Author Topic: Codex Cyona: The D&D Lore Topic  (Read 12106 times)

0 Members and 1 Guest are viewing this topic.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #15 on: April 11, 2011, 11:43:39 am »
Sam's patented previous adventures table extravaganza!

Are you tired of making an adventuring party higher than level 1 and then struggling to think of what major adventures they might have had together previously? Well, despair no more! Simply find your party's starting level below and roll as many times as you like (recommended no more than three) on the appropriate table (protip: Also roll on the preceding tables for an entire timeline of adventure!).

Level 1-5

01-08Cleared a camp of troublesome little humanoids (Goblins, Kobolds etc)
09-14Recovered some livestock
15-25Pest control in the catacombs/sewers
26-35Caravan escorts
36-42Ingredient gathering for lazy but overly generous wizard
43-49Spent a night in a haunted house
50-57Raided pirate/smuggler hideout
58-63Spelunkers of the forgotten temple of many traps
64-70Thwarted outbreak of lesser undead
71-75Looted the lair of a terrifying monster while it was out
76-88Ran away or hid from a terrifying monster
89-94A creepy old man gave us a treasure map
95-00Previous party member killed by something pathetically weak

Level 6-10

01-08Thwarted the invasion of a town
09-14Rescued a the kidnapped loved one of an important person
15-25Slew a legendary and dangerous animal
26-35Helped settle a score for a wealthy person
36-42Bodyguarded for a wizard or cleric on an expedition
43-49Exorcised a restless spirit
50-57Helped root out a villain gone to ground in a city
58-63Discovered an important ruin and uncovered its secrets
64-70Defeated a horror of local lore (vampire, werewolf, etc)
71-75Faced a beast and took its treasure (minor dragon, giant, etc)
76-88Survived an encounter with a powerful entity (old dragon, lich, etc)
89-94Completed a quest given by an oracle or prophet
95-00Previous party member cut down in their prime

Level 11-15

01-08Thwarted the invasion of a region
09-14Rescued an important figure from capitivity
15-25Eradicated an infestation of deadly beasts
26-35Undertook a quest for the leader of a nation
36-42Lead an expedition into the unknown
43-49Lifted an ancient and persistant curse
50-57Discovered a traitor in an important person's closest circle of confidants
58-63Reclaimed an ancient relic long thought lost
64-70Defeated a lord of the undead (Lich, Vampire Lord, etc)
71-75Faced a powerful entity and took its hoard of riches (dragon, collosal giant, sorcerer lord etc)
76-88Survived an encounter with a terrifying entity (Great Wyrm, Greater Demon etc)
89-94Helped to fulfill a prophesy
95-00Previous party member has a glorious last stand

Level 16-20

01-08Thwarted the invasion of a kingdom or empire
09-14Saved the life of a figure who will live in legend
15-25Destroyed a unique and powerful monster
26-35Undertook a quest for a powerful extraplanar entity or demigod
36-42Explored a supernatural realm
43-49Freed an entire region, city or important family line from an ancient curse
50-57Discovered and thwarted a plot to usurp the leadership of a major organisation or nation
58-63Recovered an artifact of immense power and importance
64-70Destroyed a transcendent undead or construct (Demilich, Glorious Servant, Pure Elexrin etc)
71-75Became ludicrously wealthy
76-88Defeated a terrifying entity (Great Wyrm, Greater Demon etc)
89-94Created or became the subject of a major prophesy
95-00Previous party member suffered fate worse than death
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #16 on: July 31, 2011, 02:24:09 pm »
The Emperor's Grave

After his regrettable death, the charismatic and wise Emperor of Rudlec was buried as per his wishes in a simple grave in the grounds of his childhood home. Following his death, many made the pilgrimage to pay their respects at the site, but as the Kingdom fragmented and more and more thoughts turned to war, the grave began to be forgotten. After its last caretaker died, without an apprentice or son to take over his duty, the grave fell into disrepair, overgrown with weeds, the name of the late Emperor crumbled away. So it was for many years.

One day, a group of adventurers saught out the grave in the hopes of finding something of value, or at least a good story to tell. As they approached the grave, they were surprised to find it had been recently weeded and tidied. Stranger still, before the grave in the damp earth stood two weapons crossed. A silver shortsword and a scimitar of unusual design. Unable to glean the significance of the sight, but sensing that somthing of import had occured, the adventurers each left a weapon stuck in the earth before the grave, each vowing to one day return and take up their weapon for a righteous cause.

The adventurers went their separate ways and each told the story of their visit to the grave of the Emperor. Most dismissed the story, but a few were inspired by the tale, and saught out the site themselves, tending the little grave and leaving a weapon before it, vowing one day to return. As the years passed, the weapons before the grave massed, until they filled an entire field. Though it would seem such a collection would be a simple matter for theives to make off with, it is said none dare, or that something protects the site.

The Sword of the White Giant
This collosal greatsword dominates the field before the Emperor's Grave. It is said to have been left by a giant among giants, clad in shining silver platemail. According to local legend, the giant placed a tiny delicate flower on the emperor's grave, and then drove the sword into the earth half way to its hilt with a single thrust, before striding across the horizon.

The Shortsword and the Scimitar
The first weapons to be discovered before the grave, neither are of Rudlec craftsmanship. Some say the shortsword is of Abyssal design, but it does not seem to carry demon taint, as though never used by one of their kind. The Scimitar is clearly of great antiquity, and is not recognised by any Rudlec scholars. Although old and tarnished, it is still sharp, though it seems as though it had not seen much use immediately prior to being placed in its current resting place.
Sam is basically right, he's just cranky.

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #17 on: August 03, 2011, 10:31:21 am »
Reytaff's Ray of Crumbling
Transmutation
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Sor/Wiz 3
V, S, M
1 standard action
30ft.
Ray
Instantaneous
Fortitude Partial
Yes

A thin, orange ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d4 points of damage per caster level (to a maximum of 20d4). Any creature reduced to -10 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is entirely destroyed.

When used against an object, the ray simply disintegrates as much as one 5-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 1d4 points of damage. If this damage reduces the creature or object to -10 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Arcane Material Component
a handful of dry clay
« Last Edit: August 03, 2011, 10:34:26 am by Mr. Wizard »

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #18 on: August 05, 2011, 08:11:42 am »
House Roethas

A joke among the drow families of the Ur-hollow, the young house Roethas is a minor family that maintains its small amount of influence by performing services for the other houses. A family of mostly nomads, they travel the vastness of the underworld on foot. As a result, they maintain the best relations with every race and house, and despite their low standing are often called upon for diplomatic errands by other houses. However, they are apathetic to the needs and desires of other houses, and care not for rank and privilege. Only their terse manner has been the cause of conflict with other houses. Drow of this house are quiet and aloof, facing all the scorn from members of greater houses with stoic indifference. They dress in sensible and unremarkable outfits, usually the most utilitarian style offered by other houses, often leather.

They have recovered a great deal of old lore taught to them from Roedor, and their warriors and are outfitted with incredible wonders from their past. They wield highly intricate repeating crossbows, finely crafted armor, and mechanical devices of all shapes and sizes. Even still, they are too few to defend all the wandering nomads and settled families from marauding threats and attacks from other houses. They supplement their warriors with the magical Warforged, recreated from ancient schematics recovered from Eyvind mixed with modern magical expertise. Their industry produces the majority of the Warforged in existence, and as a result, the family owns the fewest traditional slaves. They prefer the enduring labor of Warforged to the fragile and lazy efforts of living slaves.

They are the descendants of the ancient House Roedremar, a once glorious Drow house that worshipped industry and technology. Their patron deity was Roedor, god of crafts and metals. The founder of the ancient House, Andar Roedremar, was highly favored by Roedor, and his descendent ruled their house from the surface of Cyona, on the continent of Eyvind. When their god was slain, they launched fruitless attacks against their neighbors, driven mad with rage against the followers of still living Gods. They lost their wealth and their lands in war, and receded from history. They reemerge as House Roethas much later, as wandering descendents rediscovered the proud history of their House, reborn under Gunden Roethas. He rules them still as an autocrat from their only recovered holding, a pillar-like keep that was once a forward outpost of house Roedremar under Rudlec. In place of Roedor, they worship Disp, who whose general apathy matches their own, and Speyrir, to whom they pray for diplomatic guidance to maintain their house.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #19 on: August 05, 2011, 10:47:46 am »
House Vos-Elien

Motto: The Flame Conquers All

Vos-Elien are a powerful Drow house who proudly claim to be able to trace their history back to the time before the drow migration underground. They are a particularly militant house, setting great store by their armies, and especially their battlewizards, who traditionally specialise in manipulating and calling forth flame. Despite their reputation, they generally temper their bloodlust and pyromania with a keen sense of strategy and a questing intellect, often using tactics of misdirection and asymmetrical warfare when brute force would not suffice. If they have a military flaw, according to most of their enemies, it would be their adherance to a scorched-earth policy where their conquests are concerned, preferring to destroy their enemies outright. This limits their intake of slaves and plunder and forces them to maintain a much larger sphere of influence to stay materially solvent.
Culturally, Vos-Elien traditionally appreciates scholarly works to the exclusion of artistic ones, and dress in expensive but severe manner. Their alliances to other Houses and races are as shifting and impermanent as any other drow house, though other Houses generally avoid crossing them for fear of bringing the Vos-Elien war machine upon themselves.

Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #20 on: August 06, 2011, 05:57:08 am »
House Ylorenvas

Motto: Mind Eternal

Ylorenvas are a scholarly house of moderate standing, and are regarded as somewhat strange by the mainstream of Drow society. Ylorenvas produce excellent scholars and mages, but hold unorthodox beliefs and are in general rather eccentric. Like other Drow they hold their ancestors to almost god-like esteem, but they are one of the few houses so bold as to claim one of their family's early luminaries is still alive, despite him allegedly having first lived before the great migration. Outsiders have never been permitted to meet him, but Ylorenvas stubbornly maintain they still receive guidance from Uv Tor Ylorenvas, who dwells in an almost impenetrably guarded chamber in their capital city. If this is true, the years have not been kind to their living ancestor, as the actions the House takes under his advice are often considered somewhat odd, usually centering around recovering apparently inconsequential items, retaking worthless territory from rivals and the persecution of seemingly random individuals.
Ylorenvas pursue a historical feud with House Rcarthae, and take every opportunity to oust their presence from the Underworld and chase them into banishment on the surface. Rcarthae on the whole take a bemused defensive position in the conflict, but are not above bloody retalliation when Ylorenvas pushes them too hard.
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #21 on: November 04, 2011, 10:00:14 am »
Rosa Pharae
The Balefire Rose

The Balefire Rose is a mythical holy relic of Cyona whose origin is tied to the gods Lilin and Ysvester. Much sought after by adventurers and heroes, the Balefire Rose is said to have tremendous miraculous properties, purported to be a panacea, a bane to evil, and an instrument of interplanar travel.

Legend:
The legend of the Rose comes in two main variants, depending on the leanings of the society in which they are found.

The first states that the god of heroism and valour, Ysvester, was engaged in courting the goddess of mercy, Lilin. Lilin was receptive to Ysvester's noble advances, and invited him to one of her gardens for a tryst. While the two engaged in coitus, Lilin noticed an unfortunate soul in distress and fled the garden mid-act to administer her mercy, causing Ysvester's seed to drop onto the ground. Here it sprouted and began to grow into a flower, which was tended by Lilin when she returned.

The alternate legend, for the easily offended, states that the two gods never got around to physically expressing their love, and Ysvester turned up to the garden at the appointed time to find Lilin absent, at which point he shed a single manly tear, which grew into the rose.

When the rose was fully grown, and bloomed for the first time, its flower burned with a dazzling warm light. Recognising its great power for good, Lilin sent the rose to the material plane.

Properties

The rose always grows in a secret grotto somewhere on the material plane, where only the most deserving and worthy may find it. If the Rose is found and used for good, it will stay in the hands of its discoverer for an uncertain amount of time, after which it will dissapear, to grow anew in a new location.

The powers of the Rose are said to repel any evil on which its light shines. Its touch can remove curses, and if brewed into a medicine it can completely cure the most terrible diseases or raise the dead. The light of the Rose also emboldens the good and just and drives fear from their hearts by its very presence. The grotto in which the rose is found is also a place where the walls of the world are thin, and it can be used to travel to the divine realms of both Lilin and Ysvester.

The Knights of The Rose

Also Known as the The Knights of Heroic Mercy are an order of questing knights of Rudlec devoted to locating the Balefire Rose and using its powers for good and justice. The militant knights of the order ride under the banner of a lantern enwrapped with thorny rose-vines and travel the lands seeking the Rose, doing good deeds and helping those in need or peril. Clerics and other non-militant members of the order bear a banner of a rose flower with a halo of light and devote themselves primarilly to helping the needy, though they do also seek information about the Rose by more passive means, such as searching archives or questioning those who may have such knowledge. The knights of the Rose are among the few followers of Lilin on Rudlec, and have chapter houses in several cities across the continent, the largest of which is in Alta Siria, as the Knights supported the Emperor's vision of unification.

« Last Edit: November 04, 2011, 01:17:08 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #22 on: November 09, 2011, 06:01:11 pm »


House Aedithelas, House Idithela, House Ithisais, and the Crossroad Accord

Motto: Thela Alde, Thoth Sala
                 -"Wealth Leads, Might Follows."

Among the crossroads of the Ur-hollow, three families fought to control the slave trade lanes between major settlements. House Ithisais, Aedithelas, and Idithela were the three most recent families to lay claim to them. It seemed for many decades that these families were doomed to repeat the fate of all previous upstarts. Previous owners would amass some wealth and power through the trade and acquisition of slaves along the crossroads, before they each grew too big for each other and the houses would fall to new upstarts through war and death.

A change started with House Idithela. The matriarch of the house decided to buy the loyalty of the smallest competitor, House Aedithelas, in order to bolster it's position against its chief rival, House Ithisais. House Aedithelas, realizing that this gave them a superior position among the three than the other two knew, immediately approached house Ithisais with an offer. If they were to give them more money than house Idithela, House Aedithelas would happily help them instead. House Ithisais agreed to pay them.

House Aedithelas played it's two rivals against each other, demanding higher and higher tributes from each house. By the time the reality of the situation occured to either the Idithela or Ithisais, it was too late. Aedithelas had grown larger than either house, and had aquired enough wealth to threaten them both. Finally, House Aedithelas offered them a choice, continue the payments and exist as vassal's to House Aedithelas, or fight a war that would only weaken them against external threats and ambitious lesser houses. They signed the agreement, which became known as the Crossroad Accord.

House Aedithelas, known as "The Hawk Mouth House" for its clever diplomacy and maneuvering during its rise to power, is the unquestioned ruler of the Crossroads. As set up within the Accord, they are the only House allowed to capture new slaves. This keeps the House Aedithelas retainers the most martially adept of the three houses while providing a decent profit, ensuring their place among the Houses. Their rigid hierarchy and emphasis on calculated risk has served them very well over the decades. It's Matron is Quasomo Aedithelas, an old and wise cleric of Tychan.

House Idithela, known as the "The Death's Head House" for its brutal treatment of slaves and prisoners, is the inglorious and least respected House of the three. Within the Accord, they provide all transport and delivery of important persons, slaves and prisoners along the crossroads, using their fleet of menacing wheeled iron cages and swift monstrous centipedes. House Ithisais pays them to deliver slaves to buyers all around the Ur-hollow. They have a loose hierarchy, and respect the swift and mighty over arbitrary rank. It is ruled by a Patron, a wild warrior named Dwyvn Idithela.

House Ithisais, known as "The Fat House" for its hedonistic ways and prodigious pot bellies, are the adept traders and entertainers of the three Houses. Their power in the Accord is trade, the right to buy and sell slaves for profit instead of only personal use. This allows them to amass the most money, even with their tribute to the Aedithelas and their reliance on the Idithela transports. Despite this advantage, their decadent lifestyle and lavish parties puts a constant drain on their funds, which brings them in line under House Aedithelas. They have embraced the Accord the most, seeing it as freeing them from any military responsibility. They rely entirely on Aedithelas retainers and Idithela mercenaries for protection. It's matron is a sorceress named Parzaxim Ithisais.

« Last Edit: November 12, 2011, 12:52:07 am by Mr. Wizard »

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #23 on: November 10, 2011, 03:55:21 pm »
House Loquist

Motto: Victory Likes Careful Preparation

House Loquist is a relatively minor house who make most of their coin through agriculture, with their holdings encompassing many rich fungal plains, silt basins and root canopies. As with most Drow they are generally unwilling to do the dirty work themselves and are bulk importers of slaves, which has put them in good standing with the dominant slaver houses. In order to expand, they favour strongarm intimidation and extortion tactics to bully independant farmers into selling off their land for a pittance. Should they come to blows they generally hire mercenaries and assassins to fight their wars by proxy. Their lack of commitment to any kind of standing military means their in-house forces are usually just expensively equipped thugs. One area in which they have some expertise is in their cavalry, as they train many outriders to help them push their expansionist policies. These cavalry are usually mounted on the reptillian steeds known as Zirgs, which are common in the region of the Caverns of Blood.
The current house head is Iziro Loquist, a shrewd merchant prince, who has been carefully buying and selling comodities in order to drive up the prices of the goods the house produces while seeing through a policy of aggressive expansion which has so far gone unopposed.
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #24 on: November 13, 2011, 03:40:49 pm »
The Paladinate of Broda

The Paladinate of Broda is a nation state located in the southern lands of Rudlec, famed for its unusual government and persistant holy wars.
The Paladinate is named for its rulers, a council of empowered Paladins following a tradition which was established centuries ago, when the holy warriors of the region decided they were not content with simply fighting the symptoms of evil when they emerged, and staged a coup of the kingdom, installing themselves as rulers in an attempt to purge evil from society entirely through their enlightened leadership.
They were arguably successful, and were able to establish a stable and prosperous theocratic despotism in the city of Broda, largely eliminating crime and unrest through a combination of draconian punishments, wealth redistribution and genuine charity. The wealthy were stripped of many of their idle luxuries and forced to engage in more humanitarian activities, while the poor were set to work building improvements to city infrastructure.
With the city cleaned up, the Paladin council set their eyes outward, and began what would become a series of crusades against evildoers, raising huge levy armies led by Paladins and clerics to travel the continent fighting evil regimes and powerful evil individuals. These armies of righteousness have become the sole recourse for the destitute of Broda, as crime is simply not an option in the capital city. Though the Paladins are effective leaders, the nature of the enemies they fight often means the survival rate of those marching under them are woefully low.
While the Paladins have a strong hold over the city of Broda, they have only achieved this by concentrating their forces. Outlying settlements of the Paladinate are often poorly managed due to lack of resources, and have become a beacon for the unscrupulous folk forced from the capital. Consequently they are somewhat lawless, and often serve as proving grounds for zealous young warriors. Occasional efforts are made to bring them into the fold, but the Paladin council is so obsessed with their foreign wars that they have little time to spare for their internal problems.
The Paladinate is currently technically at war with both the Eastern and Western Kingdoms, Kekhem, Iatu and the Tuataran Empire, though these states are currently too absorbed in their own issues to pay much mind to the occasional crusader army turning up on their doorstep. Armies are repeatedly sent to Vaurindr, but none are reported to have ever successfully traversed the desert. Relation are also tense with the Ixan city states and Oex, which are viewed as decadent and best and amoral at worst. Relations are cool with Alta Siria, owing to the fact the late Emperor was said to be distrustful of the Paladin Council. Broda's primary diplomatic and trading partner is Mesana Runedar, on which they rely for much of their armaments.

The City of Broda
The city of Broda is famous for its six rings of defensive walls, which are considered a wonder of the world and have stood with antiquity. The city had become quite squalid prior to the Paladin's coup, and had fallen into disrepair, with many slums crowding its magnificent walls. These were quickly cleared out and replaced with many solidly built apartment-style houses, with aquaducts and communal gardens. Many temples to the gods of law and good were constructed, and religious imagery dominates the architecture of the whole city, with bas reliefs of warrior gods, saints and angels dominating public spaces. Each wall is dotted with garrisons and training grounds, which constantly bring in new recruits to be molded into righteous armies.
The Paladin's Citadel stands in the center of the city, a building which was once the palace of the nation's King. It is a sprawling military and beurocratic complex, as well as a pantheon temple to all gods of law and good. In its highest tower the Paladin council meet to govern the nation.
The Paladin council is currently composed of Lord Oropher, Elf Paladin of Melech, Lord Lykourgos, Human Paladin of Crosimus, Lady Kari, Human Paladin of Vatkir, Lord Horendithas, Halfling Paladin of Albatross and Lord Eldred, Half Orc Paladin of Calliesta. Respectively, they concern themselves with fighting Evil against Justice, Evil against Order, Evil against Law, Evil against Nature and Evil against Life.
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #25 on: December 01, 2011, 02:36:07 pm »
Utterances of the Arch-Prophetess of Eyvind

II: The forest beneath will rise and probe the crown of the world. Three times the lion will call at the gates of the Old High Bastion where the shepard breathed the half light of death into hollow sand and clay. The truth is unveiled by a great wave, but late.

XII: The houses of the Old High ones are consumed by sparks and shaken. The divine vibration of Noelan's cymbal unmake the flesh of our mother's Mother.

XIX: The grave of the old high spire will lie buried in blades. The WOLF will tear the home of man asunder when those led from its shores by the Bird return. The Dictum-flock will pass the torches of Alán and roost atop the red-gold mountain.

LXXIIX: The walls of ZARA's tombs will crack, and no mortar will fix them, nor stone fill them. As birds become mortals, scattered before the great huntand hounds, hasten to the trees. The remedy lies in the bed of the Dark Mother and her Grey Mistress.

LXXXIV: Four gather amidst the Dictum-storm to parlay with their saviour-uncreators. The Tongue of Iron, Oiled Feet and Mailed Fist, The Shadow reflected within a brass feather.

CCCLV: The destructive impulse is ensnared as envisioned by the AKSORI in the year of generations, the destroyer-changer who preserves life is born of three mothers. The FIRE returns, the monsters are reborn and mortals return to their source as the age of Dancing with Abandon begins, where destiny trails loose and all live as the RYLL of the shattered place, blissful and without direction.   
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #26 on: December 02, 2011, 09:38:30 am »
Ahria: The Organised Religion of the Eyrun

In the period following the restoration of the Eyrun and the eventual return of the High Grandmaster and the Archprophetess, the Eyrun began to once again embrace the worship of gods and steered away somewhat from the old mystic traditions which had been established by Makos Sotun millenia ago. The religious transformation was largely spearheaded by Emperor Raban I  (Voicegiver), who used the teachings of his Mistress the Prophetess Sylvestri to form the basis of a caste-based system of deity worship modelled around dichotomous pairings of masculine and feminine deities of civilisation and wilderness, with Speyrir, the god of voice, deception and language re-envisioned as a two-faceted androgynous pantheon head who bestows freedom and self-determination on mortals by gifting them the power of words.

The Ahriate religious system is divided into five caste-like groupings, four of which are held in equal standing, and the fifth of which is held superior to all others. Each caste worships a combined deity composed of two dichotomous gods, one of which represents or governs a sphere deemed 'civilised' while the other governs a 'wild' sphere, one male or regarded as masculine, the other female or regarded as femenine.

The Pairings are as follows

Iolar and Albatross: Iolaros, The Foundations
Iolar and Albatross are taken together as the solid basis on which all life can exist and endure. Iolar is worshipped in a masculine aspect as the deity who sees fit that all forces are balanced in such a way that creation can be maintained, a meticulous balancer and auditor of all basic requirements and needs. Albatross is worshipped in an aspect of freedom and constructive dischord, who's wingbeats create patterns of life and legend within Iolar's perfect balance of elements. The mortal albatross bird is mostly unknown on Eyrun so the god is envisaged as the Thunderhawk Queen, said to be the progenitor of the formidable predator which is her namesake, and also responsible for thunderstorms and the capricious acts of the climate.
Working together, the two create conditions suitable for mortal life to exist. Opposed, Albatross' chaotic nature often threatens to tip Iolar's balance.
The Foundations are especially worshipped by peacekeepers, philosophers and explorers.
Priests of the Foundations often fulfil the same functions as rangers or watchmen, they are mediators of material disputes, defenders against unnatural threats and guides in both cities and wilderness. They generally follow ascetic lifestyles and dress in understated costume.

Crosimus and Iaxa: Croxa, The Pillars
Crosimus and Iaxa present the extension of the potential layed down by Iolaros. They represent the intrinsic drive of material reality to create and multiply of its own accord. Crosimus is the masculine deity of the world, physical laws and the land itself, the architect and cartographer of a reality in which intelligent life can exist and thrive. Iaxa is the feminine fertility goddess, worshipped as she is elsewhere for the spontaneous creative power of life and its rampant increase.
Working together, the two create life and a place for it to thrive. Opposed, Crosimus' desire for perfection can create conditions inimical to life, and Iaxa's multiplying life can undo the work of Crosimus.
The Pillars are worshipped by those who make their living by agriculture or resource gathering, builders and architects, healers, rangers and frontier dwellers.
Priests of the Pillars serve basic material and social needs, often giving alms to the poor, helping with construction and repairs, advising on agricultural matters, medicine and especially childbirth. Priests of the Pillars are notorious for carrying the tools of their profession with them at all times, and are well respected in frontier communities and among the less fortunate, but are often looked down upon somewhat in more illustrious circles.

Anath and Ashra: Anashra, The Steps
Anath and Ashra represent the ways in which mortals can enrich themselves and prosper. Anath is the masculine deity of wealth and material riches, he is said to give mortals the spark of temporal ambition and the masteries of trade and economics. Ashra is the feminine mistress of lore and secret knowledge, granting mortals the ability to grow intellectually and spiritually, to observe their environment and kin and see the patterns they follow.
Working together, they give mortals ambition and the resources to act on it constructively. Opposed, they embody the selfish nature of individuals, discarding morality in favour of physical or metaphorical gain.  
The Steps are worshipped by traders, mercenaries, scholars, legislators, bankers, students, viziers, spies, and theives.
Priests of the Steps facillitate the increase of wealth and knowledge, running loanhouses and libraries, giving financial advice or working as tutors for students. The Ahria's spies and secret agents are usually taken from the ranks of the Steps. The Steps usually wear a uniform of robes or fine clothes in rust brown or slate grey, often embellished with gilt, jewels or runic inscriptions.

Charakimin and Rahdin: Charadin, The Vaults
Charakimin and Rahdin represent mortal mastery over their own creations and the creations of nature. Charakimin is the feminine deity of creation, craft and magic, granting mortals the tools they need to become masters over material, and to make their own tools to further ends. She also represents how mortals may tracend their mortality through artistic endeavor and invention. Rahdin is the masculine deity, often called the Thunderhawk King, who allows mortals stewardship over nature and the ability to live in harmony with the wild. He allows mortals to break away from the reality of nature red in tooth and claw by domesticating savage beasts and building strong walls against the storm.
The Vaults are worshipped by craftsmen, artisans, artists, scholars, philosophers, governors, guardsmen, husbanders, mages and thunderhawk riders.
The first priest of the Vaults, Parzi, was the first Eyrun in centuries, if not millenia, to tame and ride one of the formidable thunderhawks. As such the bird is strongly associated with the Vaults, and the Eyrun thunderhawk cavalry, the Parziyureh are entirely taken from the ranks of those most faithful to the Vaults.
Working together, Charakimin and Rahdin leave mortals strong against internal and external threats, able to live forever through their works and their connection with tranquil nature. Opposed, Charakimin's artifice can destroy the delicate equilibrium between artifice and nature, while Rahdin's wilderness can become hostile and leave mortals with no energy for invention or artistic pursuits.  
Less specialised and high-vaunted priests of the Vaults are master artisans and stewards of all life, they work to advance mortal mastery and aid in the defense of their wards against both artificial and natural threats. Their uniform colours are flame orange or thunderhawk blue.
Many of the rites used to worship Charakimin are taken from ancient scriptures dedicated to the long-passed god of the forge Roedor, recovered from the ancient Drow ruins which are common on Eyvind.

Speyrir: The Name
Speyrir is held as the most important deity of the pantheon, and is also the most complex and nuanced. In this aspect he is the master of all language and concept, held over all other gods because he is attributed the ability to Describe all creation, and hence make it fully 'real'. He is worshipped as a perfect androgynous being, able to take any form he chooses by describing himself in a new manner. As such, Ahria gives him thousands of names, each intricately defining a different aspect of his being. By granting mortals language (written, spoken, signed or otherwise), he grants them the ability to think (thinking without words being held to be impossible), and therefore gives them free will and the ability to break away from evil destinies.  
Speyrir is worshipped by everyone, but especially by philosophers, poets, lawyers, bards and anyone who lives by communication or their voice.
Though not clerics, the respected and feared Rabanehkeb war-chanters are among the most celebrated adherants to the worship of Speyrir.
The priests of Speyrir oversee all spiritual matters among the Eyrun and are the final authority in legal disputes, they are arch-philosophers or warrior-poets, and are in many cases held above the laws which govern even other priests. Their mark of office is a cloak of black, grey or blue feathers which often bears enchantments. The first priest of The Name was the first emperor of the restored Eyrun, Raban Voice-Giver. Raban is venerated as a Saint for his feat of giving the previously mute Eyrun the power of speech. Since previously they had been limited to sign language, under Ahrian beliefs this feat effectively doubled the Eyrun's power and ability to self-determine.  

Ahria is the official religion of the Eyrun empire, and is intricately woven into their state affairs and laws. Worship of other gods within the empire is freely allowed, but not encouraged, and other religions are not permitted influence in state affairs or given any special legal status beyond that afforded a secular organisation.
Under Ahrianism fey, elementals, devils and angels are seen as something to be approached with extreme caution by experts, but are not in any way intrinsically bad. Demons are utterly reviled and abhored, with the penalty for treating with demons being death in most cases. Necromancy is a subject with many nuanced and complex facets, as the pre-Ahria Eyrun mystical traditions were heavily grounded in necromancy. Makos Sotun, the messianic figure of the old order has been relegated from the status of an almost-deity to a saint or prophet, paving the way for the superior new order.

Sylvestri and Fletcher: Aksori, the Path
A special case within the pantheon, the demigods Sophia Sylvestri and Richhorn Fletcher are not worshipped as gods, but rather venerated as saints and philosophical teachers. They do not preside over a religious caste and have few, if any, clerics devoted to their names. Sophia is the female side of the equation, and is associated with civilisation. She is an active voice in political and religious matters on the continent and preaches largely within the cities. Richhorn is the man of the wilderness, and is said to walk among mortals in disguise when not meditating beneath rushing waterfalls or handing down wisdom from secluded mountaintop sanctuaries. Over half a century ago the two saints were mortals who visited Eyvind from a far away land, and in so doing triggered the restoration of the Eyrun, and between them taught their apprentice Raban what he would need to become an emperor.
That Sophia and Richhorn often have wildly opposed teachings on ethics is not seen as a problem by most faithful. It is seen as emblematic of the Ahriate system as a whole that the two strong personalities balance each other, and continue to have a working respect.
It is well known among scholars that the collective name for Aksori is partially formed from the abbreviated names of Sophia and Richhorn. The origin of the Ak component of the name is a mystery few could begin to unravel.
« Last Edit: January 28, 2012, 03:41:00 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #27 on: December 03, 2011, 06:18:17 am »
Festivals of Rudlec

Shadowmass
The cardinal feast of Vatkir is celebrated on the longest night of the year. Celebrants go to the local temple of Vatkir at sundown and the doors are tight shut and all lights extinquished until sunrise (or until it is calculated to be sunrise, in the case of subterranean temples). The night is passed in reciting memorised passages of holy works to Vatkir, of telling stories and singing songs. It is said that in the darkness people see fabulous visions and premonitions as the walls between worlds are thinnest at this time of the year. In the morning, a great feast breakfast is prepared and eaten. 

Angels Night
Celebrated by the humans of central and northern Rudlec in the early autumn, Angels Night is said to be the night when angels flock to the prime material plane in the form of shooting stars to grant wishes to the purehearted and vanquish evil. The night starts at sundown, and celebrants process through their settlement holding small white candles. After they have circled their neighborhood once, they converge on their preferred temple to a god of righteousness, usually Melech for a long religious ceremony. At midnight the candles are snuffed out and (weather permitting) people go outside and watch the sky for shooting stars. It is said the first person to see a shooting star will be protected from evil the whole year long.

Iaxalia
The cardinal feast of Iaxa, celebrated at the start of spring. It is a fertility festival, and it is said to be lucky to be married on this day. Fresh produce is consumed copiously and young lads chase girls and whip them with vines until they receive a gift from them.

The Ascension of Ysvester
Celebrated mostly by humans in the spring, the Ascension of Ysvester commemorates the slaying of Kraken and the godhood of the mortal hero Ysvester. Great bonfires are lit, songs are stories are recited. When night falls, a huge effigy of Kraken is puppeteered and re-enacts a ritual battle with a local young man playing the part of Ysvester. Once the Kraken puppet is slain, it is burned on a great bonfire to much merriment.

Ozushmang
An extremely ancient but poorly understood tradition celebrated mostly by dwarves. On this day Old Man Mang is said to come with his wormskin cloak and mischievous lizardman helpers to give gifts of gems (or candy gems) to dwarf children who have been good. A variety of strange folk games are played, and it is traditional for the clan father to give all newly married dwarves in the hold the gift of a fat mushroom and a purse of silver coins.

Pae Mori
"The day of spite" celebrated mostly by elves. On this day elves ascend high towers and yell profanities and curses at each other, air old grievances and make a show of being angry. All mirrors are covered on this day, on pain of bad luck. Imbibing of strong liquor starts in the morning and does not end until well into the night. The day after is known as Pae Shar: "the day of wrath", and speaking or noise of any kind is utterly forbidden.

Golden Day
The cardinal feast of Ral-Ral is celebrated on the longest day of the year. It is a standard festival with much feasting and merrymaking. Often yearly bonuses are payed to employees by their bosses on this day, and no tax is payed on any transactions for the duration of the day. It is traditional for great illusion-plays to be played out for spectators, telling stories of how Ral-Ral outwitted various legendary figures.

Valianalia
The cardinal feast day of Valian is widely celebrated primarily by humans, elves and dwarves every year in summer. It is a time of great merrymaking and the celebrations can last up to a week. Great quanitites of food and drink are consumed, music is played around the clock and many games of skill and endurance are played, including greased pole climbing, hammer throwing, combat with staffs or light cudgels, nude wrestling, cheese rolling, and anything else which is relatively harmless and entertaining.
Generally the festival culminates with the appointment of a King and Queen of Valiania, the most skilled unmarried man and the most beautiful unmarried woman in the settlement. They are bedecked in garish costumes and paraded around the town on wooden thrones, before presiding over a great feast. At the end of the festival, the king and queen together smash a small hand mirror, symbolically ending the festival.

Thyselliana
Also known as Lady-Gras. A day of good and bad fortune, where all mortals balance on a razor's edge of chance. Great festivals and parades are thrown and many gambling games are played for vast sums of money. Any venture launched this day is destined either for spectacular success or ruinous failure. Many fanciful tales abound of amazingly improbable happenings on this day. Wizards amuse one and all by manufacturing novelty magic items, such as coins which always land on their edge when tossed, loaded dice and the like.

The Day of Dominion
Tychan's cardinal feast day is celebrated with contests of brutal strength. Bullish young men (and women) get raucously drunk, yell at each other and fight. Tournaments are often organised with the winner being made ruler of the settlement for the day, in which he must be obeyed and can do as he pleases. Any criminal who escapes his captivity by brute force on this day is said to be entitled a full pardon, though few people observe this dangerous practise any more.

Paer Del
On this day people roam around killing bugs and exterminating vermin from their homes and businesses. The person who has killed the most pests is crowned king of Paer Del.

Nameless Night
The most ill-omened night of the year. All shut themselves indoors and make no noise, for tis said Old Maskey and his monsters walk the streets and woods this night, and anyone caught by him will be flayed to bits by his sliverswitch

Feast of the Phoenix
The mage's feast. Great fires, torches and magical lights are sent up into the sky in a great display of a chilly autumn night. It is asaid to be a propicious day to embark on any great endeavor, especially a magical one. Children decorate eggs in the colours of flame and inscribe wishes on them, then climb trees and nestle the eggs in the bare branches. It is said that any eggs which dissapear have hatched into firebirds and will grant the wish enscribed on their shells.

Buggles Day
A very new tradition. On this day effigies of unpopular public figures are put to a mock trial by local personalities for humerous crimes such as 'being a loudmouth', 'stealing good ideas' and the like. Said public figures are expected to endure these slanderous events in good humour.

Croix Mux
The cardinal day of Crosimus, celebrating the day the construction of the world was completed. It is a good day to complete any construction project. In large two parades are run simultaneously, one East to West, the other North to South. When they meet in the middle everyone shakes hands and continues.
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #28 on: December 11, 2011, 12:45:07 pm »
Sylvestri
Akevamira Sylvestrun, The Arch-Prophetess of Eyvind

Demigod
Symbols: A winged eye, a frost-hammer
Home Plane: Cathedral of Prophecy
Alignment: Lawful Evil
Portfolio: Eyvind, Prophesy, Communication with other deities
Worshippers: Peoples of Eyvind, fortune tellers and prophets,
Cleric Alignments: Any nonchaotic
Domains:Divination, Inquisition, Law
Favored Weapon: Cold Enchanted giant warhammer

The Arch-Prophetess of Eyvind, Sylvestri, is one of the two now legendary once-mortal saints or demigods of Eyvind. She is known to be a powerful seer, and is said to often speak with full-blooded deities. Based in the capital city of the Eyrun Empire she hands down spiritual commandments and serves as the immortal leader of their dominant religious cult. Though not worshipped precisely as a god, she is highly venerated and also widely feared. Many pilgrims flock to see her public appearances and for the exceedingly rare chance to seek her council.
She usually appears in the form of a human, eyrun or eysigr woman with blonde hair, stern features and angelic wings in the black, white and shimmering green of a magpie.

Dogma
Sylvestri's dogma is that of the pantheon of the Eyrun Empire, which she was instrumental in establishing. She preaches of order, and for a prosperous society. Her darker side is manifest in her love of vengeance and retribution, and the assumption of authority when difficult decisions must be made for a presumed greater good.
As a mortal she was a cleric of Speyrir, and champions that god above all, especially in her doctrine of the Righteous Untruth. A complex philosophical dogma in which lying is not only not evil, but in a large amount of cases an absolute good.

Clergy and Temples
The majority of Sylvestri's clerics are her militant order, the Kuemirivi, or 'mortal furies'. A fanatical sect of purportedly fearless warriors and inquisitors who travel the lands dispensing divine justice. They are greatly venerated and feared by the devout of Eyvind, sometimes to the point of resentment. The majority of Kuemirivi are female, and all are trained in the old Eyrun way of spellcasting without voice.
The Prophetess usually has a small shrine or idol within the temples of the other gods of the Eyrun pantheon. The only structure that could be said to be a temple truly devoted to her is the Cathedral of Prophecy, a grand temple complex in the Eyrun capital city which is also her divine realm.

Realm
The Cathedral of Prophecy is a splendid building designed by the finest architects on Eyvind and constructed by a squadron of tireless iron constructs purported to have been empowered by the Prophetess' own blood. It is a sprawling complex housing a grand temple to the Eyvind Pantheon, a beurocratic complex, audience chambers, and a prophecy chamber in which Sylvestri communes with fate and the gods. While it is a physical building, it is also a divine realm, and exists partially outside the material plane.
The interior is lavishly decorated, and divine influence makes it appear even more wonderful. The air is thick with the smell of exotic spices and insence, light plays through stained glass windows in colours outside the usual spectrum of mortals, and visitors are magically imbued with a sense of awe and respect.

Origin
Sophia Sylvestri was once a mortal human hero who travelled from Rudlec on a magical airship. On reaching Eyvind she and the monk Richhorn Fletcher, and a third companion whom history mentions little of, destroyed the stagnant social order which had kept the natives in a state of stasis. After bringing many wondrous gifts to the continent, rediscovering ancient knowledge, and thwarting the plot of an evil demon, Sophia and her two companions left the mortal plane to battle an avatar of primal destruction at the far edge of reality for several decades. Sophia and Richhorn returned as demigods to witness the fruits of their endeavor, a modern Eyvind.
« Last Edit: January 24, 2012, 12:26:35 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Codex Cyona: The D&D Lore Topic
« Reply #29 on: December 26, 2011, 08:05:55 pm »
Cyona Bestiary

Salamanders
Salamander is both a broad term encompassing many types of magical and mundane creature, and a specific species, often called the True Salamander. In the broad usage, a Salamander is any reptillian or amphibian creature with some connection with fire, whether a literal connection to the element of fire itself, or simply a fiery colouration. Different types of Salamanders are found all over Cyona, and resonate strongly in the mythologies of many races and cultures. Salamanders are often strongly associated with the forge goddess Charakimin.  A few types of Salamander are documented below.

True Salamander
The True Salamander is thought by wizards and wise men to have evolved from a mundane reptile which somehow found its way from the material plane into the elemental plane of fire. Changed by the plane of fire, some True Salamanders made their way back to the material plane, where they live to this day. The True Salamanders have the shape of lizards which range from an inch to a foot in length. They are brilliantly patterned in the colours of flame, usually red, orange and yellow, though rare blue and green specimens have been reported. Their origins in the plane of Fire have changed them more than their mundane lizard-shapes would suggest, and they are more living fire than flesh, being properly classified as Elementals rather than mortal creatures. Consequently their bodies burn extremely hot, and they require special equipment to handle safely. Should temperatures fall too low, True Salamanders can enter a dormancy akin to hibernation, becoming inert, their bright bodies growing dark as coals and ashes, and eventually even becoming hard and brittle until conditions become right and they miraculously spring back into life. A folk superstition that a salamander will die if a flame on its tail is extinguished has been dismissed as sentimental bunkum under critical observation.
In temperament, True Salamanders are generally benign, bordering on laconic, content to bask in the heat of their homes and fight lazily amongst themselves for the hottest spot in which to bathe.
True Salamanders require intense heat to survive, and in the wild live only in areas of volcanic activity, at the site of rifts or portals to hot planes, or in magical deserts. They are not fussy feeders, and will eat most anything which is smaller than they are, be it elemental, vermin or even inanimate objects or gemstones.
Where most people will encounter True Salamanders is in large and well-kept forges. That True Salamanders can flourish in his forge is the sign of a master blacksmith, as it shows the forge is kept clean, bright and hot all day and night. Once Salamanders have moved into a forge it is sure to prosper even further, as the lizards are known to eat up impurities in the glowing coals. A smith rejoices at the first sign that the Salamanders in his forge are ready to mate, the female will begin rearranging the burning coals into a nest, carefully tuning the interior of the furnace until it burns as hot and as bright as it can ever burn. During this time the smith is sure to make his finest wares. Once the nest is complete the broody female will lay a clutch of incandescent eggs which burn like candles, which hatch in a few days into lizards as small as a fingernail, which ride on their mother's back until they are old enough to fend for themselves. At this point the smith will be inundated with visitors from all the smithies for miles around, hoping to take away a baby salamander for their own forge.

Kankorran Salamander
This magical beast makes its home in the burning deserts of Kankorra on Rudlec. Kankorran Salamanders are agressive desert reptiles growing as large as six feet in length. Though in most respects they are much like a mundane monitor lizard they have evolved the magical property of fire breath, which they use mercilessly to defend their territory and roast their prey. Because of this they are also sometimes called pygmy dragons, lesser dragons and the like. This type of Salamander is sometimes used as a guard animal by the reptillian folk who inhabit the desert.

Iloqui Salamander
This amphibian originally made its home in the waters of the great lake Iloqui on Kendara. These newt-like creatures grow up to half a foot long and are unremarkable apart from their natural non-magical luminesence. While the original salamanders glowed only in a dim yellow color, they have since been domesticated by the Nalori people and purpose bred into a variety of shapes, colours and brightnesses. For uses ranging from pets to fashion acessories to portable light sources.

Kree Salamander
Also from Kendara, these magical beasts hail from the volcanic home of the ancient Saak Sages. Looking something like flame-coloured eels with vestigial limbs, these amphibians have been twisted by natural magic and are now amphibious with respect to molten lava rather than water. These odd creatures rest and mate in molten rock, using their powerful bodies to burrow their way through the viscous liquid fire, and emerge onto land to hunt their prey, which they kill by constriction where a poisonous bite will not suffice. These creatures rarely die of old age and some truly monstrously large specimens are rumoured to live in the deepest volcanic badlands of the Kree island.

Eyvind Salamander
Also called Cloud Salamanders, these magical beasts are found around the rifts to the plane of Fire which are abundant in the sky over Eyvind. Eyvind Salamanders resemble small brightly-coloured lizards with large flaps of skin stretching between their four limbs and body, allowing them to glide on thermal currents. These creatures seem to have an almost supernatural ability to catch hot updraughts and for all intents and purposes have the power of true flight. They usually keep to the air, where they feed on insects, but occasionally touch down in trees to rest or lay their eggs.

Maswokark Salamanders
Maswokark Salamanders are said to be as large as houses and posess the power of speach. They are also said to be very cold to the touch, though they are made of flame, and to be the natural enemy of the snake. These reports are not of reliable provenance and should be dismissed until proper investigations can be conducted.
Sam is basically right, he's just cranky.