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Offline Celdur

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GS Dungeons & Dragons - Lore!
« on: July 02, 2007, 01:16:02 pm »
Gaming Steve Dungeons & Dragons Lore - Information Station
Last updated: 14-05-09


Cyona Pantheon  Alignment Map

Lawful Good        /
Valo Planaemorndinson
Vatkir
Ysvester
 Neutral Good  /
Calliesta
Lilin
Melech
 Chaotic Good
Albatross
Valian
Lawful Neutral  /
Crosimus
Buggles
Machiliss
Rahdin
Thub
 True Neutral   /
Ashra
Charakimin
Disp
Iolar
 Chaotic Neutral
Anath
Iaxa
Ral-Ral (Scroll down)
Ssfgnbr
Thysellia
Lawful Evil            /
Matriarch
Tsamina
Tychan Indictrius
 Neutral Evil      /
Ayaio
Kzerz
Speyrir
Vaurer Indrus
 Chaotic Evil
Kraken
Koth
Naritche

More about the Gods:
The Hierarchy of Gods

Dead Gods

Lawful Good        /
Cadeyrn
Calathus
 Neutral Good  /
Galep
Rammelech
 Chaotic Good
Hanafuss
Morna Lockbuckler
Noelan
Lawful Neutral  /
The Spinner
Innichanne Indictrius
 True Neutral   /
Roedor
Saulemene
 Chaotic Neutral
Mang
Zloataq
Lawful Evil            /
Baloria
Imornouz
 Neutral Evil      /
Javoras
Naheqi
 Chaotic Evil
Karrghan


Geography

Rudlec
Dominion and Destiny

Cities                      Regions                      Places of note
AraufaernKankorraDesideria's Temple of Tychan
ChulmThe Ixan regionDracheim castle
OhialThe Tuataran EmpireThe Dracheim Menagerie
Desideria
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Fortress Brassknocker
Dhaval
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Castle Cambraie
Dracheim
-
Zkygem
Iatu
-
The Morass
Kekhem
-
Llansk
-
Mesana Runedar
-
Vaurindr
-
Ynos
-


Eyvind
Silence and Shadows

Cities                      Regions                      Places of note


Maswokark
Fictions and Fragments

Cities                      Regions                      Places of note

Underdark
Gaols and Gargantuan Reptilian Monsters

Cities                      Regions                      Places of note



History

Rudlec
Dominion and Destiny

Races                      Organisations                      People                      Lore
Drow House RcarthaeThe Mage LordDraconic Weapons
FairiesHouse ShaskalaerThe Shadow LordTourism in Desideria
KaortiThe Draconian Alliance The Blade LordIxan laws and customs
VampiresThe RoyalsThe Divine LordTechnological Revolution
KenkuThe Rajani Sect
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-
OrcsThe Royal College of Battlemagic
-
-
-
The Vampyrcorlers
-
-
-
Tribes and Clans of Dismark
-
-
-
Trans-Continental Courier Service
-
-
-
-
-
-
-
-
-
-

Underdark
Gaols and Gargantuan Reptilian Monsters

Races                      Organisations                      People                      Lore
-
House Uul
-
-
-
House Pandemonium
-
-
-
-
-
-



Dweomerkin of Charakimin
Corvo Maiara




Items
Banemorph Shackles
Book of Lesser Fiend Binding
Power Nodes
Teleportation Beacon
Enchantment - Petrification

Spells
Arcane Scar

Feats
Archery feats



Events
The Creation of man

« Last Edit: November 03, 2010, 04:51:47 pm by Krakow Sam »



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That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Celdur

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #1 on: July 03, 2007, 12:15:53 am »
this is the first entry and the credit goes to yokto


Teleporation Beacon

This magic items consisted of two part. A small orb called the Key-orb and a lager orb called the Gate-orb. Different orbs are made out of different materials but all orb pairs are always made out of the same martial.

First function

The Key-orb is used to teleport back to the Gate-orb. To do this the user called the Keymaster concentrate for one minute to act as a anchor. When he start to concentrate he also starts to glow with a light that gives no illumination, outlining him even if he tries to hide. Not even magical darkness
or invisiblty can conceal his presciences. After he have concentrate for one minute the keymaster lets a other person that touch the Key-orb back so that he can teleport back to the gate orb.
The person can only take with him items that he can carry. The Keymaster can not him self teleport back as the link will be servered. After the person have teleported back he can not teleport for at least a day as he recovers from the effect. (This includes any teleporation effect.)

Second function

The Gate-orb is used to teleport back to the Key-orb. To do this the Keymaster needs to concentrate just he was going to teleport someone to the Gate-orb.
The same glow surrounds the Keymaster. The person that travels to the Key-orb however only needs to wait for a hour to teleport again. There are the same limitations on what a person can carry wile teleported.

Third function

When ever someone touches the Gate-orb the Key-orb starts to slowly glow with a inner none illuminating glow. (which helps the Keymaster know when someone wants to gate back.)


Strong Conjuration; CL 13; Craft Wondrous Item, Spell Refuge; Price 25,000 gp; Weight (Small orb) 1lb ;  Weight larger orb) 2000 lb; Hardness is depended on martial.

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Celdur

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #2 on: July 03, 2007, 12:18:20 am »
this is the second entry and the credit goes to yokto again


Book of Lesser Fiend Binding

A small black book with pages of velum. The pages containers instruction on how to command Fiend

To bind a Fiend (Outsider with Evil Subtype) takes a drop of blood form the Fiend and place it on the last page of the book. Make it require a Spellcraft DC check of 15+level of the fiend to get the true name. The ritual takes one hour per HD. Once one closest and then reopened again the Fiends true name will be written on the last page. It is via the true name of the Fiend the book gets is power. Attempts of copying or memorizing the dark name however always meets with failure. It is as the book tried to keep the name for it self. The fiend can make a will save trow from being bound to the book and if the firend is sucessful the book burns up in a blue flame.

Once a Fiend is bound to the book the Fiend can be summoned. This summoning work over any distance even to other planes. But can only be used once Every 10 years per bound Fiends HD level.

Second function is that the book can Banish the Fiend to a demiplane prison. The Fiend can not leave the prison until summon by the book or the book is destroyed. The user need to see the Fiend to banish it.

Third function is that the book can deliver a punishment to the Fiend to remind the Fiend who its master is.  1d10+Char modifier. Unlimited uses per day, acid or lightning. No save.

The Value of the book is always dependent on what Fiend is bound to the book but the book also have a base Value. A empty book only have the cost of the base value on the market.
« Last Edit: July 03, 2007, 02:17:18 am by Celdur »

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Celdur

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #3 on: July 03, 2007, 02:24:27 am »
the last entry made by yokto (till now ::) )

its his best thing yet

these things are found all around my world although there pretty rare ;D

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Celdur

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #4 on: July 03, 2007, 01:46:31 pm »
this is ANOTHER thing made by yokto...he really has time :D

Faires of Rudlec

In the World of Rudlec the Fey live in there own communities often hidden mortals eyes. These hidden communities existed as hidden demi-planes in Rudlec. The portals to these kingdoms can often be found behind a Ancient tree, hole in the ground or maybe even in a hold chest. Many times it is hard to tell where the world of Mortals end and where the World of Fey begins.

The Fey them self belong to two major factions. The Seelie Court and the Unseelie Court. The Seelie court represents the light side of Fairies wile the Unseelie Court represent the dark side. These two courts are always at war with each other even if this war might not be open. There are also quite a few unaffiliated.

The Seelie Court

The Seelie Court are fey of light, purity, beauty, serenity and dreams. Fairies of the Unseelie Court often help those in need but there are at least as many who are neutral to all mortal affairs. There are even a few evil fey ally with the Seelie Court. In general the Court try to keep out of mortal affairs but have close ties with the Elves. Druids also sometimes seek out help form the Seelie Court.

The Unseelie Court

The Unseelie Court are fey of Darkness, impurely, ugliness, violence, and nightmares. But just like the Seelie Court do not only contain good fey so dose Unseelie not only contain evil fey. the Most of them only pull harmless pranks on mortals or at least stop before making permanent damage. But a few are really dark giving them self in to true hater and praying on others. The Unseelie Court is mainly known for attacking without provocation. Unseelie Court have some ties to the Dark elf's. Druid that have long given up on mans ability to change there destructive way also try to ally them self with this destructive force.

Killorens of Rudlec

Almost all Killorens are unaffiliated and are seen as seen as somewhat as outcasts form fey society as a hole. But there are also the strongest unaffiliated faction of the Fey living in small commutes all over Rudlec. These small communities located in remote woodland areas are almost always outside Fairy kingdoms.

« Last Edit: July 03, 2007, 02:06:19 pm by Celdur »

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Celdur

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #5 on: July 03, 2007, 02:00:57 pm »
A short time before the current campaign that you have all become a part of, there was a king. This king ruled most of Rudlec, the largest and most powerful continent, and stood on the firm footing provided by his loving subjects. He was a good king, the vast majority of people held him in high esteem, and so times were happy. Like most happy times though, there was an inevitable end; unable to escape his fate, the king eventually relinquished his mortal coil and moved on to the afterlife.

Before his death, the king passed control of his lands and it's people two of his most dedicated and valued followers. In a most unfortunate twist of fate, these two rulers were constantly at odds with each other and so another seemingly inevitable event came to pass: war.

A war that spanned the kingdom, it's ultimate prize being power over the lands of Rudlec. Compelled by a insatiable lust for this power, the two heirs had all but blocked out the light of hope, but for every Alpha there is an Omega, for every Yin, a Yang.

The six leaders of the late king's royal guard, The Royals, stood and fought back the foul corruption that the king's heirs had spread across Rudlec. They had pledged their lives to the king and did everything in their power to see that their king's will is rendered and his dying wished fulfilled. It was a daunting task, but it was a task that had been given to the right people. The Royals command the kings six legions, one Royal for each legion. Each Royal possessed great strength and was a master at their respective craft. They were a mighty force to be reckoned with, the combined power of the six Royals would prove a difficult feat for the king's heirs to overcome; unfortunately, that battle still rages on to this very day and an end to the conflict remains elusive.


« Last Edit: April 15, 2009, 03:37:53 pm by Celdur »

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Kcronos

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #6 on: July 03, 2007, 09:56:07 pm »
The seelie court and the unseelie court?


That is actually genuine folklore there, and not Tolkien stuff!
* Plank of Wood slaps


GET A HOLD OF YOURSELF MAN. THE REVIEWS DO NOT EFFECT ANYTHING EVER.

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Offline Celdur

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #7 on: July 04, 2007, 01:38:58 am »
almost everything in fantasy comes from some ancient mythology

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Yokto

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #8 on: July 04, 2007, 12:53:59 pm »
Ashra
Lady of Shadows, Seeker of Ultimate Knowledge of Life and Death

Intermediate Deity
Symbol: Shadowy claw
Home Plane: Far Realm
Alignment: Neutral
Portfolio: Manipulation, Secrets, Life and Death
Worshiper: Thefts, Merchants, Aristocracy, Cult leaders, Alienist
Cleric Alignments:  LN, CN, N, NE, NG
Domains: Domination, Trickery, Knowledge, Creation, Destruction
Favorite weapon: Long Spear

Ashra deity of manipulation and seeker of Ultimate Knowledge Life and Death is a shadowy figure. She Right hand have long claw like fingers and in here left she hold a larger spear. Ashra's shadowy hair stretches out like fine strands in the infinity. Ashra is hauntingly beauty unlike any other shadow.

Dogma
Ashra promotes the use of subtitle means to consoler the destiny of other. Even if Ashras teachings tell about the benefits of having a master Ashra's teachings dose not say that one must be loyal to once lord, rather that one should see the lord as a tool to archiving one own goal.  She do not value Good over Evil or Law over Chaos. Ashra values adaptive thinking over morality. She teaches the impotence of knowledge. Without knowledge one can not act. Ashra teaching also says that there is no fate, only those that lead and those that follow. The Ultimate Knowledge of Life and death have also become a part of her teachings now that she is a apprentice to Iolar.

Clergy and Temples
The Temple of the Dark Lady are often only small personal shrines. Larger temples are uncommon. Almost all clerics have domination domain. Her follower often team up with greater powers. Like Ashra her self many cleric find someone to serve and that can sponsor them. Clerics are often found as advisor's to Kings, Dukes, Powerful magi and even mighty Outsiders. There are also merchants, thieves and cult leaders that follower Ashra. Due to being on of few gods that resides in the far realms she sometime get followers that a more interested in here knowledge she posses about the far realm then her teachings about manipulation. Even if Ashra have quite a few followers, very few of those followers show there devotion in the open.

Relationship to the other gods
Ashra is in general distrusted since the last great god war but she have been able to establish her self again. She dislikes the god of Apathy a lot but see direct hostile against him as futile. She servers Iolar who saved her by stopping the War of the god.

The Legend of Ashra
Ashra was born a mortal long time ago so many believed. It i said that she even was the true power behind the Drasha the Witchqueen of the northern empire before she transcendent to godhood. The truth is that she was a mortal but she was killed by a Greater shadow. But the shadow was killed and Ashra was set free.  Started to recall her old life and to try to understand how she could have been controlled in this way. I was this searching that lead to what would be her path to Ascension. since that time she have served many gods. None have latest as long as she have.

During the last war of the gods she was on the losing side. The Lord she served died because he did not listen to her advice. Ashra  had however foreseen this possible even and managed to escape unharmed. She was force to hide in the Far realm to escape the other gods. Now she have returned form her exile and found a new Lord to server and protect her.
« Last Edit: July 20, 2010, 01:22:29 pm by Yokto »
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Offline Krakow Sam

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #9 on: July 04, 2007, 01:06:19 pm »
Disp
The Unmoved, The Purposeless God.

Lesser Deity
Symbol: A half-closed eye
Home Plane: Oubliette
Alignment: Neutral
Portfolio: Apathy, indecision, stagnation.
Worshippers: Dilettantes, opportunists, stoic or nihilist philosophers
Cleric Alignments: Any
Domains: Knowledge, Sloth, Luck
Favored Weapon: Quarterstaff

Disp is the deity of apathy and stagnation. He appears as a faceless man clad in nondescript, dull-coloured robes. He has few true followers, but in essence anyone who is apathetic to a cause is paying tribute to him.
Disp resides in the outlands, spending most of his time sitting languidly on his throne in the centre of a dreary labyrinth, where the souls of those that were uncommitted and unenthusiastic in life wander without drive or purpose.

Dogma
Disp concerns him self with nothing and has no discernable interests. He spends his existence regarding the planes impassively. Any requests levelled at him by his fellow deities or otherwise he carries out without fail and without apparent enthusiasm, heedless to the consequences of his actions. Due to his observations he has collected a great deal of knowledge, though he never acts upon it.

Clergy and Temples
Disp has no true clerics devoted to his cause and no temples. Anyone who purported to follow the path of Disp would not perform any acts of worship, or bother themselves with the construction of temples.
Nevertheless, Disp willingly provides anyone who beseeches him with spells, and will grant any boon that is within his ability. This has attracted a small number of clerics, who use him as a source for their powers, but follow their own agendas as they see fit. Very rarely a mortal will take it upon themselves to model their lifestyle on the way of Disp, and will consign themselves to an uncaring and nihilist existence, caring naught for anything beyond their own preservation.

« Last Edit: January 01, 2011, 05:17:03 pm by Krakow Sam »
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Offline Mr. Wizard

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #10 on: July 04, 2007, 11:58:04 pm »
Anath
A.K.A:The Maimed Mercenary, Soldier of Man, The Cunning Wolf (to Druids), The Convictionless (To Lawful Clerics)
God of Soldiers of Fortune.

A little trust goes a long way. The less you use, the further you'll go. Get paid first. --Anath

Intermediate Deity
Symbol: Crossbow with fitted red tipped Silver Bolt
Home Plane: Ysgard
Alignment: Chaotic Neutral
Portfolio: Fighting for Gold/Power/Self Satisfaction, Adventure.
Worshippers: Mercenaries, Soldiers, Guards, Rogues, Adventurers
Cleric Alignments: Any Chaotic or Any Neutral
Domains: Chaos, Luck, Strength, Travel, War
Favored Weapon: Heavy Crossbow - Enchanted Crossbow: Golden Arch

Anath is the God of Soldiers of Fortune. He appears as an ugly, scruffy bearded human, wearing a wide brimmed leather hat and leather armor. One eye is gouged out, scars crisscross his face, and through a large smile a few teeth appear missing, apparently knocked out. Those who fight for personal gain have his favor, and he willingly grants mercenary clerics blessings. He spends his time fighting champions in Ysgard, betting on the outcomes of fights. He fights on whichever battlefield he stands to make the most.

Dogma
Anath holds great sympathy for those who fight for a living. In his home Domain, he has amassed a large amount of powerful magic artifacts, gold, and treasure, all earned from other gods or even Mortals who has contracted his combat service (though it is rare for a mortal to have anything that interests him). He rewards practicality, and punishes silly ideals. He is an Enemy of Druids, whose strong ethical stance of preservation contradicts his Capitalistic mindset.

Clergy and Temples
A temple of Anath is Nomadic, it is not a set place, not made of stone. Constantly moving where opportunities are found, Clergy of Anath can be seen acting as mercenary healers in wars across the world, setting up their Temple Tents as hospitals. Most prefer to stay out of melee combat, remembering the hard lessons taught by the scars and wounds on Anath's visage. They Prefer to keep a distance, using their dieties favored weapon to good effect.

Ideal Followers
The best followers of Anath are mercenaries, those Soldiers of Fortune are held in high regard by this Diety. Any seeker of adventure, however, may call Anath his God. No Druid is welcome to worship him, their Prayers will be unanswered, and as a very active God, such unwise prayers may draw a bolt of lightning from his Divine Crossbow.

Relationship to the other Gods
Anath is in good relations with All Gods of battle, from Lawful Good to Chaotic Evil, as his followers are indiscriminate in who they help. Any God can depend on his aid... so long as they are willing to pay his price. The price being a small portion of their Divinity. In this manner has the God of Mercenaries ascended to his current power. He is hated by all Druidic Gods and Gods of earth and life, seeing his disregard for what is right and wrong and concern only for the bottom line as cancerous to mortals and gods alike. His followers, while not actively set against Druids, never hesitate to desecrate Druid groves if the person who contracted them see's the forest as an obstacle.

Origin
A lesser Diety born from the death of a Greater, Anath is the personification of that long dead Dieties practicality and common sense. Seeing the brutal ways of mortals and Gods alike, fighting over what he considered meaningless ideals, he saw those few who made a living by the excesses of so called "better men" and sought to help them. In so doing, he adopted their mindset, and eventually, started aqcuiring power by helping dieties of greater power than himself. It as lead him to his current height of power, as an Intermediate Diety.
« Last Edit: July 05, 2007, 01:30:28 am by Mr. Wizard »

Offline Yokto

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #11 on: July 05, 2007, 07:08:47 am »
Iolar
God of Balance, He who pass judgment, Defender of Rudlec

Greater Deity
Symbol: Two-bladed Sword over a disk
Home Plane: Astral Plane
Alignment: True Neutral
Portfolio: Life, Death, Creation, Destruction, Balance, Time
Worshiper: Commoners, Protectors, Philosophers
Cleric Alignments:  all
Domains: Healing, Death, Destruction, Creation, Time, Protection, Knowledge
Favorite weapon: Two-bladed Sword - The blade of balance

Iolar mission is to balance out forces that would other wise destroy Rudlec. He can pass judgment on life and death. He Creates and Destroys. He is not interested in mortal or godly affairs beyond keeping balance. He is only interested in the preservations of Rudlec. Iolar is considered to be the oldest still active god. I is said that he served the Overdeity in the creation of Rudlec and act as is guardian. Iolar tall silver gray man wielding a Two-bladed Sword.

Dogma
Iolar teaches balance in all things. Even if he is known to pass judgment he is not a Lawful god. Iolar's distentions can sometimes seem erratic but they always balance out. To a true follower of Iolar there is no good or evil.

Clerics and Temples
Even if Iolar teaches balance in all things more then a few Clerics worship only one aspect of him. However all Iolar clerics independent what aspect they worship respect each other. There are several great dome shaped temples build to his honor. Many commoner pray to him especially in the great cities hoping for his protection.

Relationship to the other gods
Iolar are on good term with most gods. That is probably because he stays out of other gods business. Still at times when the balance of the world is threatened he intervenes. It was Iolar that managed to stop the Great God War. Iolar have taken Ashra as his apprentice. Why no one know but some say he many need someone to replace him as god of balance. Ashra would most likely be the only god that would tried to uphold balance if Iolar would disappeared.
« Last Edit: July 05, 2007, 07:38:18 am by Yokto »
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Offline Yokto

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #12 on: July 10, 2007, 12:12:08 pm »
The Start of the Revolution
The technological revolution of the Ixan city states started around after the excavation of the ruins in hidden in the Hydroth mount. Teams of sages, wizards and other lore keeper travel to this site. Soon a city was build above the ruins. The City became known as Hydroth. Few clues where found about what happened to the civilization. Traces of Gate system was found and evidence of a now gone power node. Very little of the culture of the civilization was left behind. As the city did not have any culture. Many of the sages believe that it might actually have been a outpost and nothing more which would explain why so many military equipment was found in the area. A other theory is that the ruins was simply plundered long before the Hydroth ruins where discovered and that the technical artifacts where not valued as much as the culture ones. What ever happed to the civilization is clouded in mystery and even the most powerful divines have not been able to find any clue.

Many technological devices where replicated. Mainly weapons but also machines fulled my magic and steam. Repeater crossbows was one of the first great exports for the area. Then there came mechanical clocks far superior to water clocks and sundials. Later Air Ships keped a float with giant air bags where build and boats that could travel under the water. But the greatest Achievement was the creation of the warforged. Golem like constructs that seems to think for them self.
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Offline Mr. Wizard

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #13 on: July 10, 2007, 04:49:02 pm »
Melech
A.K.A: Suffering, Bearer of the Meek, Enemy of Tyrants
God of the Defenseless


Greater Deity
Symbol: A Golden Goblet
Home Plane: Elysium
Alignment: Neutral Good
Portfolio: Protection of the Defenseless, Savior of the Fallen
Worshippers: Healers, Paladins, Beggars, Peasants
Cleric Alignments: Any Good
Domains: War, Good, Protection, Strength, Healing
Favored Weapon: Longsword - Sword of the Martyr



Dogma
Melech is the creation of injustice, of the cries and pleas of all those in pain and suffering. He appears as a man clad in shining silver plate armor, with handsome features, blond hair and blue eyes. In on hand, he holds his Divine longsword- Sword of the Martyr, in the other, a goblet filled with life giving waters.

Clergy and Temples
Temples to Melech stand tall and serene, and provide lodging to any in dire need of a bed. Followers often oppose Tyranny and oppression, and Anarchy and chaos, wherever they may be found, and all enemies of people should fear the longswords of Paladins of Melech. Clerics try to heal and protect the abused, and no malady may be to gruesome that a follower of Melech will not try to heal. In War, they try to remain Neutral, though if they sense that tyranny or anarchy may be an outcome of the war, they will offer their swords to those they deem worthy.

Followers
Anyone who considers themselves for the people may call him or herself a follower of Melech. Often Fighters and Rangers follow Melech. A Few Druids also subscribe to his prayers. Fewer still, do Wizards and sorcerors that agree with Melech. All followers do their best to help those in need, and are willing to give their life to protect the frailest of people. Those that do may be reincarnated as one of his Divine Swords, protecting the innocent even in death, which he gifts to great Heroes of the land.


Sword of the Martyr Alchemical Silver Longsword +5
Gifted to great Heroes, these swords are the reincarnation of Martyrs who died protecting the meek. Once per day, the spirit of the Sword may be awakened, and it will fight on its own, As per the spell Mage's Sword. This sword Deals an extra 2d6 holy damage to evil creatures.
« Last Edit: November 17, 2011, 06:40:40 pm by Mr. Wizard »

Offline Yokto

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Re: Celdur`s Dungeons & Dragons - Lore!
« Reply #14 on: July 10, 2007, 05:16:39 pm »
Tychan Indictrius
God of Tyrany.

Greater Deity
Symbol: A Dark Ankh
Home Plane: Arcron
Alignment: Lawfully Evil
Portfolio: Slavery, Tyranny, War, Power
Worshiper: Tyrants, Warlords, Drow, Slavers
Cleric Alignments: LN, LE, NE
Domains: Domination, Death, War, Evil, Law
Favorite weapon: Spiked Chain

Tychan Indictrius is one of the younger god of Rudlec but still got many followers. This mainly because he took over most of his mothers followers after she died during the war of the gods. Tychan always appears in his dark armor that never takes it off. He got humanoid shape but in some none humanoid cultures he appears as what even sentient lifeforms dominate that culture. In Mind Flayer society for example he is seen as a larger tentacle beast with a armored black shell. Aboleth seen him as a colossal Aboleth with a long snakelike body covered with black armor plates. In Dragons, Kobolds and other Lizard folk socitity he is depicted a a great shadowy dragon. Every culture have there view on the dark god but he is almost always recognized what ever appearance he takes.

Dogma
The followers Tychan preaches the survival of the strongest (not the fittest however.) The Strong should rule of the weak. Eat or be eaten. Strength does not have to be physical strength however. Intelligence and magical prowlers is often highly valued. But trickery is often look down on. He is against any freedom given. Order is very impotent for Tychan. Slavery is not only accepted but supported by Tychan church.

Give a man a fish and he can eat for a day. Force a man to fish and he can feed you for a lifetime

Clerics and Temples
The Clerics of Tychan train them self in combat. Few priests focus so much time in training there bodies as a Tychan priest. There are exceptions. Some Tychan worshipers know that true strength is not only lays in physical capabilities. These few are often the ones that climb the ranks and become leaders and champions Tychan Indictrius. The Church of Tychan Indictrius is one of the most well orgized Churches in Rudlec and is one of the few Churches that is interracial. Even so clerics of Tychan Indictrius preaches racial superiority and this often leads to internal battle between diffrent racial groups. These battle are however seldom open conflicts and are conducted under very organized forms. Often by solving conflicts by arena fights or other brutal ways to prov who haves the right to lead. More then a few of Tychan Indictrius follower accept living in slavery knowing that the only other option would be death or the lonely torture of wandering the wastes alone.

Even the dead never see the end of war -- Tychan Inditrius followers proverb

Relationship to other gods
Tychan can work with other god when he got something to gain. He do not like do-gooders or chaotic gods finding them desciteful and unpredictable. He respect Iolar for his power, He find Ashra to be quite skilled but do not trust her, Especially considering they where once enemies during the God wars. Anath should be destroyed, He medals to much and can not be trusted. Disp is not worth mentioning. Melech is a sworn enemy and is even worse the Anath. Dealing with Naritche is like playing with fire, one is bound to get burned sooner or  later. Vatkir believe at least in law and order but he is still good. Tsamina is someone he can work with having very smiler views on how thing should be done even if Tychan put less weight in nobility.
« Last Edit: December 02, 2010, 01:42:09 pm by Yokto »
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