Monday, June 30, 2014

Regional Maps of Coronus, the Feylorne, and Beh'Lahn






Monday, June 23, 2014

Core: Map of the World of Epoch


Epoch is roughly 4/5 the size of Earth.

Gold star = "Good" nation capitol (such as Galaria)
Red star = "Evil" nation capitol (Such as Zuln)
Purple star = Points of Significance such as Wizard towers, Religious temples, and Druid Enclaves
Gold/Purple = Dal'Dais, "Good" Wizards 
Red/Purple = Obsidian Tower, "Evil" Cult 
Gray/Purple = Druid Enclaves, "Neutral"



Nations of West Coronus

Galaria - nation of good humans, landscape ranges from plains, forests, occasional rolling hills and the sparse mountain range. Beautiful and temperate. Capitol: Gildenbrad

Mahanne Empire - nation of the Kaminoko (oriental humans), the land is reminiscent of the steppes regions of china, and the climate is borderline subtropical. Capitol: Tentei'no'Toshi

Dal'Dais - this is not a nation or capitol per se, but the floating city of wizards dedicated to the study of magic. The Council of Dal'Dais abhors the use of undead necromancy, demonology, and heresy (devil worship), but do not outlaw directly outlaw the studies of these subjects. Nonetheless, it is a negative social stigma to be associated with any of the three taboos.


Zuln - nation of evil humans. Also known as the "Bleakwuud", dark and sinister forests covers much of the area. The prevalence of evil causes the region to be slightly cooler than surrounding regions. Capitol: Zuln

The Library of Nels'Nat is a massive wizard tower where the council of Dal'Dais resides. The entire tower, except the council chamber, is open to the public and contains an unrivaled collection of books, tomes, and codices of knowledge, mundane, magical, supernatural and beyond.

Tir'Corsus is actually a chapel to the divines, rather than a wizard tower.

Bathd'Druin - The largest grove, and the ancient home of the druids.

Nations of East Coronus and the Feylorne Proper

Elvenuud - home of the sylvan elves, an ancient and massive old-growth forests. Trees in this region tend to be centuries-old or older, and the west-central mountain range acts as a natural barrier to the west. Temperate. Capitol: Valandar

Den'Lunora - Mountainous home of the dwarves. Foothills and forests are common along the coastline, and cliff sides are more prevalent than shorelines. Temperate to borderline subtropic forests, the mountains become cold and snowy towards the peaks and summits. Capitol: Den'Gruinvere

Hillvale - home of the halflings, forested foothills of Den'Lunora and rocky streams. Capitol: Hillvale City

Gez'Ket - The upside-down mountain-capitol of the Gnomes. Subtropical climate, this island is known as one of the two "Feylorne Proper"


Valley Kilgorn - The badlands of the Valley Kilgorn used to be a beautiful place, but the evil Orcs, Ogres, Goblins, and other undesirables that have conglomerated in the Valley Kilgorn have despoiled the land into a rocky, brown, barren wasteland of what it used to be. Capitol: Kilgorn Cragspire

Tir'Sylvus is the tower of the Sylvan elves who dedicate themselves to the arcane arts.

Tir'Neen is the tower of the Faeriequeen, and is carved from a gigantic amanita mushroom. This island is known as one of the two "Feylorne Proper"


Continent of Dragonmaw

The Dragonmaw is also known as the Deadlands. It is a volatile volcanic island home to the Cult of the Dreadlord, the patron deity of the undead, death, and disease. The Obsidian Tower is home to the cult.


Continent of Ruuon

Ohkmun is the capitol of the Ruuonites. The land is a vast, dry desert. Mountain peaks rise almost at random from the land. Remere Shatar, location of the Daemonportal, is a Temple City located on a massive Ley Line. The conjurers that reside here use the Ley Line to amplify their magic to subdue and enslave the demons they summon. The Ruuonites are directly opposed to the Xiongauh.


Continent of Beh'Lahn

Fhel'Bihl is the capitol of Beh'Lahn, although it is currently ruled by the evil wizard Vulkran from his tower, Tol'Vul.


Continent of Fjordhjiim

Fjordhjiim is a frozen arctic land. The Koldesbjurn people of Fjordhjiim are violent, evil heretics. Their society is one of meritocracy, wealth and evil deeds earning more standing amongst fellow marauders. The capitol of Fjordhjiim is Koldesbjur. Tol'Jotun is the castle of the evil titans known as the Jotun.


Continent of Xionguah

Xionguah is thoroughly covered in dense tropical jungles and swamps. Engkuur Tozh is a massive, symmetrically built monastery-city. The Moth Temple is home to an evil cult of demoniacs who freely unleash their demonic lords to the world. Not much else is known of this evil land. Xiongauh is directly opposed to the Ruuonites.


The Castazan Seas

Swashbuckler King and mighty wizard Constanz Margaux VII is the undisputed ruler of the seas, based on the smuggler island-city of Margaux. The swashbuckler commences many pillaging raids from the planks of Tol'Castaza, his extravagant ocean-faring, nigh-indestructible, juggernaut ship.

Bathd'Shea is where druids who especially revere the oceans gather.

Continent of Primordia 

This sprawling land of tropical, prehistoric forests mountains and plains is almost completely untouched by civilization.

Bathd'Naret is a relatively new druid enclave, dedicated to studying the prehistoric flora and fauna of Primordia.


Summary
8 continents and 1 oceanic region
- Coronus
- Feylorne
- Ruuon
- Beh'Lahn
- Fjordhjiim
- Xionguah
- Dragonmaw
- Primordia
- The Castazan Seas

7 "Good" nations
- Galaria in West Coronus, Human (Galarians)
- Mahanne Empire in West Coronus, Human (Kaminoko)
- Elvenuud in the Feylorne of East Coronus, Sylvan Elves
- Den'Lunora in the Feylorne of East Coronus, Dwarves
- Hillvale in the Feylorne of East Coronus, Halflings
- Gez'Ket in the Feylorne Proper, Gnomes
- Ohkmun on Ruuon, Human (Ruuonites)

7 "Evil" nations
- Zuln (aka) Bleakwuud in West Coronus, Human (Meddians)
- Valley Kilgorn in the Feylorne of East Coronus, Orcs Ogres Goblins, etc
- Fhel'Bihl in Beh'Lahn, evil races and creatures from Orcs to Meddians, Castazans to evil Sylvans.
- Deadlands of Dragonmaw, Undead and Cultist of the Dreadlord from all backgrounds.
- Engkuur Tozh in Xionguah, Human (Xiong)
- Koldesbjur in Fjordhjiim, Human (Koldesbjurn)
- Margaux in the Castaza Seas, Human (Castazans)

13 Points of Significance
5 "Good"
- Dal'Dais City of Magic, The Library of Nels'Nat, Mahanne Empire
- Remere Shatar (aka Temple City Remere), the Daemonportal, Ruuon
- Tir'Corsus, Chapel of The Divine Grace, Galaria
- Tir'Sylvus, Tower of the Sylvan Magi, Elvenuud
- Tir'Neen, Mushroom home of the Faeriequeen, Feylorne Proper

5 "Evil"
- The Obsidian Tower, Cult of the Dreadlord, Deadlands
- Moth Temple, Cult of Lepidus'Moz the Demon Moth, Xionguah
- Tol'Jotun, Castle of the evil Jotun and god-kings of the Koldesbjurn people, Fjordhjiim
- Tol'Vul, Tower of the evil Sylvan warlock Vulkran, Beh'Lahn
- Tol'Castaza, The Extravagant Juggernaut Galleon of Constanz Margaux VII, Castaza Seas

3 "Neutral" Druid Enclaves
- Bathd'Druin, West Coronus
- Bathd'Shea, Castaza Seas
- Bathd'Naret, Primordia

7 Diverse human cultures
All count as standard humans as far as game mechanics are concerned. The point of this list is to note cultural analogs and general physical appearances to aid in describing characters. Similar to the original Greyhawk setting's variants of humanity.
- Galarians, styled after Renaissance-era Europe, olive skin, wavy to straight black hair, hazel or green eyes
- Merridians, styled after Dark Ages-era England, pale skin, curly to wavy brown or red hair, green or blue eyes
- Kaminoko, styled after Oriental cultures, lightly tan skin, wavy to straight black hair, black eyes
- Ruuonites, styled after African, Saharan-Egyptian, and Arabic cultures, brown skin, curly black hair to wavy dark brown hair, brown eyes
- Castazans, styled after Hispanic cultures, light tan skin, curly to wavy black hair, hazel eyes
- Xiong, styled after Ancient Cambodian culture, deep tan skin, curly to wavy black hair, amber eyes
- Koldesbjurn, styled after Nordic Viking culture with heavy influence from Black-Metal stereotypes, pale skin, wavy brown to straight blonde hair, blue eyes.

Friday, June 20, 2014

Misc: Generic Probabilities

"There will be times in which the rules do not cover a specific action that a player will attempt. In such situations, instead of being forced to make a decision, take the option to allow the dice to control the situation. This can be done by assigning reasonable probability to an event and then letting the player dice to see if he or she can make that percentage. You can weigh the dice in any way so as to give the advantage to either the player or the non-player character, whichever seems more correct and logical to you while being fair to both sides."

The little excerpt above was quoted from the 1st Edition AD&D Dungeon Masters Guide, page 110.
This basic chart takes that idea and removes the guess work to give DMs an easy-reference table for different difficulties and probabilities. This especially useful for Secondary Skills, but can and is intended for any situation that doesn't already have an officially described method of handling.

Generic Probability Chart
Additional Modifiers:
 • +5% for being eligible for the Prime Requisite Experience Bonus
 • +5% for each circumstantial benefit; ie top dollar equipment, safe or beneficial location, etc
 • -10% for each circumstantial hazard

Thursday, June 19, 2014

Misc: Handling Secondary Skill Proficiencies and Checks

Handling Secondary Skill Proficiencies and Checks

While I was reading through the DMG, I noticed there is no definite system for handling skill. But then I realized I was wrong, there always has been a way, when I remembered the Thief class skills. So, I decided to write up a basic guide for handling secondary skills and checks derived from the thief skills table. All skill checks should be done with a percentile die, and work just like doing checks for Thief Skills, the goal to roll less than or equal to the total target score.

The standard Thief skills; Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, etc; are also now considered Secondary skills (with some restrictions), and also use the new skill table.

Secondary Skill Proficiency, Table I
Skill Proficiency

Bonus
Target Score

Odds
0, Unskilled
+0%
5%
1/20
1 (skill*)
+15%
20%
1/5
2 (skill**)
+30%
35%
~1/3
3 (skill***)
+45%
50%
1 out of 2
4 (skill****)
+60%
65%
~2/3
5(skill*****)
+75%
80%
4/5
Additional Modifiers:
  • +5% for each circumstantial benefit, ie top dollar equipment, safe or beneficial location, etc
  • -10% for each circumstantial hazard
  • +5% for being eligible for the Prime Requisite XP bonus
Character Creation Errata
Each Non Thief-type character begins at level 1 with 1d4+1+INT (2-5+INT mod) proficiency points to allocate to any desired skills. Thief skills are an exception, can only be selected if the character has a DEX of at least 13, and then only a single skill may be chosen can only have 1 point added to it to begin with.

Thief-type classes work the same way, only they use the DEX mod instead of INT. Thief types have reversed selection options, being allowed to pick from all thief skills (Except Read Languages, explained below), but restricted from Secondary skills unless the character has an INT or WIS of at least 13, and then only a single skill may be chosen can only have 1 point added to it to begin with.

There is a max limit of skill** for all skills selected during character creation, regardless of class or skill type. This is for maintaining balance between new characters. They can be improved further upon earning new levels. Depending on what skills are chosen, this can be used for a source of background history on the character, such as his normal blacksmith job, or to explain that is good with animals because he lived on a farm growing up or is a druid, for example.

The original DEX-Thief Skill Target% modifier table [PHB p12, Dexterity Table II] still applies, in the following manner: Penalties apply to all characters but bonuses apply only for Thief-types. This keeps competent, well trained thief-types at the top of their game, while penalizing anyone logically incapable, as even if they're trained, they have a natural incompetence or clumsiness that keeps them from being very good at Thieving.

Non Thief-types have a maximum level limit of skill*** on Thief Skills; or, for a Non Thief-type character who happens to have 18+ DEX, the limit is raised to skill****.

As noted with the table, Characters also receive a +5% bonus if they are eligible for the Prime Requisite Experience Bonus (PREB), and any circumstantial benefits can add a +5% bonus (+5% for each factor significant enough to make a difference). If the character has access to superior alchemy equipment (+5%), AND a library of knowledge regarding resources (+5%), he gains a total +10% circumstantial bonus. Likewise, circumstantial hazards can reduce the chance of success. Each hazard reduces the Target Score by -10%. These can include many things and oftentimes failure under hazardous conditions can result in dangerous, harmful, or deadly situations, such as distractions affecting concentration, poor quality equipment, climbing a wall or cliff during high winds or a rainstorm (risking potentially severe fall damage or death if you drop too far.)

A character who has is absolutely unskilled, has no training in a skill whatsoever has a base 5% chance of succeeding the check (Lucky break). The maximum limit for a target score is 95%, there is always a 5% chance of failure (Unlucky strike).

The Thief skill "Read Languages", for all intents and purposes, will never count as a Secondary Skill. It is a unique ability learned during a Thief-type’s career (4th level standard, 10th level they also get "read magic”, see below) and not a skill. By the Books, a “read language secondary skill” would simply be defined as the standard Character Languages rule [PHB p34]

“Read Magic", By the Books, is a spell. Why do thief-types get read magic then? They don’t. They just get clever enough to decipher arcane texts like regular languages; although not without potential consequences of shoddy comprehension.

Example: Gerrick the Crook’s ability to read and understand magic is unclear. The Fireball scroll blows up in his hand before he even finishes reading it!

Example: 3rd level Alchemy could be written as “Alchemy***”; 5th level Carpentry as “Carpentry*****”; 2nd level Hunter or 1st level Fisher as “Hunter**” or “Fisher*”

Example: A Cleric who has 18 Wisdom, and Alchemy***, which means the character has 3 proficiency points in Alchemy; gets a +50% to his base alchemy skill target score. +5% from his Wisdom meeting Prime Requisite bonus eligibility, and +45% from his Alchemy Proficiency, added to the base of 5%, totals a 55% chance of success, not including any potential circumstantial modifiers.

Optional Rule – Action Skills: Under this rule, Climb Walls and Hear Noise are not restricted as thief skills or a secondary skills, thus can be chosen freely as either; although thief-types do receive a natural +10% to both of them if trained, in addition to the standard proficiency bonuses. They are now considered “action skills”, which include other potential skills like Swimming or Acrobatics. These are generalized skills that can be applied in a wide range of situations. They follow a slightly different set of rules with a limit of skill*** and a different table, detailed on Table II. Otherwise, action skills are checked in the same universal way. Action skills have a Base Target Score of 20%, and the same maximum limit of 95%. In some cases, however certain measures can increase the 95% success rate to 99%, such as using ropes and other safety equipment when climbing. This is up to DM discretion on a per-case basis. It is also up to the DM whether or not to use this rule – it is entirely optional.
Action Skill Proficiency, Table II
Skill Proficiency

Bonus
Target Score

Odds
0, Unskilled
+0%
20%
1/5
1 (skill*)
+15%
35%
~1/3
2 (skill**)
+30%
50%
1/2
3 (skill***)
+45%
65%
~2/3
Additional Modifiers:
  • +5% for each circumstantial benefit, ie safety equipment, swimming in calm waters
  • -10% for each circumstantial hazard
  • +5% for being eligible for the Prime Requisite XP bonus
  • +10% initial training bonus if a thief-type

Tuesday, June 17, 2014

Lore: Shazza'Murgin, Leader of the Dune Sailors

In Chapter II of Sandscourge, Second Papyrum of Ruuon, it is recorded:

The villagers of Senektet had finally made their way through the Sands of Ruuon, and arrived at the gates of Pyramid City A'Zlin. The villagers were seeking refuge after the razing of Senektet by a group of vicious marauders known as the Dune Sailors. The Dune Sailors had developed a reputation for their greed and merciless violence, as slavers, bandits, and mercenaries to the top dollar.

Many rumors surrounded the Dune Sailors, ranging from cannibalism to being demons in disguise. In fact, many of the rumors were true to an extent. They were not simply cannibals, and they were not demons. They were lycanthropes, Werejackals specifically. The clan was a group of lycans that embraced and loved their infection, and had gained full control over their transformations.

The Clanlord was a man of monolithic stature, standing a flat 7 and a half feet tall and weighing 689 pounds of solid, writhing muscle, by the name of Shazza'Murgin, meaning "Wolf of Sands". He was an extremely battle-hardened Brigand, covered in scars. He had a solid-black Moon tattoo on his upper-right arm, and a Star in the same style on his left. His Left-eye had gone lame due to trauma, and he kept his head shaved whilst wearing a tiny fez. He maintained a van dyke beard and wielded a massive jagged granite falchion.

Unfortunately for the refugees of Senektet, the city council of A'Zlin was not about to open the gates. They were so afraid of the marauders they were not willing to save their subjects, and far too greedy to risk their riches. The villagers screamed, cried, and begged for asylum, but their pleas fell upon deaf ears.

The massive duneship Rose over the horizon, casting a mighty grim shadow over the gates of A'Zlin and the refugees, who began to scatter in terror. One the ship crested the dune, the lower deck opened and an army of the sailors rode forth on their lean war steeds, howling and swinging their sabers wildly overhead, ready for the thrill of slaughter.

Shazza'Murgin, mercenary, leader of the dune sailors. Shazza'Murgin, werejackal marauder, Wolf of Sands.

Monday, June 16, 2014

Lore: Vengeance and Victory, Assault on Kilgorn Cragspire

In Chapter IX of the eponymous First Opus of Man, it is recorded:


The Orcs of Kilgorn had grown to such a threat after the weakening of society caused by the devil invasion and the false prophet Lazarod that the remnants of humanity were threatened to extinction. No other races were willing to defend mankind due to the perception of the devil invasion being the fault of man. Humanity was alone, with no friends, and plenty of enemies, just as outcast as the Orcs.

Paladin Lord Foutseth Wilmar had festered a hatred for the green-skinned fiends his entire life. From a very young age he had heard the stories from traveling traders about the orcs comitting murderous raids, killing, eating, and commencing other vile unspeakable acts to anyone who fooled in their navigation and came too close to the Valley Kilgorn. His inborn sense of righteousness had led him to knighthood, and his honorable deeds and righteous intentions had earned him divine favor, and he became a Paladin. He was a very popular figure in Ebonhold, and the people elected to elevate him to a Lord.

Now that Paladin Lord Foutseth had the admiration and devotion of his people, he went to them while wearing his bronze suit of plate mail, adorned with a relief of a bloodhound on the chest to speak of his determination to assault the Kilgorn Cragspire and force the orcs to end their bloody marauding. He had personally tracked a special path to the Cragspire, and his people gladly amassed a mighty militia to follow him into battle.

Foutseth and his army left Ebonhold, heading north across the farmlands and into Bleakwuud. Foutseth and his people set up a bastion and rallied here for two days, waiting and watching the movements of the Kilgorn Orcs from the edge of the forest, plotting an ambush. During this time Foutseth's scouts reported sightings of a mighty undead black dragonlich, known to the people of Ebonhold as Keemaronn the Manipulator. 

Once the movements and actions of the orcs had been sufficiently studied, and Keemaronn had been witnessed returning to the top of the Cragspire, Lord Foutseth led his men swiftly out of the Bleakwuud and to the Cragspire Overlook, an cliff edge that peered down upon the Valley Kilgorn from the west.

As they crested the Cragspire Overlook, they could see the orcs commencing to the murder of a captive merchant man, and they prepared to violate his wife. Lord Foutseth raised his battleaxe to the sky and called forth from the heavens a strike of lightning, killing the orc who was about to offend, signaling the beginning of the battle. His people immediately began charging down to the Valley Kilgorn. The orcs were caught off guard, and the ones in the open field began to panic and scatter. The surprise attack worked quite well, as the disorganized army stumbled over itself, literally losing head and limb to the swords of the men.

The door of the Cragspire opened, and from within came more waves of the green skinned fiends, well armed and armored, yet still outnumbered, they were with a bloodlust from beyond this world. This battalion was led by the Ogre Magus Pin'Gorm, and they spread forth to engage the militia. The odds had evened out, and Lord Foutseth found himself reveling in then thrill of battle more than he had ever before, and began to grin wide as he swung his axe and cleaved three orcs wide open at the stomach, their blood and bile spilling out like water pouring from a pitcher. As he worked his way through the crowd, he lopped the head off another one; and deflected the strike of another, knocking him to the ground, raising his battle axe overhead and swinging the blade full-force, executioner style to the beast's face, splitting his cranium clean open and splattering his purple brain matter across the reddened earth of the valley.

Pin'Gorm empowered himself with his blood magic and went for Foutseth, howling a bloodcurdling warcry. Foutseth turned around patiently and grinned towards the ogre as he raised his hand, palm out, to Pin'Gorm, uttered a few words of prayer, and called down a divine Flame Strike, incinerating the ogre, stopping him in his tracks. Pin'Gorm was severely injured, on his side laid out in writhing agony as his flesh boiled and churned, his eye burst from the heat. Lord Foutseth patiently walked towards the ogre and stood over him, looking down upon him without a single ounce of pity for the agony he was suffering.

"Vengeance..." Foutseth muttered as he crushed the ogre's head beneath his heavy bronze boot.

All that remained of the Kilgorn orcs were the ones that had escaped, who were of no consequence, and gifted the mercy of cowardice; and the dragonlich Keemaronn. Foutseth was more than confident.

Paladin Lord Foutseth shouted to the top of the Cragspire and called out the undead Black Dragon Keemaronn, Seeing Foutseth as another mere human, assuming the Lord's victory was a result of his own weak subjects and their cowardice, did not realize the extent of righteous power gifted to Wilmar by the divinities. Keemaronn made the foolish mistake of accepting the mono e mono duel proposed by Foutseth. He flew down from the Cragspire, and engulfed several militiamen with his deathly toxic breath. As the dragon neared the Paladin Lord, Foutseth's bronze armor and battleaxe began to shine with holy light, and he unleashed a burst of light brighter than the sun itself upon the dragon. In his last moments the dragon cried out the loudest shriek of pain any of the men had ever heard. And it was satisfying.

"Victory." Foutseth proclaimed sternly.

The holy light vaporized the foul beast in mere seconds, his rotten flesh gone and skeleton collapsing to the ground in a pile of bleached bones and ashen flesh.

Foutseth Wilmar, Paladin Lord of Ebonhold, the Dracolich Slayer, Bane of Orcs and Guardian of Man.

Thursday, June 12, 2014

Lore: Lazarod and The Renaissance of Man

In Chapter I of Bedevilment, Third Codex of the Heretic Parable, it is recorded:


The Devilking of the hellish realm known as Dystopia, Mosegh Berob (Moh-Sedj Bare-Obb), had watched Epoch for seemingly an eternity from beyond the Starvoid. His vitriolic blood boiled with a desire to own the beautiful and colorful world. Mosegh had grown bored with Dystopia. The sick pleasure he had gotten from enslaving his way to being the devilking had dwindled, there were no further subjects in the Hell he didn't own. Now that he was the Devilking, it was time to make his move upon the glorious world.

To prepare for the invasion of Epoch, Mosegh Berob had to first plant an avatar upon the world. In order to do this, he literally needed to sire himself upon a woman native to the lands. He could not do this across the Starvoid, and could not cross the void without being sired. Thus, he compelled a familiar spirit to his service to soil a virgin daughter of a warlock. The familiar spirit was happy to do this, as he held a secret lust for the girl and a hatred for his "moronic" Dal'Daian warlock.

Mosegh anticipated the fruit of his whim with seething fervor, and was pleased with the vile fiend for his willingness to serve and the brutal manner in which he did. The wizard violently killed the familiar when he discovered the sickening act, which was even better for Berob's plans. At the eve of the Sommerternn Harvest the child was born, bursting violently from the body of the mother, a viscera and gore soaked reincarnation of the familiar as an avatar of the Devilking Mosegh Berob. Mosegh was pleased, and named his newnson "Lazarod".

Lazarod was more than grateful to his progenitor, and he created a mask of bronze to cover his devilish appearance to begin a 'secret', cult to the devilking, under the deceitful promises of power and prosperity to devoted followers, asking nothing in return except their devotion. In reality, these promises were all honest and would all be fulfilled. "Peace for power." The simple message of the cult spread by word of mouth exceedingly fast, thanks to both the greediest and kindest of human hearts and many men laid down their swords.

A Renaissance was ushered in. People saw Lazarod as a prophet, a hero. Bards sang ballads of Lazarod and his message of peace. Artisans placed depictions of the prophet on their craft, tapestries, pitchers, paintings, countless fables and tales written. People earnestly believed his message was helping, and it was. Mankind truly gained a concept of itself, even if only to soon have it challenged. Lazarod was conspiring with Mosegh Berob, and in secret they laughed for hours whilst communicating across the starvoid through flames tainted with a single drop of Lazarods blood.

Lazarod, Prophet of Man and Peace.

"The Renaissance of Man" is also chronicled in Chapter IV, "The Prophet of Peace", in the eponymous First Opus of Man.

Lorist's Writing Guide

When writing records of historical events, it is important to follow the rigid Book/Chapter structure in the Lore entry: The Sylvan Folly. Begin with the Chapter Title (The Sylvan Folly from the Elven perspective, Abysmia Unmawed in the Ruuonite papyrum), followed by the event described (Opening the Daemonkrak, the event is a universal form). Each event should have at least two different civilizations with record of, to provide a debatable nature between accounts, although this is not necessary and the chapters may ultimately be written in any form one desires.

The introduction should ALWAYS be written in the same formula:
"In Chapter (n) of (Book Title), (numbered) (book type) of (racial) (mythterm), it is recorded:"
(n) is the number of the chapter in the book (most records go to a limit of twelve chapters, more primitive sources might only be able to have 3 or 4 chapters per volume), usually depicted with Roman numerals
(Book Title) will become an either already established source (if writing a previously unentered chapter) or a new one if writing new chapters of history. Thanks to the concept of "Time is and Space flows" history of Epoch can be infinitely expanded upon as the world is not betrothed to a specific date or era.
(numbered) represents which source volume the chapter is from, usually written as First, Second, Third, and so forth.
(Book type) is the specific name for the type of source material the history is encoded upon. See below for a comprehensive list of book types.
(racial) shows which civilizations mythos the book chronicles. See Races and Languages.
(mythterm) is a reference to what the mythos is referred to, see below for a comprehensive list of Mythterms.

Book Terms (for a random term, roll 1d20)
  1. book
  2. novella
  3. papyrum
  4. script
  5. tome
  6. volume
  7. writ
  8. bible
  9. codex
  10. compendium
  11. discus
  12. stele
  13. lexicon
  14. totem
  15. opus 
  16. scrimshaw
  17. scroll
  18. chronicle
  19. record
  20. vade mecum 
Mythterms (for a random term roll 1d12)
  1. fable
  2. legend
  3. lore
  4. parable 
  5. superstition 
  6. tale 
  7. tradition
  8. apologue
  9. figment
  10. saga
  11. ballad
  12. mythos/myth

Wednesday, June 11, 2014

Lore: The Sylvan Folly, Opening the Daemonkrak


In Chapter VI of Elven Dichotomy, Second tome of Sylvan Mythos, it is recorded:

An elderly and well respected Sylvan sage honored in both elven society and the Feylorne, Minischol Dabior, came forward to the whole populace of Elvenuud with a glorious idea to end the war with the Ruuonites, destroy the Daemonportal at Temple City Remere, and erect a natural barrier to protect the people from the Orc threat in the river-valley Kilgorn. Minischol Dabior's plan was conceptually simple, take the Elvenuud region and physically twist the land to create a mountain range and a massive ocean trench in the wake. This was to be accomplished by using the Ruuonites own secret against them.

The Daemonportal of Remere was built on a massive Ley Line that the Summoners of Ohkmu could harness to massively enhance their arcane potency, allowing the summoning of entirely bound demon swarms. The Ley Line would now be used by the Elven and Sylvan elves to create a massive earthquake faultline with the Elven nature magic and amplified with the Sylvan arcane magic to cause Temple City Remere to collapse on itself and sink into the newly opened trench.

When asked whence he drew the inspiration for this plot, Minischol proudly proclaimed that a familiar had come to him during a thunderstorm and spoke the idea to him through a lightning strike! The populace was awed and became enamored with Minischol and his glorious idea. Support was vast and execution of the scheme was enacted almost suddenly. The familiar that spoke to Dabior was actually a Demon with a plan of his own, with the Temple City Remere destroyed the mechanism for channeling the control of the demons was also lost.

The Daemonportal and the Ley Line fused in the trench to form a permanent rip in reality, a direct hole in the ground to Abysmia. The oceanwater spilling into the crevice is the reason for the Tar River of Souls, the water coalescing with the Abysmal Ashendirt to create an asphalt lake that boils up into Epoch on the western Feylorn thus creating the poison of the Deadlands. The Daemonportal was now a very much inexorable problem.

Now do not forget, that Minischol Dabior was a truly benevolent man and truly believed in this idea, and truly believed it was good. He was not aware that he had been used by the demon to end the Ruuonite demonslaving and create a free pathway for demons to enter reality without having to be summoned or crossing the astral plane. The Chaos caused by the trickery of the demon was of monumental proportions, so satisfying the terror and discord among both the Ruuonite and the Elven and Sylvan, the Abysmal Maw saw fit for the demon to promote, thus the birth of the Demon Lord of Treachery, Patron of Satyrs, The Innocence Eater, Sat Sylvillio.

Minischol Dabior, the wise, the kind, the charitable. Minischol Dabior, the Liar, the Deceipt, the Traitor.
The Betrayed Saint. Patron of Sylvan benevolence, Champion of Victims, Testament to "Wisdom without knowledge" and "Foolish Faith".

The event "Opening the Daemonkrak" is also chronicled in Chapter IX, "Death of Innocence", the final chapter of Tale of Innocence, The First Tale of Feylorne; Chapter II, "Abysmia Unmawed", Third Papyrum of Ruuon, Demoniac Pharisees.