Listen child, listen and I will tell you the first story, the story of Nagoma and the Gorund Tree…
The Priests of Droven are as near a thing the Dwarf city states of the Ven (Barrier) Mountains have to a central government. They enforce laws, arbitrate disputes, monitor trade, intern the dead and in all ways keep chaos at bay.
Imagine a land to the East (or just Far Away) that trades with your lands with the occassional Caravan. This land is all about The Civilization: The Order of Things, The Celestial Buracracy, The Mantle of Heaven, and clerical abilities defining who was in charge (due to their being touched by the Gods).
We are keepers of the Lore of the Eternal Pattern.
The Guides are here to show The People the steps and rhythms of the Celestrial Dance. The Common Church shows how people can walk or dance in the footsteps of the Pathkeepers, the Great Gods above.
His Most Divine Holy Caller Charlius III
Imagine a land to the East (or just Far Away) that trades with your lands with the occasional Caravan. This land is all about The Civilization: The Order of Things, The Celestial Bureaucracy, The Mantle of Heaven, and clerical abilities defining who was in charge (due to their being touched by the Gods). The Buracracy spoke with the voice of the Gods and could channel their power. Imagine what happens when their Gods die.
One thing that has been stressed over and over on this site is that fantasy can emulate reality. There are so many different real world events that can be transformed into gaming material that one should literally never run out of new content.
One thing that has been stressed over and over on this site is that reality can emulate fantasy. There are so many different real world events that can be transformed into gaming material that one should literally never run out of new content.
The Via Mortus is not a faith so much as a collection of superstitions propagated by sorcerers, necromancers and con-men.
Father Pourvoi, Trinitine Priest of Lusankya
The Shining Path - a non-deitific religious path in a world full of deities.
There is a common saying among those who visit and frequent the menagerie, "The feeling of godhood is there and everlasting, but one can spend their entire fortune within."
The Drung, known as the Tribe of Starvation, savage warriors and uncompromising foes.
And because they had shown they could not be trusted, Iev abolished the use of Kren save by those few individuals he trusted.
~The True History of the Order, by F’ian circa 300 AW
One of the finest mercenary circles who can trace their origins back to the Greater Comet School. They currently are on near permanent hire to the Crown of Kendaria.
A dialog concerning the origins of the Trinitine Faith,
Blessed enough to enjoy friendly relations with many nobles, some of them very close to the king of Haracon himself, the Guild leaders of the Keepers are the criminal big-wigs every wealthy and famous animal collecter wants to invite to the grand opening of his exotic zoo or animal park.
The Quarsooth stands regally, watching impassively with its disturbingly beautiful golden eyes, as masses of sweating labourers haul massive block of lime stone towards the river banks of the Obo, the most majestic and the largest body of moving water in the little barony of Farkhon. Ample in fish stocks, the new masters of the land have deemed it perfect for humanity’s first fledgling attempt at advanced aqua-culture. If this ambitious prject proceeds as planned, the Quarsooth colonizers will introduce into the rivers, aquatic life-forms from their own native home-world that breed abundantly and are platable for the digestive system of most creatures, thereby guaranteeing their subjects a bulwark against mass starvation in the disastrous event of crop faliure or a cattle disease epidemic.
“The only creature, that can be victorious on any battlefield, is the raven.”
This mercenary company is listed on the rolls as ‘A Dwarven Archery Unit’. This archaic definition has confused many a lesser commander as to the use of the unit, being that Dwarves are notoriously awful archers. Yet to the savvy commander, the unit becomes the perfect tool for siege combat.
Serving extensively in the armies of human kings determined to eradicate the last tribal enclaves of ferocious non-humans that still stubbornly refuse to release their hold on the large tracts of wilderness which yet remain, this mercenary company has only one requirement of any potential recruit willing to sign up with them:He must not not be able to claim kinship of even the slightest kind with their employers..
The Comet is a herald of things of importance, normally on the field of battle.
SeaClans: The six seaclans are Dolphin, Gull, Ray, Kraken, Shark, and SeaDragon. These totem animals serve as mascots rather than any deep symbol of the clan. These seafaring organizations are filled with land based saliors and fishermen. They ply the seas and deeper waterways. They function like guilds for ocean sailors
The clans have their own homeland. These people live on large floating rafts- human made islands, as well as vessels of all varieties docked to it. These wetfoots never set foot on land (or only do it for a few hours at most).
Rat Clan: This guild is nominally related to the seaclans. The Rats ply the rivers and marshes of the world, as well as do longshoreman work. The seaclans hold the self proclaimed "rat clan" in contempt and the officials see them as just a Guild of River saliors and longshoremen with a funny name. The Rats hold their title with pride and will take it out on anyone who gives them grief about it.