Believes that magic should be usable by everyone.
    Constellation: none. A red moon orbits the planet which is said to be her home/domain.

    Divine Items:
    1 Orb of enhancement: Roughly the size of a basketball, pulsing with a swirling red color. Empowers all spells cast. Location unknown.
    2 Staff of intelligence: A four foot long intricately decorated staff, bearing runes and other markings to signify its purpose. Tales conflict on whether this was made of Ancient Oak, which can't be carved. Last known position was rumored to be Windale, in the destroyed Tower.
    3 Robes of leadership: Red velvet robes traces with white and black runes. The thin red belt is said to be crafted from Lunitari's red hair. Location unknown.
    Last edited by zebsen; 07-27-2019 at 03:56 PM.

  10. #10

    Default

    Gods of Evil

    Takhisis – Female - Greater Goddess of Evil – Queen of Darkness. Patron of evil dragons and all things evil in general. Goes by many names, including Tiamat.
    Constellation: A five headed dragon
    Known altars: Portenfer is the only known one, but surely others exist.

    Divine Items:
    1 Crown of Power - inlaid with jewels fit for a king. Contains 5 major gems (white diamond, sapphire, opal, ruby, and emerald) corresponding to the 5 headed nature of her true form. Location unknown. Rumored to have briefly surfaced during the first Great War in Mistmoor.
    2 Two-handed Vorpal Blade - all black blade with a gem that shifts color in the light embedded in the hilt. Location unknown.
    3 Ring of Ruling - Inset with five gems, blue sapphire, red ruby, white diamond, black jade, and green emerald in a circular pattern. All colors are equal in size and shape. Location unknown.

    Sargonnas – Male - Greater God of Evil –Dark Vengeance. God of revenge, conquest and war. Favored by minotaurs and some Mistmoorians.
    Constellation: The Condor
    Known altars: Mistmoor

    Divine Items:
    1 Glaive of Wrath – Little is known on the blade that thankfully hasn’t been seen in ages. Rumored to have originated the dark elves when Delsanra Vultra obtained it and slaughtered the kender in droves.
    2 Skull helm of destruction. A partial skull of a large creature polished and turned black. Believed to have been passed around some giant tribes in Mistmoor, but hasn’t been report since the second Great War.
    3 Belt of Vengeance. An enlarged black belt. Powers and location unknown.


    Morgion – Neither male/female – Black Wind. Evil God of Disease and Decay. Rarely works with any other Gods for anything… until recently.
    Constellation: A hood with two red eyes.
    Known altars: Mistmoor

    Divine Items:
    1 Goats Head Mask. A vile looking mask with red glowing eyes. Location unknown.
    2 Gloves of the Pox. Flawless white silk gloves of incredible beauty which is believed to trick non-followers into putting them on. Believed to be the source of several diseases that have spread throughout time. How they function for Morgion’s faithful is unknown. Location unknown
    3 Mace of Disease. A black mace with Morgion’s symbol on its pointed end. Location unknown.


    Chemosh – Male – Lord of Death. Evil God of Death and undead. Tricks others into “eternal life” that rarely works as planned. For those that truly embrace necromancy, he offers power and the unconditional loyalty of an undead army. Chemosh knows that in time, they will become undead themselves, further strengthening him.
    Constellation: A Goat’s Skull
    Known altars: None known

    Divine Items:
    1 Veil of the Dead – Even Branchala knows little of this. Its true form is a worn death veil that grants the user increased necromantic powers. Location unknown.
    2 Bone Armor - Armor made from bones of the fallen. The user doesn’t age while this is worn among other benefits. Has been rumored to appear several times. Various Mistmoor tribes have claimed to have had it briefly, but the dwarves of Rhamgur also claim to have it locked away in a secret vault.
    3 Blade of Immortality Killing your foe with this blade brings them back instantly as an undead loyal to you. Over 1000 years ago, this was once wielded by a black robe named Claudia Vorbeak in Xanthar that hunted her brethren outside the tower and then paraded them through the tower. Some say that this blade passes from the black robe leader to leader at the Xanthar tower. Abigail Hellfreeze, the present black robe leader of the Xanthar tower, would then have it if this is correct.


    Hiddukel – Male – The Prince of Lies – maker of unfair deals, dishonest merchants, and ill gotten wealth.
    Constellation: An unbalanced scale
    Known altars: None known

    Divine Items (Sirrion and Branchala agree that Hiddukel had more of a hand in creating his own items than the other Gods).
    1 Coin of Hiddukel - Double sided heads coin with a different talking head on each side. Some believe it is Hiddukel himself that bargains with the holder of the coin. Believed to be last held by Yelek before being given to the Pathfinders before they left for their ill-fated trek.
    2 Mirror of Deceipt - Said to reflect an alternate reality back at the user that can actually bend reality into Hiddukel's twisted will. A smiling face rests atop of the mirror. Location unknown.
    3 Scales of Hiddukel - Any deal can be in your favor when the scales cheat. This nondescript set of scales carries only has Hiddukel's face on it if examined closely. Location unknown.


    Zeboim – Female – Darkling Sea. Creator of the sea, tempests, and weather.
    Constellation: A turtle
    Known altars: Xanthar and the isle kingdoms

    Divine Items
    1 Trident of the Tempest – A long gold trident with a singular emerald where the forks meet. Until recently was claimed to be held by the high priestess of Zeboim on one of the isle kingdoms. It may still be. Said to control the weather in the right hands.
    2 Scale armor of the Seas – Rumored to be made from scale of an ancient dragon turtle. Underwater breathing, freedom of movement, communication with underwater beings, perhaps more. Location unknown – likely under the sea somewhere.
    3 Crown of the Isles – Fashioned in a time when the isle kingdoms looked different than today. The peaks at one time were meant to coincide with the different isle kingdoms. After untold time it only loosely resembles what exists today. A single emerald is set in the middle of it. It has shown up at various times and was once auctioned off by the Balanced Scales guild to the various isle realms. At least a dozen Balanced Scale ships sank within 10 years of the sale of the crown, which cannot be a coincidence. Location unknown now.


    Nuitari – Male – Devouring Dark. Male. God of evil magic, mostly necromancy, believes that magic should be secret and coveted. Despite this, he deeply loves magic, and was likely the most approachable evil god at one time (mostly because the other options really sucked).
    Constellation: None. The small dark moon to those that know to look for it is said to be his home.
    Known altars: Xanthar and Etoile Towers of High Sorcery

    1 Bloodstone of power - a bloodred stone that actually feels like a beating heart. Magical power is limitless with this... if one is strong enough to control it. Location unknown
    2 Staff of the coveted - A long twisted staff with a black orb on top. Believed to open the portal to other realms. Location unknown
    3 Tome of the afterlife – Little is known about this book other than it was a pure white book with a single black dot in the center of it. Location unknown
    Last edited by zebsen; 07-31-2019 at 08:43 PM.

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