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    Chapter 4

    Legacy of Mist

    Favour and honour sometimes fall more fitly on those whodo not desire them.

    - Titus Livius

    CONTENTS

    - The Trustran Empire

    - The Civil War- Provinces in Trustra

    - Provinces in Serothia

    - RacesEutraya

    The Baelans

    The Sea Havens

    The ImorvosDvergar

    Sotzalars

    Unhumes

    Volshans

    - World Map

    - Religion

    - The Gods- Character Creation

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    - The Trustran Empire-

    Trustra was, up until 5 years ago the great empire in

    existence and the largest and longest lasting human realmin all of recorded history. From its power base in the capitalPalatine it controlled great sweeps of land and consisted ofthe capital country, and sixteen provinces. Though the greatempire still stands it is currently engulfed in a desperate civilwar that may spell the end for Trustran life as it has beenknown for centuries.

    Trustran history is long and bloody with wars foughtagainst the Ubians, Alemmanians, Dvergar, Volshans amyriad of human rivals as well as numerous wizards and

    warlords of lesser races.

    The culture of Trustra is cosmopolitan and advanced.The fineries of art and well living are appreciated andadmired. Sewer systems keep the streets clean, cobbledroads link towns with cities, irrigation techniques improve cropyield and fine pieces of work adorn town squares and halls.

    In the capital Palatine stands the Pantheon, anenormous temple of great beauty dedicated to the equalworship of all gods. Trustran tradition dictates that all mustpay homage to each of the gods in turn, though in practiceindividuals tend to focus their worship on a patron deity or two(more on this later). All the beauty and art of Trustra lies atopa merciless class system of slaves, plebes (citizens) and

    patricians (nobles) where the wealthy make up 1% ofpopulation but hold 99% of the wealth.

    Children who are discovered to have magical potentialmust by law be taken and trained at a 'schola arcana' to

    refine their talents or else face life as a fugitive apostate. Lifein a schola arcana is harsh and gruelling, even for the childrenof patricians.

    Despite being often treated with suspicion, magic playsan important role in Trustran culture. From lowly spell squirtsperforming tricks during plays to the provincial Aediles, greatwizards who use spells and wards to protect entire cities orarmies. The Aediles are supreme magisters, advisors tothe Consuls, keepers of lore and wielders of the forces ofnature.

    The political system of Trustra is extremely complex,taking many years of study to fully understand. The simplestaspect to understand is that each major town, of which thereare usually between 20-80 in a single province has an electedsenator. One senator is elected in each province to act asConsul, given supreme powers of governance. Two Consulsare then elected by the council of consuls to the lofty post ofArch-Consuls, together wielding a power that can only bevetoed by one another. The twoArch-Consuls are the

    supreme powers in the empire, comparable to the Kingsand Sultans of other lands. This system of consularship hassurvived for centuries and Trustrans are fiercely proud of thefact that they are ruled by democratically elected officials.

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    - The Civil War -

    5 years prior to the beginning of this campaign andgreat event took place that has shaken the world to its core.

    As is described elsewhere in this player's pack, the power ofthe 10 gods is tied inextricably to the level of worship theyreceive. Those gods worshipped by empire nations becomefar more powerful that those gods worshipped by small tribes.

    After many milennia of the gods tolerating thisimbalance and allowing the rule of heaven to be determinedby the will of the mortals, they finally said enough is enough.The trigger came when it was revealed that one of them, theshadow god Noctornous had been taking an active role inrecruiting followers and influencing the course of the mortalworld, an act which is strictly forbidden by the covenant of thegods. In retribution the 10 gods each sent a judge to earth todetermine what must be done. After destroying Noctornouswith the help of a small band of mortal wanderers the judgesdecided that a more permanent solution was needed toprevent the need for any such drama again.

    The 10 judges all combined their power and took on anew name and form, Seroth the god of unity. The avatar ofSeroth stepped down from the plane of judgement onto the

    mortal plane and immediately set about conquering in thename of the one true god, 'Seroth the many faced'. Distractedby the ongoing war with Ubia many Trustran provinces wereblind-sided by the onslaught of the avatar of Seroth andquickly capitulated. After several months of losing ground theTrustran forces finally formed a strong defence line along the

    river Triber that borders Argentum and Pannonia along theWest. Everything further West than the Triber had fallen intoSerothi hands and a full half of the empire had beenconverted over to the worship of Seroth the many faced.

    A few years on the war continues. From the wealthyisland of Magna in the West, Trustra has launched a numberof daring raids into Serothi territory. A temporary peacebetween old Trustra and Ubia has freed up all the reserveforces Trustran forces standing by to defend against an Ubianattack by sea and the Ubians themselvs have stepped uppressure along the Southern Serothi border. After a few failedinvasions of old Trustra by crossing the river Triber the Serothilegions have marched North and begun waging a protractedwar in Gallia and Trajis. Both sides have been negotiatingheavily with not only the Baelans but also the tribes of wildfolk. So far the Baelans have refused to take a side, butnumerous wild tribes have been spotted fighting alongsideTrustrans and Serothi.

    The on-going war with form the back-drop of the campaign.

    - Provinces Within the Trustran Empire -

    Palatine Ulterior: The seat of the capital city itself

    Palatine Ulterior is the richest and most cosmopolitan of allTrustran provinces. The schola arcana in Palatine is a sight tobehold, and graduates from all over the Empire seek it out tofurther their studies. War has not touched the city of Palatinein over 1000 years. The city itself is actually a second andseparate province within the greater Ulterior region. The lands

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    of Palatine Ulterior are rich and prosperous and trade andfarming flourish.

    Syracus: One of Trustras two islands provinceSyracus was settled in a rush some 300 years ago as a

    political reply to Ubias settlement of the Eastern SpresianIsle. Syracus relies heavily on Epirus for supplies and famineis a constant threat. Only a few decades after its originalsettlement storms prevented supplies from the mainland andthe entire population of many thousands starved to death. Re-settlement was quick, though the population is now kept at amore manageable number.

    Argentum: Argentum Major is a rich and bustling cityperhaps second only to Palatine itself. The former seat of thelong dethroned Trustran Kings of old, there are many ancient

    ruins and temples to explore. The promise of ancient treasureleft over from the Trustran Kings draws many adventurers,most of whom meet an untimely end...

    Hispania: A notoriously boring province Hispania isoften the butt of jokes. The people of Hispania are consideredbackward and simple and Patrician families are few innumber. Hispania is also the only province without afunctioning schola arcana, a direct violation of Imperial law.Until the schola is up and running again Argentum has taken

    over the blood taxes and recruits the latentia into its ownschool.

    Trajis: Trajis is a very insular and secretive provincewhose people are unusually sullen and quiet. Many say thepeople of Trajis are keepers of a terrible secret though if this

    is the case no evidence has come to light. Trajis is currentlybeen torn apart by the civil war. The common folk of Trajis aresuffering greatly at the hands of both Trustran and Serothiforces who are becoming increasingly desperate for supplies.

    Pannonia: The largest province in square kilometres,Pannonia is a vast open land of rolling hills and wide plains.The people of Pannonia are famous horsemen and almostsolely make up Trustras single cavalry legion. Pannonia isalso described as the bread-basket of the Empire and thegrain shipments that flow from the ports of Pannonia travelwide to feed the Empire.

    Gallia: The people of Gallia are a rambunctious andloud lot, famous for their strong spirits (both the people andthe drink). Wild and hairy, the people of Gallia have a lot

    culturally in common with the Baelese clans. Unfortunately thenormally jovial people of Gallia are often sobered up by themany gnoll and sub-humanoid tribes that inhabit the region.

    Magna: Next to Syracus, Magna is the most isolatedTrustran province. In recent years reports have been tricklingfrom the province that the coasts are being raided by an asyet unknown humanoid race. Sadly these reports have notbeen followed up and whatever menace lies in wait across thesea will remain a mystery for now.

    Epirus: Dominated by a small group of centralmountains Epirus is famous for its exotic animal meats andhighland fruits. Many spirits are known to inhabit thesemountains and the people of Epirus are careful to appeasethem with offerings. Legends of elves living in the mountains

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    are common although no bodies or signs of civilization havebeen found. If there are elves living in Epirus they are surelydoing their best to avoid detection.

    - Provinces Within Holy Serothia -

    Noricum: Only conquered by Trustra some 100 yearsago Noricum has a lot more in common with Ubia than mostof Trustra. Situated on the same hot sands as Ubia the peopleof Noricum are a hardy desert folk. Noricum was one of the 3provinces that revolted 10 years ago and sparked the Ubian-Trustran war.

    Cappadocia: Formerly the homeland of the vulture-likeVolshans, the Trustran settlers in Cappadocia have to put up

    with far more hostile raids than other parts of the empire.Trade with the Dvergar in the Eastern Mountains is tense butsteady. Cappadocia was one of the 3 provinces that revolted10 years ago and sparked the Ubian-Trustran war.

    Illyricum: Situated at a higher altitude than thesurrounding provinces Illyricum is a mountainous and rockyregion. The Dvergar in the region are constantly at war withone another and humans will occasionally stumble upon themassacred bodies of Dvergar that had fled to the surface in adesperate attempt to avoid destruction. Illyricum was one of

    the 3 provinces that revolted 10 years ago and sparked theUbian-Trustran war.

    Alemmanian: The people of Alemmanian are of palerskin and bigger build than most Trustrans. Formerly a fiercetribal people the ancient clans were forced into suppression at

    sword point many centuries ago during war with Trustra. AntiTrustran sentiment is common and the consuls have beenwatching Alemmanian closely in recently years for signs ofrevolt.

    Magna Ulterior: The wine capital of the TrustranEmpire, Patrician families are far more numerous here thanmost other provinces. Much to the nobles chagrin though,nearby Avariel eyries are famous for invading vineyards arepicking them clean.

    Raetia: The people of Raetia are famous sea-farersand the majority of trade with the sea-elves comes from thisprovince. The coastal town of Stoneshore was recently thescene of the coming together of the most unlikely group ofadventurers.

    Ubia

    The Human Desert Kingdom of Ubia is a surprisinglypopulous place given its harsh climate and myriad of externaland internal enemies. Law and stability are ensured in Ubiathrough a brutal and sometimes draconian crime andpunishment system in which it is better to plead guilty and beexecuted quickly than fight for your rights and suffer the horror

    that awaits you when found guilty anyway. Fortunately suchdraconian measures keep the general population in check,although there is no doubt resentment can grow strong. Ubiasstrongest enemies are the sand dwelling Sotzalars (lizard-folk). The Sotzalars are normally a peaceful nomadic folkbut when provoked can launch unceasing and violent

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    guerrilla wars against Ubian cities. The nomadic desertelves known as the Imorvos do their best to avoid humancontact, though their mystics and shamans are regardedhighly by the magi of the Baslan temples.

    The armies of Ubia are vast and have many magicalallies. The magi are able to summon up hordes of creaturesand spirits to fight in support of the human troops. Sotzalarmercenaries or slaves are used by the Ubian army to lay inwait under the sands of the battlefield and burst forth in theheat of battle to sow confusion in the enemy ranks.

    Ubia has been ruled by dynasties of kings for the lastthousand years or so. Some family dynasties stretch forhundreds of years while other last only a few generations. Thecurrent ruler of Ubia is King Mithradates of the Anshan

    dynasty. Mithradates is a murderous ruler bent onconquest who delights in blood sports and hedonisticindulgences.

    Eutraya

    Eutraya is the mystery island realm of the Trayanicommonly referred to as Astral Elves. Next to nothing isknown about the Eutraya and its border is entirely surrounded

    by an insurmountable wall of marble. True Astral Elves aredangerously beautiful to look at and those few humans whoare lucky enough to glimpse a pure Astral Elf are often strucknumb for days or longer. Their language is like a stream ofliquid diamonds to listen to and their simplest written wordsappears to humans as the most divine pieces of art. The

    Astral Elves are one of the few truly immortal races, neverappearing aged in the slightest. The divine gates of Eutrayaare permanently shut to out-siders.

    Those Trayani that do leave are the astral pariahs.

    Astral pariahs are stripped of all memory of their past lifeand they know nothing of their heritage or culture, nothing oftheir family or childhood. There is a strip of coastline along theWestern shoreline of Trustra where all pariahs arrive, foundwandering naked and dumb along the beach. They are throwndumb into the wild human lands, faded vestiges of their glorynow mundane to behold. They are stripped of theirimmortality, forced to live out a paltry human lifespan andwhile no specific memory of their former life remains they findthemselves with an unquenchable sense of guil t and sorrow.

    Many Pariahs integrate themselves into humansocieties and live out their short lives in obscurity. In Trustransociety the Astral Pariahs are welcomed, treated largely withrespect and allowed to pursue any life-path other than politics.Others set about seeking the impossible, a return to paradisethrough force or redemption. Whether any have succeeded inregaining their memories or culture is unknown.

    The Baelans

    The Baelans is a collective term used to refer to anarea of harsh and jagged mountain peaks to the North ofthe Trustran border. This land is inhabited by numerousmonstrous humanoid species such as orc, bugbear and gnolland by one particularly hardy breed of human. The people of

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    the Baelans dont self indentify as a united kingdom ratherthey are a collection of several hundred family clans.

    Life as a Baelese Clansmen is one of hunting alongsteep ravines and taking daring leaps from cliff cliff. Ranged

    warfare is proffered and melee warfare is often close andpersonal with dual purpose climbing/fighting claws being afavourite. Baelese clansmen are acclimatised to the harshcold to a degree where they are able to wear very little, whichhelps to avoid snags. Warrior women are very common inBaelese clans, including women chieftains. Fiercelyindependent the Baelans fought a long war against theTrustrans several hundred years ago. The Trustranseventually gave up due to the extreme stress caused by theharsh environment. Since this time the animosity betweenpeoples has quelled and trade between the two peoples has

    flourished. Though no official alliance has been signed, manyBaelese clans have united and fought alongside Trustrato thwart some great evil. Never however have the Baeleseclans helped the Trustran to conquer the lands of otherhumans.

    The Sea Havens

    The aquatic havens of the sea elves are scattered far

    across the ocean floor, from near coastal trading towns todeep-sea citadels. Trade exists between the sea elves andmany sea-faring races, taking place at large sea elven way-stations that jut from the oceans surface. There is a darkerbreed of sea elfhowever, those that make their home in the

    pitch black of the dark sea. These elves are said to be sadisticand capricious often launching slave capturing raids on theirwarmer watered brethren. The havens themselves are madefrom magically manipulated coral, still alive and growing.Many sea elves enjoy spending time with the other races and

    provide a bountiful trade of wondrous items for any who areinterested.

    To the terrestrial races the sea elves seem to move asif their bodies weighed nothing, even when on the land. Infact, even when on solid land the hair of the sea elves seemto flow and sway as if they were underwater. The skin of thesea elves ranges from a light blue through to a deep black,depending on the depth of water they come from.

    The DvergarThe Dvergar (often pronounced with silent d) are the

    subterranean dwarven people that inhabit the known lands ofmen and beyond. The dvergar are a primitive and barbariclooking people, with white eyes and gnarled skin. They havecraggy, bumpy features and brown or grey skin that givesthem the appearance of gravelly stone.

    The tunnels they live in are extensive systems dug

    beneath the ground using primitive tools and bare hands. Thedvergar have no great halls or vaulted ceilings, just a maze ofsnaking dirt tunnels honeycombing the earth. Conflict betweendvergar occurs when one burrow breaks through into aneighbouring burrow's tunnels. When this occurs there is noquestion as to what must take place, total destruction. The

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    two burrows immediately raise arms against one another withno attempt at diplomacy. The strongest burrow claims all,land, loot and blood.

    The most defining feature of the Dvergar is their use of

    blood runes. The Dvergar see themselves as the blood of theearth, and indeed their name for themselves translatesroughly to 'people of earth blood'. Their own blood runsconsiderably hotter than the blood of the surface dwellingraces and when spilled in the heat of battle can be seen toglow with its own light. The connection to blood evenmanifests with their vision; the dvergar see only in black, whiteand red.

    Little is known of the dvergar to the outside races.Dvergar are quite secretive and go to some lengths to stay

    hidden from surface dwellers. There are always numerousdifferent openings from a burrow to the outside but only one isopen at a time (upon a rotation), while the rest are coveredover. Dvergar fear the great magic and metals of humans andthis system is designed to prevent someone who stumblesupon an opening from returning with reinforcements.

    Imorvos

    The Imorvos is the collective name given to the manysmall tribes of desert dwelling elves that populate Ubia.They are tall, lithe, chestnut skinned elves with charcoal blackhair and especially pointed ears. Tribes normally consist ofbetween 10-100 individuals, although occasionally many jointogether to achieve an end. The Imorvos are reclusive,

    nomadic, shamanistic and surprisingly skilled at living in theharsh desert. They stay clear of civilisation almost entirely,though wanderlust sometimes drives individuals to leave theirtribes. No trade takes place between the Ubians and theImorvos, neither one caring in the least about the other. While

    normally peaceful the Imorvos do have a violent streak, this isseen especially in their criminal punishments (normally beingshot in the legs with arrows, having their ears cut off or beingfed to any manner of carnivorous animals). The barbarousnature of their punishment system reflects their abhorrence ofbetrayal or disruption; they value honesty and trust above allthings and fear change. It is very rare that outsides will swaythe opinion of an Imorvos elder, even in matters of life anddeath.

    The race the Imorvos life on closest terms with is the

    Sotzalars. Their shared love of a nomadic desert dwelling lifeand mutual respect for natural forces gives the Imorvos andSotzalars common grounds for kinship. Imorvos chiefsoccasionally seek Sotzalar elders for advice in spiritualmatters (and vice versa), two tribes passing by will sharetrinkets or information about local wildlife patterns etc. TheImorvos people are even able to communicate with Sotzalarsin the language of the sand, the elves using decorativefeathers attached to their clothes to mimic the often complexbody language involved. The feathers are normally attached

    to a headdress, along the shoulders and down the back

    While the Imorvos people worship all spirits of the desert theyprimarily worship the sand as a spiritual entity unto itself.They do not worship a 'god of the sand' though and their deityworship fits normally within the 10 traditional gods. They tend

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    to have a great respect for Coronus and he is a primary focusof their godly worships'.

    Sotzalars

    Sotzalars is the closest human translation to thecollective term used by the desert dwelling lizard-folk ofUbia to refer to themselves. They appear like primitivereptilian humanoids standing between 4 and 5 feet tall withfemales occasionally reaching 6 foot. Theirbodies arecovered in hard pointed plates that run the length of theirbacks, their chests, cover their heads and end just before theforearm. These plates provide a great defence against manyof the natural predators they face in their harsh desertenvironment. To ensure that their plates remain strong the

    Sotzalars apply oils and pastes to their bodies that help tostrengthen their spines.

    Sotzalars are purely nomadic creatures, travelling thedeserts and basking in the sun during the day. At night theentire tribe shifts seamlessly under the sands using theirunique ability. It is not unlikely that a group of humans willwalk directly over an entire tribe of Sotzalars without everrealizing. Sotzalar tribes are spread far and wide across theDesert continent, extending beyond the borders of the humankingdom. Those Sotzalars that life beyond the human bordersare often considered weaker and less noble by the innerSotzalar tribes for their ease of lifestyle and lack of conflictwith humans. These insults are usually born out of jealouslyfor the idyllic lifestyle that these fringe Sotzalars enjoy beyondthe reach of humans.

    Unhumes

    The Uhumes are the main race of humanoids that

    inhabited of the shadow realm that the god Noctornous hashidden himself within. They are taller and skinnier thanhumans with pitch black skin and eyes, no hair and limbsthat are often twisted at strange angles. Strange gnarledprotrusions often jut from their limbs and head given them atruly disfigured appearance. When appearing in the lightrealm however Unhumes appear as literal shadows ofthemselves, ethereal black humanoids that can suck the lifeout of other creatures with a touch. Though less powerful inthe light realm they are still remarkably deadly opponents,though they suffer a vulnerability to arcane attacks.

    With the destruction of Noctornous and the dissolutionof the shadow realm the fate of the unhume race isunrecorded. It is not likely that the judges consigned the entirerace to the same fate of Noctornous and the unhumes have inall likelihood been given a place of their own on the earthernrealm... somewhere deep and dark no doubt.

    Volshans

    The Volshans are a flightless race of bird likehumanoids. Their bodies are covered in black feathers withskinny pink necks that sprouts from a crown on white feathers.Their heads curve back down and end in a beaked head withbeady eyes, giving them a distinct vulture like appearance.

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    Their legs are backwards jointed and their arms threefingered. The small wings on their back are useless for flightand instead serve as a component of their language.

    The Volshans are a disenfranchised people whose

    homeland was conquered by the Trustrans only centuriesago. Many Volshans moved North after the loss of theirhomeland and have attempted to eke out an existence in theharsher Northern climes. Many grow weary of this depressingexistence and dedicate their lives to fighting the Trustrans.Volshans will often ally with whatever fledging empire or racethe Trustrans are currently waging war on or may form groupsor bandits or criminals that terrorize the Trustran countryside.Most Volshans live an amoral life or treachery and deceitrarely showing true loyalty to anyone but themselves.

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    World Map

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    - RELIGION -

    In my world the gods are not exclusively aligned,meaning that specific gods are not chaotic evil, lawful good,chaotic good etc. While the mortal races may worship a god in

    an evil or good way this is only an interpretation. However,just because there is no specific lawful good god does notmean that paladins for example are at a loss for whom toworship. It may be that a Paladins order interprets a god suchas Huron god of metal in a good way, and their faith in Huroncan still be a driving force for good. The vast majority ofcultures in my world worship all 10 of the known major godsfairly evenly. As you read on you will understand the deepersignificance behind the worship of all gods equally. It is notuncommon for individual heroes or villains to prefer worship ofone particular god over the other however these individuals

    are never numerous enough to upset the balance of worshippracticed by the many.

    Although your characters in my world would know littleor nothing of the true history of the gods and creation, I willexplain the story below. I have chosen to do this forcompleteness in your understanding of my world and for thefact that it may become relevant later, and it will be easier toapply if youve already read about it.

    CREATIONAt the dawn of the universe there was a swirling

    maelstrom of energy, this maelstrom had no edges, noborders and no centre. Over time the energies coagulated intodistinct beings, different forms of energy ripping from themaelstrom to form a being made from pure energy. Then a

    great awakening occurred and all the gods rejoiced, for theywere conscious. For aeons there was peace amongst thegods, their lives and their actions occurred on a plane ofexistence incomprehensible to mortal minds. And then a warbroke out.

    Brother turned on brother and each god swore todestroy one another. The battle raged for millennia uponmillennia until finally a parley was called. The gods haddiscovered that their war was ultimately futile as the energy oftheir being could never be destroy, only change in form. Tosolve this problem they agreed to make a small material realmonto which they would portion their power into beings that candie, and the death and victories of these beings would decidethe war in heavens. Each god created a race vulnerable todeath and they did so partly in their own image.

    The raw energy of the gods was dispersed amongstthe psyches of their people, housed directly in the faith of theirfollowers. While faith was strong and their people werenumerous the gods continued to flourish in their celestialrealm. As their creations died however, or they lost faith intheir patron the power of the god would ebb away from themand become raw untamed energy. When a gods created racewas reduced to sufficiently few in number they would be castout of the celestial realm and forced to live powerlessamongst their remaining people. Should every last one of theirkind be destroyed then the consciousness of the god would

    cease forever and they would return to the uncontrolledenergy from before their awakening.

    The material war of heaven was great and bloody, andlasted for thousands of years. The people of many gods wereutterly destroyed, and the power of those gods were lost,

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    stripped from them and turned into forces of pure nature.Eventually the gods tired of their war and regretted thesuffering they had caused on the races of their siblings. Thegods saw what mortality truly meant and bore witness to thebirth of love and grief, unintended consequences of their plan.The gods could not undo what they done as they had

    permanently connected their power to the Earthen realm.Instead the gods decided that they had caused enough harmand they departed from the material realm forever, eternallyremoving their influence.

    The departing of the gods from the world occurredroughly 9,000 years previous to the game setting, though itsentire history is forgotten to the civilized world. Removed fromthe direct influence of their patron gods the surviving racescame to embrace polytheistic worship. They saw thatregardless of their allegiances the Earthen realm is made up

    of all the original forces and elements and will be forevermore. So the 10 gods that had survived the fall in theirascended form became worshipped equally by all of their 10creations, and while this balance lasts, in heaven theremaining gods shall stay.

    - The Gods -

    Huron

    Elemental Force:MetalCommon Symbol: Clenched fistFavoured Weapons: Great axe, Great Sword, Heavy FlailAspects: Endurance, Strength, Power, Courage, Leadership

    Alanaith

    ElementalForce:WindCommon Symbol: Yellow Rose with red auraFavoured Weapons: Longbows and Composite Longbows,

    LongspearAspects: Vitality, Good looks, Swiftness, Life, Luck

    Spree

    Elemental Force:WaterCommon Symbol: TridentFavoured Weapons: Trident, Javelin, NetAspects: Water, Wrath, Temptation, Balance, Instincts

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    Numoora

    Elemental Force:KnowledgeCommon Symbol: FeatherFavoured Weapons: Punching Daggers, Unarmed , StavesAspects: Silence, Peace, Void, Growth, Nourishment

    Coronus

    Elemental Force:LightCommon Symbol: Half-Raised SunFavoured Weapons: Sickle, Guisarme, Kamas, HarpoonAspects: Heat, Light, Height, Food

    Minya

    Elemental Force:MoonCommon Symbol: Crescent MoonFavoured Weapons: Bows, hand axes, throwing axesAspects: Stealth, Nomadism, Hunting, Child-care

    Casus

    Elemental Force:DeathCommon Symbol: Skull with Three EyesFavoured Weapons: Morning Stars, Short Spears, Barbed

    DaggersAspects: Malformity, Corruption, Harm, Envy, Grief

    Vault

    Elemental Force:EarthCommon Symbol: Open PalmFavoured Weapons: Clubs, Short Spears, SlingsAspects: Loyalty, Stubbornness, Simplicity, Honesty

    Ultaar

    Elemental Force:TimeCommon Symbol: Open EyeFavoured Weapons: Repeating crossbows, spring loadeddaggersAspects: Fortune, Destiny, Mystery, Future

    ValetudoElemental Force:LifeCommon Symbol: Burning TorchFavoured Weapons: Long sword, Short Sword, PilumAspects: Healing, Charity, Kindness

    Nocturnus*

    Elemental Force:DarknessCommon Symbol: Eclipse

    Favoured Weapons: UnknownAspects: Unknown

    *Nocturnus was the hidden god, unknown to all but a fewselect individuals. Even his brother gods believed him to beamongst the descended. His being has now been reduced toraw energy and in effect, he has been kill

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    - CHARACTER CREATION -

    When creating your character, here are the guidelines to use:

    o Characters begin at 7th level

    o Classes may be chosen from any of those listed

    in the Players Handbook 1, 2 or 3

    o If you wish to play an alternative class then

    please consult me before hand.

    o Characters start with equipment that seems

    appropriate (subject to my approval) and themedand no more than 10GP in addition to this.

    o Characters must not be of the evil alignment.

    o Characters must make some sense in a party

    environment and be open to the idea ofmercenary work.

    o Characters religious beliefs must be in line with

    my game setting.

    o Be sure to have power cards sorted out for the

    first game night, they help a lot.

    Ability scores are worked out using the system detailed on atthe bottom of page 17 of the players handbook. Players aregiven the same amount of points to spend as is described (22)