(Game Related Post)
At the end of the Third age the God of mortality was created, and this formed a line in power between god and mortal. From this point on, Mortal could not become god, and god could not become mortal. It should be noted, that although this rule was created as a universal truth, there are some interesting exceptions.
The Empress - As a mortal can no longer contain the power of a god directly, the powers of the empress of the continent were stripped, although only temporarily. The god Sorlah created a new mantle, the mantle of the Empress and bestowed it upon the Empress. The Mantle can only be worn by one selected by the God Sorlah, and so the balance of Empress over the land still exists. It should be noted however, that although the mantle is quite powerful, it is nowhere near the power that the empress once had. (All rituals involving the empress are still in effect. The mantle shifts every fifty years, the mantle bestows youth to the empress through her reign etc)
The First Empress - It appears that the first empress and current ruler of lichus was not effected by the change in the universal law, leading some to believe she may be considered a god like entity. Although still considerably powerful, the First Empress has still yet to use that power on her opposition.
FallenShields - The Fallenshields were promised more power for aiding in the ascension of Indeera, though upon there ascension they realized the power over there blessing was cut, as divine power could not be directly invested into a mortal. To correct this mistake, Indeera created a mantle of the Fallenshields bestowed upon each blood related or adopted member into the direct noble family of the fallenshields, which would allow them the ability to contain a portion of a gods essence and evolve from that. Not only did she create the means for them to retain there old power, she also bestowed a blessing upon each fallenshield born, that blessing being the creation of a second god seed. In this way, Indeera fulfilled her promise by doubling the potential power of an individual fallenshield. (Note, because of this, many fallenshields also look even more monstrous than before due to the combination of two powers within there form)
Age of Creation versus the new laws - Like all universal laws, those things from the age of creation seem immune to any new universal laws. Monsters from the Age of Creation still house the blessings of the gods, as do some strange artifacts and places.
Deific Boons - Deific power has not been banned from mortal existence. Priests can still cast spells, and gods can still bestow there blessing upon an individual, however that blessing cannot be contained power, but must be manifested as an effect or ability bestowed upon the person. No longer can a mortal hold or contain the direct deific energy of a god. That honor is allowed only to the gods themselves.
Demigods - In essence, there are none. All demigods of less than deific power were promoted and changed into powerful angels. Lesser gods were promoted into full fledged god hood.
Undeath - Always opposed an interesting topic, Undeath is a unique case, as it is now tied to the essence of a god. What is known, is that undead need there god seed to fuel there own existence, and thus could not gain deific power or mantles.
Research - Regardless of the Universal Truths that exist, there are always exceptions and ways around them, and thinks to pioneers in magical research, and the creation of a new god dedicated just to that, there will undoubtedly be many avenues to once again pursue the ability to capture and control the power of a god directly.
Friday, July 18, 2014
The Evolution of Power
(This is a game related post in regards to Mantles, a unique source of personal power within my gaming world.)
Over the ages Mantles have evolved in form and power. As the ages progress, so to do the energy that embodies the mantles. Some sages believe that the mantles are simply growing in accordance with the ages, though new studies into the mantles show that the Mantles themselves have actually changed over the course of the ages. Below are examples and descriptions of the Mantles during the 5 ages.
Age of Creation : The Age of creation was when all form and function in the known multiverse was created by the convergence of the many gods and the new creations of Avania and Crescea. Becaue of the unique nature of creation within Aokdawn every new known thing, concept, emotion, object, race etc released a physical representation known as a mantle. A mantle had no actual control over the object, it simply represented the object as a universal concept. During the age of creation the mantles had no power, as all new concepts creations and objects were still undergoing change, and to morphic to be identified.
1st Age : Mantles were not formally discovered within the first age, though sages believe they were in use, though many believe that those with mantles were simply blessed by the gods. From what information is known about individuals with mantles is that the powers were limited to a single function. A mantle of grass would be able to speak with grass and create it. A mantle of water could likewise control or create water. The mantle itself gave no special power or form to its bearer however, and its for this reason that many believed the mantles were simply manifestations of one of the many gods. It should be noted that because mantles needed the intervention of divine power to connect them to a subject, that most people, including the ones who wore these mantles, strongly believed in there connection to the gods.
2nd Age : As the Ages evolved, so too did the mantles. Priests of Sheshensis formally discovered the mantles, as did yunish priests, though the priests of Sheshensis killed and destroyed most yunish temples and people that learned this secret. Mantles during this age had more form and function than in the first age, and those who obtained mantles and bound them could do more impressive things with there power, though again, this power was somewhat limited to form and function. A fighter with Grass would be able to speak with grass and create it, and perhaps create a blade of grass as a kind of weapon. The evolving power allowed for a more creative, personal take on the mantle, though it still had to be directly represented by the mantle itself.
3rd Age : During the third age the secret of the mantles was finally brought to the worlds attention, and with good reason. Once again as the ages evolved, so to did the mantles. Now identified for what they were, the mantles could be used by just about anyone, though some connection to a gods divinity was still required. During the third age the mantles bound themselves directly into the form and consciousness of the bearer. The power of the mantle shaped itself around the functionality of a character. A wizard with the mantle of grass could manipulate his own magics with the power of the mantle, making powers and effects unheard of by others. A fighter with the same mantle could transport long distances through blades of grass, create powerful weapons and attacks using grass like effects, a rogue with a mantle of grass could blend in perfectly when within a field of grass or greenery. In addition the mantle effected there physical structure, allowing mantles like grass to take on physical aspects, like the ability to gather nutrition from sunlight, or replacing internal organs to allow for more durability. This evolved power was highly sought after in the third age, resulting in the denizens of the world seeking them out, killing others to gain them, and uncovering old ruins in search of them. As the mantles usually manifested near a killed owner a few days after his death, the god Avania declared that the mantles would manifest randomly in the world after a death, limiting a needless loss of life over the sought after power.
4th Age : The fourth age brought a new understanding of the mantles, however, the mantles themselves evolved with the age. As the distinction between god and mortal has been defined, the form and function of mantles has been modified and made even more powerful than ever. As Mantles are a direct connection to the gods, a mantle of power is the only known way to become close to the gods. The mantles still react to the wishes and abilities of the bearer, however the powers are far more reaching, and allow for more manipulation over the core concept of the mantle. Because of the line drawn between mortal and god at the end of the 4th age, a mantle of power needs no special ritual from a priest, as the mantle is the only divine power capable of directly affecting a mortal, aside from artifacts and specific blessings. That being said, the Mantles pose other problems as many of there powers can only be accessed with the acceptance of physical and permanent changes. For example, a god of grass would have extensive powers over grass, and be able to manipulate the laws of reality by utilizing the power of a mantle, however, some personal powers such as increased durability, drawing nutrition from the sun, and other effects could only be gained by manipulating ones own form. This allows for an avenue of even greater power, at the cost of ones own humanity, or whatever race is prominent. The 4th age promises to be an age of demigod like mortals, though all such mortals have been important in the past ages, and with the dissection of divine power from the mortal coil, such power may be greatly needed.
Thinking outside the Box - It should be noted, that during the age of creation there was many planes of existence that were tied directly to Aokdawn. These planes of existence are accessed only through special high level magics. Although it was not pursued in the 3rd age, many believe that mantles will be sought out in these other planes, as each individual plane went through its own age of creation. Many sages also believe that planar versions of some of these mantles may be more or less powerful than other planar versions. For example, when heat was first generated in the plane of fire it created a mantle. A mantle of heat from the plane of fire, may be far more powerful than a mantle of heat generated from the prime material plane, though its functionality within the plane of fire is quite limited. On that note, when heat was first generated in the plane of water, or cold, it also created a mantle on that plane (as the concepts were slightly different on every plane, hence immunities and resistances of the various races). Although a mantle of heat may work quite differently and be of less actual power from those planes, its far more important in those planes. So that being said, mantles power can change from plane to plane, and planar mantles may be quite different than the ones created on the prime material plane during the age of creation.
Over the ages Mantles have evolved in form and power. As the ages progress, so to do the energy that embodies the mantles. Some sages believe that the mantles are simply growing in accordance with the ages, though new studies into the mantles show that the Mantles themselves have actually changed over the course of the ages. Below are examples and descriptions of the Mantles during the 5 ages.
Age of Creation : The Age of creation was when all form and function in the known multiverse was created by the convergence of the many gods and the new creations of Avania and Crescea. Becaue of the unique nature of creation within Aokdawn every new known thing, concept, emotion, object, race etc released a physical representation known as a mantle. A mantle had no actual control over the object, it simply represented the object as a universal concept. During the age of creation the mantles had no power, as all new concepts creations and objects were still undergoing change, and to morphic to be identified.
1st Age : Mantles were not formally discovered within the first age, though sages believe they were in use, though many believe that those with mantles were simply blessed by the gods. From what information is known about individuals with mantles is that the powers were limited to a single function. A mantle of grass would be able to speak with grass and create it. A mantle of water could likewise control or create water. The mantle itself gave no special power or form to its bearer however, and its for this reason that many believed the mantles were simply manifestations of one of the many gods. It should be noted that because mantles needed the intervention of divine power to connect them to a subject, that most people, including the ones who wore these mantles, strongly believed in there connection to the gods.
2nd Age : As the Ages evolved, so too did the mantles. Priests of Sheshensis formally discovered the mantles, as did yunish priests, though the priests of Sheshensis killed and destroyed most yunish temples and people that learned this secret. Mantles during this age had more form and function than in the first age, and those who obtained mantles and bound them could do more impressive things with there power, though again, this power was somewhat limited to form and function. A fighter with Grass would be able to speak with grass and create it, and perhaps create a blade of grass as a kind of weapon. The evolving power allowed for a more creative, personal take on the mantle, though it still had to be directly represented by the mantle itself.
3rd Age : During the third age the secret of the mantles was finally brought to the worlds attention, and with good reason. Once again as the ages evolved, so to did the mantles. Now identified for what they were, the mantles could be used by just about anyone, though some connection to a gods divinity was still required. During the third age the mantles bound themselves directly into the form and consciousness of the bearer. The power of the mantle shaped itself around the functionality of a character. A wizard with the mantle of grass could manipulate his own magics with the power of the mantle, making powers and effects unheard of by others. A fighter with the same mantle could transport long distances through blades of grass, create powerful weapons and attacks using grass like effects, a rogue with a mantle of grass could blend in perfectly when within a field of grass or greenery. In addition the mantle effected there physical structure, allowing mantles like grass to take on physical aspects, like the ability to gather nutrition from sunlight, or replacing internal organs to allow for more durability. This evolved power was highly sought after in the third age, resulting in the denizens of the world seeking them out, killing others to gain them, and uncovering old ruins in search of them. As the mantles usually manifested near a killed owner a few days after his death, the god Avania declared that the mantles would manifest randomly in the world after a death, limiting a needless loss of life over the sought after power.
4th Age : The fourth age brought a new understanding of the mantles, however, the mantles themselves evolved with the age. As the distinction between god and mortal has been defined, the form and function of mantles has been modified and made even more powerful than ever. As Mantles are a direct connection to the gods, a mantle of power is the only known way to become close to the gods. The mantles still react to the wishes and abilities of the bearer, however the powers are far more reaching, and allow for more manipulation over the core concept of the mantle. Because of the line drawn between mortal and god at the end of the 4th age, a mantle of power needs no special ritual from a priest, as the mantle is the only divine power capable of directly affecting a mortal, aside from artifacts and specific blessings. That being said, the Mantles pose other problems as many of there powers can only be accessed with the acceptance of physical and permanent changes. For example, a god of grass would have extensive powers over grass, and be able to manipulate the laws of reality by utilizing the power of a mantle, however, some personal powers such as increased durability, drawing nutrition from the sun, and other effects could only be gained by manipulating ones own form. This allows for an avenue of even greater power, at the cost of ones own humanity, or whatever race is prominent. The 4th age promises to be an age of demigod like mortals, though all such mortals have been important in the past ages, and with the dissection of divine power from the mortal coil, such power may be greatly needed.
Thinking outside the Box - It should be noted, that during the age of creation there was many planes of existence that were tied directly to Aokdawn. These planes of existence are accessed only through special high level magics. Although it was not pursued in the 3rd age, many believe that mantles will be sought out in these other planes, as each individual plane went through its own age of creation. Many sages also believe that planar versions of some of these mantles may be more or less powerful than other planar versions. For example, when heat was first generated in the plane of fire it created a mantle. A mantle of heat from the plane of fire, may be far more powerful than a mantle of heat generated from the prime material plane, though its functionality within the plane of fire is quite limited. On that note, when heat was first generated in the plane of water, or cold, it also created a mantle on that plane (as the concepts were slightly different on every plane, hence immunities and resistances of the various races). Although a mantle of heat may work quite differently and be of less actual power from those planes, its far more important in those planes. So that being said, mantles power can change from plane to plane, and planar mantles may be quite different than the ones created on the prime material plane during the age of creation.
Tuesday, July 8, 2014
Candomia - Borderlands!
Candomia is the capitol of the candomian territory, but is by no means the only city within that territory. This will give a brief description of some of the major cities and towns within the Candomian territory.
Peregrine - Peregrine is a large city far to the north east of the territory. It acts as a major city between Candomia and Ravenspire, but exists pretty far from the actual ravenspire border. Peregrine was formed in the 2nd age after the fall of a minor forming city under the same name. The new city was built a few miles from the old sight, and has since prospered. Peregrines alignment is decidedly lawful, though they are a bit more lax with there laws. Nobility seems to work well with the commoners, though there is more of a noticeable difference between the two classes. This sometimes causes friction between the ruled and the rulers. A grand lord rules the land much as a king would, though he must still answer to the actual king of Candomia. Peregrine has an army of near equal size to Candomia, though the actual size of the city is about a quarter of Candomias population.
Caladrim - Caladrim is a city far to the south east of Candomia, and rests right on the border of the Stardown forest. Caladrim has a more gothic feel to it than traditional candomian architecture, but its not as dark as Ravenspire. Caladrims population is about half of candomias, and its considered a major city. Caladrim is ruled by a High Elf lord and a representative council of candomians. The Lord still answers to the Candomian king. Caladrim is an important city, as it is a border town to the High Elves, and it is considered one of the wealthiest trade cities. Caladrim has a standing army about half the size of Candomia, and boasts almost as many adventurers there as candomia itself does.
Arenstahl - Arenstahl is a Candomian city located far to the South and west, and is located amidst a great plain. Arenstahl is a fairly large city, though its population is only about a sixth the size of candomia. Arenstahl is a trade city, focusing on massive amounts of farmlands around its territory. Arenstahl produces about 60% of the farm goods produced in the Candomian territories. Arenstahl has typical architecture, though there is a bit of a dwarven take to the architecture as of late. Aside from Alborine, Arenstahl houses the largest population of hilldwarves, which exist in nearby towns and villages within what hills are available. Arenstahl is run by a group of six lords who take majority votes on any territorial decisions, though they must still abide by the greater laws set down by the King of Candomia. Arenstahl has some of the fastest horses on the continent, and a special breed of riding and light war horses are available only within Arenstahl. Arenstahl has a small army, only about a tenth the size of Candomias, it utilizes a standing militia to police the vast farmlands.
Villages -
Villages and towns are dotted all across the territories, and most of them incorporate farmland, rivers, or lakes, though there are a decent amount of mining towns and villages as well. Almost all Candomian territories are named after birds, or incorporate aerial creatures. Candomian villages and towns rarely have standing armies, and usually utilize small militia to protect there borders.
Mystical places to think about -
Dead Maiden Lake -
Dragon Plains -
The Murder Woods -
Forest of Legends -
Dooms Chasm -
(ill have more posts soon)
Peregrine - Peregrine is a large city far to the north east of the territory. It acts as a major city between Candomia and Ravenspire, but exists pretty far from the actual ravenspire border. Peregrine was formed in the 2nd age after the fall of a minor forming city under the same name. The new city was built a few miles from the old sight, and has since prospered. Peregrines alignment is decidedly lawful, though they are a bit more lax with there laws. Nobility seems to work well with the commoners, though there is more of a noticeable difference between the two classes. This sometimes causes friction between the ruled and the rulers. A grand lord rules the land much as a king would, though he must still answer to the actual king of Candomia. Peregrine has an army of near equal size to Candomia, though the actual size of the city is about a quarter of Candomias population.
Caladrim - Caladrim is a city far to the south east of Candomia, and rests right on the border of the Stardown forest. Caladrim has a more gothic feel to it than traditional candomian architecture, but its not as dark as Ravenspire. Caladrims population is about half of candomias, and its considered a major city. Caladrim is ruled by a High Elf lord and a representative council of candomians. The Lord still answers to the Candomian king. Caladrim is an important city, as it is a border town to the High Elves, and it is considered one of the wealthiest trade cities. Caladrim has a standing army about half the size of Candomia, and boasts almost as many adventurers there as candomia itself does.
Arenstahl - Arenstahl is a Candomian city located far to the South and west, and is located amidst a great plain. Arenstahl is a fairly large city, though its population is only about a sixth the size of candomia. Arenstahl is a trade city, focusing on massive amounts of farmlands around its territory. Arenstahl produces about 60% of the farm goods produced in the Candomian territories. Arenstahl has typical architecture, though there is a bit of a dwarven take to the architecture as of late. Aside from Alborine, Arenstahl houses the largest population of hilldwarves, which exist in nearby towns and villages within what hills are available. Arenstahl is run by a group of six lords who take majority votes on any territorial decisions, though they must still abide by the greater laws set down by the King of Candomia. Arenstahl has some of the fastest horses on the continent, and a special breed of riding and light war horses are available only within Arenstahl. Arenstahl has a small army, only about a tenth the size of Candomias, it utilizes a standing militia to police the vast farmlands.
Villages -
Villages and towns are dotted all across the territories, and most of them incorporate farmland, rivers, or lakes, though there are a decent amount of mining towns and villages as well. Almost all Candomian territories are named after birds, or incorporate aerial creatures. Candomian villages and towns rarely have standing armies, and usually utilize small militia to protect there borders.
Mystical places to think about -
Dead Maiden Lake -
Dragon Plains -
The Murder Woods -
Forest of Legends -
Dooms Chasm -
(ill have more posts soon)
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