THE FOURTH AGE - AGE OF THE WALKING GODS
Two-Hundred fifty years have passed since the battle for the Freelands of the South, the Land of Lords lie in ruin and the Bright King's death has permanently scarred the world.
Welcome aboard, Marcher. This is the last day that the airship, Gaelyn’s March, was scheduled to dock, and as such we’ll be pushing off from Axis in the morning. Make sure you’ve gathered all your supplies and exotic goods. I suspect it will be some time before we see her again.
As a new member of the Ascendancy, I’m sure you have several burning questions. I’ll do the best I can to answer them now so that you don’t bother Master Vissick in the study. Since you are no longer a citizen but one of our esteemed rank there is much we’ll need to catch you up on.
First of all, the Land of Lords to the south...is in ruin. Two hundred and fifty years ago, the Bright King, a massive red dragon, awoke from his slumber, obliterating the city of Kaastark, and engaged in a heated battle with the Armies of Tros. He managed to push back the Mists, and devastated Tros’s armies. To this day we are still not certain about what dealt the final blow to the great King, but written accounts document a roar, eerily similar to that of the Bright King’s, rose up in the distance in the direction of the lizardfolk before he fell. What you were not told was that Aul'tunin the greatest of their kin, used the power of an Elder Sigil to raise the 'Crown of Serpents'-which I’m sure you understand by now was in fact a dragon.
Secondly, the Dwarves now control the Southlands. They have established outposts, new roads, and trade with the grand cities that have not been destroyed: Dahn, Dulmen, Novatia, and Mevania. The remaining Free Cities are not happy about this. The Free Cities were established to escape dwarven rule, and though they tolerate the trade for now, many still blame the Empire Dwarves for their stolen machines of war that the armies of Tros used to wreak havoc on the Southlands. Not only that, but Dwarven gold has driven up the prices of many goods and services to the south.
Third, and I hope you’ve heard some about this for we poured many resources into it-through the hard work of the Ascendancy Marchers, the truth of the gods has been been revealed. Our creation, all of the races, and how the world came to be seems to be unknown to the gods themselves. The god-kings that we established as our deities were giants from another world. The Nine Gods were originally Ten, but their brother Ein Sof stole the greatest of their power and relocated to the furthest reaches of the East. Ein Sof traded the secrets of godhood to the mortal races centuries ago, and his Sefirot, in reality, are those who would ascend to take the places of his brothers and sisters. Violently if need be.
The Sefirot are listed here: Onak (Orkon), Jin (Halfling), Silanest (Elf), Amar-Sin (Harkon), Menos (Men), Morwenna (Luminous), Nazul (Half-Giant), Irikath (Drakon), Dutthar (High Ogre), An'kogh (Dwarf). Remember these names. Whisper them in your sleep, for you may come across their names in your search for truth. Remember our edicts, Marcher.
WITH WISDOM, WE CONQUER.
-Sara Stodz, First Mate of Gaelyn's March
Death March: Double, Double, Toil and Trouble
The Party spoke with Seneschal Nefu about procuring Special Service Alchemy Licenses for Alchemy. Seneschal Nefu happened to have a task for the group, and sent them to Isaiah's Farm to check on him. The group fought Cockatrice, mistakenly bought by Isaiah's brother, who had turned the two to stone. The Party managed to kill the birds, and a King-atrice, and returned healing herbs to the Seneschal for the war effort. They party received their Alchemy Licenses.
Death March: Death March - Trouble in Eslov
The Party spoke with several factions for maps, got two maps that helped them get to Eslov, the party brute forced their way through the Tros Raiders, was super awesome. They found out information about Eslov and found out what was going on and that Eslov and Tros were cooperating. The Party played for 8 hours. The party sold their map to the Dungeon Rats for 5 gold pieces.
Ren Koro (The Stranger)
Solo Silver Bounty: Zyzyx, Orc Champion,
Gohan Hikouji has done a great deed this day, slaying the orc champion Zyzyx in a very close duel. The champions 6-orc guard comes to see the scene, and immediately surrender to their masters slayer. Choosing to pass mercy on the orcs who surrendered, he proceeds to free the 100 villagers trapped by the orcs. After claiming his victory in the name of the **Fireside Free Company** and **The Mother Bear** he has earned the title 'Savior' among the common people. The Orcs who fled will remember this duel, and inform their other masters...
Adventure: Tournament of Tribulatons
Seventeen was the victor of the tournament, choosing the *Elven Stiletto* as his reward. Pieter was second place, and Aldyn taking third. There were plenty of close calls, but no deaths. The veil had shattered 3 times, and the host, Belov, was assassinated but resurrected.
Prairie Fire - Bronze Bounty
The PC's picked up a bounty to stop a group of Hobgoblin bandits from raiding farms in the Golden Prairie. They showed up to find the Hobgoblin Captain Zildron the Strong in negotiations with a mysterious man in black robes with the Emblem of Yog'Zath stitched into them in silver. A fight ensued, and the strange spell caster threw magic around like water with no regard for the veil. After taking heavy losses and recovering the players were ultimately successful in killing all of the cultists and all of the Hobgoblins save one.
Ren Koro (The Stranger)
Saving Grace- Adventure The PC's went to rescue villagers from their ransom, killing the orcs that were buying them as slaves. They learned half of the slaves were already sold and sent away to the Banshee Queen, and will attempt to save them.
The Shadesteel Bandits - Bounty The adventurers attempted to sneak into the camp of the Shade Steel bandits but were unsuccessful in doing so. After a brief stand off between the two groups, Phaross decided to run and this caused the enemy to fire on them. Taking a bullet to the shoulder, the battle was on. Initially the group was going to attempt to bring them in alive but realizing that the threat was too dangerous, they resorted to killing most of the Shade Steel bandits. Only 'Gwynn' and the leader of the group 'Oris Lomgrund' survived the encounter and were taken to the town of Wolfsbrunn to be jailed in the Cadwallen Province. 'Roald Lomgrund', brother to Oris, will be looking for revenge as a result of the battle.
NPCs(Non Player Characters) make up the majority of the world, they're the average, every day people who live and breathe, and carry on their day to day lives in in the background in most D&D Games.
When a player character hires on a hand, gains the prestige of land, or simply buys a business, it is often worked by NPCs instead of the actual player. In this supplement we will discuss NPCs that can be hired by players, and managing settlements and businesses.
Shoutout to Wander for all of his hard work on this document, and dedication to our Crafting-Hall Fridays! We love and appreciate all you do.
YOU CAN ONLY BE PROFICIENT WITH ONE SET OF CRAFTING TOOLS. THAT IS ONE SET OF CRAFTING TOOLS. NOT ONE ENTIRE DOCUMENT.
Smithing covers the creation of items made out of metal, including mining and smelting of ores.
This covers the Smithing Tools. http://homebrewery.naturalcrit.com/share/HktXJxLWyG
Carpentry covers the creation of all wooden and bone items, from bows and arrows to homes, wagons and ships. Rules for harvesting enemies corpses can also be found within.
This includes the Carpenters(Or Woodworkers) Tools. http://homebrewery.naturalcrit.com/share/rymAlkGa1f
This skill covers the creation of armors made out of Leather and Scales.
This includes the Leatherworkers Tools. http://homebrewery.naturalcrit.com/share/r1WN02f0gM
Enchanting covers the placement of magical alteration of items of all sorts.
This covers the Calligraphers Tools, Painters Tools, and Jewelcrafters Tools.
This covers the rules for crafting various consumables, it includes Alchemists Tools, Brewers Tools, Cooks Tools, and Herbalists Tools. http://homebrewery.naturalcrit.com/share/H1KTtqyGG
Tinkering covers the creation of a wide variety of odds and ends.
This covers the Tinkers Kit. http://homebrewery.naturalcrit.com/share/Hyb4AmJ5Mz
This document contains Masonry and Poisoners Kit. http://homebrewery.naturalcrit.com/share/B1ZD2gs8z
Shoutout to Wander for all of his hard work on these documents, and dedication to our Crafting-Hall Fridays! We love and appreciate all you do.
After doing several in-depth statistical tests for the bots we had currently on the Discord sever, our main mango Günnar came through when he noticed that Avrae wasn't entirely fair in its dice rolls. While some of the features (like r4d6kh3) are nice, it is much more important to us to make sure that the rolls being made for crafting and training are fair. Günnar also compared RPBot rolls to Roll20 and determined that it is the closest in the output values! If you'd like to see all his hardwork and compare notes head on over here. Thank you for all you do!
The Harkon's skin is dark, their coloring harsh and intense. Harkon skin tones vary from blood red to crimson to jet black, with hair running the gamut from pale white to gold to deep ebony. Harkon loathe tattoos and refuse to deliberately mar their skin, though they proudly wear any scars gained in a duel or battle. Harkon faces are harsh and stern, for they rarely smile.
Life in the empty desert has left its mark on the manner of the Harkon as well. Used to having an uninterrupted view of the horizon, they grow nervous in enclosed spaces. The Harkon find forests unsettling, and large bodies of water are terrifying to them. The heat of the desert has taught the Harkon to conserve their energy and strength: all Devil Men act with a utility of movement, wasting little motion. When action is required, Harkon move with an uncanny speed, directness, and intensity. Even when at rest, Harkon project an aura of menace, of furious action restrained by intense concentration. When dealing with tir'khanim (literally "rain bleeder," a derogatory term for any being weak enough to waste water through sweat), Harkon seems stoic and tend to brood and scowl. Among their kind, however, Harkon are capable of laughter and frenzied revelry.
The Harkon are nomads by nature, roving from oasis to oasis and ruin to ruin. Every Harkon is a member of a Virakt, a tribe composed of several allied clans and family groups. The bond between Harkon tribemates is the strongest in their culture - no Harkon would ever willingly harm or betray the others of his Virakt. Most tribes (the Harkon plural is Virakt'al) have only a few dozen members, although the largest tribes number in the thousands. Every Virakt has its allies and blood enemies among the others, although the patterns of trade, marriage alliance, friendship, and vendetta shift constantly, like the ripples on a dune. Every Virakt also makes a living through raiding, taking goods and captives from anyone weaker than themselves. The goods are consumed, and the captives forced to serve as Jov'uus, or slaves. Only Moun'dall (Lesser Races) are kept as slaves - any true Harkon would rather die than be a thrall. Harkon build great buildings of sandstone, intricately carved with runes and decorative designs. Around these structures stretch vast awnings of canvas or silk, and Harkon of lower castes live in great tents. Ancient ruins, remnants of the lost civilizations, rise out of the desert sands here and there and are held as sacred by the Harkon, forming the nucleus of every Devilman city.
The peoples of the plains lands believe that the Harkon are all wanton, barbaric savages that eat the flesh of their enemies and drink blood. While most of these stories are exaggerations (if not outright lies), the truth of the matter is that the Harkon have a highly advanced culture, rich in history, folklore, and art. True equality exists between Harkon men and women, for any who can prove themselves under the harsh sun are worthy of respect and power. Poetry, storytelling, and music come quickly to the Harkon, and their festivals are wondrous to behold. Among the Harkon rigid protocols and elaborate systems of etiquette govern everything, from greeting to eating to declaring war. All Harkon have a highly developed sense of honor, which they see as a product of their khar'ika. To break with custom or violate tradition is to declare oneself too weak to live by the ways of the Harkon, a fate all Devil Men regard as unthinkable. Of course, it goes without saying that the Moun'dall (Lesser Races) are unworthy of courtesy of any kind. Any ruse, deception, or brutality is perfectly acceptable if used against rain-bleeders: indeed, deceit and cruelty are considered the honorable means of dealing with weak beings.
War is the only time the constraints of honor break down between Harkon. Khan'jallakar, or Blood War, is one of the Harkon's most ancient traditions. Wars are not to be confused with duels: in Harkon cities fatal fights between warriors are frequent and governed by strict traditions. Dire insults or crimes against a Virakt can, under certain conditions (which are, again, rigidly defined by tradition) lead to Khan'jallakar. There are precise rituals for declaring a Blood War, but once declared there are no rules, and the conflict turns as bloody as any raid of the plains lands, if not more so. Entire Virakt'al have vanished because of Blood Wars, yet they must not always end cruelly. Usually, within a few months of the Blood War's end, the two tribes are neutral towards each other again, resuming trade and possibly even becoming allies. To the Harkon, war is a passionate diversion, like wine or song, meant to be savored to the fullest, then set aside before it distracts them from the business of survival. Since the Godfall, Blood Wars have decreased in their ferocity, while the number of Blood Wars called against Moun'dall (Lesser Races) has increased drastically.
While Luminous in their current state are only as old as the Godfall, they are a branch of humankind once separated into the mountains from nearly two Ages past. At the time semi-nomadic, martial followers once set upon their path by Nythura, the Goddess of the rising Moon and Sun; they lived in relative solitude save for trade agreements for a considerable period. Philosophical differences were frequent, however, as the Goddess' dual, antithetical portfolio eventually caused fragmentation amidst disagreements as to her nature - as religion is wont to produce. Conflicts ultimately led to fighting, creating an environmental schism to mirror that of the one of faith, and over time they grew into two distinct communities within the mountains -- the original township-turned-city of Ofcol, set around the Golden Citadel within the mountains of Astora, and the underground settlement turned massively sprawling though sparsely-populated village of Pannoval set within them, which had (and has) no such direct religious building to serve as the core of the city.
Though the split was amicable and there was no more violence between the two factions than could be expected in any large enough population, philosophical and social differences became amplified without the presence of frequent dissent, and as a somewhat isolated people, to begin with, these societal changes were perhaps hastened more amidst the Luminous than they would've been elsewhere.
The fundamental tenets principled by those within Ofcol (and particularly within the Golden Citadel, which despite its disagreements still marshaled protection over Pannoval) were those of proselytization and the rooting out and execution of heretics -- at the time, these were frequently worshipers of Gru'Thul, Ragabash, Kishari, and many of the so-called Old Gods. Prone to violence and righteous judgment, execution pyres did much to curb bandit activity in the region, as though the violation of the law and decency were not exactly heretical, many inquisitors were rather more cavalier with the label in practice. Conversely, as Pannoval began to grow and spread beneath the earth, the Luminous there found the natural caverns to be extremely hospitable for underground farming, and their increased isolation lent itself to an existence more of agrarian subsistence and philosophical reflection, eschewing their related faith's tendency toward violence in favour of contemplation, discussion, and communal living in lieu of disciplined hierarchies.
These two similar-yet-split societies would likely have existed in a comfortable sort of symbiotic relationship for quite some time, but as the Godfall began to spread across the lands it never even needed to reach into Astora to affect it -- the Walking Goddess Nythura was slain half a continent away, but for those within the mountains the effects were profound.
In practice, the mechanism or cause for what occurred is not fully (or even really partially) understood, though the prevailing (and exceedingly complex and unprovable) theory held (and closely guarded) by the Luminous themselves - particularly the Astoran - is that upon the moment of her death there was some form of theophanic transference of her pool of divine essence, and it was shunted toward her once-and-current faithful into a pool of shekhinah - divine energy - within the people themselves. Whatever the cause, the change was seen immediately within the first children born post-Godfall, and at that point, for all intents and purposes, the Luminous became a separate, distinct race from the rest of mankind, with the innate ability to manifest energy in line with their dead Goddess' power.
This theory -- while it lacks any and all proof whatsoever -- is guarded and held firmly by those who even still believe in it, as the social and political ramifications of being something even close to a Walking God (or indeed, also showing a degree of compassion or similarity to one) would be exceedingly disastrous. Even most Luminous remain unaware of it, and this is mainly the case for those born outside of families in the region; interestingly, even Luminous generations out from their ancestral home still manifest these powers with as much ease as those of old and pure blood, and their abilities (and thus the rest of the race's traits, though somewhat less so the physical) are visible even in those of half-pureblood human stock.
In terms of behaviour and political standing, the two cities in the Astoran mountains maintain much of their older -- to them, ancient -- ways and viewpoints, though these days much of the religious trappings are missing, save for the Golden Citadel which still stands (although it is no longer dedicated to the once-Goddess, let alone a single aspect of her). Pannoval births numerous philosophers and tends toward peace, and Ofcol is still frequently filled with those who feel fire and violence in their hearts, and it is often at minor odds with other groups in the area, being prone to skirmishes with barbarian tribes, raiders, and bandits. These behavioral traits are as much as a product of semi-isolation as they are of tradition and history, and consequently, exceedingly more metropolitan regions may view Luminous as something akin to backwater and as fragments of a bygone era -- particularly the Astoran.
Cosmology of Ohr
Two syllables of divinity gave form to the great dark. These words, the sublime commands, began to shape and mold the immense space around them. Nu was volatile and expansive. Ohm was subtle and unifying. From these words, matter was created, developed, condensed, and re-combined for an unknowable, fluid amount of time. In this age of dreams, time did not yet exist, and its constraints and laws had no bearing on the creation of worlds. New syllables of reality emerged in the complexity; new words gave form to sentences and stories. In this newly lit cosmos, a consciousness coalesced. This sentience brought predictability to the universe. Physical laws began to structure and solidify. Events became predictable and somewhat linear, lending time to reality. Using the syllables of divinity, the sentience gave itself the first name. Ain Sof. Ain Sof, the only mind in a vast, lonely, captivating universe began to explore the galaxies and stars, learning the words of divinity. Ain Sof lit stars and molded planets. It spoke new commands and demanded greater complexities. It seeded life throughout the stars. But Ain Sof was not satisfied. As the eons passed, and its nexus grew, it desired only a creation of its own; and others of its kind to share it with. Ain Sof tried in vain to create beings like itself. They still wait in the dark places between galaxies; blind idiot gods, full of potency and loathing. In desperation, Ain Sof strived to create a sublime command; to create a reality of its own to escape the loneliness of the great dark. As Ain Sof uttered this bizarre word of its creation, Ain Sof lost its material form and was cast among the stars in a destructive display. This sundering created an unfathomable number of individual consciousnesses that spread throughout the universe and were bound to biotic forms; separate, but still connected by origin and essence. Many lifeforms look to the stars and dream of what must be waiting there, never knowing it is themselves. This divine spark brought sentience to life on an unknowable number of planets. One such planet was Ohr.
Planets & Moons
Realms & Planes
The Dreaming World
City of the Scale
The Grand City of Kaastark rests within a caldera, its homes and inhabitants obscured by what the locals call the "sleeping mists." Visitors are greeted by 60ft of smooth, stone wall circling the entire perimeter of the city and can enter through four cardinal gates evenly spaced out along the wall. Smoke and steam pour out of every crack in the foundation and wash over the sides of the walls, immediately producing light beads of slick condensation on the goods and clothes of those unfortunate enough to come into the city wearing anything other than light armor. Looking up at the tops of the gates reveals the tanned, stern faces of the Redguard, clad in crimson and white linen robes bound with golden cords, as they survey the intended with a halberd crooked in their elbows.
Looming over the stone defenses, a massive tower of obsidian cradles an iron brazier whose flame whips violently in the spring breeze. Upon passing through the gates, it would become clear that the tower sits atop a large temple sinking beneath the burbling waters at the foot of the caldera. Smoke billows forth from between the columns of the temple, weaving its way through the city districts. Civilians scurry towards the steam pools, dumping large cauldrons of cold water into its depths, and as a byproduct releasing more clouds of steam into the area.
Each district of the city has its own place along the wall and as such carries many exciting wares unique to Kaastark. The Garden District boasts flowers of brilliant reds and blue, each thriving in the unusual conditions it was born into. The Farming District has taken advantage of vertical plots and offers various species of beans, peppers, and grains. The Market District is a vast, open bazaar situated directly next to the Garden District, which houses hundreds of stalls selling the freshest vegetables and most beautiful linens in the region. The Civil, Noble, and Military districts are all separated respectively but sit adjacent to one another, making up the Living Quarters.
The Temple District encompasses almost the entirety of the caldera and contains the Obsidian Tower, the Red King's Temple, and the Hissing Pools. Here, the Red Priestesses tend to the Eternal Flame and can be seen accepting offerings to the Red King from civilians who wish to pay homage to him.
Though the city is immense, and everyone seems to be busy minding their duties, the Market District has its agenda and welcomes weary travelers into their high priced inns with open arms. The Fireside Tavern, however, is a unique establishment whose owner, Akhem, prides himself on offering only the best quality food and rooms to those who cannot afford to rest their weary bones on beautiful silks. The tavern itself is three floors high, much taller and grander than its competitors, but has a well-worn, gently loved look about it. Game tables, a large hearth, and beautiful women are just some of the attractions one can catch a glance of when passing through its doors. The tavern is refreshing, inviting, and is bustling with activity.