Friday, July 18, 2014

Power Defined after 3

(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.

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.


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)

Saturday, May 31, 2014

A call home

This is a missive sent to the mother of Aeriseth Ellorellen, Dragon Crown of the Silver Gate, Third Seat of Blue Star, Eye of the Empress.
This missive is sent through a series of sending spells, assuming that Aeriseth gets at least a single call home per month.

"Dearest Mother
           All is well so far, though i hate to admit i have seen very little of Alborine. I do realize that would you have told me of the extensive work involved in my duties here i may have declined, were i given the choice. As i have now had time to explore the city and its people I believe that the city may hold some marvels within it, and i look forward to giving it my proper attention. The accommodations you and father supplied were beyond my expectation, and it brightens my days to know that you both think of me with such love and devotion. I have only one complaint, though i believe what i am about to bring up was a mere oversight. As i am expected to bring our glorious name to Alborine, I fully intended to share my arm with none other than pure blooded high elves, to show the nobility of Alborine that I would only be invested within another noble house if it included or was ruled by High Elven nobility. I was seeking to ask permission to purchase suitable women as needed from the various houses available within alborine for such occasions, as I know you would dare not send your son to a formal dance by himself. I have also concluded that perhaps you wish for me to mix the blood of our esteemed family, though i had always thought father was directly opposed to such a thing. Still, I have seen many a woman of varied races to strike my fancy. I do know that should i have a dalliance or two that would produce a mixed blood heir that you and father would fully support it, despite the fact it may sully our glorious and spectacular name. This last reason is my purpose for serving the both of you so well, to know that you would be behind such a grave humiliation to our family. Should you desire to make such women available i would not stand against you, as every night the cold winds of the alborinian shores bids me seek warmth in some form of companion. Should you choose not to do so, know that i will use the same wise and forward decisions i have always made in the past in order to secure my own company. I wait for your response, and know that i think of the both of you every day."

Thursday, May 29, 2014

Aokdawn Calendar


This is the basic Calendar for Aokdawn. This shows our month, and which month it corresponds within in Aokdawn.

January              Yun
Febuary             Fayn
March               Weyleywin
April                  Tor'kir
May                  Tylla
June                   Varuna
July                    Ember
August               K'vatch
September         Crescea
October             Avania
November         Ganiveil
December          Sheshensis

And thats the calendar

Thursday, January 30, 2014

Volasia


Volasia as a territory is massive, though Candomia and Uldrak hold more actual land than Volasia does. Volasia as a city is easily the largest city in the empire. The city rests at the edge of the Ocean, and although it originally had a Wheel Shape, it has slowly begun to take on a shape resembling a rectangle, stretching its borders across the many ports of the city. Always at the heart of the city is the Imperial Palace where the empress herself resides. Normal residents, lower nobles, adventurers, commoners and outsiders are not permitted within the halls of the palace on punishment of death. Nobles and High nobles as well as ranking officials of the other territories are allowed in so long as proper protocol is followed. Aside from the palace there is also a series of massive palaces, manses, grand estates and towers which can be found around the Imperial Palace. Many of the high nobles can be found residing in these grand structures, but also the Ruler of Volasia can also be found here, and is always a woman appointed by the Empress herself. This ruler takes care of territory issues as any of the other rulers of the main territories would, leaving the Empress to deal with matters that effect the empire as a whole. The ruler of Volasia is known as the Crown, and the Crown of Volasia rules until death, though sometimes the Empress has chosen a new Crown upon gaining her station, retiring the old crown. The complicated politics of Volasia become even more complicated with the application of two types of nobility. There is the Grand Nobility which are nobles appointed by the Empress herself, and the Territory Nobles which are given status by the Crown as any ruling body would do. Grand Nobility and Territory nobility actually have the same power, though they often clash due to the Grand Nobles believing themselves to be the highest of nobles. Grand Nobles are careful however to watch there status, and tend to the Empresses needs constantly. There are only a dozen or so lasting Grand Noble Houses, and they are extremely powerful throughout the empire. Other houses usually last within an Empresses lifetime before fading away into obscurity. Aside from its political complexity Volasia boasts an amazing Prayer District, which houses churches and establishments of the various gods. Any religion can be worshiped within volasia, and it is whispered that if you ask around enough you can find temples dedicated to some of the darker gods, those that are usually banned within a city. The Common District, Lower Districts and Shanties can be located around the Prayer District and running the length of the city, following the ports all the way up the coast. The adventurers district exists around the three main gates, and connect with the military, common and prayer districts. The trade district has always been a circular district which encases the Noble District in the center, and also connects with the more used docks. The streets of Volasia are confusing, though the city is beautiful, with man made streams and ponds running through the city. Boats can be used or rented as taxis along some of the waterways to get from one side of the city to the other, and bridges can be found all over the city. The streets themselves are heavily guarded, though with a territory as big as Volasia crime is still a part of life.

// Ok, thats a basic rundown for now. Ill have a bit more later on. //

Wednesday, October 9, 2013

Raven Spire

-Gaming related post about my current chronicle -

Ravenspire is one of two territories which guards the eastern border from various invaders. Ravenspire is located north, and to the far south is Uldrak. Ravenspire sits at a very dangerous place, the main city sits at the front of many smaller cities to the west of it, like a shield. Ravenspire houses a massive army, and they employ many tactics unheard of or banned in other territories. The main city of ravenspire is a massive circle, it has walls on the outer most reach of the circle to protect the inner city. Outside of the walls to the west is what is called the commoners district, though it is undefended by the safety of the inner city it has never been attacked, due to the strategic location of the city itself, and the surrounding craggy landscape to the sides of the commoners district. Behind, or west of the commoners district is massive farmlands, and patrols constantly keep watch and vigil over the area to ensure the land isnt invaded. Inside the city the inner wheel is divided into four areas. The Eastern most area is the Military sector. This houses most of the military bases and the eastern wall has massive watch towers that spiral up over the walls. The east gate is almost always kept shut, though it does open in the morning from the 10th morning bell to the 2nd bell. Traveling north around the inner wheel one would stumble walk into the Religious sector, and this area houses massive temples, places for worship, and buildings for higher learning. Universities and libraries are just as common in the religious sector as are the temples, and thanks to Yun and Cynofir many of the temples double as libraries and universities. Traveling West and south one would find the Warehouse and Common sector. The common sector of the inner walls is a bit different and is actually reserved for slightly higher caste than true commoners. The area is massive, though the common sector disapears as you get further south, becoming mostly warehouses and storage houses. As one travels south past the ware houses and begins to come full circle he would move east and meet the trading sector. This massive sector houses stores, shops, craftsman of all sorts and specialists ranging from alchemists to mercenary stations. As you travel further east and then north back towards the military sector you would hit the Adventurers Sector, a nice sized area with inns, bars, taverns, and specialty stores designed to give adventurers more expensive quality goods at there disposal. Since most adventurers head east, most of the taverns inns and bars are fairly close towards the east gate, and the military and adventurer district blur together close to the gate. Aside from the massive outer circle there is an inner circle seperated by smaller walls. The inner circle can be accessed by 4 gates on the 4 main sectors of the city, and most of the time the gates are open, and well guarded. The inner circle houses the nobility. At the center of the inner circle is the Main Palace, a fortress like construction where the Duke lives. The current duke is a quiet, serious man and noted warlord. He is an excellent strategist and a man of war, though the politicians working under him have ran the city quite well and fairly. People of Raven Spire tend to be around 6' tall on average, and all true bloods of raven spire have black hair. The people of raven spire tend to have broad shoulders and high constitution, as ages of constant battle and war have made them premier warriors. Unlike most other places, the women of ravenspire stand just as tall as the men, and women are expected to fight in wars just as men are. Equality exists fairly easily in raven spire, though this is out of necessity more than any defined ettiquette. Resources cannot be squandered, and if a woman can kill a goblin or barbarian, than it is a waste of resources not to use them. Penalties for most serious law offenders in raven spire are death or forced military service, which usually results in death. Murderers and the like are usually put to the battlefield as shock troops or fodder. Some crimes are punishable by death, such as impersonating a messenger, horse theft, and evading military service. All those born or raised in ravenspire are expected to serve in the military for two years when they are considered adults, thus all those living in ravenspire know a thing or two about war, and the horrors of it. People of ravenspire tend to be grim individuals who only speak when it is required. There etiquette often seems forced, though the people do tend to enjoy victory celebrations when they can afford the resources. Noblitiy in raven spire tends to come from powerful tradesmen who offer coin to the city and the war efforts, and to the military leaders and heros who have proven themselves on the battlefields. Politicians who run ravenspire under the duke tend to be tacticians and older military leaders and advisors, with a smattering of tradesman to help with specific aspects of ravenspire.

Adventurers - Places of Interest -
Within the adventurers sector one can find many places to enjoy themselves.

Hallowed Cellar - The cellar as many call it is a comfortable large bar in the basement of a larger building. The Cellar ranges in price, though it caters to most adventurers, and so the price is a bit high. The cellar was once considered a tavern, but these days is considered a high end bar, though they do serve some food during the later bells.

Happy Widow - The happy widow is a larger tavern, it serves food and drink and is a relatively new structure. The prices are high, but the service excellent. The widows owner is an older woman, a renowned war veteran and hero of ravenspire, though she seldom tends the place herself.

Dead Rooster - This dive is for the shadier types of adventures, many wish they'd just place a sign outside that says "evil welcome". Aside from its bad reputation and the common murders happening in and around the place, it is an excellent place to find information of the hard to find and illegal variety.

Crystal Ball - This is an elite tavern and dining spot for the rich adventurers. There is a strict dress code and its a good place for well mannered adventurers to unwind amid-st finer things, but still be among others of there kind. Though expensive, the crystal ball is extremely popular to those that can afford it.

Golden Down - The golden down is a high end arcanists shop. Wands, staves, books, archaic lore, scrolls, magical components, and various magical items can be found within the Golden Down, though they do not sell potions or the like. The golden down always has a high elf maintaining the shop. The prices are high, but the goods are of a quality that makes the price worth it.

Black Vials - Black Vials is an apothecary and potion shop, though they are separated enough to prevent accidents. Black Vials has labeled potions and poisons, and the owner or clerk have detailed information as to who makes and sells the potions and such to them. Black Vials has fair prices, though like most places healing potions and the like tend to be expensive.

Quarter Stalls - This is the nickname given to the private vendors and the like that sell there trades along the adventurer quarters. The stalls usually sell found gear and goods that were acquired from adventurers, though they do as much buying as they do selling. The Quarter Stalls are a nice place to hunt for bargains and surprises, though it can take a fair amount of time, sometimes days, just to find what your looking for.



Temples of Note -

The Crystal Library - A library in the divine sector which is funded by Cynofir. The Crystal Library also has attached buildings which act as a private school. Admission to the school is steep.

The Revealed - The revealed is a new building created and funded by the fallenshield family. It is a temple to Kaylah, and also serves as a library and offers public schooling.

Star Room - The Star Room is a large building which acts as a temple of Ember, though priests of avania are also welcome and common. The Star Room is a massive building where just about any map can be found and purchased, they also pay for copies of maps, specifically of unexplored places, or lost places. Star Room sells guides and also has a teleportation circle within the temple, though it is extremely expensive.

Research Foundry - This large university like building acts as a library, university and government funded research facility. The Research Foundry actually consists of several buildings. For a bit of money the Foundry can rent out labs and research rooms, and they are willing to fund research that looks fruitful, so long as they are offered any results the research turns up.

Other Notes -
 House Void Crest - This is a rival house to the fallenshields, and are politically powerful. Many believe that the house gets there power and knowledge from an ancient pact they are said to have made with Ganniveil, though some whisper the pact was actually made with Fayn, and with there tyrannical style of leading and governing, there may be some truth to it.