WORLD HISTORY INFO

Apr 29, 2016 7:05 pm
The World of Thoril
The world of Thoril is similar to our own in terms of climate and weather, although it does tend to be warmer temperature wise. The Grand Alenthi Imperium is the world’s largest and most prosperous nation, it controls most of the world through city states and governorships. At its head is the Grand Emperor, 213th to hold the title and scion of a large extended family of royals. The Empire has achieved a lasting and stable peace with its neighboring nations and city states through trade agreements and diplomatic savvy. Still the rumors are widespread that the Imperium is in its twilight and with its inevitable fall the civilization will crumble as well. Sages speak of prophecies and cycles of creation and destruction that cannot be prevented only delayed. And indeed border skirmishes and raids on outlying villages seem to have increased in frequency both in the Imperium and within the Republic or Tarnic and the Elder Alliance controlled areas.
The rich and those with inherited titles hold a tight grip on their control, seeking to monopolize all avenues of power, be they industrial or magical in nature. But even the lowest born can ascend to the highest pinnacle of society if they are fortunate enough to succeed as an adventurer. Many brave or foolhardy young people seek out adventure only to find that they are not destined for anything more than an ignoble death. The stories and legends of those that succeed are told in taverns and churches across the realms. The common person works most of their live without leaving the area where they were born, few ever interact with magic in any way but all know of its very real existence. The technological level of industry and commerce varies widely, some cities have almost steam and coal powered mechanical productions, other areas are barely more than basic farming and cottage industry.

The gods of Thoril are real but inscrutable, their motives and plans for the material plane where mortals call home are the subject of much scholarly debate and the frequent cause of wars. The origins of various species and races can be linked to gods or primordial elementals; however the details have been lost to time. Even races who count millenniums as a live time such as the elves, dwarves and gnomes have long since forgotten why the gods created them, although they have never forgotten which gods and what geographical area they originated from. Humans make up aprox 50% of the worlds sentient population, by far the largest population, however they aren’t found much outside of large cities and well established nations.

Most of the world is unexplored; wonders and races still unknown lurk in every corner of the globe. Lost cities and powerful artifacts await those willing to venture far and wide, however there is also power to gain from the intrigue and politics or large cities at the core of civilization. The edges of the map are full of secrets and wonders from this world and beyond. Power, fame and intrigue await those who Seek the Legend.



a. Setting: the world is called Toril, (very similar to Faerun)
i. Climate is earth normal with on average, globally warmer temperatures. Gravity and planetary axis tilt are standardish.

ii. Calendar 360 days, in 12 months of 30 days each, 6 day in each weeks, 5 weeks each month. 24 hour each day.

iii. Night sky has one moon ‘Luna’; however it cycles through four colors that correspond to the season; Ivory in winter, Jade in spring, Sapphire in summer, and Amber in fall. Otherwise full moon waxes and wanes as normal.

iv. Magic is not trusted by most commoners but more widely accepted in cities., its not rare but difficult to understand and use. Many people are superstitious and uneducated when it comes to history religion or the arcane arts. The common sources of magic are all present, wizards get it from studying, sorcerers get it from lineage, warlock get it from a patron, clerics from a god, druids from nature and bards from psionic, etc.

v. Civilization is roughly divided among the ‘Elder’ races which are only Dwarves, Elves, and Gnomes; the ‘Created’ races consist of all other sentient beings such as Humans, Halflings, Dragonborn, Drow, and Golbins etc.

1. Animosity between these race types does exist mostly as a point of pride among their ruling elite. Many historians disagree on the origins of various races, however most commoners just don’t care. Also there hasn’t been a newly discovered sentient races in over a thousand years. Whatever or whomever was creating new races has apparently stopped doing so.

2. Although humans are seen as overly violent and war like, other peaceful races have benefited from humankinds near extermination of serious threats like tyrannical dragons, evil giants, or warmongering trolls and ogres. However humans have spread further and faster then any other races, which means many see them as barbarian invaders.

b. FACTIONS:
i. Grand Alenthi Imperium; Human controlled and largest in population and size, headed by Emperor (allegedly anointed by gods). No official wars in last 75 years.
ii. Republic of Tarnic; smaller independent cities which formed a republic with a ruling body of elected lords (mostly human govt and popl); covers all of smaller continent. Currently at peace with Imperium, a more delicate peace with the Alliance and various free cities.
iii. Elder Alliance; lead by Triumvirate of Kings, one each of Elven, Dwarven and Gnomish races, controls several large cities, most of second largest continent. Some cities have more humans then non humans.
iv. Free Cities; all free and contested. Most diverse in race and govt.
1. One Dragonborn and democratically controlled, one publicly run by old god cult, one run by merchant guild, one ruled by a Loxodon monarch, etc.

c. WONDERS
i. Colossal Sea Turtle Dragon ‘Solardehp’- slow moving 3 mile wide island on its back, it never submerges. Swims same predictable pattern around global ocean.
ii. Colossal Tortan ‘Cragnoik’- Slow moving land tortoise size of a small mountain, monastery on its back. Makes a circle of the largest continent, always opposite the aquatic version.
iii. Pillar of Silence- in middle of a large dessert is a 1000 foot tall black obsidian tower with no windows or doors. For a one mile radius around it there is no sound of any type. Engraved with runes and glyphs that have never been translated.
iv. Duskkeep- city of endless shrines. One for each god that has ever been or will be. Only city of true religious freedom, everything short of sentient sacrifice allowed within city.
v. Verdens Fort- half in Feywild half in mortal realm, exotic trade and planar scholars.
vi. Valley of Tears- half in Shadowfell half in mortal realm, mostly merchants and mercenaries.
vii. Tuldak- Volcano in middle of blood red lake that produces ever glowing crystals at regular intervals.
viii. Cave of the Night Mother - Cave in middle of Swamp which legend says can be used to access the afterlife.
ix. Crypt of the Dreamer – Ancient elven queen has become benevolent archlich and has amassed the world’s largest library deep under the oldest elven city.
May 11, 2016 3:00 pm
The story will begin with the party en route to the port city of Niralenar by way of the Whitespine river, the entire journey will take at least a week longer then following the old kings road, however the river will provide a saver and more relaxing journey for not much more money. There are several stops along the way at small towns and villages for supplies, unloading of goods and for other travelers embarking and leaving the barge. The flat bottom ship "Bluewind" is run by 10 clearly experienced crewmen lead by captain Klyrk, you passengers will all share a large common quarters separate from the crew cabins. The weather is mild and sunny most days and the crisp late summer nights are filled with tall tales, dubious rumors, and merry songs courtesy of the crew.

The journey has brought you almost to the small city Maisandras when the boat comes to an unexpected stop. All of you are in the common area just below mid ship when you hear a commotion.
OOC:
Players will start off with explaining what your character looks like and how they would have spent most of the journey. Then feel free to describe the conversations topics before I give details about the nature of the disturbance.
Sep 21, 2016 7:13 pm
1. Campaign
a. Setting: the world is called Thoril Shinui Jaltora Alhtar, (very similar to Faerun) abrv to Thoril or Toril by most people, each name is one of four major continents.
i. Climate is earth normal with on average globally warmer temperatures. Gravity and planetary axis tilt are standardish.
ii. Calendar 360 days, in 12 months of 30 days each, 6 day in each weeks, 5 weeks each month. 24 hour each day.
iii. Night sky has one moon ‘Luna’; however it cycles through four colors that correspond to the season; Ivory in winter, Jade in spring, Sapphire in summer, and Amber in fall. Otherwise full moon waxes and wanes as normal.
iv. Magic is not trusted by most commoners but more widely accepted in cities., it is not rare but difficult to understand and use. Many people are superstitious and uneducated when it comes to history, religion or the arcane arts. The common sources of magic are all present, wizards get it from studying, sorcerers get it from lineage, warlock get it from a patron, clerics from a god, druids from nature and bards from psionic, etc.
v. Civilization is roughly divided among the ‘Elder’ races which are only Dwarves, Elves, and Gnomes; the ‘Created’ races consist of all other sentient beings such as Humans, Halflings, Dragonborn, Drow, and Goblins etc. Further division between Beastfolk, Goblinoids and demihumans is rampant despite common ancestors.
1. Animosity between these race types does exist mostly as a point of pride among their ruling elite. Many historians disagree on the origins of various races, however most commoners just don’t care. Also there hasn’t been a newly discovered sentient races in over a thousand years. Whatever or whomever was creating new races has apparently stopped doing so.
2. Although humans are seen as overly violent and war like, other peaceful races have benefited from humankinds near extermination of serious threats like tyrannical dragons, evil giants, or warmongering trolls and ogres. However humans have spread further and faster then any other races, which means many see them as barbarian invaders.

b. FACTIONS:
i. Grand Alenthi Imperium; Human controlled and largest in population and size, headed by Emperor (allegedly anointed by gods). No official wars in last 75 years. Where PCs start their adventure.
ii. Republic of Tarnic; smaller independent cities which formed a republic with a ruling body of elected lords (mostly human govt and popl); covers all of smaller continent. Currently at peace with Imperium, a more delicate peace with the Alliance and various free cities.
iii. Elder Alliance; lead by Triumvirate of Kings, one each of Elven, Dwarven and Gnomish races, controls several large cities, most of second largest continent. Some cities have more humans then non humans.
iv. Free Cities; all free and contested. Most diverse in race and govt.
1. One Dragonborn and democratically controlled, one publicly run by old god cult, one run by merchant guild, one ruled by a Loxodon monarch, etc.
v. CITY LIST
1.
c. WONDERS
i. ‘Solardehp’ - Colossal Sea Turtle Dragon; slow moving 3 mile wide island on its back, it never submerges. Swims same predictable pattern around largest ocean.
ii. ‘Cragnoik’ - Colossal Tortan; slow moving land tortoise size of a small mountain, monastery on its back. Makes a circle of the largest continent, always opposite the aquatic version.
iii. Pillar of Silence- in middle of a large dessert is a 1000 foot tall black obsidian tower with no windows or doors. For a one mile radius around it there is no sound of any type. Engraved with runes and glyphs that have never been translated.
iv. Duskkeep- city of endless shrines. One for each god that has ever been or will be. Only city of true religious freedom, everything short of sentient sacrifice allowed within city.
v. Verdens Fort- half in Feywild half in mortal realm, exotic trade and planar scholars, forest setting big trees.
vi. Valley of Tears- half in Shadowfell half in mortal realm, mostly merchants and mercenaries, lawless old west feel to it, in dusty desert setting.
vii. Mount Tuldak- Volcano in middle of blood red lake that produces ever glowing crystals at regular intervals.
viii. Cave of the Night Mother - Cave in middle of Swamp which legend says can be used to access the afterlife. Actual entrance to drow homeland. Drow haven’t left their homeland in over a thousand years.
ix. Crypt of the Dreamer – Ancient elven queen has become benevolent archlich and has amassed the world’s largest library deep under the oldest city.
d. Races
i. Free People-
1. Humans- created by nature directly, subs include most variety
a. Tiefling- created by warlocks to fight orks (trapped in shadowfell, recently returned)
b. Vampire- created by necromancers to fight demons (exiled to Shadowfell)
c. Shifter- created by druids to fight abominations (sent into hiding after beastkin/lycan war)
d. Shadarkai- rogues created to fight undead moved to Shadowfell after god war (exiled to Shadowfell recently returned in small numbers)
2. Gnomes- deep, mountain, forest rainbow of hair, eye and skin colors (chaos good primordials origin from light)
3. Dwarves- snow white grey hair, stone brown black hair, fire red and blonde hair (Titans via a giant origin lawful good origin from stone)
4. Elfs- drow, kor, moon, eladrin, merfolk, longest lived but not immortal, many hair/skin/eye colors but not as much as gnomes ( lived in feywild before prime plane, elementals origin from plant),
5. Halflings- (Kithkin) no subs no mixes large round ears hobbit feet
6. Dragonborn- made by dragons to fight devils (not beastkin due to dragons not being natural creatures and not be based on humans)
ii. Fey Folk- all recent visitors or exiles from feywild and other far realms (like zendikar) most are wild and chaotic but all alignment possible; do not get along with elfs due to their perceived abandonment of the feywild principals.
1. Centaurs, Saytr, Pixies, dryads, nymph, syrens, cyclops, treants, trolls-)
2. Githzera/ githyankai- created and then split and left to travel the star realms, one follows path of order the other chaos, not good and evil.
3. Wilden- equivalent of beastkin for the feywild, only created from elf
iii. Shadowfell people (Shadowfolk, Shades, Nightslips, Moonwalkers)
1. Genasi- original wardens of the shadowfell, created by primordials
2. Changeling/ Shade/Reveneant- all created in feywild then sent to Shadow during splitting of the two realms
3. Tiefling and Shadarkai aren’t native to Shadowfell but most migrated there after the Sun War.

iv. Beastkin/Beastfolk- created by various nature gods to fight primordials, all different alignments, all based off of humans (first created was the wolfen who were wiped out in god vs primordial fight- humans then created lycan virus to try and save remaining wolfen- it didn’t work; however as a result beastkin do not trust Lycans and see them as a threat and an abomination. Most Lycans are hunted by men as well due to werewolf madness.) (~Gnolls are hyena beastmen mixed with goblins via demons), All live birth no eggs, like Dragonborn.
1. CONCOURSE- once every decade all beasts meet in sacred grove to discuss laws and rules and territory disputes.
2. Two great Tribes are led by two great Allfathers/Allmother;
3. Firebloods- Minotaur led
a. Minotaurs or Equusine bulls, goats, antelopes, gazelle horse
b. Loxodons all paciderms Elephants, -Diceros (rhinos), hippos, mammoths
c. Ursa (bearfolk) polar grizzly sun bear
i. (badger weasel otters as well)
d. Vanara- Apemen Monkeyfolk gorilla orangutang resus lemur
e. Leonid -catfolk (lions, tigers, Leopard, cheetah, Persian etc)
f. Roden- skaven ratfolk rodents TAINTED
g. Pikan- include rabbits beavers pika kangroos
h. Suedin- boars pigs
4. Coldskins- Naga led
a. Naga- (Snake serpentfolk TAINTED)
b. Maru- lizardfolk (not turtles)
i. crokodan gators
ii. Kobolds- are TAINTED lizard/goblin hybrids
c. Bullywugs- amphibians frogs toads and newts
d. Selachian- (landshark and rays)
e. Avaren- Birds Tengu/Aarakocra
f. Trikren- mantis
g. Arknoid- scorpion spider
h. Koatoa- fish folk

v. Goblinoids Orcish - originally fey gremlins (who are now the changelings) skin color ranges green, purple, blue, and even red. All bleed dark green. Usually fight amongst subraces and clans more than other races however recently have been working together more often; native to the Elderlands;
1. Goblins- mixed with gnomes
2. Hobgoblins- mixed with dwarves
3. Bugbears- mixed with elves
4. Gnolls- mixed with wolfen
5. Orks- mixed with humans
6. Kobolds- are goblins mixed with troglodyte lizards.
vi. Giants- created by primordial Titans to rule the earth in place of the races created by the gods most wiped out by free folk some still remain in hiding or seclusion, all alignments. Giants are kept in check by a constant struggle with dragons; giants need residuum or magic items in order to stay alive.=; gravity and disease now decimate their ranks, leading to abhorrent and mutated offspring that don’t need as much residuum to survive. Total 3000
1. Storm, Fire, Cloud, Hill, Ice
2. Ogres- Oni-Ettin
3. Trolls- mutant Famorian descendants
vii. Dragons; rare and secretive; both good and bad were hunted after the god war ended. Created as conduits for arcane energy to enter the mortal realm directly from the universe instead of the usual process through gods or devil, there are alignments and can interbreed, each dragon’s individual shade of color and horns are unique.
1. Each dragon creates residuum, magic powder that can be used to enchant items and fuels arcane rituals and portals. Without it no magic items function. Small amount of residuum is in shed dragon scales or blood. But a large deposit in heart and brain, accessible only after death. This secret is why humans hunted them to near extinction, they need the residuum to make magic weapons to fight other threats or each other.
a. The Matriarchs of different colors/metals allow the continued existence of various magic types
i. Each magic must have the corresponding dragon to cast; since good necro dragon is dead only evil can cast necro.
ii. The dragons don’t control or create magic, they simply allow it to be accessible in this world.
iii. Magic origins are gods/primordials/primal energy all of which exist separate from prime material plane and can only be accessed as long as the dragons continue to use the magic source. Each prime of each dragon color is required to regularly use the magic type.
2. Color and metal types are still true to alignment, can interbreed however and color can change over course of live span.
3. Some older can disguise as humans/ humanoids- cant make children or hybrids with non dragons.
4. Hydra- dragons mutated further by evil and chaos magic
5. Residuum potency lasts for thousands of years, however if no new conduits or new dragons are created soon then the Wilting will continue and all forms of magic will slowly cease.
viii. Elementals
1. Some primordials choose to dissolve into sparks during or after First War, these sparks can be used to create life, allowed dragons to create Dragonborn, humans create tieflings, and etc. Each spark creates a well with a certain available amount and type of energy; for example the Volcano Tuldak is rumored to be a spark of a chaotic fire primordial titan. Some other sparks now reside in other realms- shadowspark in the Shadowfell etc.
2. Warforged- thinking machines, created by residium and runes of the four elements via spark of order and a well of chaos being combined. The god of balance and reason personally sought their creation as the perfect creature, a balance of mechanical and flesh, good and evil, and life and death.
3. Bladelings- last ember of the primordials spark used to make independent thinking temple guards for a forgotten Temple of the Soul; Long lived but sterile and childish. Residuum and metal via blood magic, the mixture of blood and metal makes them softer then a golem and the closest to a living creature. Can actually reproduce but the live birth often kills the mother.
4. Shardminds- created by god as guardians for closed interdimensional portals; living creatures of residium and crystals created via chaos sparks. When they die they create soul gems that if returned to a spark well can create new shardminds.
5. Golems or Constructs- primitive low intelligent simple mechanical creatures of various types of material, purely arcane infused soul energy. Very short lived and very volatile.

2. The four prime forces of the universe; Choas, Order, Evil, Good. Each requires the other three to survive- each wants to dominate the other three. These four primes created all gods; who thus in turn created the worlds. Each of the four are associated with a favored element Water-Chaos, Air- Order, Fire- Evil, and Earth - Good.
3. WARS TIMELINE
a. FIRST AGE ended with FIRST WAR is the Immortal Gods of Order vs Primordials Gods of Chaos
i. Universe was empty and small.
ii. The gods do not know where they came from. Or what was before them.
iii. Gods created the mortal prime realm, then the Feywild, then Shadowfell, finally outer planes. Division happened at end of war.
iv. War between chaos and order but not good vs evil, as the deities had not created heaven and hell yet.
v. Most races created during this time before good and evil were split.
vi. Gods won but allowed some primordial chaos titans to continue to exist as wardens or caretakers for the races they created and as weakened energy sources for magic (sparks and wells).
vii. This truce, instead of annihilation, allowed mortals to continue to live after war was over, as the primordials had gained access to the power of creation and added it to all races, if the primordials were completely destroyed so to would all sentient live be destroyed.
1. Also allowed evil to create Hell dimension, they couldn’t have if all mortals were erased at end of the war.
2. The children races created by primordials directly (giants, genasi, gith etc ) were allowed to live if they bound themselves to the mortal realms and denounced chaos.
viii. First appearance of-elfs/dwarfs/gnomes
1. Kithkin (hobbits) possible existed before the gods…
ix. Next war started almost instantly to mortal perception-
b. Second Age ended with REALM WAR Heaven vs Hell
i. This war created Heaven and Hell- although both were empty except the gods who were imprisoned in both- only after the war ended did souls enter the spirit realm and then heaven or hell.
ii. Evil gods traded power over the physical world for power over souls to use as energy in guise of fighting chaos.
iii. Tricked good gods into allowing and contract with mortals for souls to fight imprisoned primordials (souls power the arcane prison)
iv. Some chaotic good primordials freed and became demigods to help fight evil gods.
v. Evil lost the battle but may have won the war, as they set up weakened gods of good to fight weakened gods of chaos in a world ending fight with only evil gods surviving.
vi. First appearance of humans and almost all other humanoid races.
c. Third Age ended with SUN WAR Fey vs Shadow
i. Once gods were established they divided up influence and powers along with realms and races
ii. Gods spoke to mortals through demigods and devas, however their instructions and teachings were misunderstood and languages were mistranslated.
iii. Sun worship and night worship symbols created conflict even within races worshipping the same gods.
1. This caused some gods to fracture as they had tied themselves not only to the fate of the mortal realm but the individual races
iv. Fey Wild and Shadowfell separated from the neutral Prime material world and access was limited between these three realms.
d. Fourth Age (CURRENT)
i. Blood War, Beastkin vs Lycans and Vamps (undead) vs Demons,
1. Abomination of chaos allowed Lycans to be created, humans were unable to differentiate between Lycans and shifters/wilden/wolfen beastmen so all were hunted.
2. First appearance of goblinoids of all types. There actual plane of origin is unclear as they seemed to appear in feywild, Shadowfell and prime plane at the same time.
3. First appearance of undead, mages and scholars still argue over what first created the new magic types of necromancy for the undead and blood magic for vampires.
ii. Dragon Purge
1. Dragons and giants fought for control over continents populated by less intelligent and civilized races, giants lost and retreated into exile and isolation
2. Giant tech and weapons fell into hands of humans who turned them against there would be rulers, killing both good and evil dragons.
3. Dragons now hoard treasure due to curse that they willing accepted to create Dragonborn races to fight for them.
a. Curse from outer realm banished gods- possibly devils from the spirit realm, or both?
4. Dragonborn rebelled completely and helped defeat dragons.
a. Setup a city where the final battle took place- First Free City.

e.
4. MAGIC works like the Force kinda-
5. Analogy of the four realms in order of arcane residuum strength.

True Name - Spirit soul
Physical Body - Spirit body
Physical Mind - Spirit mind
Blood Shadow - Spirit shadow

Arcane Residium - Soul Magic
a. Everything in the physical world has a counterpart in the spirit world, including the souls of living creatures that act as conduits between the two realms. They exist separate but simultaneously, and events in one realm can often bleed over to the other. Through devotion and training mortals can learn to see and utilize the spirit world that lies all around them. The spirit world and the mortal world are both needed in order for magic to continue to exist.
b. Every living creator creates magic energy in the form of arcane residuum which is a particle while in creatures and then a wave of energy when released. Once released the arcane residuum will then return to the Weaved Source, which is a never ending cycle of energy flowing like water from the spirit world to the physical world, just like water flows to the seas and returns as rain. Residuum pools or wells are found in the spirit world and can be access by the physical world. They are locked into tiers that can be visualized like pools of water. Each and every single creature has some pool, although most creatures without sentience can never use them; or can use them only instinctively.
i. Residium in turn is the physical component material in the prime realm that corresponds to the actual energy of the spirit realm.
ii. Residium is a by product of the transfer process between spirit realm and reality, (acting as a storage unit for energy outside of a living creature.) allowing magic to be applied to items and places.
6. Wizards study, study, and study more, to finally manage to unblock their first level, which is a pool that at first only holds a little energy. With prolonged use (experience), the pool grows to accommodate the need, but to a maximum due to strain, i.e the maximum capacity of the pool. Eventually, when the first pool has become strong enough the energy unlocks the second tier. This repeats until the final pools. When spells are expended, the energy from the respective pool is expended, and new 'rainfall' comes only from rest.
7. Sorcerers are exceptions; their first pool is not blocked from birth, due to some ancestry or primal activity that has permanently linked their physical bodies to their spirit bodies. This immense familiarity with magic, from their very first day in the world, gives them the innate ability to transfer energy from the pools. The transfer ability grows with practice strengthens with usage.
8. Warlocks are mortals who are influenced by something from the spirit realm (a god or a titan or a devil etc), these outside forces open the pools of residuum to their pact and plan within the spirit world and physical world. As the follower completes tasks for their patron they two spirits become more entwined and the flow of energy increases. When the mortal dies the spirit will grow in strength but will also become permanently influenced by the residual soul of the mortal.
9. Clerics have equivalent pools, however they are unblocked by direct divine intervention, and more pools become available as the bond between cleric and deity strengthens. Unlike warlocks, there is no imprinting between the spirit power and the mortal, both remain completely individual.
10. Druids, first unblock their pools by contact with the primordial energy of nature, and more pools become available as the bond between druid and nature strengthens. As the druid learns more of the true names of nature his spirit soul is stronger in the spirit realm drawing in more residuum.
11. Bards, their musical endeavors inadvertently activate their psionic spirit mind in the spirit realm. Pools increase as the link between their spirit mind and the physical mind strengthens both.
12. Paladins, their devotions to their oaths via physical endeavors and temperance inadvertently strengthen their spirit bodies in the spirit realm. Pools increase as the link between their spirit body and the physical body strengthen.
13. Rangers, similar to the druid the ranger activates when their spirit soul starts to understand the primordial power of nature, however since the ranger has such a strong presence in their physical body it overpowers all of their spirit world counterparts.
14. Eldritch Knights, and Arcane Tricksters unlock their first pools in the same ways as their equivalent full spell casters (intense study) however, their focus on physical world and non mental abilities blocks the final few tiers. This is caused by the spirit mind being weaker than the spirit body, much in the same way that the physical mind is weaker than the physical body.
15. Monks- monks have a balanced connection between their spirit mind and body and their physical mind and body. Since this connect is a hybrid between mental and martial abilities the monk must maintain a delicate and concentrated balance to unlock additional tiers. Focus and discipline prevent the mind or body from taking control and allow growth in both the spirit realm and mortal realm. The ki is simply another name for spirit energy.
16. Blood Magic- with enough study of forbidden arts a mage with a strong enough spirit mind can corrupt an independent spirit shadow and use it to control or affect a person physical blood. Since a person’s shadow can influence their true name, it is a way to dominate, charm or hypnotize a person. Downside is that the pools are drained and must be replenished from other people’s soul pools, specifically people with innate spirit body strength. Opens the user to control from demons or devils.
17. Shadow Magic- a mage with enough power and study can corrupt a person’s spirit body and use it to control or affect a mortals physical mind. Since a person mind can control their body, it is a way to sicken, weaken or confuse a person. Downside is that the pools are drained and must be replenished from other people’s residuum pools, specifically people with innate spirit mind strength. Also opens the user to possession by evil spirits or mad gods.

18. HEAVEN AND HELL When the gods first split the spirit realm from the mortal realm at the end of the First Age- they created heaven and also both the abyss and the pit of hell, both were empty and both were meaningless. The gods found that the prayers of immortals were not as powerful as the prayers of mortals, the gods decided to accept all mortals’ souls into the spirit realm after death however this allowed evil to taint the gods’ powers and led to the Realm War. After which there were no new immortals, or creatures without souls, created by the gods; instead they created only mortals with souls. When mortals started dying and their souls returned to the spirit realm where they would be claimed by a god, or a devil, or consumed by a demon. If they were lucky or strong enough they could be reincarnated, or ascend to a demigod state where they could no longer enter the mortal realm directly but could live in bliss for all eternity and even perhaps become a god

a. Everything is cycles- souls become demigods become gods who then disperse into the very fabric of the spirit world which then produces souls.
b. Heavier things need stronger bridges to cross- the larger/stronger the demon, devil or evil spirit is the harder it is to enter the prime realm
c. Demons- sentient creatures of the abyss, the void, the empty place where the energy of a soul goes when it is destroyed. They are hunger incarnate, consuming all aspects of a spirit and longing to enter the mortal world where they can feast on more substantial material. This longing can be exploited by blood mages.
d. Devils- sentient creatures of hell, the tormentors, the adversary, similar to gods they need souls/prayer to survive. Instead of opening themselves up to the will of mortals and accepting actual prayer, they instead claim souls through contracts and possession.
e. Ghosts/Ghasts/Specters – echoes of spirits or souls trapped between realms, the torment of these anguished souls creates pain that can be harnessed by shadow mages.
Mar 15, 2017 1:51 pm
NAME Identifies Focus
Chauntéa goddess farming and commoners Good
Corellon Larethian god arts and magic Good
Sunie goddess beauty and love Good
Lathander god birth and growth Good
Thrym god cold and strength Good
Waukyne goddess commerce and money Good
Torm god courage and self-sacrifice Good
Gond god crafts and building Good
Moradin god creation Good
Kelemvor god death and rebirth Good
Savras god divination and destiny Good
Bahamut god dragons good Good
Yondalla goddess fertility and protection Good
Tymora goddess good fortune Good
Malar god hunting Good
Lliira goddess joy and love Good
Tyr god justice and laws Good
Oghma god knowledge and teaching Good
Azouth god mages and scholars Good
Mystra goddess magic Good
Sashalas of the abyss god mystery and the void Good
Skerrit god nature feywild Good
Rillifane Rallathil god nature and illusion Good
Umberlie goddess oceans and water Good
Eldath goddess peace and pacifisms Good
Mailikki goddess plants and harvest Good
Milil god poetry and song Good
Heaum god protection Good
Semuanya god scaled creatures Good
Skoraeus Stone-bone god stones and arts Good
Mask god thieves Good
Eadro god travel and sun Good
Maglubiyet god war and victory Good
Deneïr god writing and history Good
Ilmater god fire and endurance Good
Sehanine Lunarc goddess moon full Good
Aurile goddess seasons weather Good
Laogzed god appetite and food Evil
Beshaba goddess bad luck Evil
Shar goddess darkness and torture Evil
Myrkul god death and desolation Evil
Garl Brilledor god deceit and tricks Evil
Talona goddess
diseases and poison Evil
Tiamat goddess dragons evil Evil
Surtur god fire and construction Evil
Sekolah god hunting Evil
Leira goddess illusion Evil
Cyric god liars and thieves Evil
Bhaal god murderers Evil
Loviatar goddess pain Evil
Lolth goddess spiders and poison Evil
Talos god storms and change Evil
Baine god tyranny Evil
Hruggek Orog god violence and magic Evil
Kurtulmak god war and mines Evil
Tempus god war and storms Evil
Sylvanus god wild nature Evil
Blibdoolpoolp goddess deep ocean creatures Evil
Séluné goddess moon empty Evil
Gruumsh Orog god war and obedience Evil
Grolantor god giant creatures Evil
Jun 15, 2017 5:07 pm
Deities of Good-
Chauntéa- the Golden haired goddess of farming and commoners is usually enshrined near hearths or fireplaces. Often has a springtime festival in her honnor.

Corellon Larethian a god of arts and magic is often depicted as elven in appearance or with large green eyes. His shrines are often shown as part musical instrument, as his image is carved into many flutes and drums or other instruments.

Sunie a fertility and love goddess associated with rivers and beauty, her image in art and her shrines is always a reflection of the concept of beauty standards in the society around her. Only common element is the simple silver tiara.

Lathander is the god of birth and growth, some confusion as to why a supposed male god as the domain of birth, may be symbolic of the cyclical nature of the universe itself. Or perhaps the gender is incorrect. Often shown as simply a walnut or other seed.

Thrym- one of the gods that claim domain over the dwarves, this god of cold and physical strength is also associated with the owlbear.

Waukyne is very important to the gnomes as this goddess of commerce and money is often called "Lady Fortune". Her symbol is a silver mouse or bowl.

Torm, the barbarian tribes of the steppes worship few gods collectively, but all acknowledge this god of courage and self-sacrifice as warriors’ ideal. Image is often the great bloodhawk and shrines often covered with carved feathers.

Gond is god of crafting and building and is represented as a large dark haired human. Also associated with crabs and lobsters by sea dwelling tribes.

Moradin sometimes called the god above as his domain is the very concept of creation. His symbol is an hourglass and most temples favor the color grey.

Kelemvor represents the so called softer or more gentle side of death and reincarnation. The process of judging souls is left to him and envied by Myrkul, his symbol is the bat.

Savras is the three eyed god of divination and destiny and his spinning potters’ wheel creates the fate of all mortals. His symbol is a simple brown vase or jar.

Bahamut- the god of good aligned dragons is also known for his ardent devotion to maintaining lawful order. He is represented by a red dragon head.

Yondalla- goddess of fertility and protection believed to be one of the creators of the Feywild and is associated with ivy and vines.

Tymora goddess of good fortune and chance she is often represented by a gold coin with the sun one one side and the moon on the other. Her priests are often celibate.

Malar the god of hunting was once associated with the wolf but is now shown as a boar in most art. Never accepts animal sacrifices or gold, only weapons or goods.

Lliira the goddess of joy and love is known for her benevolent smile and simple purple robes. Her token symbol is the dove.

Tyr the primarch of all the gods due to his domain of justice and laws, he is often shown as wielding a Warhammer and a book into battle.

Oghma god of a thousand eyes controls the domain of the pursuit of knowledge and teaching, often shown in universities as an owl.

Azouth this cryptic god of mages and scholars is also seen most often in schools, but is represented by a bird, usually a sparrow.

Mystra goddess that controls the flow of all magic doesn’t have her own temples but is often given shrines in public gardens and is represented by a fountain.

Sashalas of the Abyss is the god of mystery and the void itself, the origin of this god is very confusing to scholars and has few followers.

Skerrit this wild god of nature and beasts is often shown as closely resembling a satyr and is that races primary god, but has followers among all the Fey folk.

Rillifane Rallathil this trickster god of merriment and pranks is of course a patron of performers and those that practice illusions such as gnomes.

Umberlie this goddess of the oceans and water is said to be both generous and terrible in her spite. She is shown as a bellflower, which commonly grown on seashores, as her origins seem to be a land based deity originally.

Eldath goddess of peace and pacifism is often represented by a lantern. Her followers are often found tending to the wounded or acting as judges.

Mailikki goddess plants and harvest and sister to Skerrit , she is often shown as the mother of pixies

Milil the god of poetry and song uses the symbol of a quill and is well followed among halflings

Heaum the god of protection and sheilds is often invoked by city guards and soldiers before battle, symbol is an old fashioned helmet and the color of copper.

Semuanya this nature god of all scaled creatures has a large following among Beastfolk, as he claims them as his creations. His symbol is a drop of water.

Skoraeus Stone-bone is the god of stones and sculptures and is of importance to dwarves. His symbol is the pickaxe of gold.

Mask is the secretive god of thieves, claims to be of good intent and only seeks to balance wealth, however some evil deeds are done in his name without recourse. His totem is the moth.

Eadro the Pure is the god of travel and sun itself, which is also his symbol. He claims domain over all beast that fly of feather.
Maglubiyet the Red is the human tribal god war and victory but is considered tempered by a morality that excludes barbaric savagery and instead rewards feats of honest strength.

Deneïr the Steady is the god of writing and history and is shown as the symbol of an open book and the color silver.

Ilmater the god of fire, warmth and endurance is curiously claimed by both a gnomish and dwarven god. His name is emblazoned on many a forge.

Sehanine Lunarc is the good goddess of the full moon and midnight. Her celebrations within the elven community are famous.

Aurile the goddess whose domain is the change of seasons and general weather, is represented in art and shrines as a yellow flower on a white field, like the first bloom of spring.

EVIL
Laogzed the gluttonous god of unchecked appetite and unhealthy food

Beshaba the Cat is the goddess who spreads bad luck and can be appeased by offerings of gold

Shar the goddess of blindness, darkness and torture is patron of executioners

Myrkul the dark god of death and desolation, shown as a black dog

Garl Brilledor is the god of deceit and tricks this evil deity is known as the Great Snake

Talona is the Swollen goddess of diseases and poison shown as a vial of green or black fluid

Tiamat the Mother is the goddess who claims obedience of all evil dragons

Surtur is the god of fire and weapons often shown as a flaming sword and historically a large dwarven cult following

Sekolah is the god of unwarranted hunting and is shown as a bloody arrow.

Leira the Liar is goddess of illusion and is often associated with crystal orbs.

Cyric is the god of liars and greedy thieves, shown as a jagged or broken iron dagger

Bhaal the Horned is the god of murderers and has been known to kill other gods.

Loviatar goddess who controls all pain is shown most often in art as a white zigzag line on red background and her cult claims she is undead in origin

Lolth the Unformed is goddess of spiders and poison and claims domain over all arachnids and insects that sting

Talos is Unrelenting is the god of storms and change and is shown as dark wave

Baine is the god of tyranny in all its forms and his symbol is a black blade

Hruggek Orog is the evil god of violence and destructive magic often invoked as the creator of orcs

Kurtulmak the god war and mines he has some dwarven cults follow him, often shown as a beard of flames

Tempus is the god war and storms, his shrines are always jagged and blue or grey, prefers the symbol of a trident or a black wave

Sylvanus is the god of wild nature and creatures without mercy or restraint not many cults of sentient followers but still commands beastkin

Blibdoolpoolp is the mother goddess of deep ocean creatures but has many shoreline cults and followers, doesn’t allow human followers

Séluné sister goddess of the moon she is the symbol of the moon empty and maybe the same entity as Sehanine, or they maybe twins.

Gruumsh Orog is the other orc god of war and obedience, and is also considered the co creator of the race, both have much less followers then they once did

Grolantor the god of all giant creatures this diety has lost much power after the giant race was deciamted

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