Author Topic: Arhosa Campaign Setting  (Read 3034 times)

0 Members and 1 Guest are viewing this topic.

Stratovarius

  • Moderator
  • Hong Kong
  • *
  • Posts: 1215
  • Player Resource Consortium
    • Player Resource Consortium
    • Email
Arhosa Campaign Setting
« on: October 06, 2008, 08:23:48 PM »
Arhosa Campaign Setting

Introduction, Rules, and Starting Locales
Click Here.

In Depth Locations
Click Here.

Gods and Goddesses
Click Here.
« Last Edit: February 24, 2009, 04:28:21 PM by Stratovarius »
Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die

Stratovarius

  • Moderator
  • Hong Kong
  • *
  • Posts: 1215
  • Player Resource Consortium
    • Player Resource Consortium
    • Email
Re: Arhosa Campaign Setting
« Reply #1 on: October 06, 2008, 08:59:59 PM »
The great civilization of Arhosa persisted for over one thousand years, a monument to the strength and the power of the bureaucracy that imbued the empire, more powerful than even the emperors that ruled over the vast land. A beautiful, fair, and prosperous terrain graced the kingdom, marking it as the chosen land on earth.

Until one day the bureaucracy began to fail, the emperors weakened and became vain, and nobles within the land focused on their own gain and their own wealth, and let those around them fall into ruin. The empire split apart, each little village, town and city becoming its own kingdom, able only to claim the lands within a day's march of their centre. Armies devolved, and bandits grew, and the best of those claimed their own kingdoms, cutting out baronies by capturing villages, demanding tribute, and marking the land and as their own.

That state persists today, and the land is a broken ruin, for the temples, the roads, the books, the knowledge that marked the high point of the culture of
Arhosa, all are slowly being lost and eroded. The castles that marked and ruled the land are occupied, but as often those residents are ghosts and crickets as they are nobles and servants. Populations have crashed, plagues sweeping across the land wiping out towns and villages, famine now a danger where once it was a remote memory, staved off by copious grain reserves. Today those silos stand empty, collapsed and hollow, mold climbing the walls where wheat used to feed thousands.

It is into this dessicated world that you have been born, a world drained of all the great things in life. Perhaps it is possible to restore
Arhosa to glory, to recreate the empire and the knowledge and the life that once occured. Or perhaps there is a life to be made in this new land, taking for yourselves a kingdom and a rulership, passing it down to your children, or even create a new empire, a land remade in your image. All of these things are possible, and Arhosa is open to you.

Game Rules
[spoiler]
  • Players can play any alignment, any race, any class, and can start anywhere in the world. Currently, there is no map, except in my head, but the terrain is huge, a full continent to play in. I will be adding some area flavour some of the various kingdoms, principalities, and bandit kingdoms. If there is something appealing that you would like to try, suggest it and I'll listen.
  • All players must start in groups of at least two, and there should be no conflict between individuals in a party. However, if you do run into another party, feel free to go at it.
  • This does not necessarily have to be about combat. Intriguing to the top in a city is also a possibility.
  • 32 Point Buy, 1 Flaw, no bloodlines, 1 trait, No LA buyoff, no templates above LA +1. No UA races or classes.
  • Source Material: Any, subject to build approval.
  • Optimization level: 2-3, moderate is the goal.
  • Starting level will be 4, and wealth is normal.
[/spoiler]

Civilizations, Kingdoms, and Starting Locales:
[spoiler]
  • Hauthar: The Haugars were a warlike, barbarian tribe that lived in a hilly region to the north. So fearsome that Arhosa, the ruling empire to the south built a wall to keep them out, the Haugars were the only warriors able to break their disciplined army, using wild charges and insane rage to cut bloody swathes through all who stood before them. They still stand as they always did, roaming their northern mountains, perhaps least affected by the collapse.
  • Hegenon: A small but highly formalized population, the Heginyn did not have the numbers to slay their own in petty disputes, and so each fight ended with the break of the opponent's weapon, rather than with any wounding of the opponent. Situated to the south-east of the former empire, their prior nobility of mind has eroded, leaving them pretenders to honour.
  • Gyntar: The Yn Gyntaf prized speed and willingness to fight above all the other attributes within a man, and they bred their children for that very purpose. Fleet of foot and fast of arm, they ran into battle with joyous cries. Residents of the western plains, they are perhaps the only society there that does not use horses.
  • Cuallhome: To strike and slide away was the love of the Cuall, a race of small beings who could never hope to slay the larger creatures in a single strike, and instead learned a method of fighting that emphasized many small, glancing blows that would slice into the legs and vulnerable flanks of their foes. They found their home in a broken range of mountains that encircled the centre of the empire, for it let them disappear into rocks and crevices, always safe.
  • Helfarn: At one with the woods and trees about them, the Helfarch were extraordinary hunters, able to stop animals with a single shot, pinning it in place and quickly moving onto the next in their list of prey. It was with displeasure that they found out that the orcs and the goblins of the northern reaches did not respond so as well as the animals which had been their primary competition for food. The next level down from the northern reaches, they lie to the west and slightly south of the Hauthar, in woods that rest up against the base of the mountains.
  • Astaland: The Astalch fought in a semi-ritualized manner, for to break a man's shield was to break his spirit and his energy. Defeat was to the shield, and not to the death. Against other cultures, the Astalch did not honour these mediums nearly so much, but the overwhelming emphasis on shield to shield fighting often lead to their downfall in battle. Bordering the western plains, they often conflict with the Yn Gyntaf and their plains-running brethren.
  • Anaraf: Those of the Anaraf lived in the verdant bowl of a forest, at home with the natural world around them, and so beloved of the animals that a wounded bear would often wander into the camp of the Anaraf, where it would be soothed, tended, and fed, before being sent again on its way. It was an easy and pleasant life, for while they took care of the forest, the forest with their many gifts took care of them in the same fashion. Very close to the woods in which they live, they home themselves in the southern forests, remote from the rest of the world.
  • War Lands of the Cynddeir: To fight to the last, to the very end, has been seen throughout history, but in none more so than the Cynddeir, who seemed to have a great predilection for fighting at the very last of their strength. It did, in fact, seem to be a racial trait, something inherited, that willed them on when they were covered in blood and exhausted. Warlike to the extreme, the Cynddeir crushed foe after foe under a relentless and furious assault, but as they came to civilization and a more relaxed way of life, their strength bled out and was left behind, a remnant of a greater past. They reside in the east, beyond the core of the great civilization, but not so much. With the collapse of Arhosa, they are recovering some of their more warlike ways.
  • Llethome: To crush a foe beneath, to run them over, that was the pleasure and the excitement of the Llethu. None had been more vicious or more violent, and none had a greater empire at their peak. Creatures of near giant stature, they swarmed through their foes, using their great bulk to crush and overwhelm the pitiful creatures before them. Nothing stopped them, until their society broke amidst factional infighting, and the little ankle-biters were able to rise up and regain some of their own independence. The very core of the Arhosan landscape, they occupy the central realm of the broken empire.
  • Biyan: The people of the Biyan region are a specialized culture. Each boy, at a young age, is tested and slotted into an appropriate discipline, and thence trained for a decade and a half before he is allowed to perform and become an adult. This applies equally to the study of magic, where those few who show magical apptitude are further subdivided, each studying a single small area of the totality of magic. The apprentices practice that one area until they have perfected the art, and there are vicious duels between various factions, each supporting their own area of magic as the perfect expression. Their lands fall within the south-west, close the central core of civilization. They were one of the first conquests of the Llethu.
  • Enayinbo: Far from the madding crowd and pathetic, squirming civilizations that profess to master magic, the Enayinbo remained quiet and still. Travelling hither and yon amidst their peoples through teleporation that came to them as easily as breathing, they remained free and imperturbable, for as they had mastered teleportation, so had they mastered the arts of magical combat. That mastery they expended in duels amongst themselves, looking inward until they all but collapsed under their own weight. The civilization that most propped up the empire of Arhosa after the Llethu, they were responsible for the magical core of the land.
  • The Crying Mountains: The Ferthyr long believed that to know, the person wishing to know must suffer for their art. Be it in the form of flagellation, self-denial, or even outside loss, suffering became a core to their society, such that they incorporated it into all of their magical artefacts and casting. Living in the mountains to the northeast of even the Hauthar, they deprive themselves of all sensation in a cold and unforgiving land.
  • Nowhere: Brilliant yet eccentric, the Liara used their magical talents to create tools that would ease their daily tasks. Lawns were watered, silent servants kept the housing spotless, and magical beasts patrolled the land and town, keeping all those within the bounds unharmed. Freed of responsibility, the Liara danced and partied, their lives bathed in an endless ether of pleasure. Yet at the end of all things, they are gone, for even the mages who maintained the spells were swept up and away, and the defenses crumbled. The Liara sang as their civilization burned. A forgotten land, their artefacts can be found within some of the eastern lands.
  • The Shore Counties: Each element is held in high regard by the Hegwyd, and it is to all of them that they pray, and from those precious elements that they draw their life and energies. Now, they live along the shore of a great sea, merchants and sailors, living in a land of winds, cliffs, and seas, and the sun that grows their crops.
  • Tro Ar Fyd: Few things offer a wizard more delight than to twist the designs of one spell into that of another. The Tro Ar Fyd have long studied the essence of magic, and what divides the conjuration of ice from the invocation of fire. They did, discover the root of magic, and it has become the core of their land. It marks their terrain, a strange land that is a desert covered in cold, blasting winds and burning sunshine, the land farthest to the east.
  • Marleath: Buried underground, in deep subterranean crypts, the kingdom of the Marleath thrived and grew, constantly digging and creating new buildings and tunnels. Armed with an array of dead servitors, raised from the body of every citizen of the city who passed the age of fifty, only the Patriarch Ve Angau stood eternal, a cold and restless Lich, who felt no love for the living, and viewed them as broodcattle to birth more to be slain. The kingdom resides under the northwest core of the empire, forbidding and difficult to reach, hidden and guarded by the unliving monsters.
  • Whispering Woods: To change. To become other than one's self. That was the goal of the Cyfnewid, a people of such subtle and shifting form that no two ever looked alike. Each took to himself his own, unique, identity, as separate from one another as a bird in the sky is from a bush in a swamp. Eventually, each began to change and differ so much, that those of that race are almost unrecognisable. They live in the Whispering Woods, divided from the lands of the Anaraf by a great river.
  • Flonha: Flonha healers, as well as the rest of their society, were renowned for their ability to heal, and for the kindness and gentleness that permeated the culture. Diseased people would make a pilgrimage from all over the world to be treated at the hospitals of the Flonha. Sheltered under the reign of the Llethu, they are homed upon the eastern edge of the great plains that house the Yn Gyntaf.
  • Chral Kala: Magical energy crackled from the spires of the Chral Kala in its heyday, siphoning off of the energy of all those who lived with its domain, feeding that energy into carriers and storage for the use of the few, proud rulers of the city. Haughty men, others died so that they might live. They live against the western borders of the continent, a distant and remote kingdom that never fell beneath the yoke of Arhosa.
  • Setras Ra: Bright lights sparkled along the golden rooftops of Setras Ra, brilliant spheres of captured light, illuminating a city of splendour and exquisite tastes. What it did not reveal was the lust and corruption eating away at the heart of the land, two forces brought together within the hearts of the rulers, men of charitable dispositions and secretive and immoral liaisons. It is the capital of the great land of Arhosa, the former heart of a vibrant empire. All races congregate here.
  • Hania: The Hanian civilization was one of the first to discover the magic needed to make lands flow and form, lifting the mountain tops from the hoary peaks and turning them into the first flying landmasses. Each was enmeshed in the gale that kept it airborne and stable, but one by one, these failed as the patterns of the world changed, and the great stones fell from the sky, leaving behind little but forgotten hills and tiny islands as markers of what once was. Only a few still fly, and they hide themselves away, drifting among the misty peaks, homes of forgotten knowledge.
  • Ghaelora: Those of the Ghoel valued faith above all else, faith in their single, overarching diety. That monolithic faith drove them onwards, pressing outward into the surrounding lands until they encountered those of another faith. Each converted, through death or through life, until the other gods saw their civilization as a true threat to all of their existences. Faced with the combined wrath of the gods, the Ghoel redoubled their own faith, knowing that they had come close to toppling the balance in their god's favour. It was all for naught, as attrition and the ageless, remorseless hate of the gods ground their civilization down, eventually burying their great city beneath a giant slurry of molten lava. A forgotten kingdom, its home and location have long been lost.
  • Lochlands: The Byd Nitur spent their time in quiet contemplation, dancing amidst the trees and lakes of their quiet valleys, each tasked with looking after a single type of animal. And so each would wander through their domain, healing the sick, feeding those in their charge. It was an idyllic life, one relatively undisturbed in their quite homes, nestled amid the hills and lakes. Upon the eastern edge of the land, they are too small and too unimportant to have been engaged in the wars of conquest.
  • Pyribyr Vestana: Possessed of a most startling trait, the Pybyr could weaken themselves in order to store the energy for use at a later time. Pybyr would collapse in their homes, emaciated, only to emerge hours later, their muscles swollen, as they went to work at smithing a stubborn metal rod. Some of their racial makeup can be gleaned through the works of their cities, although the citizens themselves remain quiet and aloof. Southwestern in location, they reveal little to the outside world.
  • Astral: Mere ephemeral beings, the Pellennig danced and swum amidst the Astral plane, able to see what was before and behind them, and never in danger because of such. Their god had given them the gift of foresight at the cost of their bodies, and that was how they remained, half-present, but knowing all things that passed through their scope. Perhaps they still exist, although that, for certain, is not known.
  • Unknown: It was long rumoured that existed a race of people to whom death was merely a stopping place on the eternal cycles of life. Known by the name of the Edfryd, they possessed the qualities of the phoenix, able to die, only to be reborn. They persist as a rumour, a paragraph here, a line there, always teasing and tantalizing, never realized.
[/spoiler]
Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die

Stratovarius

  • Moderator
  • Hong Kong
  • *
  • Posts: 1215
  • Player Resource Consortium
    • Player Resource Consortium
    • Email
Re: Arhosa Campaign Setting
« Reply #2 on: October 31, 2008, 11:18:20 AM »
Marleath #1
[spoiler]Marleath is a fairly twisted society, in many ways bent back in on itself. It is the only kingdom in Arhosa that exists underground, and the exact area of its spread is not even known to most of the Marleath population. It is generally insular, although violently so. It does not maintain any sort of diplomatic contact with any other country, although most of them are at least generally aware of its existence. The primary form of contact is raiding small towns and villages from hidden underground passageways, stealing the living population at night to transform them into skeletons and zombie labourers.

Marleath will always disavow knowledge, regardless of whether it authorized the raid or not. If it thinks it can gain from supporting the raid, it will. If it does not, it may kill the participants so they can speak of nothing. The kingdom is sprawling, and there is much petty infighting in the kingdom, although any major attempts that threaten the structure are crushed by the ruler, who controls far more of the undead than any other family. It is assumed that there is some artefact or something that allows him to control the near limitless hordes of undead.

Marleath has no interest in ruling the upper lands, instead preferring to spread wider and wider through the caverns of the earth and steal breeding stock and servants from the surface. However, because of the deep and dark caverns and twisting passages, counterattacks from the sundwellers are almost unheard of.[/spoiler]

Marleath #2
[spoiler]It was dank and dark in the caverns of Marleath, and the muttering and chittering from the undead creatures lining the walls created a dim echo that fled from cave to cave and room to room, reverberating down the tunnels and creating the harsh noise that all amongst the living learned to ignore, to put out of their minds. For when a man or woman reached the age of 50, they would be brought to one of the many ritual chambers that dotted the city and surrounding areas of Marleath, and upon their birthday they would be slain, to rise again as a mindless servitor to the lords of the Dread Caverns. Those of suitable nobility or skill would be given a greater role in their next life, perhaps a lieutenant in the army or a new-born priest in the service of the dead god. A select few would even be granted that pinnacle of undeath, and retain their knowledge and their skills as a born-again lich, invited into the ruling council of the Dread Caverns, and engaged in the power games that wracked the eternal lords.

Those among the living who served Marleath were divided at a young age, taken from their breeder parents and given into the cold and heartless care of certain intelligent undead, who would teach and prepare the children for their appropriate task in the great necrotic machine of Marleath. Many of the least intelligent were taken to the mines and the tunnels, constantly forced to dig and build and carve the heavy, heartless stone of the caverns. They would be worked until they died, and then transformed into zombies and skeletons, idiot creatures that could work yet longer hours. Those with a special spark were gifted into the ranks of the defenders, the undead taskmasters, or the ritual-bound priests. Once drafted, those children would be trained and forced and beaten and abused until they had learned all that was necessary for their given duties. From the age of fifteen, they would take up those duties and carry the weight until their death upon their fiftieth birthday.[/spoiler]

Hauthar
[spoiler]The sun broke the horizon in the tribal village of Hamaethwr, the seat of power for Mormaer and his warrior chieftains. Huddled in the bowl of the mountains, and against the far end of the valley, the town sits around the tarn that gathers from the spill of the tors, and flows down in a mountain ghyll to the moraine below. Short cropped green grass dominates the landscape, with patches of heather and ferns comprising much of the rest of the vegetation, and across the hills and tors roam white dots, sheep owned by the farmers of Hamaethwr and the surrounding countryside. A cluster of tumuli covered the ground behind the village, circling round from the left to the right, an arc only half complete. Here lay the graves of all previous rulers, buried with suitable pomp and circumstance. The newest of the mounds still showed marks of fresh-turned earth, and it was but one turning of the moon since the king had been laid down. He had been struck down by Mormaer in a dispute, and men about the town still wore bandages and fresh scars, for the fighting had lasted the full turn of the sun, and death had come to a few.

Three of those men who had supported Mormaer sat in the central broch, hands wrapped around tankards of mead and ale. It was their first meal of the day, and all rubbed their eyes, still groggy from the celebration the night before. The conversation was quiet, for the thumping heads and sore bodies would stand only a small noise, and also due to the subject, for these men plotted already against Mormaer. He was not a strong king, and relied greatly on the support of the men underneath him. However, he was still popular and in his first blood of ruling, and few wanted to risk more bloodshed now, for it was the planting season of early spring, and each man tended to their farm, and put their weapons away to sit beside the fireplace. And so their conversation had a waiting to it.

Soon enough, they turned to the summer months, those great days of glowing sun and charging wind, when the Hauthar would fly down out of their mountain fastness, rush down from their tors and out of their roundhouses, and prey upon the people to their south, those soft and weak men of the plains and open lands, who had once built a wall to keep them out. That wall was breached now, stones taken away to build homes and brochs and halls, and often only the foundation remained, no counter to the raiding parties of the Hauthar. This year, should they gain enough support within the village, the three men might lead their first charge down from their dun, and into glorious battle.[/spoiler]

Hania
[spoiler]The city of Yn adeinio Dref floats among the clouds of the Ogleddol Fynyddoedd mountains, a great span that covers the north-eastern expanse of Arhosa, and is inhospitable to almost all life. Peaks permanently covered in snow and ice rise from the mists that wreath their noble shoulders, and even the birds do not frequent these icy slopes, preferring warmer and softer climes. Small creatures dash across the snowy covering, sleeping away the winter and reviving in the summer to eat of what little food grows down in the secret valleys that nestle in the confines of the tors, full of cold and hard earth, barely fertile. These valleys are the lifeblood of the Hanian people, for, scattered and weak, they farm amongst the rocky hills, providing the grains that will feed their floating cities.

There is little of life here, up amongst the crown of the world, and it is life that gets smaller every year, for the population of Hania breeds slowly, and is dying at a faster pace. Once some of the greatest mages who travelled the lands in their flying cities, they are now reduced to little more than maintainers of the past, hold on to the best of what once was theirs. Their libraries are full of old texts on manipulation and modification, on making a stone as light as the air or a feather weigh the same as a boulder, yet almost none of the mages can manage those spells, as the shrinking brotherhood tends to part after part of their flying homes, watching the unused sections crumble into the mountains below.

Yn adeinio Dref, today, saw several young men together, their heads close in conversation. Their goals are noble, but it is a long and daunting road ahead.[/spoiler]

Gyntar
[spoiler]Hunkered down in the dell of rolling plains, Hynafiaeth was not a city, or a town, or even really a village. It was a mere smattering of huts around the rim of a large pit, dug deep into the earth. Earth piled up around the walls, a crude form of insulation against the wind that whipped from the east, carrying down across the plains from the great ocean, a thousand miles with no hills or mountains to stop the gathering speed. It was bitterly cold, the deepest nights of winter, and howls and cries of beasts rang down upon those huddled at the bottom of the pit. Those creatures of the plains occasionally ventured past the banked earth that shielded the scattered buildings, tearing into the stores and stealing food, making off into the night with necessary items. A pest, to be sure, but nothing compared with the tornadoes and flashfires that ravaged the plains. For those, the diggers had built chambers deep into the walls of the chasm, accessible only through narrow crawl-ways.

It was a strange and lonely existence for those who worked upon the earth of Hynafiaeth, for only two men cut holes in the ground now. All others were gone, long dead, or missing, forgotten as the challenge to dive deeper swarmed over the minds of those that remained. By hand, by tool, by magic, the earth was shifted and the tunnels went further, went deeper, crawled onwards towards the goals that lay nestled within the ticking crystals and hidden minds of the two burrowers. It was towards the artefacts of the Liara that the chambers led, a race of those dead and gone, now simply plunder to be gotten from the earth, provided those who search found what they searched for. Those burrowing into the earth were men of metal, able to continue their search long after any others had failed, and is is here that we join them in their quest for the artefacts of the Liara.[/spoiler]
« Last Edit: February 13, 2009, 01:10:32 PM by Stratovarius »
Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die

Stratovarius

  • Moderator
  • Hong Kong
  • *
  • Posts: 1215
  • Player Resource Consortium
    • Player Resource Consortium
    • Email
Re: Arhosa Campaign Setting
« Reply #3 on: February 24, 2009, 04:24:25 PM »
Gods and Goddesses

Fasnachu
"None have but one aspect."
- Fasnachu the Two-Faced


Portfolio: Trade, Deception, Conversation, Arts, Creation, Luck, Wealth
Domains: As appropriate.

Description
There are many things that could be said about Fasnachu, for she is a goddess of many forms and many faces. Called by some the deciever, and by others lady luck, she oversees the process of creation and trade and negotation. Her greatest trick is leading men into temptation, then withholding from them the goods they so earnestly desire. Prayed to by merchants, thieves, artisans, traders, and all manner of men and women, she is perhaps the most despised deity within Arhosa, for it seems that she has left the lands, taking her blessings and departing until some further time. Men speak no more of luck, or of good fortune, and ward daily against evil happenings.

Drancedigaeth
"All end within my domain, and I welcome them."
- Drancedigaeth the Solemn


Portfolio: Death
Domains: As appropriate.

Description
All aspects of the afterlife fall within the sphere of Drancedigaeth, and he welcomes saints and murderers with equal aplomb. The dead form his province, and it is a grey realm of flat, unending, land, in which each spirit can only see themselves, and no other. Death is solitary, and Drancedigaeth enforces that upon all within his realm. A friend of no man and no god, he most hates Lledrith, for that creature will pry away the spirits of the dead to be slaves and servants to the living. There may be a war brewing there, and it would be foolish to wager against Drancedigaeth, for he is the greatest, and yet the most silent, of all the deities of Arhosa.

Lledrith
"I will control you, and all that you might offer."
- Lledrith the Bright


Portfolio: Magic, Undeath, Ambition
Domains: As appropriate.

Description
The very soul of ambition and magic, Lledrith strikes all who speak to him as the mage always striving to be better than he is, to live longer than he would, even as a god. He seeks power over death, over life, over all aspects of the creation.  Often he will bleed through into the minds of his servants and worshippers, imbuing them with the desire to move above their station. Worshipped almost exclusively by mages and seekers for power, his is the most rapidly expanding power among the gods, but it is soon to run into those who will push back, forcing Lledrith into drastic action.

Challineb
"The growl of the lion, the cry of the gazelle, the wind in the trees. All of these are part of me."
- Challineb the Green


Portfolio: Nature, Wisdom, Psionics, Dream
Domains: As appropriate.

Description
Challineb is not a kind goddess, and in many ways is barely a deity at all. More akin to the awakened consciousness of the world, she cares almost nothing for prayer, and does not mark her strength to the numbers who worship her, as so many others do. She considers all living creatures to be within her purview, and that simply by being alive, they revere what she has offered to them. She also considers the realms of the mind to be hers, and that all thoughts and dreams are aspects of her being. After all, are they not created by the creatures that she birthed? In this, she sometimes conflicts with Fasnachu, but neither side cares about the other, and so tend to ignore any irritants.

Hannhangnefedd
"I glory in war, in chaos, in combat, in all things that test man."
- Hannhangnefedd Heavyblow


Portfolio: War, Chaos, Strength, Blood
Domains: As appropriate.

Description
Hannhangnefedd is a brutal deity, concerned with combat and little more. Wherever one man fights another, he is there watching. When army clashes with army, he gloats and cheers, egging on either side to brawl and die, and curses those who retreat as cowards and little men. Never one to give thought to tactics or strategy, for him wars revolve around the beauty of the charge, that first heady crash of sword on shield. Unsurprisingly, he glorifies those servants of his who vanquish the most in combat, and glares down upon those who stab in the back, who assassinate, who corrupt the brutal essence of war, and steal from it the honour gained in combat. Upon those he will lay his deepest curses.

Awyr Leuad
"I see all, for my vantage point is the light upon your face."
- Awyr Leuad


Portfolio: Sun, Sky, Weather, Moon, Stars, Vision, Day and Night, Prophecy
Domains: As appropriate.

Description
The far-seeing goddess, Awyr Leuad, is the watcher, the sky above, observing all that takes place on Challineb below. Hidden within the sun and the moon, the stars and the sky, Awyr Leuad is the source of all prophecies and predictions, but often grants only the tiniest fragment of what she can see, and then lets the creatures below attempt to understand what it might mean. Controlling all that passes through the heavens, she is responsible for day and night, light and dark, and sees through it all, recording the behaviour of those creatures below. She watches with trepidation as Lledrith begins his war against death itself, for even she will be forced into the conflict upon one side or another. She fears death, the extinction of all light, not merely the dimness of night, but Lledrith with power over death frightens her equally, if not more. It is a poor choice she must soon make.
« Last Edit: February 24, 2009, 04:25:56 PM by Stratovarius »
Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die