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Post by takewithfood on Dec 10, 2014 13:00:52 GMT -5
Setting Information Don't worry! You don't actually have to now all this stuff. It's just here to help in building a character, if you like. A lot of it will become relevant at some point, I'm sure, but we'll cross those bridges when we come to 'em. ^__^ The Kingdom of Greor is the largest, and arguably the most prosperous nation on the continent, and the primary setting for Return to Raven's Roost: The Kingdom of GreorDemonym: Greoran Population: ~16.5 million Demographics: majority human (90%), small minorities of half-elves, half-orcs, halflings, dwarves, gnomes, and elves. Climate: temperate Government: The Council of Nine The word "Kingdom" is no longer accurate: Greor's royal family died out over four centuries ago, during a massive conflict now remembered as the Ogre Wars. In the absence of a monarch, the nine noble houses of the royal court - Brahm, Crae, Deklar, Inaran, Mordel, Osden, Umthur, Theed, and Vint - assembled to shoulder the responsibility of governing the nation. Greor observes a strict system of peerage: - King/Queen: Vacant since the death of the royal family centuries ago. Addressed as "his/her Royal Majesty, your Majesty".
- Archduke/Archdutchess: There are only nine at any given time, each put forward by one of the nine noble houses; together they form the Council of Nine, which rules the entire Kingdom. A rotating title with non-consecutive terms of 3 years. Addressed as "his/her/your Highness".
- Duke/Dutchess: The head of a dutchy, a major region within the Kingdom, comprising of multiple counties; a title often shared by multiple individuals, typically politically powerful elders. Addressed as "his/her/your Excellence".
- Count/Countess: The head of a county, a large region comprising of multiple baronies; often shared by multiple individuals, typically married couples. Addressed as "my Lord".
- Baron/Baroness: The head of a barony, a small region typically including at least one town and multiple villages. Addressed as "my Lord/Lady".
- Marquis/Marquise: The head of a march, an unsettled border territory that may eventually become a barony or county when sufficiently secured and populated. Addressed as "my Lord/Lady".
- Lord/Lady of the Manor: A landed noble, and head of a town or village. Often lives elsewhere, appointing a reeve to oversee daily affairs on their behalf. Addressed as "my Lord/Lady".
- Lord/Lady. A noble without assigned lands; typically the children of one of the above. Addressed as "my Lord/Lady".
- Knight. Common-born, but ascended to nobility via military service, or occasionally marriage, or some other deed. While a member of a noble house, do not possess a noble surname unless also married into nobility. Granted the honorific "Sir" or "Madam", and addressed as "my Lord/Lady" by lower classes.
- Gentleman/Gentlewoman. Gentry, essentially commoners with personal wealth by permission. Pay taxes, may rent property or lease but not own land, hire other commoners, freely cross national borders. Still serve a noble house without being a member. Do not possess a noble surname, but may attach unofficial surnames, often related to their profession (such as "Cook", "Smith" and so on). Welcome foreigners are treated as gentry by default. Addressed as "Mr.", "Ms.", or "Mrs."
- Commoner. Common-born, effectively serfs with few to no rights, who work for the local manor. May not amass excessive personal wealth. Addressed only by given name or profession.
- Slave. Formally owned or indentured servants; typically born into slavery, but may be a foreign refugee or captured enemy. Slaves who somehow manage to pay off their debts may join the common class. Never addressed by name, but instead by "boy" or "girl" as appropriate, or at best a nickname.
The noble classes make up fewer than one percent of the total population, the rest of which is primarily made up of commoners. A commoner's life is hard, but simple, with few opportunities for upward movement - the best of which is military service. Greor has a large, powerful military that is almost constantly seeing action somewhere along their vast borders, and volunteers are not uncommon as the pay is good enough to send a little home, and the chance, however narrow, of earning knighthood is too good for some to pass up. In the years since the Ogre Wars, the Council of Nine has rapidly, aggressively expanded its borders, swallowing most of its former neighbours and adopting some of their customs and cultural norms along the way. Only your name and lineage hold any meaning, and the varied tones and features Greoran faces tell of a liberal mixing of tribes and races over the years. Half elves and even half-orcs are not uncommon sights, and members of other races such as dwarves, gnomes, and halflings are drawn to Greor's raw economic might. This reputation for military aggression is not without its downsides, however, and tensions are often high with its few remaining neighbours. To the north-east is the wealthy, cut-throat mercantile nation of Rhudel whose position guarding the only safe pass through great mountain ranges and scorching desert wastes to the eastern continent more than makes up for its rocky, swampy, infertile soil. The west lies the ocean and access to islands such as the remote Kingdom of Swiftwind. To the south are worthless, steaming jungles infested with barbaric lizardmen that Greor has no interest in dealing with, neither in diplomacy nor war. And to the north lies a vast, largely untamed wilderness inhabited by a dizzying myriad of mostly unaffiliated savage tribes, such as the Pomani, the Athnari, and the most hated Kites. Greor pushed deeply into these lands during the War of the Lily, only to overextend and be pushed back almost to their own doorsteps. Aldcraig is one of only a handful of provinces snatched from these barbarians, and by far the least successful of them all. Some additional setting notes for Backgrounds: Acolyte: See more information below regarding cosmology and the pantheon. Guild Artisan. There are guilds for most trades, and each maintains a loose alliance with similar guilds from other nations. As such, a member of the Guild of Smiths may consider themselves to have more in common with a fellow Guildmate from a distant land than their own countrymen. Being a member of a guild is therefore particularly useful when traveling beyond your own borders. That said, Aldcraig is all but abandoned and no functioning guildhall exists for any guild there.. yet. Hermit: As suggested in the book, we can work together to provide you with some additional insight into or connection with the plot of the game. Noble. You are likely no more than a Lord or Lady (see the peerage system in the details about the Kingdom of Greor, above). This still entitles you to vast rights, but you would not yet have lands of your own. Young Greoran Nobles reach adulthood at age 18 for boys, 16 for girls, at which point they are typically aggressively shopped into marriages by their parents. Marriage is one of the quickest ways for a family to climb the social ladder, as some families are more wealthy and prestigious than others. Arranged marriages are not uncommon, and few are ever fortunate enough to wind up with the spouse of their choice without significant meddling from their parents. Sage: As with the Guild Artisan, note that Aldcraig does not (currently!) have a notable library, and the PCs will be somewhat isolated from civilization for long periods at a time. Sailor: Aldcraig is landlocked, though it is crossed with rivers and river-based shipping may become an important part of commerce in the region. Soldier: The Greor does not maintain a single military unit; instead, nobles maintain their own forces which come together temporarily during times of conflict. Likewise, military rank is assigned ad hoc by merit, lasting only for the duration of a particular campaign or mission, and so soldiers do not carry any specific rank during times of peace. However, merely having had a particular rank carries unofficial weight with fellow soldiers, as per the background benefit described in the PHB. The bulk of these forces are conscripts and volunteers chosen from among the common class, who return to their regular lives in times of peace (assuming they survive!), but most nobles maintain a regular band of career soldiers, "men at arms", year-round. The military ranks are: - Grand Marshall. Appointed directly by the Council of Nine; typically a veteran knight or lord with long history of military service. An advisor effectively in charge of military operations on a national level; specifically responsible for national defense, while delegating territorial conquest to others.
- Marquis. In charge of a March, and tasked with orders to "liberate" and fortify the region militarily. Typically answers only to the Grand Marshall in military matters. May send out a call to arms to rally other nobles and their forces.
- General. A temporary title granted to lords who answer the Marquis' call to arms. Responsible for providing at least one hand (500 men) of troops, and covering all related expenses; failure to answer the call may result in the loss of face.
- Major. Second in command to the marquis, and holds equivalent powers in the marquis' absence. Typically veteran soldier who brings experience and dispenses strategic advice.
- Captain. Appointed by a general, in charge of a "Hand" of men (roughly 500). Usually a younger, but experienced soldier.
- Lieutenant. Appointed by, and second in command to a captain, ready to step up and take command should a Captain fall in battle.
- Sergeant. The lowest rank of officer, appointed by a captain for a specific, often limited task, such as commanding a small squadron (or "Fist") of men for a single mission.
- Man at Arms. Not a rank, per se, but career soldiers who are well trained and equipped effectively outrank lesser men on the battlefield. The most likely candidates for promotion. Typically fight on horseback.
- Footman. A general term for career soldiers taken from the common class.
- Conscripts. Commoners summoned to military service only during times of war. Typically poorly trained, and often only equipped with what they are able to bring with them.
Details on Races: HumansHumans in Greor come in all shapes, sizes, skin tones, hair and eye colours, and so on. They are a very mixed bunch, and draw fewer important distinctions between these characteristics than members of most other, more isolated nations. In Greor, only your name and title matter. Note that the "variant" Human which begins play with a bonus feat is not allowed in this game. (I find that people take it just for the feat, and not because they actually want to play a human; same thing happened in 3rd edition!)
In the known world, humans are by far the most populous of the humanoid races available to PCs. They number in the hundreds of millions, perhaps more, spread out in nations and tribes in every corner of the known world. If you wish to play a foreigner of some kind, let me know and I can go into more detail with you about some of the other nations. DwarvesMountain Dwarves are the most numerous, living in ancient, elaborate kingdoms dotting the Great Spine, a massive chain of mountains dividing the known world in two. Their lives are heavily regimented by a system of family, clan, kingdom, and a baffling number of laws and traditions that date back seemingly to the beginning of time.
Dwarves have two main threads of loyalty, each running in the opposite direction. Laws and traditions bind them foremost to their King (of which there are several), then to their clan, then to their family, and lastly to themselves, while their hearts naturally prioritize things the other way around. For many dwarves, coming to terms with this hierarchy is the central struggle of their lives.
Dwarven clans are organized not unlike a trade guild (only with colourful names like Forgestoke Clan, or Frothbeard Clan) with each specializing in a particular craft. Great, and often bitter rivalries burn between clans specializing in similar trades, particularly those relating to mining, smithing, masonry, and brewing, whose talents are always in high demand.
Dwarven families are not beholden to a single clan, and while it is usually assumed that a young dwarf will follow in his or her parents' footsteps, apprenticeships with other clans are often arranged. Ultimately, these arrangements are the glue that keeps Dwarven from spiraling into all-out civil war.
Legends tell of a time, in millennia gone by, when there lived a single Dwarf who ruled over all kingdoms in the known world: the All-King. As the stories go, the fabled crown of the All-King was stolen (some say by goblins, others blame orcs, elves, or drow; some blame the Gods themselves), and Dwarven society fragmented into the isolated, standoffish kingdoms we know today. It's also said that by law, should the crown of the All-King be somehow found again, he that wears it - whoever they may be - will be crowned the All-King himself. One might chalk this all up to a bunch of nonsense, only to be shocked at how many take it seriously - seriously enough to devote their lives to hunting the artifact down, no matter the cost.
Hill Dwarves, the Mountain Dwarf's lesser-known cousin, is generally thought of as being warmer, more patient, thoughtful, and accepting - though perhaps this isn't saying much. True to their name, they prefer to live in hills, particularly foothills, where they have greater access to trade and the abundant food and resources commonly found on the surface. They, too, obey Kings and belong to clans, but on a much smaller scale.
Dwarves mark the passage of time on a geological calendar based around the roughly-annual eruptions of volcanoes and the tremors that accompany them, rather than monitoring the phases of the moon or the arc of the sun which they so rarely see. However, this calendar is gradually becoming outmoded. ElvesElves congregate in small, isolated kingdoms, favouring remote places still unspoiled by the noisier inhabitants of the world. They ward their kingdoms with powerful magics that seem to warp the dimensions of space in bizarre ways, leaving only small gateways known as "trods" through which they can be properly accessed. Finding a trod is incredibly difficult if you haven't been shown where to look, though elves (and sometimes half-elves) instinctively know where to look when one is near.
Elven kingdoms are much more loosely organized than their human, and especially dwarven equivalents. An elven king is often little more than its most regal and wisest member, who holds only so much authority as they deserve. Elves are very self-sufficient and generous with each-other, and tend to look after their own affairs while lending aid to those in need around them without having to be asked. As a result, they have little need for strictly worded and enforced laws, and can usually sort out disputes with a mix of common sense, logic, and a little charisma.
The difference between High Elves and Wood Elves is superficial and, except for minor differences in appearance, mostly cultural. High Elves are thought of as contemplative, fun-loving, and peaceful, great artists and thinkers at best, with a reputation for hedonism at worst; meanwhile, Wood Elves lean more closely towards the world of the fey, and distance themselves from other races, whom they often see as noisy, senseless, and destructive. These are only generalizations, however, and making such simple assumptions when dealing with elves tends not to pay off. HalflingsIf you let them, halflings will tell you long, glorious, tear-filled epics about how their homelands were stolen from them by the "big folk". Of course, these stories are each as unique as snowflakes, with varying dates, locations, and names, and culprits, down to the smallest details, but there is no mistaking a pattern in each, which has led to the accepted lore: Halflings were, indeed, forced out of their ancestral lands, and now live primarily great diaspora comprised of countless nomadic groups called "chucks", who perpetually wander the world, rarely setting down in any one location for too long.
A single chuck may contain anywhere from one to dozens of different families living together in a gerontocratic commune. Elders lead primarily on the basis of their age, backed up by the wisdom and charisma they have no doubt accumulated over the years. Even a chuck is not a long-lasting arrangement, however, as families have a tendency to split (amicably or otherwise) when it suits them. When two chucks meet there is often a flurry of greetings, followed by a comparison of family lines in order to figure out who, if anyone, is related to whom. It is a rare thing in deed for two chucks to cross paths without finding at least some common ground.
Not all halflings live on the move, whoever. There does exist a land of their own, a place called Fallstead, though its location is remote and flanked by barren badlands on one side and an inhospitable desert on the other. A great migration, the Fallsteading, takes place one every year in Autumn, as elders lead their chucks to the one place they know they aren't likely to be disturbed. There they settle in for the winter, which they spend mostly in celebration. And nobody knows how to celebrate like the halflings. Occasionally a chuck will fully disband as an elder grows too weary of travel, and the comfort of staying in Fallstead year-round becomes too tempting to pass up. Wagons are disassembled and converted into homes built into the hillsides, where clever systems of irrigation make the most out of the arid soil. Those who wish to continue their journey must negotiate their way into another chuck by the time spring rolls around, or find themselves stranded for a long and comparatively boring year.
Halflings are welcome in most places, though no matter how long they may spend in one nation, they will always be considered outsiders. Chucks often stop in communities large enough to benefit from a little impromptu trade, but small enough where there is still some work to be done. Towns and villages on the frontier are usually happy for the help come planting season or harvest time, and repay skilled labour in fresh meat and produce. Most halflings are honest folk willing to put in an honest day's work, but the possibility of a chuck upping stakes and disappearing in the middle of the night can make a host village a little wary. And admittedly, this reputation isn't entirely unfounded.
Halflings have a strong relationship with dogs and ponies, and breed many varieties of each. They are also known to breed and ride ostriches, which are common in the arid plains of Fallstead. Highly skilled mounted scouts, known as Outriders, maintain daily patrols around a Chuck and along Fallstead's borders; seldom will one ever catch a glimpse of a halfling wagon without being being spotted, assessed, and likely greeted by an outrider first. Gnomes:More than any other race - even the elves and halflings - the gnomes take great care to keep their precious homelands carefully hidden away. Layers upon layers of complicated, baffling illusions lead would-be guests away from their burrows without the slightest clue. As if that weren't enough, these otherwise easygoing people seldom speak of their real homes and origins in detail, and have a knack for evading inquiries and telling stories around these details. It's said that there may be one or even several hidden within Greor itself, right beneath human noses, their secrets kept for centuries.
Most gnomes encountered by other races are actually rock gnomes, who make their homes in complicated, cleverly-designed cities under hills. The reclusive forest gnomes are the least common of the two principle varieties, preferring the company of illusive fey.
It's also rumoured that gnomes guard four legendary landmarks, each tied to a different elemental plane: a sparkling oasis in the middle of the great wastes, a towering volcanic island in the middle of the ocean, an yawning chasm lined with all riches of the earth, and a hidden city floating above the clouds. If there's any truth to these rumours the gnomes have done an excellent job of keeping them hidden, but that hasn't stopped adventurers from searching the world over. Half-Elves and Half-Orcs:As Greor steadily expands its borders it naturally encroaches on the territory of other races. The Council of Nine tends to only see the borders of other nations and pays little mind as it bumps up against a hidden elven kingdom or settles on a hill beneath which orcs breed in the thousands. The presence of half-human citizens in Greor is proof of this kind of overlap.
Half-Elves are generally well-received, and are often able to leverage their exotic origins in order to slip in amongst the gentry with little fuss. They are most commonly found gainfully employed or operating their own business, and it is considered gauche to keep one as a slave - though that doesn't stop everyone, and some members of the noble class specifically seek out exotic slaves.
Half-Orcs suffer rather the opposite fate: prejudice against their kind is very real in Greor. Orcs formed the backbone of the enemy forces during the calamitous Ogre Wars centuries ago, and the Greorans have not yet forgotten. Half-Orc commoners are often treated as poorly as slave, and it's exceedingly rare for one to climb up even among the gentry. Life is better for them in some foreign lands, such as the mercantile nation of Rhudel where contents of your coin purse matter a great deal more than the colour of your skin.
Not all half-orcs are the product of violence, however: There are also some barbarian tribes operating in the region, such as the Brotherhood of the Wolf, in which humans and orcs openly and evenly intermingle. Bound together by the common worship of their totem animal, these small tribes produce half-orcs in great numbers. Aasimar and Tieflings:Planetouched children are exceedingly rare, but not unheard of. Aasimar are obviously better received than their fiend-blooded cousins, but they still must contend with prejudice and risk being treated like an alien being by a populace who can't help but be ignorant of their kind. Most attempt to hide the manifestations of their unique bloodline, while others find ways to take advantage of them: a bard with golden skin and a voice like a choir of angels would have an easy time drawing a crowd, while an urchin who can suddenly flash eyes that glow like burning sulfur may find that thuggery and intimidation come naturally to her. In many ways these prejudices mirror those faced by half-elves and half-orcs. Creation MythThe Is has always been, and it seems it always will be. The Is is everything, and yet it had no shape until the Creators found it. Split into two opposite entities, together they gripped the Is and stretched it out like a sheet, creating the four corners of the universe, the building blocks that imbued all things with form: fire and air, water and earth. As they worked, the Creators instilled a little of themselves in all things, giving rise to the first Gods. These in turn began to work the Is, shaping it as they pleased, forming all manner of things, and that which we see today. Pleased with their results, the Creators remained to keep a close watch over the world, dividing their time equally as Day and Night. Pantheon and DomainsKnowledge Ulo the Eternal is the Neutral god of earth, time, patience, thought, contemplation, and shelter, and is associated with the spring. He is one of the four Dragon Gods, representing the earth. Though he is sometimes depicted in artwork as a dwarf or a giant (despite the inherent contradiction), his worshipers believe Ulo is a truly titanic dragon who still slumbers within his egg, which is the earth itself. Earthquakes are Ulo shifting in his sleep or the growling of his stomach, while volcanic eruptions are exhalations of his mighty breath. His followers await his awakening, gathering knowledge and supplies for the cataclysmic event that will be his eventual, inevitable hatching. Ulo teaches his followers to be patient and studious, and to take the long view in all things. Meticulous plans will always yield results, and though this means that followers of Ulo seem to act slowly, this should not be confused with weakness.
Wimmarwee the Mad One is also one of the four Dragon Gods, the Neutral goddess of whispers, wind, secrets, madness, genius, and inspiration, and is associated with autumn. Whether depicted in humanoid form as a slender human, elven, or half-elven woman, or as a small, slender dragon with silver-white skin, she carries her head cocked thoughtfully to one side. It is said that Wimmarwee hears everything that is whispered, and knows everything that is secret, lost, or forgotten. Her followers are few, and often dismissed as lunatics who hear voices on the wind - which would be a fair description if their incoherent ramblings didn't come true to the word with such uncanny consistency.
Life Zienia the All-Mother is the Neutral Good goddess of fertility, plants, harvests, generosity, compassion, and parenthood. Commonly considered to be female, Zienia is strongly associated with gnomes, halflings, and elvenkind, and usually appears as a member of one of those races. She is warm and welcoming in disposition, with tanned skin and hair the colour of wheat, and appears to be perpetually pregnant. She counts nearly all farmers among her followers, as well as many druids - particularly those who keep in touch with, or even live in towns and villages. The All-Mother makes few demands of her followers, save that they treat the earth and flora with respect. She encourages large families with strong ties, and preaches prosperity through peace and preparation.
Deeann is the Neutral Good goddess of vigor, strength, competition, contest, friendship, cooperation, amicable rivalry, and self-improvement. She is beloved among humans and halflings in particular, and counts many fighters, monks, and other warrior classes amongst her followers. Her temples usually feature some sort of open space where the devoted and guests alike can try their skills in a variety of sports and good-natured tests of physical prowess. Deeann encourages the blossoming of friendships and alliances, as well as personal achievement through friendly competition and rivalry. She urges her followers to learn self-acceptance, self-respect, and discipline through their efforts, and to value the quality of friendships and sport rather than count their victories and trophies. She also encourages the active use and improvement of the body, which is to be seen as the ultimate tool, and the greatest gift from the gods.
Light Volkar the Fury is the Neutral god of passion, zeal, perseverance, intensity, dedication, self-expression, beauty, and fire, and is the Dragon God associated with summer. Volkar is depicted roughly equally as male or female, but usually human and invariably stunningly beautiful, with wild red hair. Alternately, Volkar is considered to be a two-headed dragon made entirely of fire, whose eyes burn with the blinding light of the sun. He inspires honesty, self-expression, strength of character, and decisiveness, and teaches that to truly know yourself is to hold your life in your very hands. Volkar's followers must strive to be their own champions, but also to protect the liberties of others by resisting oppression wherever it may be found.
Aster the Bold, the Platinum Champion, the Shining One, is the Lawful Good god of honor, honesty, oaths, protection, chivalry, martyrdom, and perfection, and is commonly associated with horses and flowers. He is usually seen as male, but sometimes female, always neatly dressed, often in a shining suit of platinum armor with sword and shield. Many good-aligned races and cultures are quick to identify with Aster, invoking his name when taking oaths or signing treaties, but following his example takes a truly dedicated follower. The more chaotic and evil races are fond of poking fun at Aster, depicting him as a fool. His followers believe in action and take a proactive - some might even say reckless - stance in the fight against evil, never wavering in their ideals. Aster teaches that an individual is only worth the weight of his word, and demands truth and honesty, both with one's self and with others. The faithful must work together to build a brighter future by rooting out evil and chaos wherever they may be found, dragging them out into the cleansing light.
Day is one of the two aspects of the Creator, the incomprehensible being who shaped the universe, giving it and everything known its form. In a way, Day, and his partner in creation, Night, are not unlike gods unto the other gods themselves. Day is considered the god of heart, youth, hope, creation, artifice, activity, and labour, and it is thought that the sun itself is literally Day's own, unblinking eye, ever watching over his precious creation. His followers believe that activity and labour will be justly rewarded, and that as the god of beginnings he is pleased by progress, invention, and the undertaking of new tasks. Destruction, ruin, laziness, and waste are anathema to him.
Nature Kobanch the First, the Patched, is the Netural god of animals, life, struggle, and survival. The First is neither male nor female, per se, depicted as a strange, bipedal combination of many different animals, usually with the head of a proud stag. Life is sacred and is to be preserved, but it is by no means guaranteed, say the followers of the god of animals. One must be wary to survive, and to let one's guard down, even for a moment, is to invite death. Kobanach's faitful are urged to divorce themselves of material possessions that might slow them down, save for those designed to preserve life: weapons, armor, food, and shelter. Kobanch welcomes followers to hunt and eat animals - if they can - but warns that no creature is ever truly at the top of the food chain. Even as you stalk your prey, something is always hunting you. Otherwise, life is best preserved by staying in balance with nature. Greed and excess are anathema.
Ormor the Woodsman, the Savage, the Bloody, is the Chaotic Neutral god of the hunt, slaughter, savagery, violence, and necessity. While his race is debatable, unlike many of the good gods, Ormor is usually depicted as a member of a hated race in most cultures: to humans he is often an orc, while halflings see a goblin and gnomes envision a kobold. Regardless, he is typically male, wielding twin axes, and draped in the still-bloody hides and bones of his prey. Truly primitive, violent cultures often revere Ormor, who demands his followers to spare no violence in ensuring one's survival. Might makes right, and only the biggest, strongest, most ruthless will rule. Act swiftly, decisively, kill before being killed, and show no mercy. Ormor is widely misunderstood to be an evil god of murder and mayhem, when in fact he couldn't care less about questions of morality. He is callous, unfeeling, certainly, but not dedicated to evil at all.
Tempest Coralie the Deep One is the Neutral goddess of tides, cold, storms, fortune, and wrath, and is the Dragon Goddess of water, associated with winter. In humanoid form, Coralie is always female, beautiful, with long hair, tilted eyes, and shapely lips turned in a stern frown or scowl. She is often nude in artwork, save for strategically placed pearls, shells, or even seaweed; as a dragon she is depicted as an impossibly long, terrible sea serpent, usually in the middle of crushing some poor seafaring vessel. Renown for her sudden and unpredictable temper, Coralie is worshiped out of fear and respect as much as love and devotion. Sailors and fishermen usually maintain some sort of shrine or chapel in her honour, and the superstitious never forget to leave a token (coin, typically) before embarking on a voyage - and once again upon a safe return, if they are so lucky. Even merchants who do not sail themselves, but whose livelihoods depend on goods carried by boat, are known to pay their respects. Coralie teachers her followers few real lessons, but those she chooses to impart usually come in the form of vicious chastisement: when you manage to irritate the goddess of storms, you can bet you're going to find out about it.
Jekthos the Intrepid, the Windblown, is the Neutral Good god of safe travel, luck, charity, and anonymity. His race and appearance are left to the imagination; instead he is denoted in artwork by his well-worn cloak, backpack with bedroll and camping gear, and the faintest hint of a smile barely visible through the shadows of his hood. Habitual travelers of all kind, including merchants, nomads, pilgrims, and drifters look to the Intrepid to guide them through peril on or off the beaten path. Jekthos teaches his followers to be grateful for what they have, however little it may seem, and to be charitable when you have more than you need. Be sensible: seize the day when fair weather is at hand, and find shelter and take rest when you must. Always come prepared, always have a way out, flight over fight - but be ready to defend yourself on those days when you aren't given a choice. Sometimes the best direction is head-first into the wind. And most importantly of all: never let yourself get too comfortable in one place.
Trickery The Fated Lovers are the Chaotic Good gods of love, romance, lust, humour, leisure, and adventure. Like many beloved gods, the Lovers tend to change in appearance and demeanor depending on who you ask. Each race and culture who worships them sees them as members of their own kind, though they may be best known by their elven names, Luban and Loria. Legends tell they are born into each generation in mortal form, destined to find one another and reenact their epic romance anew, regardless of the odds, and so it is no surprise that they feature prominently in many popular works of art. The Lovers inspire people to let their hearts, to find what makes their pulses race and to chase that feeling anywhere, even through peril and adversity. They teach that no true pleasure in the world can be obtained without risk, and that true love is the greatest - and most dangerous - pleasure of all. Followers are urged to not just indulge in stories, poems, and songs about love, humour, and adventure, but to actively pursue their own epics. Those who do will find the luck of the Fated Lovers on their side.
Bray, the Whisp, is the Chaotic Neutral goddess of poverty, rumour, deception, vice, temptation, and foul play. Commonly depicted as female, raven-haired, and bright-eyed, she is often shown with one hand concealed, with the other gesturing welcoming or offering a gift. Temples to Bray are practically nonexistant, though some taverns, brothels, and even prisons effectively serve as houses of her worship. Bray loves the downtrodden and seemingly disadvantaged, as well as those who survive by their wits, such as gamblers, slaves, prostitutes, and the disabled, and enjoys helping them turn the tables on their oppressors. Her followers should seek to hoard and later leverage assets that others may overlook, whether it is rumour and gossip, connections in low places, or the misplaced trust of a fool.
War Bastion the Unshakable is the Lawful Neutral god of cities, communities, communication, language, commerce, technology, nationalism, vigilance, and defense. He is chiefly worshiped by humans and dwarves, at times seen as too serious by elves and halflings. He is usually depicted as male, and outfitted as a soldier beneath a heavy cloak, gripping a halberd, and is the favoured deity of militiamen, common conscripts, as well as civil employees, merchants, and proud citizens. His temples are usually built into existing defensive structures such as towers or city walls. Bastion encourages loyalty, cooperation, strong community values, and a cautious, defensive approach to conflict. His followers must be reluctant to carry out any actions that would lead their people to war, but once war is inevitable, it must be won. He is pleased by trade, believing that commerce is the glue that binds different cultures together.
Brodar the First, the Victorious, is the Chaotic Evil god of hatred, jealousy, envy, strife, victory, and war. Typically depicted as human and male, tall, dark, and clad in heavy armor, he shares many features with his twin sister, Deeann, whom he both loves and despises. His legendary sword, Stryfe, is never out of reach, and the distinct T-shape visor in his helmet is commonly used as his symbol. As the chief god of war, Brodar demands nothing short of ultimate and total victory from his followers and is swift to punish those who accomplish anything less. His faithful must be cunning and ruthless; they must eradicate any and all personal weakness while mercilessly exploiting those of their enemies. Those who cannot defend themselves are undeserving. All that has value is yours for the taking.
Death Sulver the Black, the Heartless is the Neutral Evil god of perversion, pain, suffering, disease, poison, famine, and sacrifice. Many cultures consider it a crime to even speak the name Sulver, let alone depict him in artwork or tell of him in writing. Banned works paint him as a formless cloud of flies and dark, noxious vapors, or as a robed skeletal figure with venom dripping from bony claws. One might assume that it would take a truly vile and evil soul to devote one's self to Sulver the Black - and indeed, he counts many infernal sorcerers, evil necromancers, and wrathful druids among his followers - however, Sulver converts most of his followers through the very misery and suffering he spreads. Communities inflicted with disease or dying of famine can sometimes be convinced to do the Heartless' bidding in exchange for some measure of mercy. This begets more pain, more suffering, and yet more converts - and so his influence spreads.
Night is the other facet of the Creator spirit, considered a Lawful Neutral goddess of change, age, rest and sleep, forgiveness, darkness, death, and the afterlife. Though her intentions are mysterious, she is is believed to ensure that each and every soul gets to its rightful place in the afterlife. Night's followers are a peculiar bunch: part therapist, part remorseless death dealers. They help others to understand and cope with change, whether its the loss of a loved one, the steady advance of age, or even something happy but tumultuous, like the birth of a child. They remind us that change is natural and constant, that death is nothing to fear, that life was always a zero sum game: we came from nothing, and we will ultimately return to nothing. And even death is just another phase as one passes into what awaits them in the afterlife. It would be a mistake, however, to equate this calm, comfortable, forgiving outlook with pacifism: Because they do not fear death, the followers of Night take life with little ease, and most are accomplished, unflinching warriors.
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