Random Acts

A Creative Endeavor Relating to the fields of Storytelling, Folklore and Illustration.

Tuesday, December 29, 2009

Terrene: Map of The Eastern Lands

The Eastern Lands are the primary site of the Terrene Campaign Setting. I will detail places, peoples, races and culture soon, but for now this map will give us a jumping-off point.
These lands were once the site of a potent empire in the past, though this "Golden Empire" collapsed during the last age and is now a mere shadow of its former self. But from the ashes is arising a land of tough, independent people who are working hard to build a better world.
The Land Itself: The Eastern Lands are very similar in temperature as central Europe, though slightly warmer (+5 to 10 degrees on-average) and a bit more moisture. Fertile ground abounds here, with excellent crop yeilds and abundant wildlife (and monsters).
A few places of interest are:
Aoth: A wild land, full of dragons, giants and other monsters. It is said that bear-worshiping savages haunt the forests and coast here.
Eturo: Human land of merchant-lords, ruled over by a wealthy elite of "princes". Anything may be bought and sold here.
Hamj: Rough land of deep pine forests and treacherous mountains and valleys. This land is haunted by a great number of goblins, trolls and worse creatures. Rugged kingdoms of shipbuilders and other merchants cling to the coast here, making brisk trade with Korind and other nations.
Korind: Last remnant of the ancient Golden Empire, the island nation of Korind is the most cultured human nation in the known lands of Terrene. Now this nation has largely settled in on itself, no longer stretching its hand to aid or restrict its former vassal states. Still, the great Circle of Mysteries, the premier society of Wizardry calls this land home, a fact that keeps this land an entity to respect.
Midland: A region of small kingdoms originally ruled over by Korind, but left abandoned for many years. It is a region of rugged peoples and noble warriors.
Shago: Land of barbarian tribes and close allies to the elves. The ruling class here is always of direct relation to elven ancestors.
Täysï Wáyath: Great nation of Elves and realm of magic. It is here where the greatest number of elves remain on Terrene. The land itself is of outstanding beauty, with deep forests of enormous trees and tall stately mountains.
Vargu Plain: Vast plains and fertile lands. Small kingdoms and nomadic tribes dwell here.

...More to come!

Saturday, November 28, 2009

Terrene: Cosmology and Religion

Today, I am going to be presenting the cosmology of the setting. Below is the overall map of the universe. The overall effect is meant to be one of a medieval mindset, though updated a bit. Placement of heavenly bodies are not meant to indicate literal distances, but to indicate relevance to one another. The tales and philosophies of the past always to be taken as having more than merely literal meaning. So shall it be here.

The Map of The Cosmos
This is a map of the universe as far as it is known by the greatest philosophers and theologians of the sixth age. Each place and world presented here is considered a separate "plane" for those using spells or similar means of travel.
THE HIGH EMPYREAN: The highest plane and home of the court of the Almighty. It is a realm of flame, aether and the source of all light in the universe. Dwelling here are all manner of celestials, elementals and similar creatures.
SONNE: This burning orb is the wellspring through which the Empyrean pours its light into the near universe. It is a world of shining mountains, flying "earthbergs" and burning seas of pure aether. Many celestials and golden dragons dwell here.
TERRENE: The central world of this setting. It is a world of mountains, forests, seas and desert,and home to a wide range of life.
DENETH: The world of the Elves. This is a hot, thickly forested world, and abundant animal life. Elves, fey, green dragons and celestials dwell here. Humankind is unwelcome here, though some special individuals are sometimes permitted.
RYDEN: A cold, dry world of desert and rocky wastes. Ancient ruins dot this world that are haunted by evil spirits, demons and undead. No water exists on the surface, though in the labyrinthine underworld it is said that dark seas and glaciers may be found.
EASEN: World of sea and storm, with only a small number of islands along its equater. Storm and Cloud Giant kingdoms dot the clouds and in the depths of the sea. A great many sea and airborne creatures abound here including many sea dragons.
ABYSS: A region of starless night and dwelling place of the cursed dead and the source of all darkness in the universe. It is said that things dwell here that even the mighty demon lords are mindful of.
TARTARUS: Both a prison and a home to countless demons. Here lay bound six of the Seven Lords of Sin, where they must abide until the final war. From this prison, these forces ever seek to spread their influence across the planes, influencing, beguiling and waging war on all beings.
LAKE OF FIRE: This region is possessed of an "all consuming" flame so hot that it is a threat even to spirit-beings normal immune to flame.

Religion
Religion is very important in this setting. Though most of the demon lords and their forces remain bound in Tartarus, they constantly seek influence in the worlds of men and to corrupt others to their side (willingly or not). Eventually, everyone needs to choose a side, though many times this is far more difficult than it sounds. Both good and evil can be confused in the chaos of war and life.

The Empyrean (Heaven, The Light)
Clerics of The Empyrean have dedicated their lives in the service of Heaven in the world of men. The primary duties of clerics is the propagating and/or defending the faith, and in opposing the work of Tartarus, wherever it is found. Keeping the nobility alert and ready to oppose evil is a very difficult task, as greed and corruption are ever-present threats to decency and right-thought.
Alignment: Clerics of The Empyrean are always of either Lawful or Neutral alignment, with a preference towards Law. Neutral clerics tend to be the sort that try to remain objective and non-judgmental, though still devoutly following their creed.
Holy Symbol: Sun Wheel (Galgallin)
Races: Only humans may have levels in cleric, though individuals amongst the different races may be devout. Elves, who do not die unless killed, do not have souls and thus see no use for faith. Dwarves and Halflings typically prefer hard works and charity to prayers, though a good many of their number do serve the orders as scribes, lay-priests, monks and scribes. Note: In settings where non-human races can take levels in cleric, these restrictions are removed.
Organization: Clerics in service to The Empyrean belong to one of seven Orders which represents a foundational tenants of the faith (one of the “seven spirits“). Each order has its own hierarchy and Council of Elders, though most clerics are expected to think for themselves. The different orders have differing roles in the land, but ultimately answer to the Elder Council. Player character Clerics must choose from the following orders:
  • Courage: An order that upholds the practice of bravery, will, intrepidity, and fortitude. These clerics will be all about courage to act rightly in the face of opposition, shame, scandal or discouragement. Clerics of Courage are bold and brave, seeking to address wrongdoing despite local sentiment or fear. Founder: Sir William Audentia.
  • Justice: Moral rightness based on ethics, rationality, law, natural law, fairness and equity. Justinian Clerics of this order are potent investigators and arbiters. Many serve as hunters of criminals and infernal witches. Founder: Sir Entho Iustitia.
  • Mercy: Leniency and compassion between persons and compassionate behavior from those in power. The clerics of mercy focus on aiding those in distress. Many also take interest in businesses, to ensure proper compensation for laborers, and thus are favorites of the Guilds. Founder: Dame Maxym Clementia.
  • Generosity: This order teaches on the act of giving without coercion. Clerics of generosity focus on humanitarian pursuits, such as feeding the poor and treating their injuries. They are the most loved by common folk. Founder: Elder Phoreo Caritas.
  • Faith: Trust and Integrity. Clerics of faith are intensely focused on their beliefs and the power of right over wrong, even more than other clerics. Founder: Dame Alilita Castita.
  • Nobility: To be aware of the responsibility of ones station towards those under you. Clerics of nobility are often found advising powerful rulers, as they are taught early on how best to lead. It is to this order that most of the “extra” sons and daughters of the nobility are placed. Founder: Sir Erling.
  • Hope: A combination of the desire for something and expectation of receiving it, the virtue is hoping for Divine union and so eternal happiness. Clerics of hope are expected to uphold the spirits of those around them. Because of this, they are often sent into “hopeless” situations, to bolster those in need. Founder: Queen Wilona Spero.

Tartarus (Clerics of The Dark)
“Such place eternal justice has prepared For those rebellious; here their prison ordained In utter darkness, and their portion set As far removed from God and light of heaven As from the centre thrice to the utmost pole. Oh, how unlike the place from whence they fell!”
-John Milton, Paradise Lost
Clerics of Tartarus are those who have made a terrible pact with the forces of Hell, gaining clerical powers in return for their immortal souls. Such beings cavort with demons and seek to spread the unrestrained influence of dark spirits and seek always to tear down all that it good and merciful. Most clerics of Tartarus move in disguise as normal folk, alchemists or Neutral clerics so that they might spread evil unnoticed.
Alignment: Clerics of Tartarus are always of Chaotic (Evil) Alignment.
Holy Symbol: Black Disk or Broken Sun Wheel.
Races: Only humans may have levels in cleric, though individuals amongst the different races may be devout. Monstrous races such as Ogres and Goblins do sometimes produce devout members, but all such creatures are never clerics, though some do serve as alchemists and lay-preachers. Note: In settings where non-human races can take levels in cleric, these restrictions are removed.
Organization: Because clerics of Tartarus must often operate in secret, organization of their efforts is a must. All such clerics belong to one of the seven Dark Orders, answering to a chain of command of other Dark clerics and demons, leading ultimately to one of the demon lords of Tartarus. The seven Dark Orders are detailed below:
  • Lust: Not merely the natural attraction towards sex, but its abuse. Clerics of lust tend to encourage the worst sorts of debauchery and seek to undermine more stable relationships for their own pleasure. Patron Demon Lord: Dumiel
  • Gluttony: The over-indulgence and over-consumption of anything to the point of waste. Clerics of gluttony tend to be grossly fat (though not always) and all are excellent cooks. Some extremes of gluttony even involve cannibalism, seeing even the flesh of intelligent beings as sources of pleasure. Patron Demon Lord: Isamiel.
  • Greed:Also known as avarice or covetousness, is, like lust and gluttony, an evil of excess. However, greed is applied to the acquisition of wealth in particular.Clerics of greed are always wealthy, though not always obviously so. Patron Demon Lord: Hiron.
  • Sloth: Lazyness and neglect of ones duty. This is an insidious evil, and can lead to many others. Clerics of sloth are great influences of idleness, encouraging gambling, gossip and seeking idle entertainments rather than doing an honest days work. Patron Demon Lord: Mesak.
  • Wrath: Also known as anger or "rage", may be described as inordinate and uncontrolled feelings of hatred and anger. Clerics of this sort are typically great warriors and popular amongst monstrous races. Patron Demon Lord: Epiel.
  • Envy: Despising the success and achievements of others. Curses and other evil magics are common amongst such clerics. Patron Demon Lord: Honsiel.
  • Pride: Also known as hubris, is considered the original and most serious of the seven deadly sins, and indeed the ultimate source from which the others arise. It is identified as a desire to be more important or attractive than others, failing to acknowledge the good work of others, and excessive love of self. Clerics of pride are always well adorned and clean people, often the last sort of person one would accuse of worshipping darkness. Patron Demon Lord: Azobib (high lord of demons).
Pagan Clerics (Cunning Folk)
In this campaign setting, virtuous priests and priestesses of nature gods and natural philosophy do not gain levels in the Cleric class. Rather they are usually Magic Users (Wizard, Sorcerers, etc), NPC Alchemists, Seers and Healers.
The Seven Orders of The Empyrean Church have a great many mixed feelings about the Cunning Folk. Some (particularly the Inquisitors of Iustitia) fear them as demon-worshippers. Thankfully, most prefer a case-by-case appraisal. In reality, these folk are just as varied as anyone and possess heroes and villains within their ranks.
Pagan religions are originally based on the beliefs of the Elves. This lore was largely imparted when mankind learned arcane mysteries from the elves, whose understanding of of the planes is incomparable amongst mortal kind. Many of the "old gods" of Terrene are in-fact ancient elven kings and teachers, some of whom are still alive today.
Cunning Folk can be found in the role of midwife, diviner, forest druid, village healer, temple priest or any number of roles. They can be found in small communities, as hermits or in large cities, practicing and teaching their beliefs to those who will listen.

Note: More details concerning these folk will be presented in the future.

Tuesday, November 24, 2009

Worlds To Come

Hello all. It has been awhile since last I posted here. In the days and weeks to come, I will be posting details and art relating to a new fantasy world of my making. I am calling this setting; Terrene: The Sixth Age.

This world will be a medieval one that draws on medieval beliefs, fairy and folktales in its making. It is a world deeply embroiled in a war between the Empyrean (The Light) and the Tartarus (The Dark). It will be a land of great turmoil and intrigue, where heroes of all kinds are sorely needed to thwart the will of evil upon the land.

This setting will be presented with fantasy rpgs in mind, particularly "old school" games such as Basic D&D and Labyrinth Lord, though with a strong focus on storytelling rather than hack-and-slash.

There will of course be loads of art, both of my own make and favorites from around the web.

Until then, Happy Thanksgiving folks!

Friday, August 14, 2009

Nine Worlds: Trolde of the Glasir Plains


The Glasir Plains is a region in Midgard that stretches from Eastern Scythia all the way to the Herma river, the border of Risaland. It is a land of vast expanses of grass, bogs and steppe lands. It is here that the greatest collection of Trolde have formed their own savage kingdom.
Long ago, these Trolde were the thralls of the Giants of Risaland, but gained their independence and escaped to the Glasir Plains. There they have established a semi-nomadic way of living, tending herds of horses, and maintaining walled towns and cities of wood and sometimes stone. Though they are separate from Risaland, the Glasir Trolde still pay tribute to their ancient masters, though they resent this tithe greatly.
The other nations have a great deal of fear and respect for the Glasir Trolde, as they are a potent and deadly force. And though savage and occasionally hostile, they can be dealt with, and can make for profitable trading partners for those merchants with a stout heart and strong arm.
Not just trolde live amongst the tribes. A great many Human slaves and trollborn (see below), as well as a great many of the lesser sorts of Jotun. Such jotun are seen as noble kin by the Trolde, and are permitted their own holdings and tribal regions. The addition of Plains or Rock Jotun troops in a war host is greatly desired by most chieftains, as their long range attacks and great strength are invaluable against mounted foes, walled towns and cities.
Racial traits for the Trolde race can be found here.

Godmund (High Trolde King)
“I am but an unknown king with an iron crown, trying to lift a race of savages out of the slime into which they have sunk.” -Bran Mac Morn, Robert E. Howard
The king over all of the Trolde Earls and Chieftains of the Glasir Plains. The king of the Glasir Trolde ascends to the throne, he is renamed Godmund, despite his original name. The position is hereditary, with the closest male relation taking the position upon the elders death. Much like the Emperor of the Ostaran Empire, a new Godmund must be voted in, however in this case the Godmund is voted in solely by the Hagmoot (see below).
Godmund is largely a war king, directing his Earls and Chieftains in battle, and is by necessity an extremely powerful and charismatic being. Politics amongst the Earls, Chieftains and Hags runs hot at court, needing a strong and cunning king to keep the tribes working together. This along with enemies at all sides keeps a Godmund quite busy.
The present Godmund is an old-fashioned Trolde, content to sit on his treasure and let his Earls and Chieftains do as they like, as long as tribute is paid. It is said that he is an enormous Trolde, with many daughters and a personal army of terible potency. His chief wife is reputed to be a Hag of tremendous power and guile.
Capitol: The Godmund resides in the great fortress city of Trolgard, far to the East. The city is surrounded by an enormous stone wall, constructed by Stone Giant masons and enhanced with elemental magic. All races are permitted to visit and trade here, but must obey the customs.
Delegates and traders from many lands may be found here. And as long as they observe the customs of Trolde society, they are permitted to stay. Priests of foreign gods are permitted to erect shrines and temples, but aggressive channelization is met with the full malice of the Hagmoot.

Hagmoot
"The owl is abroad,the bat and the toad,
And so is the cat-a mountain,
The ant and the mole sit both in a hole,
And frog peeps out o'the fountain;
The dogs they do bay,and the timbrels play,
The spindle is now a-turning;
The moon it is red,and the stars are fled,
And all the sky is a-burning."
-Witches Song, Ben Jonson
Trolde society is under the protection of a sisterhood of powerful witches (female trolde druids) who maintain a vast network amongst the tribes. This network is of Druids and specialized Adepts, who advise their chieftains and earls in nearly all matters. Druids in this network must be female, though Adepts may be male (and defer to female members in all matters). The hags are intent of the protection of the ancient traditions of the Glasir Trolde, and use all manner of resources to do so.
These witches specialize in divination and weather oriented magic, creating stone circles and earthen mounds to better track the heavens. Terrible rituals are enacted by the hags, often involving bloody sacrifice and communion with powerful spirits. A great many Cromlech (see Arcane Magic) dot the Glassir plains, and are well marked and watched by the hags.
Only the most foolish of Trolde disregards the advice of the Hagmoot. However many male trolde at least somewhat resent the meddling of the Hags in their affairs, and take what liberties that they can. Many trolde from the tribes fear females of strong personality, even amongst other races, as they are raised to fear "womens magic" and to respect a womans authority.

Life in The Tribes
'For a couple o' pins,' says Troll, and grins,
'I'll eat thee too, and gnaw thy shins.
A bit o' fresh meat will go down sweet!
I'll try my teeth on thee now.
Hee now! See now!
I'm tired o' gnawing old bones and skins;
I've a mind to dine on thee now.'
-The Stone Troll, J.R.R. Tolkien
The Glasir Trolde are semi nomadic, traveling with their herds of horses, only staying in one place for long during the winter months. It is a chieftains duty to lead such migratory bands across the plains, establishing traditional pastureland for his peoples herds. Permanent settlements are maintained by Earls, which are largely stone or wood fortresses with storehouses for grain and other valuables.
Trolde nomads bed down under elaborate tents which are erected at great speed, and are of high quality. Trolde either go along on Horseback or in Wagons, though wagon riding is seen as a feminine practice. Trolde braves with the Run feat (particularly Barbarians) have been known to run rather than ride, showing off their great stamina.
Warrior Society: With the threat of Risaland to the East, the Frost Giants to the North, and a great many predators and other foes around, the Trolde need to be tough, and ready for battle.
All trolde non-spellcaster males are taught at least the rudiments of combat and will always have ranks in a battle ready class. This is most often the Warrior NPC class, with the elite having ranks in a PC class, favoring Barbarian and Fighter.
Social Rank: No Glasir Trolde has a social rank lower than a Freeman, as having been slaves in Risaland, they disdain forcing such a rank upon their own kind. This does not keep them from enslaving Humans however. Amongst the Trolde, their is only one King, called Godmund (see above) regardless of his real name.
Food: Trolde of all lands have enormous appetites, particularly for strong drink. The Glasir Trolde brew several potent alcoholic beverages, including a strong "wine" made from horses milk. Horse and goat flesh is eaten regularly as is the flesh of wild game (and fallen slaves and enemies). Ground grains are rarely consumed by nomad bands, as keeping this fare on the move is very difficult.
Trolde Horse Breeding: Trolde of the Glasir Plains are renowned for their skill in the breeding of horses. Trolde horses are always of the "Heavy" variety. Though most of these horses are kept as food animals, select breeds of war horse are bred for use for cavalry (Heavy War Horse). All trolde bred horses are desired by the other nations, with only geldings being available for sale to outsiders.
Religion: Trolde believe that they are born from the "flesh" of the land (from the flesh of Ymir), and so they see the very land as an object of worship and their parent. Trolde observe a great many rituals, mostly surrounding thanking and appeasing the land and weather for its gifts, and being watchful for its displeasure. Though female trolde handle the majority of Trolde religion, males can be found in the role of Jotun or even Vanir Cleric or Adepts in their veneration.

Trollborn (New Race)
Trollborn are the result of the mating of Trolde and Humans, often from human slaves, though love pairings do exist. Troll women are as likely to pursue such pairings as males, and far more likely to survive the birthing. Trollborn generally resemble big, ugly humans, though some are obviously of Trolde stock. Trolde with the scent feat always recognize a Trollborn for what it is. Though many trollborn have pot bellies and seem obese, all have strong arms and broad shoulders (even the women), and are much prized as warriors.
Within Trolde society, Trollborn are seen as sickly and small, but not without their uses. None may advance beyond the status of a Freeman, but are never considered Thralls. hey are used as scouts, hunters and assorted specialist regularly. In Human society, Trollborn are despised as monsters and suspected of all manner of evil. Still, this evil reputation can be desireable in some circles, and thus they can be found leading bands of outlaws and similar scum.
Traits:
  • +2 Strength, -2 Dexterity, -2 Charisma
  • Size: Medium.
  • Base Speed: 30 feet.
  • Darkvision: Trollborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trollborn can function just fine with no light at all.
  • Giant Blood: For all special abilities and effects, a trollborn is considered a giant.
  • Automatic Languages: Common and Trolsprog.
  • Bonus Languages: Dwarven, Giant, Hyborean, Terran and Abyssal.
  • Favored Class: Barbarian (Male) or Druid (Female).

I saw Eternity the other night,
Like a great ring of pure and endless light
-- Henry Vaughan