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Copyright 2006 by Nicholas Bergquist, all rights reserved T T h h e e K K e e e e p p e e r r s s o o f f L L i i n n g g u u s s i i a a Campaign Guide The Castles & Crusades Edition An Overview of Lingusia The World of Lingusia is an immense realm, a legendary planet forged at the moment of creation by great, primal beings. Its history is one of perpetual discovery, magic, danger, and conflict. It is, in short, ideally suited for tales of high adventure, intrigue, and exploration. Geography Physically, Lingusia is believed by most to be a flatland, a disk-like world which may be somewhere on the order of 28,000 leagues in diameter. The center of this great disk is the Southern pole which attracts the magnetic compasses used for navigation, and it was established long ago by travelers that the closer you get to the pole, the more varied the direction of the compass gets. Likewise, the mysterious magnetic flux of the North Pole seems to radiate from the edge of the world, where the great oceans circulate in a writhing mass, which plunges over, and sweeps back up, the edges of the world. No traveler alive has truthfully traveled to the edge of the world, however, so only the suspect tales of ancients speak of such things. As a flat world with a very slight curvature, A Lingusian's view of the horizon from any given point is noticeably immense. Most horizons can carry on for a much greater distance than in the mundane world of our own reality, but the density of atmosphere, as well as great mountain ranges, variation in geography, and other features prevent an utterly clear view at any given moment. Still, it is said that in certain great mountain ranges, ancient scholars and mages have been known to set up optical observatories with which they can study the entire world, given a high enough vantage point and strong enough telescopic lensing. Cosmology In the heavens, Lingusia is circled by a number of celestial objects, serving as navigational aids. The sun travels the sky in a traditional day’s length, but its orbit is in a permanent flux, as it rolls seasonally southward and northward in the sky over time to create the seasons. At night, there are two moons, the great orb of Selene, the goddess of the night, and the lesser orb of Poltrietie, the demigod of life, a moon which was born in to the sky but a few centuries ago as a herald of the time of the Reckoning, when the war between Chaos and Order came to an end. Other navigational points in the sky include a medley of odd worlds such Hyskortius the Winking Eye, the milky Haze, and the constellations of the stars. The stars are believed by men to be portals in to the celestial realms, and for all anyone knows, they might be right. Land Masses Lingusia is the name of both the world and the central continent that dominates this great land. Besides the continental Lingusia, there are at least five other great continents across the world, being Takkai, Karaktu, Mataclan, mythic Paneurika, and legendary Il'Madhar. Of these realms, Lingusia and Takkai are rife with old and new kingdoms that harbor a venerable history. Karaktu, more of a subcontinent and island mass, is said to have the most venerable of all kingdoms in the world, but is ruled by decadent sorcerer kings who squander their lost knowledge for magical power. Only known of within the last three centuries, the distant west reveals Mataclan, a fabled land of strange customs and ways, and the new heart of colonial expansion for the Middle Kingdoms of Lingusia. In the utter north and west, Il’Madhar is a vague rumor, though some say Autrengardians in the north engage in brisk trade with this little known continent of mystery. Last, but certainly not least, the grand continent of mystery dubbed Paneurika is said to exist in the farthest southern realms, beyond reach of all save the most daring travelers, and only one true account of this continent is even believed to be true.

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Page 1: The Keepers of Lingusia - Angelfire · 2006. 5. 22. · Today, the Octzellan colonies are at war with the Haxitol kingdom, a warlike realm of bloodthirsty warriors who practice sacrifice

Copyright 2006 by Nicholas Bergquist, all rights reserved

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An Overview of Lingusia

The World of Lingusia is an immense realm, a legendary planet forged at the moment of creation by great, primal beings. Its history is one of perpetual discovery, magic, danger, and conflict. It is, in short, ideally suited for tales of high adventure, intrigue, and exploration. Geography Physically, Lingusia is believed by most to be a flatland, a disk-like world which may be somewhere on the order of 28,000 leagues in diameter. The center of this great disk is the Southern pole which attracts the magnetic compasses used for navigation, and it was established long ago by travelers that the closer you get to the pole, the more varied the direction of the compass gets. Likewise, the mysterious magnetic flux of the North Pole seems to radiate from the edge of the world, where the great oceans circulate in a writhing mass, which plunges over, and sweeps back up, the edges of the world. No traveler alive has truthfully traveled to the edge of the world, however, so only the suspect tales of ancients speak of such things. As a flat world with a very slight curvature, A Lingusian's view of the horizon from any given point is noticeably immense. Most horizons can carry on for a much greater distance than in the mundane world of our own reality, but the density of atmosphere, as well as great mountain ranges, variation in geography, and other features prevent an utterly clear view at any given moment. Still, it is said that in certain great mountain ranges, ancient scholars and mages have been known to set up optical observatories with which they can study the entire world, given a high enough vantage point and strong enough telescopic lensing. Cosmology In the heavens, Lingusia is circled by a number of celestial objects, serving as navigational aids. The sun travels the sky in a traditional day’s length, but

its orbit is in a permanent flux, as it rolls seasonally southward and northward in the sky over time to create the seasons. At night, there are two moons, the great orb of Selene, the goddess of the night, and the lesser orb of Poltrietie, the demigod of life, a moon which was born in to the sky but a few centuries ago as a herald of the time of the Reckoning, when the war between Chaos and Order came to an end. Other navigational points in the sky include a medley of odd worlds such Hyskortius the Winking Eye, the milky Haze, and the constellations of the stars. The stars are believed by men to be portals in to the celestial realms, and for all anyone knows, they might be right. Land Masses Lingusia is the name of both the world and the central continent that dominates this great land. Besides the continental Lingusia, there are at least five other great continents across the world, being Takkai, Karaktu, Mataclan, mythic Paneurika, and legendary Il'Madhar. Of these realms, Lingusia and Takkai are rife with old and new kingdoms that harbor a venerable history. Karaktu, more of a subcontinent and island mass, is said to have the most venerable of all kingdoms in the world, but is ruled by decadent sorcerer kings who squander their lost knowledge for magical power. Only known of within the last three centuries, the distant west reveals Mataclan, a fabled land of strange customs and ways, and the new heart of colonial expansion for the Middle Kingdoms of Lingusia. In the utter north and west, Il’Madhar is a vague rumor, though some say Autrengardians in the north engage in brisk trade with this little known continent of mystery. Last, but certainly not least, the grand continent of mystery dubbed Paneurika is said to exist in the farthest southern realms, beyond reach of all save the most daring travelers, and only one true account of this continent is even believed to be true.

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Keepers of Lingusia is Copyright 2006 Nicholas Bergquist, all rights reserved.

The Continent of Lingusia The continent of Lingusia is approximately two thousand miles wide and three thousand miles in length from north to south. It is a mixture of warm southern climates and chilly distant northern lands. The northernmost regions of Lingusia connect to a great land bridge, which locks the land with Takkai's northern realms in the east. The steppe lander barbarians of this region share a clear mixed heritage of both continents. Lingusia's cultural center point is the Middle Kingdoms , located in the central western lands, where it is said the first men discovered civilization and spread out to populate all other quarters of the world. Chief among the Middle Kingdoms is the Hyrkanian Empire, cradle of civilization and center point in the eons old wars of Order and Chaos. Octzel, in the west is a flourishing kingdom of expansion, conflict, and intrigue. The lesser kingdoms of he Jhaknians, Cimmeran barbarians, the orcish territory of Mitra's Forest, and the blasted hellhole of the vast Hyrkanian deserts are all part of the architecture of the Middle Kingdoms. In the Southern Lands lie ancient civilizations nestled within the deserts of Galvonar who claim an equally ancient heritage. Persedonia in the south is the first strong force in generations to arise from the ashes of much older civilizations in Galvonar and Galonia. The Galonian people remain a decadent folk, steeped in their ancient history, but never reclaiming their ancient birthright. The Galvonarians are a merchant culture, busy profiting from the needs and desires of all other men. The Amechian Kingdoms in the central jungles of Lingusia are a rough and uncivilized people. Descended from the slaves of the ancient Prehunates, and then from the necromantic Kadantanians, the Belladasian people of Amech are proud, warlike, and very protective of their turf. Amenanyu orcs view for the right to claim the lands their own, as do the Terkithyi and Codam T'kezzu lizard folk. Many lesser tribes lie hidden in the jungles of Amech, and many secretive kingdoms lurk in its expanses, such as Hotepsala and Vyrindia, with mysteries to be uncovered. The Eastern Kingdoms are a peculiar mix of western and eastern culture. The caliphate of Zued is the strongest power of the land, but Cymeer is a close second, with a people who have triumphed over much evil and loss. The region of Draskis is a perpetual snake, coiled and waiting to strike against its neighbors, while in the Ny'kkodin Wastes, a hearty mix of desert tribes conduct their business as they see fit. In the south, Nithiadia and the Cretean lands are unspoiled wilderlands of discovery, cared

for by a very diplomatic people with an avid seafaring culture. The Northlands are also a mix of civilized and barbaric, and often envious of the wealth and comfort of the southern folk. The many northern tribes are a blur of conflict amongst themselves, and an occasional strong leader serves to unite the whole and pose a threat to other kingdoms in the south. The Hettanar, Zarnian, Nordamani, and Autrengardians are among the strongest such people. East of these militant tribal kingdoms are the even more uncivilized Caelernin folk of Vagendar's Woods, but civilization once again asserts itself at the ancient free city of Karan, and the Zymhari coastal kingdoms beyond. Northernmost is the panoply of mysterious cultures in Avilin, Na'Kivk, the Steppelands, and beyond.

Takkai Between the Eastern Kingdoms of Lingusia and the western shores of the east lies the Bloodsea, a dangerous but navigable body of water, the curse of many sailors. Still, the wealth of the mysterious east makes it worthwhile for the stream of traders who have made their careers out of traversing the Bloodsea. Takkai is an oriental land of mystery to most Lingusians, for few have ventured beyond the southern kingdom of Al'Jhira and the great Emerald Empire of Tai'Kong. The island kingdom of Lako engages in brisk trade with the west, but the northern kingdom of Kozakan is a my stery to most. Tai’Kong itself is a marvel to those who have visited, an immense land of eight great provinces, which are larger than all the Middle Kingdoms. Al’Jhira is a mysterious land of many-armed gods, tigerish demons, and sultry princesses in a land ruled by a great Raja. The even more dangerous lands of Gochikono make the Amechian jungles seem hospitable. Beyond the western lands of Takkai, the unknown east looms. Rumors of a land called Nubiria, mountain kingdoms called Nalinot, and a region of utter deviltry called the Gray Empire are spoken of, but those few travelers who return from such lands might well be liars and grifters. Karaktu The sub-continent of Karaktu and its many islands were said to be the seat of an ancient empire, which sank beneath the seas for offending the gods, or so some scholars say. Only the most learned suspect this to be true, that the forgotten empires of Karaktu were the seat of the Prehunate Empire, pre-human sorcerers who challenged the gods, and lost. Argosea is most famous of the Karaktuan lands, a seafaring people ruled by dark necromancers who

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Keepers of Lingusia is Copyright 2006 Nicholas Bergquist, all rights reserved.

treat their population like cattle. Lion men, half dragons, and other beasts are said to be common in Karaktu.

Mataclan Until three centuries ago, Mataclan was impossible to reach, for no being had successfully charted the currents of the Endless Ocean to the west and then found an eastern stream that would carry them safely back. When discovered by the explorer Margda Dann Malik of Octzel, this opened the new land to trade, colonization, and exploitation. Today, the Octzellan colonies are at war with the Haxitol kingdom, a warlike realm of bloodthirsty warriors who practice sacrifice as an art. The colonies keep the peace with the Talay, a peaceful land in decline from a once great civilization, which much lost knowledge. Other kingdoms and tribes exist, such as the barbaric Hochimecs, the agrarian Natukani, and the many tribes of the Hohotona. Paneurika So little is known of this land, and only a handful of men claim to have found it. Some say it may be possible to reach this fabled continent, which is largely uninhabited save for savages by traveling across Mataclan. Others look to the guidance of the only reliable travel guide, written by the legendary explorer Corin Daggerman, who was said to have traveled south to the Paneurikan lands to discover the secret of the Ebon Gold ore, which can trap the souls

of seraphs and devonin alike. His logs speak of primitive tribes, shape shifting monsters, and vast expanses of uninhabited land with no trace of civilization. Il'Madhar Visited mostly by the Northlanders, Il’Madhar is a difficult land to navigate to without knowing the ways and currents of the northern oceans. Some northern kingdoms in the Steppelands region have been mislabeled Il’Madhar by overzealous bards, but the Autrengardians who have actually been there claim it is a land unlike any other known to Lingusians. They say that no gods walk this land, but that men were gifted with the power to learn of their own way in to the heavens, and that magic works very differently. No fae folk, dwarven kin, or anyu orc have ever set foot on the soil of Il’Madhar, and the beings who dwell there are unique and sometimes frightening. One sailor said that he met a race of beings that were both women and men at once. Another spoke of demons that lied among men, and had been cast from the Abyss for forsaking the ways of chaos magic. The people of the land claim the name of their realm stems from the name of their protector, a great being, they say, yet not a god, who sought to seal away his kin from the trials and wars of the Lord of Order and Chaos. About Il’Madhar, only time and the efforts of valiant explorers will tell if more should ever be learned of this distant land.

A Short History of the World

The World of Lingusia is ancient by the standards of most fantasy realms, having a history that begins nearly 100,000 years in the past, and continues to the most recent 10,000 years of cultura l development and expansion. More about the particulars of this ancient history can be gleaned from the History of the Divine section, and from the Timeline of the Middle Kingdoms, which deals directly with specific dates and events. What shall be summarized here is a startlingly basic crash-course in the History of Lingusia, for such matters are often not too important when it comes to the concerns of the average adventurer! In the beginning, the cosmic stuff of creation was comprised of a single entity, Mala'Kor, the primal spawn of Chaos. He created on a whim or by accident his two offspring, the Life Bearer Ga'Thika, and the

Death Dealer T'Kothos. Mala'Kor tried to destroy his offspring, but failed. The three deities, over time, created the universe, and then populated it with the gods. The first gods, each part of a pantheon belonging to their respective aspect, lived well, and took care of the worlds their parents created. They in turn populated the realm with the first species, men, elves, orcs, dwarves, and countless other beings. In time, these beings became wise, and some were born of mixed parentage, mortal and god, The first great civilization, of the beings called Prehunates, learned the secrets of magic and sought to become divine, usurping their masters. The gods destroyed them, and the earth swallowed their ancient cities whole. The species once enslaved by the Prehunates now went down their own path to civilization, and the

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Keepers of Lingusia is Copyright 2006 Nicholas Bergquist, all rights reserved.

protocultures of the modern world began. About 2,500 years ago, a terrible event happened which scarred the old world once more, as the gods of chaos battled the gods of life and death (collectively called the gods of order) in the mortal plane, and most all of the mortal forms of the gods were destroyed. The people recovered, but no longer had the direct presence of their divine beings to guide or care for them, and so the era of mortals was at last here. Many civilizations in the present began their roots during this time, as man, elf, dwarf and other beings grew strong and willful. Civilizations rose and fell, and at last the architecture of the modern world was laid forth. The celestial conflicts came to an end three centuries ago, when the ancient conflict between order and chaos ended, and the primal forces merged, allowing the hostilities to cease, and the gods to (mostly) move on to higher levels of existence. Once

again, the guiding presence of the gods was diminished, this time even spiritually, and much conflict erupted throughout the land. In the present, it has been revealed that the forces of chaos were reinvigorated, as a seed of their primal father shattered in the sky, the Red Dragon Comet, and rained chaos energy upon the earth. Now, the war-torn lands of Lingusia are faced with the new threat of very powerful beings of chaos emerging once more to fulfill their dark father’s wishes, but the only divine servants of order that remain are demiurges and lesser gods who had not the wisdom to travel to higher planes of existence. The common adventurer will find plenty of conventional excitement and exploration in the world of Lingusia, but the wizards, clerics, and men of high purpose and keen intellect will find, also the need to stride forth and take up the cause against the encroaching chaos....

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Keepers of Lingusia is Copyright 2006 Nicholas Bergquist, all rights reserved.

A Timeline of the Middle Kingdoms

The World of Lingusia has a history extending back 100,000 years, according to the sacred texts of the Idean Codices. To provide an overview of the world, a condensed version of the greater timeline recorded in the Palomar Librarium, Midas, is provided, below. This timeline is biased, as it contains an account of the Creation Myth, which is in accordance with the religious perspective of the Middle Kingdoms, as told in the Idean Codex of Creation. The specific details of the Creation vary from one culture to the next, but they all involve major deities of old, who procure the world by some means from Chaos, and in turn create the Universe of Order. All religious beliefs of Lingusia are consistent on this detail, and have pantheons that reflect the dichotomy created by this Creation. Likewise, all pantheons and beliefs of the World of Lingusia reflect divided philosophies, in which the forces of Order and Chaos are identifiable, in one fashion or another, in the underlying beliefs and cosmological observations of the many regions of the world. However, the specific figures and their interplay (gods, demigods, demiurges and heroes) of each region vary widely, and it is suspected that each pantheon reflects a community of divine beings, who

in turn are dictated by unknown celestial ground rules to stay within their region of influence. Still, it is noted that some divinities have ignored such rules and crossed boundaries on more than one occasion. In the Middle Kingdoms, the ancient calendrical system of the Hyrkanians was widely adopted for use, and was not replaced in Hyrkania until over 2,000 years after the adoption of the old calendar. The new calendar was introduced with the collapse of the old Imperial houses after the arrival of Nordaman invaders. The Nordaman have so many different calendrical systems that none were considered acceptable in the south, and a new system by the house of Agrimias was adopted to celebrate the new era. Hyrkanian priesthoods of Naril have often chosen to break down these abbreviations into periods, marking them, (awi, awii, awiii, etc.) to reflect a sort of substrata of the period they refer to, but this system was dispensed with during the time of Usyllyses as ruler, when the archaic lunar dating methods were all retroactively updated to a correct system of annual solar dating based on the new astronomical practices of the Council of Twelve.

Old Hyrkanian Calendar: bw (before the Time of Celestial Wars) aw (after the Time of Celestial Wars) Nordaman Calendar: oe (Old Era, before the Conquering of Hyrkan'ien) ne (New Era, after the founding of Sigurd'ian)

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Keepers of Lingusia is Copyright 2006 Nicholas Bergquist, all rights reserved.

Timeline of Lingusia Time Event The Time Before Man Before Time The Primal Chaos of Malakor creates Ga'Thika the Earth and T'Kothos, or Death. They become separate beings and move away from him. Each cosmic being creates its realm and populates it with simple life. Ga’Thika creates the First Gods as caretakers. The First Gods revolt against the creator, and are put down by the New Gods. To prevent this, she locks the power of all gods into two mortal artifacts, ever changing in shape, the Orb of Life and the Orb of Chaos, for each opposing branch. A Third orb, of Oblivion, is a byproduct of the first two. She goes into a long sleep. The New Gods are appointed with the task of creating the mortal life of the world and care taking Ga’Thika during her long sleep. 75,000 bw Records on the ancient walls of Corti'Zahn indicated the gods forged this great city as a mortal place of worship for their young creations. Aurumurvax becomes the patron god of the city, and keeper of the Orb of Oblivion, which is the balance between Law and Chaos Orbs. 70,000 bw The first ancient people rise to civilization and dwell under the mantle of the gods. 55,000 bw The Prehunate civilization rises to greatness, and then goes beyond. 50-10,000 bw Vast, ancient sites in Amech and elsewhere are attributed to the Prehunate People of this time. Some claim that men were slaves to these ancient sorcerers. 22,000 bw The Prehunates discover Ethenur and the Dreaming City. They found Nith, and explore the secrets of the Armageddon Tower. Unknown Prehunates divine the fates of the gods, and set about to unlocking the artifacts of Law and Chaos. 20,000 bw Diannysos is condemned for cosmic butchery and imprisoned. 15,000 bw Prehunates draw the Suethen folk from the Seelie Realms and make them pets and slaves. Thus do the first Suethen enter Lingusia. 12-10,000 bw Eskandar's Rise. During the time of cataclysm, Eskandar is divided into seven incorporeal parts and placed in an amulet of seven pieces, each guarded by an ancient devonin forever imprisoned in the mortal plane. His crime is coming too close to unlocking the secret of the Gods. 10,000 bw sometime around 10,000 bw a great cataclysm occurs, and destroys the ancient Prehunate Empire. It is said the gods did it to destroy mortals who sought to rival their power. The Time of the Ancient Realms and People (10,000 bw - 2,100 bw) 10-6,000 bw The ancient archaic period of mankind. Primitive civilizations arose during this time. 7,500-6,500 bw The first, early agrarian people settle in Northern Hyrkania and around the Nyarlith Delta. Early egalitarian societies form. 6,500-5,400 bw The Neolithic mound builder period emerges in the Nyarlith river- delta region. Early polities rise and fall during this time, and elitism forms. 6,000-1,500 bw This is the time of the earliest real civilizations, the rise of agriculture, discovery of pottery, and the first use of metals. Cultures known in this early period include: Amech: Ivory Carver culture, Jaguar Culture, Farmer Culture, Lake men culture. Zued: The Riverine culture, The Desert men Culture Hyrkania: The Fertile Lands Culture, The Coast lands Culture, The Inner Sea People, mound builders. Cretea: The Early Cretean Culture. North: Some nomads had traveled far north by now. 5,400 bw Hyrkan'ien is officially the first true city of man in the Nyarlith region, with over 20,000 citizens under a benign elected ruler. 5,400-4,900, bw The Hyrkanian founding cultures grow strong, and develop complicated agriculture and irrigation. Early writing and metalworking appears. The Fertile Empire of Middle and Southern Hyrkania grow strong at this time. 4,900-4,400 bw Early city-states of Hyrkania are united under the first Elevasos, or king, named Kolhyrykan. His is the first dynasty, and lasts this length of time. 4,500 bw The oldest Idean Codices were scribed in this time 4,400-2,100 bw Many periods of rise and decline during this time in Hyrkania. Hyrkan’ien is burned and rebuilt countless times. Wars between North and South are fought.

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Keepers of Lingusia is Copyright 2006 Nicholas Bergquist, all rights reserved.

The Age of the Great Empires (2,100 bw - 499 aw) 2,100-13 bw The Period of Stability in Hyrkania, as the first ancient Empire is founded in the Usylian dynasty, and a series of successful dynasties lead to the unification of Southern Hyrkania, Belladasian lands, and the Northern barbarians. Organized ecclesiae become intertwined with politics. 1,500 bw Amechian people develop writing. 1,200-800 bw The Hidden Tribes of Galonia appear in the Southern Lands 970-820 bw A great and secret war plays out between the Einurians and invading anyu armies into the fae lands. The conflict lasts more than a century, and the anyu are dispersed across the Middle Kingdoms when it ends, the organized monstrous tribes forever more without organization of their own. Strife between Einurian and Endurian people first appears when the Maddendur fail to honor pacts of aid with the Einur, and seek to cover only their own defenses. 680 bw Earliest contact and trade with Baldric Coastal Hyrkanians and Amechians. 450 bw First known contact and trade with Amechians and Zuedians in the Ny'Koddin Wastes 400 bw-300 bw The Old Galonian pre immigration 324 bw Earliest known trade with Amechians and Hyrkanians of the Inner Sea 230 bw Strife among the einurians leads to a centuries' long war that will not end until the War of the Gods. The exile Ashtarth tribes, dedicated to chaos, are permuted with chaotic energy and change to their current forms. 215 bw The Ivory Kingdom of Amech and the Fertile Lands Empire of Hyrkania establish a pact to build the Great Road over several decades across the continent for trade. It was probably finished around 156 bw. 13 bw Emperor Shakytis comes to power, unaware he will rule through the War of the Gods. 1 bw A year-long period of warfare erupts as the hidden cults and forces of Chaos swell up in conflict, driven by the prophecies that the Orb of Chaos has been claimed. The first to use it is Xauraun, a decadent aristocrat from the south who opens the portal to the Abyss, from which the devonin hordes and avatars of chaos pour. Unwittingly, he is imbued with the true taint of chaos by Dalroth, and becomes the immortal vessel of chaos. The orb disappears then, not to resurface for centuries. In this year of great change, the mythic city of Corti’Zahn is sieged by chaos, and the human retainers and avatars of the gods are destroyed in the great war. The city is cast down, and the portal of chaos sealed after one year by Lord Warenis. Terrible magical corruption seeps through the lands of the Fertile Empire of central Hyrkania, and creates the Great Desert Wastes, abutting the Earth Mother Mountains, which are later renamed Slithotendan, the Mountains of Madness. Many mortal bodies of the sanguine gods are buried in these mountains in sacred tombs. 1 aw The Emperor Catythytas proclaims a new era and calendar to reflect the time of victory over true evil. 2 aw-142 aw A series of succession wars in Imperial Hyrkania ensue, and many local wars are fought. Some believe it was due to the residue of chaos from the War of the Gods. 65 aw Emperor Kravorstys reigns for 23 years, during which he commissions the Emerald Palace, a great structure with a center dome pieced together from fragments of the Emerald Dome of the central Temple in Corti’Zahn. It becomes the new, everlasting Emerald Palace of Hyrkan’ien. 92 aw The Ashtarth found Dahik in the wastelands 140 aw The Emerald Palace is completed at last during the reign of Tythiis the Empress 200 aw The first sedentary farmers in Galonia appear 300-500 aw The first old Galonian agrarian states appear (iron now used) The Four old Empires of Amech go into decline and disappear during this time. 330-450 aw The Lelos Dynasty rules Hyrkania. It is deposed in 450 in a new succession war. 350-500 aw The Karak agrarian period 425-550 aw The Old Sur period of proto-Galonia rises and flourishes. The Kadantanian Empire of Amech rises during this time. 450 aw A new succession war in Hyrkania puts house Vestillios in control The Age of Expansion (500 aw - 1,400 aw) 500 aw Xauraun Vestillios, reincarnated, overthrows Hyrkanian control from Abernan Usyllyses II, and begins period of religious persecution and warfare. 500-750 aw Karak early city-states appear and rule Zuedian and Cretean dissidents who found the first Magiocracy out of the ruins of forgotten ancients populate the distant subcontinent of Karaktu. 500-950 aw The early metal Saurian Dynasty of Galvonar appears. Old Galonian conquest period at its height. 500-523 aw Mass insurrection and religious wars erupt in Hyrkania 503 aw Hyrkanians turn the Noenday colony into a penal colony in the Untamed Wilderness. 513 aw Octzel Venn Ta shipped to Noenday, begins a crusade for Enki. 523 aw Vestillios I deposed in Hyrkania, revealed to be the Son of Chaos. 527 aw Noenday now a small city. Enki official religion. Octzel in control, renames city after himself.

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545 aw Octzel experiences vision of conquest against Hyrkania. 550 aw The first pre dynastic polities appear in Old Sur of Galonia 557 aw Octzellan independence declared, a small fleet sails against Hyrkania and is decimated by a hurricane. Venn Ta is killed. The first ruler elect is exiled general Kothos Gonn-Talanar. 615-625 aw The Second Faith Wars erupt in Hyrkania. 670-699 aw The Third Faith Wars ensue in Hyrkania. 700 aw Syrradalis I reigns as Empress in Hyrkania. The Faith Wars are over. 713 aw Donn-Dadera rises to power in Octzel through deception. Begins construction of the New Palace (which is finished in 728). Under Dadera, the Hagarant Lords, chaos minion sorcerers of chaos, come into power, and are not put down until they are killed in a brief civil war. 750-885 aw The War of Generations begins in Kadantania as the Belladasian people fight for independence. They achieve it in 885 aw when Kadantania recognizes their independence. 798 aw Kokitus of Kadantania creates the Codam T'Kezzu to fight for the Amechian Empire. 800 aw Forlorn is founded in Northern Galvonar Sometime around 800 it is said that the first settlers from Octzel and Hyrkania establish colonies in Jhakn. The local people, to become Takonorians, remain aloof and hostile. 820 aw Galonian conquest of Karak 858 aw Queen Dellon-Vellos rules in Octzel. She commissions the great inner wall of the city, as well as the Grand Librarium. 859-900 aw The War of Territory against the hordes of Anyu in the hinterlands of Octzel erupts. 912-926 aw The Jhaknian hero Laromar tries to unite the native chiefdoms and the Jhaknian colonies. 900-1,200 aw Old Galonia period of decline. Rise of the first Pre-Galvonarian merchant princes. During this time, Jhaknian people develop democratic rule among the colonies. Jnril becomes capitol. A civil war in Hyrkania prompts Jhakn to seek independence, and decades of minor conflicts lead to permanent independence. 1091 aw The tragic romance of the ancient Laikhanamen and the fae queen Corrigan is played out, and Corrigan is killed. 1,082-88 aw The T'kezzu Codam I rises to unite his scaly brethren in a slave revolt against the decadent Kadantanian Empire. They journey to the north and found the Codam-T'Kezzu Empire. 1,125 aw The saurian dynasty collapses in Galonia under great floods 1,200 aw Forlorn ends abruptly in conquest from proto-Takonorian tribes The Beginning of the Great Change (dramatic temp. inc.) during this period in Galvonar and the South. This is a serious set-back for the people of the region, and an exodus northward begins among many. 1,300 aw Jhakn defeats Octzellan naval forces in a dispute, making it a kingdom to reckon with. 1,313 aw The last great sorcerer king of Kadantania dies. No heir rises, and the empire dwindles to squabbling city states. The Age of New Empires (1,400 aw - 1,900 aw) 1,400 aw The last of the city-states of Kadantania falls into ruin, and the Kadantanian Empire is no more. Only Belladas has unity. 1,415-1,425 aw Octzel ruled by the decadent Gremna-Lubidosi. The wall of dreams built in the capitol. 1,438 aw The vampiric Karukithyak is entombed 1,480 aw The first Persedonian city of Archades is founded 1,520 aw The Southern Hyrkanians begin to encroach on unclaimed Amechian territory. The Hyrkanian slave trade begins. 1,550 aw The New Dynasty of Galonia established under Pilater II 1,548-1,634 aw periods of conflict in Hyrkania as no less than nine emperors rise and fall. Civil war breaks out almost constantly. 1,591-1,603 aw exiled Hyrkanian merchants found Easton along the Inner Sea during a civil war of the Southern Hyrkanian cities. 1,620 aw Cartoseon, the first true Regent of Persedonia, breaks the Zuedian rule and establishes the new empire of Persedonia, and the Cartosean Dynasty 1,635 aw The Second Dynasty of Usyllyses brings peace to Hyrkania again. 1,682 aw The founding of Elharad City 1,700 aw The unification of desert tribes under Asaran I creates Galvonar 1,744 aw The third dynasty of the Usyllyses begins it’s reign. 1,798 aw The founding of Kiddaros 1,809 aw The Jhaknian ruler Golanarth establishes the Oligarchic council of Jnril, presiding over the previous democratic forum of the land. War breaks out with Takonor again. 1,850 aw The Long Rule of the twelve great tribes begins in Galvonar

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The Age of Strife and Prophecy (circa 1,900 aw - 2,116 aw) 1,927 aw Usyllyses III rules Hyrkania. He forges an alliance with Suethendur, and the Einur King grants him the care of his youngest daughter since the queen is barren. Phyxillus becomes the first adopted einurian to inherit the throne. 1,930-1,945 aw Jhakn and Takonor war, as Takonor is condemned for devonin worship. Takonor is sacked and pillaged. 1,960-1,962 aw Xauraun's latest reincarnation comes into power in Southern Hyrkania, and with the forces of the Black Tower he wages war. For the first time in centuries, avatars are picked to aid the reincarnated Warenis to defeat Xauraun. 1,963-1,968 aw The Company of the new avatars explores the Middle Kingdoms. Wormi Vellsoth founds the Black Lotus Guild. Gilrad weds Phyxillus Usyllyses, becomes co-regent. 1,965 aw A brief period of religious strife flares up in Hyrkania between death cultists and hunt cultists 1,980 aw Ocentashian Glythanyu rise up against the city-state of Dorasha and depose the rule of the Macabethian Cult. Wormi Vellsoth assassinates the wizard Macabeth. The hordes march on Jhakn but are shattered in subsequent battles. The Codex of Prophecy surfaces, and the first of the Apocalyptic Predictions come to pass as a new gate to the Abyss opens in the Great Plains 1,981-1,982 aw The Second Celestial War almost begins, but the new avatars defeat the devonin hordes and seal the New Gate of Chaos before havoc reigns. 1,998 aw Octzoron Andor becomes King in Octzel. 2,000 aw Quirak becomes wizardly Advisor in Octzel, commissions his Mansion. Octozoron commissions the great outer wall. 2,003-2,020 aw The Great Middle War ensues, as Octozoron initiates a conflict to control sea trade and conflict erupts with Imperial Hyrkania. 2,021 aw Wormi Vellsoth kills Quirak, and reveals diabolical controls on the King. Octozoron, fearing his mortal soul, sues for peace. The Great War ends. 2,028 aw Gilrad and Phyxillus pass the throne to their son, Aroth Usyllyses. He is not as wise as his parents. The immortal avatars sail off on the Ethereal Ship of Dreams into the outer realms. 2,033 aw Takonor falls to Jhaknian and Galvonarian forces, and is destroyed. 2,050 aw Under Aroth's reign, Hyrkania descends into decadence and corruption, and the High lords revolt. Civil strife undermines the emperor’s rule, and the declaration of Southern Hyrkanian independence shatters the empire. Aroth is deposed and killed. 2,068 aw Octzoron-Vellos comes into control of Octzel. The Doom in Old Chegga erupts as vampiric Karukithyak seeks to rise from the grave and fall upon Octzel as a curse against the living. 2,074 aw Sharzade of the Ashtarth begins his slow movement for reformation among his people. 2,081 aw The Black Circle of Dahik corrupts the focus of Sherzade's reformation, and reads into the prophecies a message to return and conquer the Silver Empire of their ancestors. 2,083 aw Corrigan the Witch Queen is resurrected by Laikhanamen. Chaos forces rally in the Thargonid Mountains. The War of Strife looms. The chosen ones (Gilrad and company) return from their celestial quests to meet the new threat. Phyxillus and Gilrad return as regents of Hyrkania. 2,084 aw The new age of avatars seek the immortal lord of order, Warenis, and unite against the rising power of the Witch Queen. Xauraun Vestillios resurfaces, seeking to usurp Corrigan, but Black Annis captures him in a Soul Gem. 2,085 aw The avatars seek the aid of the Orb of Oblivion and very nearly stop Corrigan, but she is at last assassinated by Xauraun, who polymorphs his prison into a ruby body. He in turn is destroyed and split into many pieces, and spirited by Aurumurvax across the world, forever disembodied and unable to reincarnate. A second prophecy comes to pass. 2086 aw The War of Strife rages as Makhorven and Bellasco Strallikus unite the chaos armies. Southern Hyrkania is united under the rule of the Divinate. 2,087 aw The War of Strife rages across Hyrkania, and ends in a great battle under the rally of the Solarian and Emerald Knights against the chaos armies at Arkadin. The chaos army is at last dispersed. A third prophecy comes to pass. 2,086-2,088 aw Mardga Dan Malik discovers Mataclan, the Fifth World, across the Uncrossable Endless Ocean. This fulfills a fourth prophecy. 2,089-2,090 aw Saurpikan, lord of the Setites, brings down a great anvil from the sky and in the process hatches the seeds of creation, creating the Young Moon, son of Poltrietie, fulfilling the fifth prophecy. 2,092 aw The House of Kaspalos rises from the ashes of Takonor to initiate a brief civil war in the south. 2,096 aw The great and ancient city of the Suetheinurians , Thystyvianis, falls to the Ashtarth controlled forces of chaos. The War of Return begins. The Black Circle begins seeking out the pieces of the Amulet of Eskandar.

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2,096 aw Xauraun’s Red Robe servants seek to re-unite his head with his severed parts, by locating the pieces of his fabled Helix Throne. Diannysos the Prehunate reawakens and seeks the remnants of their ancient power, artifacts of old. 2,097 aw The Company of Corwin Daggerman seeks to find the Helix Throne first, opposing the Red Robes. 2,098 aw The Throne is found, but a great sacrifice destroys it and the Ruby form of Xauraun in the heart of the Sun. This is the sixth prophecy, freeing Xauraun for his final reincarnation. A company of heroes thwarts Diannysos and casts the ancient artifacts into the World Forge. 2,099-2,000 aw the Company of Corwin discovers The Paneurikan continent. 2,100 aw Ariandra Vellos, daughter of old King Vellos, becomes co-regent. 2,101 aw The Ashtarth reformation begins, and Sherzade’s followers are accepted back into Suetheinurians. 2,106 aw The War of the Ashtarth against the Suetheinurians is joined by Blackholm allies. Thystyvianis is razed. For the first time in millennia, the Argosean magiocracy of Karaktu experiences civil disorder and insurrection. Akuuris-worshippers rediscover the Armageddon tower again, and learn of the impending apocalypse of the Celestials. 2,107 aw The House Kaspalos initiates a new civil war in Takonor against Jhakn. The rebels are crushed. 2,110 aw The Hagarant lords are harnessed by the undead Quirak, who possesses an avatar’s body to escape death. The Hagarant lords of Octzel are stopped again. House Drakanis and escaped Hagarant Lord Koval begin the process of ceding Valance from Octzel. In Hyrkania, after Gilrad is believed killed in a battle, the Great Purge begins as border skirmishes against the Thargonid Empire turns into a crusade that lasts four years. In fact, Gilrad is captured by Bellasco Strallikus, a proxy in the Abyss. 2,113 aw Catea Gonn-Aleric, a necromancer, finds the final piece of the Amulet of Eskandar, and discovers that the Orb of Chaos is in Mataclan. 2,114 aw An Octzellan expedition mounted by Drakanis, Aleric, and the Company of the Dogs of War seek to establish a colony in Mataclan. In Hyrkania, the Great Purge concludes with the sacking and burning of Hoggoth, capitol of the Thargonid nation. In a battle with the Troll Queen, Phyxillus is entrapped within a magical vortex, cut off forever more, along with her Crusaders and the Troll Army. It wil be centuries before they are freed. 2,115 aw Gilrad escapes from the prison in the Abyss and destroys Belasco. He returns to a collapsing Hyrkania, and leaves it for the planar realms, placing Kalgornen the Paladin as regent. 2,115-2,116 aw The first Oct zellan colonies are established in Mataclan, the Orb of Chaos is discovered. The final part of the prophecy is exposed. Eskandar resurrected seizes the Orb, and rival sorcerers seize the Ankh of Life, which is in fact the current form of the Orb of Order. The Celestial Apocalypse ensues, and the ancient balance is destroyed as all blend into one. At this time it is revealed that the formless chaos of Mala’Kor has withdrawn from the realm of Order and is no more, and Ga’Thika is awakened. The perpetrators of Chaos are punished or destroyed, and the Gods are drawn back into the Celestial Everness, removed forever more from the domain of men. The New Era begins. The New Era of Man (2,117 - Present) (-13 ne) 2,117 aw The forces of Valance initiate civil war against the reign of Ariandra Vellos on the eve of Octzoron- Vellos' death. (-10 ne) 2,120 aw The Nordaman forces of Zued and beyond are united under Sigurd the Great. He conquers much over the next decade, bringing his army to the gates of Hyrkan’ien. (-4 ne) 2,126 aw Davin Kormak and his Emerald Knights seek to liberate the Sendral people from the rule of the Black Tower. 1 ne (2,130 aw) Hyrkan’ien is sieged and at last falls to the Nordaman conquerors. Sigurd renames the city Sigurd'ian, and places his daughter, Agrimias, as regent. She establishes the new northern calendrical system at this time. 10 ne (2,140 aw) Sendral is freed and the Black Tower’s forces crushed. Under the new reign of Kormak, a new Southern Hyrkanian kingdom, free of chaotic rule, now reigns. 21 ne (2,151 aw) Hyrmyskos is declared the new Holy Capitol of the Hyrkanian Empire of the Sun. The New emperor is Thylar, a solarian knight and high lord. 35 ne (2,165 aw) Remnants of the Black Tower ally with Blackholm and betray the Black Circle. The conquered lands of Suetheinurians fall under the rule of the Liche-Queen, who begins colonization. The Ashtarth are driven out, and the reign of the Suetheinurians diminishes to the Woodland Deeps, where they call upon powerful Weirding Magic to protect it from the diablerie of the Liche-Queen. 52 ne (2,182 aw) The eastern hordes of the Amechian conqueror Hadros begin to unite the Amechian lands from the capitol of Barakas. 54 ne (2,184 aw) Agrimias dies in Hyrkania. Succession passes to her son, Githrard, who is married to Hylanys, a native Hyrkanian noblewoman. 81 ne (2,211 aw) Decades of internal conflict among Hyrendan end as the new regent Calisos takes control and decries the Divinate. He swears fealty to the New Hyrkanian Imperium.

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99-108 ne The first Sendral-Blackholm war, in which the forces of Blackholm seek to invade and a driven back by (2,229-2,238 aw) the stalwart Sendralites. Called by some the Second War of Strife, due to the mercenary causeless- devonin employed by Blackholm. 110-200 ne The early demiurge cults begin to grow in strength. Phonataism spreads throughout the Middle (2,240-2,330 aw) Kingdoms. 123 ne (2,253 aw) The new War of Faith begins in Hyrkania as the Solarian Church of the Holy Empire decries the paganism of

Niras and seeks to destroy it. Niras' people revolt and a civil war ensues. The New Inquisition is born. 128 ne (2,258 aw) All of the old territories of Ocentash are conquered by Valance. A viscous, futile war with the Cimmeran barbarians, backed by Eastonian-paid mercenaries, lasts until 144. 144 ne (2,274 aw) King Drozathon comes into power in Octzel, and seeks to conquer Valance in the south. War erupts after years of minor conflict and civil war. Thus begins the Two Hundred Years War. 191 ne (2,321 aw) Palithas III comes into power in Persedonia with dreams of conquest and empire. 194 ne (2,324 aw) Easton is conquered by Persedonia and becomes the new Northern Capitol. 199 ne (2,329 aw) Malas is conquered by the Persedonians. 200-206 ne Continuous war erupts between the Hyrkanian polities and Persedonian invaders. The encroachment (2,330-2,336 aw) of the Persedonians is halted, however. 209 ne (2,339 aw) Jnril experiences it’s first sack and pillaging under the two hundred years war, which has dragged Jhakn into the midst of war. 213 ne (2,343 aw) The War of Faith ends, as the new Emperor Shaerythal, also High Sacrimori, recognizes the separate nation status of Niras and enters an agreement in which Niras'ien and it’s territories become client states. She initiates a new, subtle policy of prosyletization and in decades to come, many new monasteries to Naril appear across the Middle Kingdoms. 224 ne (2,354 aw) The divinate begins to return to Hyrendan, as it remains strong in Blackholm. The new regent of this time, Kartakos, declares it permissible to worship any god or gods, and the divinate returns to open worship. 259 ne (2,389 aw) During two years of treaties and neutrality between Octzel and Valance, a terrible betrayal in the south

unites the eastern and central provinces to declare their own cessation as the independent regency of Halale. Warfare erupts again.

287 ne (2,417 aw) Kymir is at last overthrown in a slave revolt funded by nobles interested in breaking the age-old powers of the city.

325 ne (2,455 aw) The Second Blackholm-Sendral war erupts and lasts for several years before trade routes are restored. 336 ne (2,466 aw) The once quiet Hadrosian Empire is reinvigorated when the new ruler, Katanak, claiming Kadantanian

heritage, gains control in a regicidal move. He declares he will restore the power of ancient Kadantania to the land.

338 ne (2,468 aw) Civil war in Amech erupts in the Belladasian province. 339 ne (2,469 aw) Arvale becomes new king of Octzel. He seeks peace and then gains fealty immediately from the regency of Halale. 340 ne (2,470 aw) Hadrosian forces attack Hyrkanian cities along the great Western Trade Route, driving Hyrkanians out

and starting a new war. Sendral, Hyrendan, and Imperial Hyrkanian forces reach a pact of agreement to unite against the invaders. The war continues to the present (344).

341 ne (2,471 aw) Arvale Octzoron-Tendrosos VI sues for peace, and Drakanis IV accepts, his Valancian kingdom on the verge of collapse from internal conflict, starvation, disease, and discontent. Halale reluctantly backs off for the time being, but local grudges continue.

344 ne (2474 aw) The Hadrosian-Hyrkanian war fought to a standstill; Persedonia, under Palithas V, invades New Galonia; Forces in Halale are threatened by the rising Anyu armies in Mitra’s Forest for the first time in centuries; Kymirian forces look eastward to the Hettanar expanse and see easy pickings. The Great Red Dragon Comet appears once more in the sky. It has not been seen since the Celestial War.

2475 aw (345 ne) Agents of the Cult of the Kraken are manipulated in to recovering the lost armor of Xauraun Vestillios. Xauraun’s pawns reunite his immortal reincarnate with the armor, and he once again walks the earth. He travels to Trog, where the diminished child-form of Dalroth is biding its time, growing in strength under the care of Slithotep. Xauraun strips Dalroth of his power and uses the Prophecy of Return to siphon the chaotic energy of the Red Dragon Comet in to himself. The comet sheds its burden, and meteoric fire rains upon the World, unleashing the full powers of Chaos once more. Elsewhere, a new band of Chosen seek out the frozen army of Phyxillus Usyllyses and reawaken her, to rekindle the forces of Order for the onslaught of the new Pantheon of Chaos, ruled by the immortal Demiurge Xauraun. Queen Taelyias Mandragora leads her armies against Trog, in a protracted siege, which ends when Xauraun unleashes an army of chaos upon them. The Queen is believed dead.

2476 aw Phyxyllis' first act is to siege and regain control of the city Hyrkan’ien, and return the Emerald Throne to the rule of a proper Empress. She Refuses the throne for herself, however, and insists that it be handed to Prince Hovalos, who has ruled at Hyrmyskos in the wake of his mother’s defeat at Trog. The Nordaman kingships have little fight left in them after a century and more of assimilation and complacency. Prince Hovalos' first act is to restore the Hyrkanian Calendrical System, and restore the family rights of lost territory to

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disenfranchised Hyrkanian Houses. This instigates a brief civil rebellion amongst the Nordaman, which is quickly put down. In Honor of this time, the new Emperor declares this period the Era of Rebirth, and (er) is used to mark this period henceforth.

2478 aw Trog’s forces mount opening attacks against Malas and neighboring cities. Persedonian officials are captured. Xauraun forces a visit to the capitol of Persedonia, and a strange alliance is formed. Elsewhere, Chrones minions of Xauraun forge an alliance with the Hadrosian Empire of Amech. Troops march west.

2479 aw Trog and Presedonia march on Hyrkania and Octzel. The forces of Mitra’s Forest and the Mountains of Chaos unite under the banner of Trog. The region of Halale falls under siege.

2481 aw Octzel’s troops lose ground against the onslaught of enemy forces. Much of Halale marauded by enemies, and Valance under siege.

2483 aw The forces of Octzel mount a desperate push to oust the invading armies, led by Kalador Gonn Hesparad. He succeeds in pushing back the encroaching forces. In Hyrkania, the forces of Trog and Persedonia ally with Blackholm, which swears allegiance to Xauraun. Hyrenden survives siege from the Persedonians by calling upon the demiurge Avarath, only to fall six months later to betrayal from within (the Red Robes give the city away).

2486 er: The present year of the Campaign for Adventures. The Political scene is tumultuous. The major turmoil in the land lies in Trog, where a new capitol of Chaos has formed and sends forth its tendrils to find new followers. Persedonia allies itself with Xauraun’s forces, but some suspect witchery. The Nordaman territories has collapsed, and a strong new Hyrkanian Empire rises from the ashes. Octzel continues to experience a break from constant civil war, but the coordinated invasion of orcs from Mitra’s Forest and armies from Trog and Persedonia change that. More blighted craters of chaos becom evident as they rupture and expand, breeding foul creatures of chaos.

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Characters of Lingusia

The Races of Lingusia: The world of Lingusia is populated by many other species than humanity, as is appropriate for a fantasy realm. The major species available for players to choose from at the outset include the following:

The Einurian Races The fae folk, Sidhee, or elves, called in the ancient tongue Einurians, are a diverse and enigmatic species. They are divided into a number of cultural groups and inhabit many regions. Elves are often regarded as the first intelligent race created by the gods, but some claim they are merely Fae folk who fell from the grace of the Weirding, that enigmatic realm of the Faerie, which the Goddess Selene brought forth in a dream. The available elvish groups in Lingusia are: Suetheinurian, Silver Elves The Silver, or High Elves, are the most ancient and venerable of the elvish cultures. They are among the tallest of the elves, often taller than humans. Silver elves are ancient, wise, and talented with magic. Their ancient kingdom in the Woodlands of Sylvias has stood the test of time, even the assaults of Ashtarth armies and goblin hordes in recent centuries. Silver elves are renowned as warriors throughout the land. The paladins of Selene are fierce defenders of their woodland kingdom, and are sometimes known to quest elsewhere, as well. Silver Elves are known to have founded a secretive order known as the protectorate, an elaborate society of agents for the cause of Order and goodness, who venerate Phonatas, Elesin, Herme, and other gods, and seek to take advantage of their perspective as near-immortals to counter the threats of Chaos. The Silver Elves are divided in to a number of Houses of the Moon, and each house provides special social and political contacts to its members. Membership in a house is determined by blood and marriage. Many common Silver Elves belong to what are known as the Houses of the Sun, the lesser families which comprise the bulk of the common population. These elvish houses swear fealty to the great houses. Often, an elf or half elf with no house, or a Salienform elf, may be permitted to join one of these lesser houses. On a rare occasion, a House of the Sun becomes unexpectedly important, and is transformed in to a House of the Moon. Just as rarely,

a House of the Moon can suffer serious defeat or shame and fall back to become a lesser house. Personality and Appearance: Silver Elves are often regarded as somewhat haughty and aloof when dealing with the lesser kindred races. Some of this is a side effect of age, for the Silver Elves almost invariably live longer than most beings around them. Some of it is their fae aspect, which is unsettling or soothing to different beings. They are noble, regal beings in appearance, averaging 6 to 6 and a half feet in height, towering over most other elves and men. Suetheinurian physical traits include pronounced, slim pointed ears and opalescent eyes (no whites; all Lingusian elves have an opal quality to the eyes, running from black to deep red, reminiscent of gem stones). All Silver Elves are known for their long, silken hair which comes in all colors, but most famously in the silver, platinum blonde, and white coloration. There is an unreal quality to Silver Elves, a presence that unnerves those who fear the magical and soothes those who are good at heart. Relations: Silver Elves have long held an alliance and treaty of mutual protection with the Empire of Hyrkania, and there is a special pairing between the Selenic Knights and the Solarian Knights of each realm’s respective gods. They are at odds with the Persedonians, who seek to encroach on their territory. They have a loose alliance with the Maddendur Dwarves, but that has fragmented many times over the millennia. They see themselves as caretakers of the spirited and naive Sylveinurians (as well as other fae kin, such as the Syleni and Gnomes), and as devoted foes against the Southern Hyrkanian City States and the Ashtarth. Silver Elves are strongly opposed to all of the chaos-kin, including the Anyu Orcs and their relations. Alignment: Religion: The Suetheinurian worship Selene, and members of House Ilmatar worship Ailyenarion as well. Phonatas, Elesin, Herme, Poltrietie, and Ga’Thika are all important elements of the elvish sub pantheon. Language: All Suetheinurian begin with knowledge of elvish and the Middle Tongue, as well as their House Tongue, which is a unique dialect used between members of the same house only, and never taught to outsiders (willingly). Names: There are a lot of "y," "th," and "s" elements in naming. Some examples of Suetheinurian names: Male: Thyvias, Vyrasthios, Shylnavalos, Vaeram, Sylas, Mythrael, Zyravos.

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Female: Phyxyllis, Thyriel, Allysithrie l, Mylinii, Thyvysithies, Myrythien, Enesthyriel. Adventurers: While some Silver Elves choose to wander and quest, others are appointed foreign duties, such as Selenic Knights, members of the protectorate, and disciples of a wizard or merchant sect. Silver Elves live a long time, and they are not by nature isolationist. Silver elves receive all of the benefits of the standard elvish package, but with the following modifiers/changes: • Silver Elves receive a +1 modifier to

Intelligence, but a -1 Strength mo difier, in addition to the +1 Dexterity and -1 Constitution modifiers.

• Fae Glamour: All Silver Elves experience a +2 circumstance modifier to Charisma rolls when negotiating with good beings and a -2 modifier to the same rolls against evil beings, unless the Silver Elf is evil, in which case the modifiers are reversed. This is a side effect of the fae glamour which permeates their being.

• A Silver Elf must choose from a House of the Sun or no house at all for social background. A Silver Elf with at least two attributes of 13 or better and no attributes less than 10 may belong to a House of the Moon. If so, then the Silver Elf may roll percentile dice to determine heritage: 01-60: House of the Sun; 61-93: Choose from the following list of Houses of the Moon; 94-99: Salienform! (see below); 00: You’re a rare fair skinned member of House Shilnavilin. All members of a House of the Sun gain only the standard benefits of the elvish package.

• Ilmatar, House of Fire. This house is legend for its metalwork and armoring skills, and is unique in it’s ability to harvest and tool adamantine implements. Likewise, members of this house are famous for their talents at pyromancy and alteration. Members of this house receive a +1 bonus to any check related to the manufacture of metal arms or armor..

• Istrion, House of Water. Blessed by Trimelin, this house is known for its seafarers, shipwrights, merchants, and water mages. Members of this house receive a +1 bonus to rolls involving sailing, swimming, or bargaining.

• Nethestor, House of Ice. Located in Ice Falls, members of this house are powerful with cold magic, and considered pre-eminent architects throughout the elvish lands. House members get a +1 bonus to Intelligence checks involving architecture and engineering, and when using Ice Magic may, once per day per three spell caster

levels enhance a cold-based spell by one level over their normal caster level.

• Vystrion, House of Earth. Those of House Vystrion are accomplished druids, geomancers, and earth workers. They are known for their agricultural and horticultural skill, as well as magic shaping the earth and the flora. Members of this house get a +1 bonus to wisdom checks when foraging or surviving in the wilderness and may apply this to any relate Ranger or Druid skills as well.

• Shalmanfiel, House of Enchantment. Masters of illusion and disguise, sometimes regarded as tricksters and hucksters, the illusion-crafting skills of House Shalmanfiel are well known. Members of this house receive a +1 Save modifier on any attempt to disbelieve illusions, and when using illusions may, once per day per three arcane spell caster levels enhance an illusion spell by one level over their normal caster level. Almost without exception, members of House Shalmanfiel choose Illusionist for their class (or one of their classes if using the Castle Zagyg multiclassing rules).

• Astrux, House of Many Eyes. The most venerable house of the politicians, they are silver elves, which have made the art of diplomacy and politics and family affair. All houses participate in politics, but House Astrux rules the field. Nothing gets done without their participation or approval. All rulers for the last two thousand years have been from House Astrux. Members of this house receive a +1 bonus in Intelligence checks for diplomacy and negotiation, and receive a +2 modifier to any leadship checks when trying to mobilize or command troops (may affect any Morale rolls dictated by the CK, too). The members of Astrux are consumate commanders, and favor the Knight class. which they almost always take.

• Calyspion, House of Conjurers. This is a small house, largely dominated by the Fraternity of the Gray Robes, a venerable order of conjurers and summoners whose abilities are tethered to the Weirding Realms. Oddly, some of these mages also take up arms and practice combat to become war mages. Members of this house when using conjuration and summoning magic (any spell which produces objects from thin air or creatures) may, once per day per three arcane spell caster levels enhance such a spell by one level over their normal caster level. All members of this house who utilize summon spells will summon Fae creatures over other types, first.

• Arienform, House of the Sky. Blessed by Ogron, this smaller house sprouts many wind

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elementalists, navigators, and weather mages. Members of this house receive a +1 Intelligence bonus to nature and weather checks, and to intuit the true direction they are traveling.

• Salienform, The Outcasts. Exiles by choice or force, Salienform have been branded heretical and cast out from the Houses of the Moon. Salienform are sometimes born of two houses, and choose one ability bonus from each house. Intermarriage among the House of the Moon is forbidden (although it is permissible with the Houses of the Sun). Likewis e, criminal or deviant behavior also results in expulsion. If this is the case, determine your former house and receive it’s abilities. All Salienform receive a -2 check penalty to all Charisma and social interaction rolls with members of the Houses of the Moon, and a -1 penalty to the Houses of the Sun.

• Shilnavilin, the Dark House. This is officially an extinct house, as its members became the seed of the Ashtarth many millennia ago. The Ashtarth who still wage war against Sylvias claim this house title their own. The only fair skinned members of this house are said to live in the demiplane of the Desecrated Lands, worshippers of the ancient Anhedron the Damned, he who first corrupted the house and cursed them to become Ashtarth forever more. Members of this house have special considerations. They must be chaotic in alignment, and if they are not ashtarth, they often look albino. They may plane shift once per day to the Desecrated Lands, and receive a -2 Charisma penalty to any encounter in which they are known to belong to this house. Ashtarth who are so pure of blood as to belong to this house receive these benefits, and the social penalty stacks with any others. They receive a -1 Charisma penalty among their own kind, due to jealousy and hatred towards their purity.

Sylveinurian, Sylvan Elves The Sylvan Elves are woodland stock, which disdain the ancient spired cities of the Silver Elves in favor of a natural approach to living. They are curious and earthy folk, considered closer to their Fae roots than many other elves, save perhaps for the Kythians, who are still touched by the Weirding. Sylveinurians are located mostly in the dense, thick forests of the eastern Sylvan Mountains of Sylvias. They are clustered in a number of clannish provincial domains, through which normal men could blindly stumble through and never know were inhabited if the woodland elves chose not to reveal themselves.

Most of the Sylveinurian communities are centered in high-roosted townships built in and along the length of the great old red woods, which comprise much of their forest land. Personality and appearance: Woodland Elves come across as mischievous, personable, and very curious. Almost all Sylvan Elves who have not settled down in old age often seem to be almost juvenile in their approach to life, although this is a side effect of the fae glamour which permeates them, driving them on to distraction. yes, there are focused Sylvan Elves, and yes, there are laconic, disinterested members of the species, but they are the exception rather than the rule. Sylvan Elves appear short, averaging 5-5 and a half feet in height, of slim build with pronounced, pointed ears. They have rustic, earthy colors for hair, ranging from sandy blonde to dusky brown or gray, and some Sylvan Elves hair changes color with the fall and spring. Like all Lingusian elves, they have solid opalescent eyes, usually of speckled red, blacks, and browns. Relations: Sylvan Elves are inclined to get along well with everyone, or at least try. They are compelled to taunt dwarves, however, who are too dour for the taste of most Sylveinurians. Likewise, they are generally disapproving of the lifestyles of most chaos-kin and other evil beings, but are also more likely to accept one of those beings, which walk the path or order and goodness. They love gnomes and syleni, and like humans because they’re such an easy mark. They tend to be uncomfortable and concerned about planar beings, as such entities are rarely a part of the natural order. Religion: Wishupar, Herme, Poltrietie, Niras, Selene, Phonatas, Temina, and Amasyr are all part of the reverent sub pantheon of the elvish people who are preferred by the Sylveinurians. Language: Sylveinurians speak elvish, as well as the Middle Tongue and they tend to be familiar with many woodland and animal languages. In Lingusia, all animals are given to a degree of intelligence and language, if not sophistication, and so fae kin attuned to nature may learn their languages. Names: Sylveinurians are prone to simple and descriptive names. They have houses, like Sylveinurians do, but their family structure and inter-relations are much looser and without boundary. The house name would come last, and some known houses are listed below. House Names: Vellsoth, Nathylien, Erendys, Helthior, Varundys, Gamathys, Zypharem. Male: Wormi, Silas, Syralys, Vyphar, Corlyn, Pyryth, Vale, Wendyros, Longyn. Female: Sabyl, Dryiele, Erythri, Grysaudia, Tymyri, Kyellie, Myrin, Hymiri.

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Adventurers: Sylvan Elves are by far the most common elf found in foreign lands, wandering, adventuring, and striving to outlive the glamour of wanderlust, which possesses them to go out and do rash and unusual deeds. Likewise, more half elves than not have a Sylveinurian parent as a result of this wanderlust and adventuresome nature. • All Sylveinurians have the standard profile found

in the Player’s Handbook. They are the default elvish type for elves that do not know or have not discovered their heritage.

Kythians, Faerie Elves The faeriefolk of the elves are the closest to the ancient ancestry of the elves among the fae folk than any other member of the elvish community. They are small, reclusive kin, quiet and vigorously effective at evasion. Found in small, isolate communities throughout the Middle Kingdoms and beyond, they are perhaps the only elves to dwell in the Northlands (beside dark elves). The largest communities of Kythians can be found in the Faerie Wood of western Octzel. Personality and appearance: Kythians are shy, reclusive, and deeply attuned to nature and the spiritual realms. Unlike their more sophisticated kin, Kythians are still trapped in the rapture of the Glamour, the mysterious presence of the Weirding from which all elvish races were birthed by Selene in the dawn of creation. Because of this, they tend to act very strangely around other beings, for they can see and understand things no one else can. In terms of appearance, they are the smallest elvish kin. Kythians are usually between 4’7Ó and 5’3Ó in size, and rarely get taller. Some are small enough to pass as thin dwarves or even tall halflings or gnomes. Kythians all have slim frames, the largest pointed ears, and wild manes of earthy hair which change color with the season, and opalescent eyes filled with a glittery, mineral like quality that gives them an unearthly appearance. From a distance, save for their ears, they can easily be mistaken for children of about 10-12 years of age by humans, and rarely appear to develop in to what humans see as adult characteristics. Relations: Kythians try to avoid dealing with all civilized beings, and like to stay away from cities and other large manmade structures. They avoid crowds, and much prefer nature. Kythians are likely only to befriend or trust druids and rangers, or priests of Poltrietie. Religion: Kythians are unsophisticated in the ways of worship, but they have druids who venerate the pantheon of nature (Niras, Poltrietie, Zingar) and they

all revere the Weirding as a quasi-demiurge, seeing the presence of the Fae Realm as a sort of god itself. Language: Kythians learn Faerspeak, although it is somewhat different, if still understandable, from other elvish dialects. This difference provokes a –5 penalty to any check in which the Kythian is trying to disguise his heritage from another elf, due to his peculiar accent. Kythians do not start with the Middle Tongue automatically, but may instead choose an animal tongue or another fae language instead. Names: Kythians have simple naming mechanisms, and enjoy naming themselves after things and events in nature. The elvish version of such a name can sound foreign, but if they choose to explain the meaning, most humans would adopt that to call the Kythian. as a rule, male Kythians tend to be named after living things, and women tend to be named after the earth, sky, or plants. Male: Fisherbear, Callingowl, Roaringstorm, Burningtree, Runningwolf. Female: Ashensky, Earthmaiden, Fallingstar, Ivy, Oleander, Frailmoon. Adventurers: Kythians can find themselves on some pretty amazing adventures, but rarely do they seek them out. Most Kythian adventurers are victims of circumstance, propelled by fate in to the role of adventurer. Kythians have the standard elvish package, with the following modifications: • Kythians are attuned to the Glamour of the

Weirding, and in fact cannot escape it. As such, they have a special +2 bonus when utilizing abilities to detect Fae beings, invisible things, or ethereal presences. They may not see such beings or things but they become acutely aware of something nearby in their range of vision or hearing.

• Fae Glamour: Three times per day, a Kythian may cast any of the following: Detect Magic, Detect Good, Detect Chaos, Detect Fae (like Detect Good, but creature must be Fae), Detect Invisible, or Detect Undead. All such elements either leave a presence or blight on the aura of the Weirding.

• Weirding Way: A Kythian who has reached 10th level (or combined levels of 10) may perform Planar Travel to the Weirding Realm only once per week. The Weirding Realm is the extra planar domain of the Faerie, and Kythians with enough time and experience become sufficiently attuned to it that they can begin to see cracks in the frame of reality that allow them to return to their hallowed land. Likewise, they may use Planar Travel to return to the mortal realm.

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• Kythians favor short bow and short sword for their elvish weapon training.

• No Kythian may ever be proficient in armor other than padded, leather coat, leather armor, hide, or studded leather. All Kythians who try to wear heavier metal armor suffer penalties as if they were violating their class restrictions (i.e. abilities for the class which don’t work when wearing heavier armor will also not work with Kythian restrictions). A Kythian fighter, for example does not get proficiency in these armors, even though the class grants them.

• All Kythians are extraordinarily agile, and may declare a +1 bonus to their armor class against a specific opponent each round, as a way of compensating for their lack of normal protection from armor. Kythian warriors may increase this bonus to +2 at fifth level and +3 at tenth level, and they may divide it up to three ways (+1 vs. three opponents, or +3 vs. one opponent). Only warrior Kythians get this extra perk, to compensate for their limited armor useage.

• Finally, all Kythians gain a natural +2 Wisdom bonus to nature and survival rolls as a reflection of their natural affinity for nature.

• Kythians favor Druids and Rangers for starting classes.

Ashtarth, Dark Elves The Ashtarth are the drow elves, the Dock-Alfar of Lingusia, corrupted from their Silver Elf kin long ago by the minions of Chaos, they were forever marked with their coal black skin cast out of the elvish community. Ashtarth society is a cruel mimicry of Silver Elf society, with houses of rule and advancement through might and stealth. In the ancient annals of elvish lore, the Ashtarth were members of House Shilnavilin, the House of Betrayal as it eventually came to be known, for in ancient times, its most prevalent members betrayed the Kingdom of the Elves by swearing fealty to Dalroth and the Courts of Chaos. By choosing the worship of the Demon Gods, the Ashtarth cast away their tether to the Weirding Way and were branded with darkness forever more. A war between elves erupted, and they were cast out of the elvish realms, destined to wander the world for new homes. Some Ashtarth traveled to the distant Northlands and settled there, to be called Dock-Alfar. Some traveled to the east, and a handful of them even settled deep in the Amechian lands, to pursue a means of redressing their sins against Selene. But most settled in the Kingdom of Dahik, and established their own Order of Houses, to pursue the will of the Demon Gods.

Personality and appearance: Ashtarth are always of coal black skin, save for a few white skinned albinos who are born once every few generations. Women are prized for their sorcerous superiority and divinatory powers, while the men are disdained as warriors and laborers to be lorded over. Much like the drow of other worlds, Ashtarth are matriarchal. Ashtarth are physically very tall, from 6 to almost 7 feet in height, due to their heritage of once having been Silver Elves. Their opal eyes are usually black, red, and occasionally white. Their hair is usually white or gray, and occasionally black or fiery red. Relations: the Ashtarth, who only nominally maintain relations with the Hyshkorrid, and some deviant chaos-kin orc tribes, goblinoids, and easy slave species, reviles most all species. They are at odds with all surface dwellers, seek to annihilate their fair skinned kin, and have shaky alliances with the Southern Hyrkanians. In the north, they are natural enemies of the Kythians and Zarnians. Only the neutral and reserved I'Cathor House of the Amechian Conclave seeks solitude and escape from war and destruction. Religion: The Ashtarth revere Dalroth and his Courts of Chaos whether they like it or not. Most recently, in the Hyrkanian Desert City of Trog, Lord Xauraun Vestillios the immortal ascended to divinity, and has taken the reigns of the Courts of Chaos, dragging their power under his sway. Pale, the unholy child of chaos, which is in fact, the recuperating Dalroth, was crushed in to a crippling jester by Xauraun, and serves as his puppet. This has led to a great upheaval among the Ashtarth houses, which are receiving too many contradictory messages from their evil deities. Some of the Demon Gods most favored by the Ashtarth include The Spider Goddess, Orcus, Pazzuzzu, Koschtie, Belphegor, Avarath, Yeenoghu, Lilith, Demogorgon, Tragonamos, Kalakan, and Piscrael. Slithotep, the Mad God, is also worshipped as is Haro, Lord of Assassins. Language: Ashtarth learn the Ashtarth tongue, their House’s Cant (the secret language of their house), the Sign language of the Dark Elves, and either elvish or the Middle Tongue. Names: Ashtarth like brutal names, with rough sounding qualities to them. all Ashtarth must belong to a house. The major family houses are listed below, or you can belong to a different lesser house. The northern Dock-Alfar do not group by houses, but by clans. many Ashtarth come from a union between two houses or clans, and so carry both names in hyphenated form (I'Cathor-Stromm, for example) with the mother's house first. House Names: Stromm, Kaliban, I’Cathor, Grannen, Urdanne, Grenedan, Venetor, Baal'rammen, Plagistren, Vehedemeer, Korlaas.

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Male: Charnel, Flavios, Daros, Kabel, Varkol, Krael, Lovador, Sherzade. Female: Synestra, Deviris, Paniseth, Vitrea, Kalieth, Sibrien, Pinetteras, Ca lyspel. Adventurers: Ashtarth who are evil and seeking to further the will of their family or the secret order of the Black Circle are always prone to have cause to adventure. The rare Ashtarth who is good in nature is an adventurer by necessity, struggling to survive in a world that will give him no quarter while escaping a vengeful people. Often, good Ashtarth seek a quasi-mythical means of redeeming their people, or themselves. • Ashtarth receive +1 Dex and -1 Cha modifiers. • Ashtarth have the same Spell Resistance as

normal elves. • All ashtarth have innate spell-like abilities. They

may activate these abilities each once per day (like a sorcerer) with the ashtarth’s class level acting as caster level. They may choose three spells for their spell-effects fro m the following list: faerie fire, darkness, change self, hypnotism, charm person, cause fear, pass without trace, protection from law, or undetectable alignment. Other spells may be permitted, CK willing.

• Males ashtarths are second-class citizens, good for cannon-fodder, slave labor and concubines in the eyes of the ruling matriarchy. As such, all male ashtarths receive a -2 Charisma modifier to when interacting with ashtarth women. This penalty fades in ashtarth communities where the men are considered emancipated (such as among the eastern Amechian enclaves).

• Ashtarth receive the elvish racial bonus to detect hidden doors, as well as enhanced senses.

• Darkvision for 120 feet. • Ashtarth have an innate familiarity (regardless of

class) with all crossbows (including exotic crossbows) and scimitars. They favor the crueler weapons (whips, poisons, curved and barbed blades, etc.)

• Ashtarth are sensitive to light, and are blinded for one round by any sudden daylight-equivalent effects (spell or unexpected exposure). They remain at a -2 penalty to all actions while in the offending light. Ashtarth who spend a long period of time on the surface in daylight may qualify for the “Daywalker” trait, below.

• Ashtarth have wizard as a typical class. They also tend to be clerics if they choose the worship of Dalroth or another Lord of Chaos as their deity. If using multiclassing rules, ashtarth almost always multiclass.

The Daywalker Trait (Con) An ashtarth who has spent more than three months continuously in the outdoors functioning in the daylight and adjusting his vision develops a resistance to the harsh effects of open light on his eyes. When he is in daylight and needs to fight, he can make a Con Save if it is full daylight (with a +2 bonus if it is artificial light or partly cloudy). If he makes it, then he fights unimpaired. If he fails, he is surprised and gets a –2 penalty to hit for the first round of battle, then adjusts normally for the second round. CKs may award this talent to Ashtarth PCs who meet the requirements for it over time. Naelythians, Arcane Elves This rare species is never seen in the world anymore save for a lone visitor from the Ether. The elves once were part of a greater ancient society, one that ascended into the celestial realms of the sky, and the blue skinned Naelythians were the ones who chose to stay there. Naelythians are rare species to encounter in a normal campaign, but travelers in to the realms of Etherspace via magical craft might well meet this celestial race that plies the infinite byways of the heavens. Naelythians have statistics comparable to the PHB elf traits, and may be designed as such. Naelythians are usually familiar with superior arcane and steampunk technology.

The Endurian Races The dwarven kin are a hearty lot who have spent much of their ancient history beneath the earth. Rare on the surface, the dwarves are nonetheless a political force in the Middle Kingdoms, as the Iron Kingdom is a strong military presence in the south. There are several dwarven cultures, including: Maddendur, Iron Dwarves The greatest of the dwarven cultures, the maddendur are militant, greedy, and classic dwarves. Although it may be unfair to label them classic so quickly, it is without a doubt that one could say the most Maddendur are dour, taciturn, prone to anger, and very, very good in battle. Iron Dwarves hail from many regions, dwelling in busy mountain homes, carving deeply in to their mountains to create wondrous underground citadels. They are perpetually at wa r with the chaos-kin, giants, and endless denizens of the Underworld. The

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most famous and by far strongest mountain kingdom of the Iron Dwarves is in the Iron Mountains, and the capitol of Shillmarane is considered the largest inhabited underworld city in Lingusia. Personality and Appearance: Iron Dwarves are, as mentioned, a dour, taciturn and angry lot. They revere war, profit, and crafting above all other pursuits, and are single minded almost to a fault in such matters. Iron Dwarves are reclusive and isolationist, so are rarer on the surface than Silver Dwarves, but make their presence felt when necessary. Iron dwarves are usually around 4 feet in height, burly and bearded, and even the women are said to grow beards, though the truth of this is unknown to most humans since dwarven women are rarely ever seen. Their hair and eyes are of all colors and types, but they have a ruddy bronze quality to their skin. Iron Dwarves of the deep Northlands tend to be fair in skin, and more blonde. Relations: Iron Dwarves respect the kingdoms of man, and they have relations and treaties with the Sendral Kingdom, Hyrkanian Empire, and Creteans. Those merchant dwarves who travel by sea have relations as far away as Zued and Octzel. Dwarves get along only intermittently with Silver Elves, and are driven nuts by Sylvan Elves. They are annoyed by syleni, and confused by gnomes. They hate the Darendur, Ashtarth, and all chaoskin. Religion: Iron Dwarves revere Hargameth for war, Ashturak for trade and crafting, Elesin for seamanship, and The Nameless One for being honest about death. Language: Iron Dwarves learn dwarvish, and usually learn their second language as the Middle Tongue or Eastern Tongue. Names: Iron Dwarves like good, sturdy first names, and have lengthy and hard to pronounce last names, which follow a mantra-like code that connects their male lineage. There are dozens and dozens of clans, and often as many as ten to twelve clans within a city. Male: Borin, Damior, Golin, Dwaelor, Ulan, Vailor, Gunrish, Daelin. Female: Kamael, Dunir, Vimara, Loris, Tenera, Aspiel, Minhara, Ulara. Adventurers: Iron Dwarves often join Fraternal Orders of knights, and one of the duties of such orders is to quest and seek out the enemies of dwarves. Merchant orders will likewise expect and Iron Dwarf to seek out perfection in his mercantile or crafting skills. Many Iron Dwarves will become singularly obsessed with a deed or quest that can only be accomplished over time in he surface world, and so venture forth to fulfill their obsession.

Some of the more adventurous Maddendur include the Magendur Clan, a powerful clan of dwarves that have actually entered the realms of Mira’s Forest to begin a new war to drive out the orcs and other chaos-kin of that land. Magendur are a most adventurous lot. • Iron Dwarves are for all practical purposes the

classic dwarf as described in the Player’s Handbook, and no modifications are necessary.

Suethendur, Silver Dwarves Once part of a great dwarven kingdom in the Silver Mountains of the north, these dwarves were driven from their tunnels millennia ago, and now are surface dwellers amongst the kingdoms of man. They are artificers and engineers of amazing skill, and are known to have invented such wondrous artifactor magic as flying ships and smoke powder. While Silver Dwarves have the smallest population as dwarves go, they are seemingly more numerous as their diaspora is spread out among the kingdoms of man. Silver Dwarves have found homes within small mountainous enclaves throughout the Middle Kingdoms and the north, but none can quite recover from the loss of their most splendid and seemingly endless subterranean city within the Silver Mountains. In the present most major human cities have a barrio dominated by Silver Dwarves. Personality and Appearance: Silver Dwarves are more outgoing and gregarious than their dour Iron kin. They are as diplomatic as they are mechanically skilled, and value the insight of other races as well as their own. Silver Dwarves are also around four feet, and save for their ancient heritage from the Silver Mountains, are not easily differed from their Iron kin. Most Silver Dwarves have fair skin, however, and tend to have more blonde and gray in their hair. Many are blue eyed, a rare trait among Iron Dwarves. Relations: Silver Dwarves get along with everyone, perhaps save for the chaos-kin, and even then they’re willing to accept a good being of an evil race. They are remarkably diplomatic, although just as prone to angry moodiness at times as their Iron kin. Religion: Silver Dwarves are reverent to Ashturak, the creator god. It is said in the myths of the dwarves that Ashturak first created the Iron Dwarves, but as they were his first creation, they were flawed and a little ugly, so he created their brothers, the Silver Dwarves, and got it right the second time, by modeling them after his own image. This might be vanity, but oddly enough the Iron Dwarves do not deny it, and let the Silver Dwarves carry on.

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Language: Silver Dwarves know their own dialect of dwarvish, which is still effectively the same language, and the language of their closest human kin (usually the Middle Tongue). Names: Silver Dwarves adopt many names, and will often choose first names from amongst the local cultures in which they dwell, but they always prefer to have a middle or last name connected to their old clan names. Male: Aurangabad, Gamerland, Deimos, Ashamar, Hegroth, Gemanahar, Vovoron. Female: Dulim, Meris, Enneri, Vohiris, Quirin, Lari, Missada, Venderlyn. Adventurers: Silver Dwarves, as a result of their diaspora throughout the Middle Kingdoms, travel often, and adventure even more. Some Silver Dwarves see themselves are traveling scholars and antiquarians, discovering the lost subterranean past of their people. Others seek to find master artificers who can teach them new tricks and techniques. Suethendur have some special modifiers to add to the core description and traits of dwarves. In addition to the details in the Player’s Handbook, they get the following: • Artificer: All Suethendur receive a +2

Intelligence bonus to create items, especially exotic or masterwork items. Wizard silver dwarves may also concot potions and more advanced magic items with this ability.

• All Suethendur, because of their proximity to other races and frequent cultural exposure, receive a +1 Charisma bonus when negotiating. They still have modified Charisma as all dwarves do, they simply happen to be better at compensating for their moody natures in the presence of non dwarves.

• Suethendur favor the Wizard class, though many can be found as warriors, knights, rangers and rogues. Oddly, they dislike illusionists, preferring “real magic.”

• Because they have been away from their cavernous homes for so long, Suethendur have been slowly losing their innate talents for feeling the nature of underground construction, and have lost the use of the Stonecraft talent.

Darendur, Dark Dwarves Like the Ashtarth, some dwarves in the War of the Gods were swayed to serve Chaos, and were marked with the dusky, death-like gray skin of their kin. They dwell beneath the surface of the world only, and are never seen in daylight. Darendur are a mysterious species, and no usually seen as player characters, but mentioned her for sake of completeness. Too little is

known of these deviant Lost Dwarves in the Underworld to say much more. Darendur use the standard dwarven template, but have the following modifiers:

• Darendur have Darkvision of 120 feet, being atuned to the lightless depths of their subterranean homes.

• All darendur are light-sensitive, much like ashtarth. They experience blindness for one round if exposed to a sudden daylight-like effect (such as a spell) and are at -2 on further penalties to act until the light is extinguished.

• Darendur have a strange immunity to magic, and receive spell resistance 10. This spell resistance goes up 1 level for every three levels of class advancement of the darendur.

• Darendur prefer to be rogues, fighters, illusionists, rangers, and assassins.

• All darendur have a curious innate ability to tell what sort of magic an item is, as per the identify spell. They may glean the knowledge of an item as if using the identify spell once per day at a caster level equal to one half their total levels as a spell-like ability.

• Finally, the spell resistance of darendur is also overwhelming to magical items. Items in their possession have a chance of failure as if being targeted by dispel magic at a caster level equal to the darendur’s level. This applies to all effects, good or bad, of the item. A darendur who tried to imbibe a healing potion, for example, would have to see if his spell resistance cancelled it, then check to see if his bad karma with magic items dispelled it. Assuming the potion survived all of that, then it will work. There is one exception: illusory magic always works around Darendur, as they are innately familiar with phantasms.

• Items which are held in possession and are continuous effect will be subject to dispel magic effects anytime their ability comes in to play, once per week. Boots of Speed, for example, would be subject to a dispel any time their extra movement came in to play during a week period. Likewise, armor would experience a check any time it was brought in to combat.

The Fae-Kin Amongst the faerie kin to have fallen from the graces of the Weirding are the jovial and perpetually

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drunk Syleni, the only breed of halfling fond native to Lingusia, and the gnome kin, a stalwart and reclusive lot seen so rarely that many humans doubt they really exist. Other fae kin who might make permissible characters are satyrs, nymphs, dryads, and fauns. True faerie kin, who have not fallen from the grace of the weirding, are also possible characters. Syleni, Halflings Halfling kin are reclusive and hard to find in the Middle Kingdoms, though somewhat more common in the northern regions of Vagendar's Woods and Caelernin. Called Syleni, the halflings are prone to keeping well away from the affairs and cities of men, dwelling in their small communities deep within the woodlands and other regions where little of humanity has encroached. On rare occasions, a halfling has been known to take up a cause or quest and go adventuring, but such kin are few and far between. Most adventurous halflings join the defense constabulary, sometimes seeking out dwarven communities to receive combat training to learn to protect their shires from encroaching goblins, kobolds, and orcs, then return from their training and settle down with the hope of never having to fight. Syleni use all stats and details as described for halflings in the Player’s Handbook.

Gnomes If worldly travelers thought meeting a halfling was a rarity, gnomes are even greater. Halflings like a homely lifestyle in their little communities, but gnomes like to dig deep in the earth, or disguise their communities in the trees and landscape of the most remote sylvan glens. Gnomes are prone to being territorial, fearful or suspicious of other non gnome folk, and are much more closely connected to the fae realm and the sylvan spirits than mortals at large. That said, gnomes are also more likely to find themselves imbued with an adventuresome spirit, especially in the underworld catacombs, where the incessant disease called curiosity can strike a gnome at any time, prompting the poor fellow down decades of discovery. It is said that in some remote lands, communities of gnomes who all understand and share such wanderlust gather and dwell in harmony, studying the principles of the universe and the enormity of all knowledge. Gnomes of Lingusia follow the template for gnomes in the Player’s Handbook.

Faeriefolk Faeries, sprites, pixies and brownies, there are many different strange and unusual fae kin who walk

the line between the Weirding and the Mortal realms. Under certain strange circumstances, such eccentric and unique beings could become adventurers, if only for a short while. Faeries as adventurers are difficult to play in anything other than a good role playing campaign, but the thought of a bloody little sprite is not unheard of, just very unusual. Faerie characters receive the following benefits:

• -3 Str, -1 Con (minimum 1 in each), and +2 Dexterity, +2 Charisma. Faeries have a maximum Strength score of 12 (anything higher is reduced to 12).

• All Faeries are of the Fae subtype, and are tiny creatures (1 foot tall)

• Faeries have wings and can fly at a base speed of 60.

• Faeries receive a +1 bonus to hit with tiny bows for free. The faerie may choose long bow or short bow. Faerie bows do one half damage than normal bows (so a faerie shortbow does 1d3 damage).

• Faeries may cast prestidigitation, light, mage hand, and daze each 3 times per day as spell-like abilities.

• Faeries are able to detect other fae for 100’ at will.

• All faeries favor wizard, illusionist, and rogue as their classes of choice, though some druids and clerics can be found as well.

• Due to their size, faeries have some special limitations that must be moderated during the course of play. CKs should use good judgement.

Chaos Kin: The Anyu Races The beast men, the goblinoids, the Orcs, and Ogres are the chaos-kin of Lingusia, and are vast in number but weak in spirit. Most chaos-kin attribute their conception to one or more of the Demon Gods or the Lords of Chaos. Orcs claim to have been created by Baragnagor, goblins say they were corrupt fae touched by the powers of Slithotep, and lesser species such as the Bugbears believe they were spawned from the blood of fallen deities in the War of the Gods. There are many cultural groups and subspecies among the Orcs, which shall be addressed individually. Personality and Appearance: Orcs are universally bestial, with pronounced alligator like snouts, pig like flaring nostrils, jagged teeth, beady black eyes, and smooth, leathery skin. The many different colorations of the orcish sub races reflect the tint or hue of skin,

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and while most orcs have some stubbly hair growth, only Fell Manorg have full fur coats. Most orcs average around 5 and a half feet to 6 feet in height, but Black Orcs stand at around 7 feet, and Deo'dell stand around 5 feet. Relations: Orcs are generally reviled in most lands, but are considered acceptable neighbors and citizens by the Southern Hyrkanian city states. The Ashtarth see orcs and goblinoids as fodder, while the orcs pride thems elves on their mercenary talents. Octzellans see orcs as a threat in the provinces of Halale and as slave fodder in Valance. Fell Manorg orcs in the north are considered the mortal enemies of the Zarnian kingdoms, and Deo’dell orcs alone of all the sub races are considered neutral or allies of the Plainsmen of Central Lingusia. Religion: Orcs worship many gods and beings. All orcs revere Baragnagor as the creator god, for Baragnagor, the idiot beast god was said to have tried to mimic Naril, Selene, and the other creator gods by forming his own kin, but all he could do was create formless lumps of inert clay. Instead, he took the animals and beings of the world and mashed them together, creating the many chaoskin. Orcs claim to have the heads or aggressive crocodiles, the bodies of powerful apes, and the cunning minds of wolves. This animal totemism is carried to an extreme by the Blyskanyu tribes. The Gray Orcs are an exception to the rule of worship, as several centuries ago there was a conversion of the Glythanyu tribes to the benevolent agrarian god Seth. Likewise, the Thyzakkoni are said to have forsaken other gods for Set, the deceiver, who granted them mastery of dark magic in exchange for eternal worship. Language: All orcs know their native tongue, and some know others (see below). Orcs have fairly easy access to other chaos-kin tongues, sometimes called the Vandal tongues, as well as other racial languages of the Underworld. Names: Orcs like names that exemplify their skill and prowess in battle, and terrify their enemies and rivals. The native form of their tongue sounds guttural, beastly, and is hard for humans to pronounce. They will often go for a translated name when among humans to ensure they know what the name means. The native and translated forms are both suggested below. Female orcs, rarely encountered outside of their highly patriarchal and misogynistic tribes, speak a different feminine dialect and prefer to name themselves after their own heritage, and things in nature. Finally, all orcs find their tribal name to be important, and attach it at the end of their title. Tribal Names: Bloody Hands, Poison Claws, Chaos Spirits, Demon Wolves, Harrowers.

Translated Names: Killer of Halflings, Eater of the Dead, Wolf Runner, Elf Slayer, Smashingskulls, Spinning Spear, Rending Guts. Gutteral Translation: Okai, Agrabud, Gazkath, Vyghoar, Raghach, Megroath, Gobban. Female Names: Syba, Trythabin, Shemi, Vryllats, Meerkas, Chem. Adventurers: There are some orcish professions, which allow orcs to interact with men and not find themselves at constant sword point. Orcish Mercenary companies are an unpleasant, but accepted norm in the Octzellan provinces. Halshaggin's Raiders and the Dogs of War, among others, actively recruit for orcs, seeking their raw prowess, willingness to work for dirt cheap, and lack of morality. Orcs are considered acceptable citizens in the Southern Hyrkanian city states, which also recruit from the chaos-kin for cheap shock troops. Orcs move freely amongst the societies of the Underworld, as well, and can always find a safe haven in their controlled territories, which include Mira’s Forest, the Silver Mountains, some tracks along the northern Iron Mountains, and large expanses in the Amechian Jungles. When playing an orcish character, you may choose from one of the following sub races. All orcs have the following traits in common, unless a subrace’s description says otherwise:

• +1 Strength, +1 Constitution, -1 Wisdom, -1 Charisma, -1 Intelligence.

• All orcs have Darkvision for 120’. • Orcs suffer a –1 penalty on all rolls in

daylight; this does not apply under cloud cover, or to glythanyu and deo’dell orcs.

• Orcs have innate skill in any orcish racial weapons.

• Orcs favor the barbarian, fighter, rogue, assassin, cleric and wizard classes. You rarely see illusionist orcs…they hate phantasms.

• All orcs are available as player characters if so desired, and any half orc character can determine what sort orcish parent he or she had.

Glythanyu, Gray Orcs The surface dwelling gray orcs are the most acculturated with humanity, and are the likeliest source of half orc cross breeds. They are remarkably agreeable for their species. Gray Orcs are predominant as Mamaluke shock troops bred by the Valancians and used in the 100 wars, and many tribes of them dwell in the Cimmeran and Macabeth Mountains. Gray Orcs are not regarded as evil by most folk who interact with them, as the race as a

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whole once underwent a profound religious conversion to the Cult of Seth, the benevolent Agrarian Pastoral god. Amongst the Gray Orcs is a rare Secret Order of Seth, a clan of religious warriors who strive to protect their culture and free their people from Valancian slavery. Such warriors are usually paladins. Most Half Orcs come from Gray Orc stock. • Gray Orcs may become paladins as servants of

Seth, but once a part of that class, must adhere to its requirements, even if they choose to leave it, or lose all paladin abilities.

• Gray orcs only have darkvision for 60’, and are not affected by sunlight.

Blyskanyu, Blue Orcs The barbarian tribes of the blue orcs are strongest in the region of Mira’s Woods, and they were the chief support of chaotic forces in the past. Blue Orcs are the most tribal, and violent of all the orcish tribes, though a few noted individuals in history have outgrown their violent heritage. Blue Orcs are mostly barbarians when becoming classed characters, although they have many shamanic clerics dedicated to various demon gods. There is a surge of worship amongst the tribes of the Cult of the Kraken, the ancient prehistoric order of primal gods that are said to still slumber beneath the earth. • Blue Orcs believe strongly in totemic magic, and

may choose to become clerics called shamans. The preferred class is barbarian.

• Blue orcs receive a +2 circumstance modifier to any survival or knowkedge check in Intelligence related to or in their native lands of Mitra’s Forest.

Thyzakkoni, Red Orcs The Red orcs are a distant off-shoot of orcs that are dedicate to Set, the god of evil, and they are the most magically gifted of their kind. The Red Orcs have the smallest overall population. These orcs are spread among many tribes, and seek power in the control of their lesser kin, rather than the consolidation of their tribes in to concentrated power groups. Some believe their magical talents have a side effect of making it difficult for Red Orcs to produce offspring, but others more rightly suspect that the dilution of the blood with their lesser kin is the real result of so few Red Orcs. • Red Orcs are treated somewhat differently than

normal orcs, and have normal average intelligence (no modifier). They lose their Strength bonus as well, however.

• They get a +2 Intelligence benefit to negotiation and intimidation checks when attempting to cow or subdue other orcs.

• Finally, Red Orcs favor wizards and illusionists as classes. Half Orcs with Thyzakkoni blood tend to become wizards as well.

Gul’Hlath, Black Orcs Amongst the many species of orcs are occasionally born anomalous greater orcs, the Gul’Hlath, called black orcs for their blackish skin. These are chaos infused beasts, great in strength, and they are coveted for their military prowess that seems inherent. Black orcs are born of other orcish stock, and when this happens, they are almost always seen as a gift from Baragnagor. Only a few orcish chieftains will kill such babies outright, usually in fear, and only if they can get away with it. Usually, the child is immediately taken from the parents and put in to a Warrior’s Fraternity, such as the Bloody Hands or the Screaming Skulls, and they become powerful warriors in short order. • Black Orcs start as like orcs, but always start

with a +2 modifier to Strength and Constitution. • They tned to choose barbarian or fighter as their

favore class. • Black Orcs get a +3 bonus to Charisma when

dealing with other orcs in battle or as a commander.

• They get a +2 Charisma bonus to intimidation against all creatures.

• Black Orcs get a +2 natural armor bonus to armor class due to their unusually tough, leathery black skin.

Fell Manorgs, White Orcs The northern orcs are a plague amongst the Northern Kingdoms, and are much like the Blyskanyu save in their more primitive living patterns. Fell Manorgs are best described as being somewhat yeti like, hairy white furred beast men with beady black eyes and white-gray leathery skin underneath. They molt in the Summer and travelers in the north look for signs of their shed fur as a warning. Fell manorg are in all respects like normal orcs otherwise. • Fell Manorg receive a +2 racial bonus to all rolls

related to tracking, hunting, and survival in the northern wilderness and winter conditions.

• They get a +2 circumstance bonus to hiding and moving silently checks in the snow and snowy conditions due to their camouflage.

• However, the Fell Manorg are an isolated and xenophobic lot, and receive a -2 modifier to all

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Charisma based checks when dealing with other demi-humans.

• Fell Manorg may never start with another demi -human language other than orcish.

• All Fell Manorg start off illiterate (which precludes them from starting at 1st level as a wizard), unless their starting Intelligence is at least 13 and the CK allows it (due to a good story explanation).

• Fell Manorg may choose to be Rangers and take humans as their favored enemy. Such rangers are known as a special order of warriors among the white orcs called the Thro’Skaldar, and they revere Wolfon, lord of the hunt.

Amenanyu, Green Orcs The goblinoid green orcs of the Amechian regions are savage primitives, dwelling both above an beneath the surface, and warring unceasingly upon man. They are degenerate throwbacks, but considered by some the closest to the progenitor god Baragnagor. Amenanyu are almost always barbarians when choosing a class. • Green Orcs are natural experts at jungle

camouflage and survival, and receive a +2 modifier to all survival and detection rolls in a jungle environment.

• Green Orcs are also very disagreeable with other demi-humans, and receive a -2 modifier on all Charisma based checks with all normal demihumans and humans.

Deo’dell, Plains Orcs There is a surface dwelling culture of diminutive, goblinoid orcs in the Great Plains called Deo’dell by the locals. They are an anomaly, as some are peaceful and friendly, others warlike and violent. Sometimes mistaken for goblins, Deo’dell are still orcish in nature, with prolonged snouts and Neanderthal forms, but with a dusky gray purple hue to their bristly skin. Of all the orcish kin, Deo’dell are perhaps the least aggressive species, relying mostly on defensive means to survive and keep the tribe alive. They rarely group in large numbers or become antagonistic over territory, preferring nomadic mobility to the risk of warfare over simple flat land. • Deo’dell are weaker than most other orcs, and

receive a -1 Strength modifier and -1 Constitution modifier, but get a +1 Dexterity and +1 Wisdom modifier to the base orc stats.

• Deo’dell receive a +2 bonus to survival checks made when in their home territory of the Great Plains of North-Central Lingusia.

• Deo’dell favor barbarian or rogue as their primary class.

• They experience no penalty to actions in daylight, as they are surface dwellers, but have twilight vision instead.

• Finally, Deo’dell may start with the orcish tongue as well as human tradespeak, for they are most likely of all orcish races to communicate and trade with men on an equal basis.

Ogres The great cousins of the orcs are fertile and breed a lot, which is good, because they are constantly getting in to conflict with humans and orcs alike. Many ogres aspire to lead tribes of their lesser kin, and some stick to their own. Ogres are tough to get along with. Half ogres are not unheard of, and in Karaktu, it is said that they are specially bred for the gladiatorial pits of Argosea. Ogres have the following traits for beginning characters: • Ogres have +4 Strength, +2 Constitution, -1

Intelligence, -1 Charisma, -1 Dexterity. • Ogres are large creatures, averaging 9-11 feet in

height. • Tough Hide: With their naturally tough hides,

ogres receive a +4 natural armor bonus. • Illiteracy: Ogres have no written language, and

cannot begin play literate; they must spend time and effort in the game to learn a written language. Ogres start play knowing how to speak Ogreish and the common dialect of the region (which is often goblin, ashtarth or orcish as much as any human tongue).

• Primitive and Brutish: Due to their reputation, in civilized realms ogres receive a permanent –1 Charisma penalty to all social interaction checks and a permanent –5 circumstance penalty to disguise checks, unless they are trying to masquerade as a different sort of large creature (or are spell-affected by change self or somesuch).

• Ogres favor the barbarian, fighter and druid classes.

• All ogres live to an average of 60 years. • Ogres are exceptionally strong, and a CK might

not let them in to a starting group unless that group consists of 2nd-3rd level characters already.

Goblins and Hobgoblins The goblinoid kin are related to orcs, and some say are degenerate cousins, or eastern immigrants of the same fell breeds, but removed by many generations

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in the past. Either way, they are largely unable to cross-breed with their more numerous orc kin (which means that to the orcs, goblins don’t even make good breeder stock), and often vie for territory with one another. Most goblins and hobgoblins are found in the underworld realms in the Middle Kingdoms, due to their aversion to light, while some nocturnal surface tribes roam in the eastern lands. Unusual Races of Lingusia Amongst the many sentient beings of Lingusia are a handful of unusual species, which can be chosen for PCs from the start, or with certain conditions in the campaign. These include:

Chosen of the Gods Some races are, or were, humans who were chosen by the gods, or cursed, to venerate and continue their worship. Such Chosen Races include Vyrindians, Sherigras, Mishrag,

The Vyrindians, Amazons A reclusive race of women warriors dedicated to Vishannu, the war god, are found deep in the bowels of the Amechian jungles. There are no men, and they capture men from outside of their kingdom for breeding. The Vyrindian women are immortals, and all are destined to die in battle. They are viable as PCs because in a given year any women who come of age will be allowed to quest in the greater world to learn and collect all knowledge of the arts of war. Appearance and Personality: Vyrindians are prone to a sense of smug superiority, especially as they are trained early on to feel special as the chosen of a god. Likewise, their early development of martial skills lends a cockiness, which their questing time is designed to eliminate, as they discover the greater world. Physically, the Vyrindians are a diverse lot, as they always bring in foreign men to breed with, and these men must be chosen for their martial prowess to insure good breeding stock. These breeders are admired and coddled, and sometimes even released after a year. Those Amazon women who breed men send their male progeny to the slave pens to be raised, while girls are immediately taken to the Martial Temple. In the end, this smelting pot of familial origins means Vyrindians come from all stocks of humanity. Relations: Vyrindians look down upon male dominated societies, and react favorably to realms where women hold more power. Still, most Vyrindians are secretive about their origins when traveling abroad, and none will ever tell where the

hidden kingdom of their home can be found. Vyrindians find most demi -humans to be a curiosity, and chaos-kin foes barely worthy of a swift death. Religion: All Vyrindians by nature are dedicated to Vishannu, the eternal god of war and the unsung son of Naril. Vyrindians are presently only peripherally aware of Vishannu's role in the resurgence of the Great Eternal War, but approve of it. Language: Vyrindians learn their native language, and one other dialect before preparing their quest. Names: Vyrindian women choose names that emphasize their battle prowess, or names, which sound sufficiently foreboding. They have a personal name, as well, shared only with their friends and kin. This name is usually taken from famous warrior women throughout time, and not always from the Vyrindian heritage. Professional Name: Daughter of Blood, Soul Killer, Blood Taker, Eternal Might, Dancing Blade, Sister of Pain, etc. Personal Name: Margda, Danishka, Hedralia, Kabelin, Vyanna, Damishka, Vyralis. Adventurers: All adventurers encountered are amazons set out on their quest of discovery. Sometime in the course of their questing, they may be called upon to seek out an appropriate mate to carry on the line, or bring back for the divine ceremony in which a worthy warrior is chosen to become the divine vessel of Vishannu. There is no time limit on the quest; the Amazon decides when she has garnered all she can from the kingdoms of man. Vyrindian Amazons have the following modifiers to the Human racial traits: • All Amazons are ageless. They mature at about

age 25 and do not get older. Although immortal, they are prone to disease, injury, poison, and all other forms of death.

• Amazons tend to choose to be fighters, clerics of Vishannu, rangers, knights, or monks.

• Amazon women have a -1 modifier to all Charisma checks when dealing with men, as they are unused to men who are independent or in positions of power.

• Amazon women who are clerics must worship Vishannu.

• Due to their reclusive kingdom in the deeps of the jungle, Amazons get a +1 bonus to any survival and tracking checks.

Sherigras, The Damned The Sherigras are skeletal beings, humanoids that look like men with nothing but skin draped over their bones. They are the most charnel of the followers of chaos, and amongst their numbers are many

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descendants of old chaos worshippers, who were marked by the Reckoning with their horrid disfiguring change as the chaos energy was stripped from them. Sherigras are the human equivalent of Ashtarth and Darendur. Sherigras are found throughout the Middle Kingdoms, and in the eastern lands of Draskis, where Chaos worship was most prevalent in the past. The most frightening and eldest Sherigras were once chaos cultists who willingly submitted themselves to the horrific change as a sign of their devotion to whatever demonic god they served. Appearance and Personality: As described, Sherigras appear to be nothing more than skin and bones, almost skeletal, and easily mistaken for an undead or a man suffering from the worst starvation. The chaos that riddles their bodies slows their metabolism, and they can easily pass for dead when asleep. In spite of their low muscle mass, Sherigras have an inhuman strength brought about by the taint of chaos in their flesh. Relations: Sherigras have come to form their own secretive communities. Many seek to learn magic that will grant them a means of disguise, and some will masquerade as normal men, to return to normal society and seek power through more conventional means while avoiding discovery. Because of their legacy, and their taint, humankind reviles and seeks to destroy the Sherigras at all turns. Religion: Sherigras are dedicated to their dread servants, and see the mark of the reckoning as a taint which forever bonds them to the path of chaos, for they have been forsaken by the gods of order. Dalroth was chief among their deities, but he has been supplanted by the risen demiurge Xauraun Vestillios. Other factions of Sherigras pursue worship of Slithotep, Haro, Kathak, and Wishupar, while some maintain covens in the worship of Demon Gods such as Orcus. Language: Sherigras have no native tongue, but learn Middle Tongue and then learn the Signs of Chaos, a secret language developed from the runic script of the Idean Codices, which were used by the Divinate for ceremonial purposes (mostly the Books of Prophecy). The Divinate was, and perhaps still is, the central Church of Chaos, centered in Hyrendan.

Names: Sherigras go by the names men give them, but tend to have a secret name, as well. This secret name is used to identify themselves to other sects, especially when moving in secret or disguise among men. Most names are taken from the Idean Books of Prophecy, a collection of mostly lost tomes that contain 13,000 years of dark prophecies, written by the first worshippers of Slithotep. Male: Vylofar, Krakus, Trymault, Vyforan, Keligos, Zamphyr. Female: Zamira, Trittia, Kamila, Shayleen, Zyphrial. Adventurers: Sherigras who seek to remove the taint of chaos from their family line are natural

adventurers, struggling to survive in a world that sees them as marked with evil, while trying to cast off a curse of the generations. Sherigras who are evil have all sorts of motivation to go questing and seek greater power in the names of the Courts of Chaos. Sherigras make excellent assassins, necromancers, dark clerics, Shadow Mages, Skinwalkers, and other such hideous professions. • Sherigras receive a -1 modifier to

Constitution, and a -2 modifier to Charisma (minimum of 1), but receive a +1 modifier to Strength and Dexterity.

• All Sherigras suffer a -5 racial penalty to Charisma rolls where they are known to be a Sherigras and this works against them (but, if the sherigras is trying to intimidate someone, this penalty does not usually apply).

• All Sherigras receive a +1 modifier to disguise rolls, due to their lifelong practice of concealing their true nature as a means of survival.

• Taint of Chaos: Sherigras receive some unique benefits due to their

taint. Three times a day plus a number of times equal to their Wisdom modifier, Sherigras may perform any combination of the following Supernatural Effects: Detect Magic, Prestidigitation, Inflict Minor Wounds, Resistance, endure elements, ghost sound, or Ray of Frost. All function as the cantrips they are derived from, as if cast by a level 1 caster. Inflict minor wounds allows the sherigras to cause one point of damage to any target he touches on an attack roll.

• Chaos Affinity: Sherigras are attuned to chaotic energies, and may feel them as a supernatural

Sherigras Taint Table: (D100) 1-10: subtract 1d4 from Constitution permanently; 11-20: Permanent Blindness; 21-30: Permanent Loss of One Arm (-1d3 Dex); 31-40: A Visible Black Halo of Chaos, automatically Detected by All (disguisable only by illusions); 41-50: A Third Eye appears in forehead; it grants visions. 51-60: A demonic face appears in torso, which must be fed and speaks a lot; 61-70: Animals will instinctively attack on site, without exception; 71-80: Blistery Black Boils cover body permanently (-2 Cha, -1 Con); 81-90: Body begins bleeding, but never stops; always leaves a trail of blood droplets; 91-00: Grows the head and hooves of a goat or other beast, looses old parts (-2 Cha, Language skills impaired).

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affinity three times per day, as per Detect Chaos. Likewise, order is a painful experience to them, and they may Detect Law with the same slots, if they so desire.

• Because of their connection to chaos, Sherigras who try to walk a path of goodness are often tested by the Courts of Chaos. Sherigras who are of good alignment and who perform noteworthy good deeds run a chance of being observed by the powers of evil, who will send a fiendish minion to punish or destroy the do-gooder. The chance of this is a base of 5%, and may increase by 10% if the CK considered the deed especially good, and another 10% if innocent or good lives were saved. A final 10% may be added if the deed did actual harm to the places or minions of chaos. Any fiendish entity sent to seek out the Sherigras will be of the infernal variety, of a challenge rating equal to or one level greater than the current level of the Sherigras.

• Likewise, evil Sherigras who follow the dictates of the Courts of Chaos may be noticed and rewarded. The base chance of a reward is 5% for an especially evil deed, and increases by 5% for each of the following criteria: Innocents or good people were killed, a bastion of chaos was enhanced, a place of good and order was destroyed, and the deed was so vile it is ruled especially noteworthy by the CK. The reward will come in the form of a spell like ability of an evil or chaotic nature. The doma in is awarded, and the Sherigras receives one free spell slot at that time which may be allotted to the special spell. His effective level in that magic is 1st level at that time, regardless of the actual level the gift is received, and advances from there on. He will receive a second spell slot every second level thereafter which can only be used for the spell, and gains access to the next granted spell level of the domain when he gets the next slot. Example: A 7th level sherigras sorcerer gets his first gift, the spell Cause Fear (decided by the CK). He is effectively a 1st level caster, has access to the 1st level spell with a 1st level spell slot. When he becomes a 9th level sorcerer, he gets a 2nd level spell slot and gains the 2nd level spell Ray of Enfeeblement (again, by CK fiat). He is equivalent to a 3rd level spell caster at this time.

• Sherigras who receive a gift of chaos must take on a new, twisted taint. This taint can be drawn randomly from the Sherigras Taint Table.

• Sherigras can be any class except paladin, and favor wizards, illusionists, clerics and evil knights.

Mishrag, the Bull men Minotaurs are a rare species in Lingusia, but they are known to exist in the regions of Hyrkania. While most of the minotaur tribes remain subterranean, the benevolent Mishrag are among the few who venture forth to live amongst the surface dwellers. Most minotaurs remain in secluded enclaves beneath the earth, however, and often serve as slaves or mercenaries for more powerful neighbors. Appearance and Personality: Lingusian Minotaurs are most bull like, with horns, faces, hooves, hair and tail drawn from bulls. Minotaurs are considered a Chosen Species, for it is said that at some time in the ancient past, the first minotaur was born of a human woman whom Wolfon took a liking to. Indeed, all minotaurs are male, and must seek out human women to perpetuate their species. Underworld enclaves are known to periodically raid remote human and elvish communities to find fresh stock for their breeding pens. Relations: Many people, especially in Hyrkania where the long-lived servants of their faith have proselytized for centuries, regard Mishrag as a curiosity but in more remote lands, people fear and loathe the subterranean minotaur clans. Dwarves hate them with a passion, and some dwarven rangers specialize in minotaur slaying. Religion: The Mishrag are the most well known of the tribes, dedicated to the peaceful worship of Amasyr, Ogron, and Seth. There are other subterranean tribes as well, seen rarely on the surface. Such tribes do not follow the worship of the Mishrag gods, and in fact revere Wolfon, the predatory god of the wild, and occasionally Baragnagor, the dark creator god of the chaoskin. Languages: Minotaurs speak their own language, and one other language, usually Middle Tongue (to speak with their harem of human wives), elvish (ditto), or a neighboring underworld tongue. Ashtarth is a common language, as well, since minotaurs are often found as mercenaries for the dark elves. Names: Minotaurs prefer simple names, and rarely attribute any meaning to them. They will refer to themselves and mention their tribe name, as well, but more as an honorific. Tribe Names: Mishrag, Gotho, Belor, Himlar, Greos, Chabdam, Borakh. Examples: Zigmond, Valos, Tobar, Shaban, Grosht. Ureck, Lovarg. Adventurers: Mishrag are ready-made to be adventurers, wandering priests of the land. Other minotaurs might be driven to adventure due to exile, or perhaps a good minotaur seeks to escape his tribe’s malicious ways, and wants to win a human women through good deeds instead of capture and slavery.

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• Mishrag minotaurs favor being clerics and monks but they must revere Amasyr, Ogron, and Seth. Mishrag are neither smarter nor more intelligent than other minotaurs, just enlightened. Other minotaurs have Fighter as their preferred class, for they are professional warriors, and descend from civilization, even if they seem uncivilized. Minotaurs are angry, brooding souls, and they like to speak with violence.

• Minotaurs have a +2 Str and +1 Con modifier, but a -1 modifier to Intelligence and -2 modifier to Charisma.

• Minotaurs are large creatures (averaging 9-11 feet tall).

• Minotaurs have a base move of 30 feet. • Minotaurs have Dark vision for 60 feet. • Maze Sense: Minotaurs are uncanny in their

ability to understand and wind their way through mazes and complicated directional puzzles. They never seem to fail any check to Intelligence to determine the path of a maze, and may (at the CK's discretion) automatically succeed in passing through any maze they have experienced before.

• Minotaurs receive a goring attack for 1d4 damage plus their strength modifier, as well as a trampling attack for 1d6 damage plus their strength modifier. They are naturally proficient in their special attacks.

Scalykind The Scalykind are the lizard folk and serpent folk of Lingusia. There are many such races, and not all have a common mythic descent, but the most well known include the Terkithyi, a jungle race of alligator men, the Haikyndyr, lizard men of the Galvonar deserts, and the infamous Setites, the Serpent men who owe their lives to Set the Deceiver.

Terkithyi Crocodile Men The Terkithyi are brutish scalykind, simple in intellect and crude in form and nature. Terkithyi are fearsome warriors and deadly enemies of most neighbors. Most Terkithyi hail from the Amechian lands, and are known as great foes of the Belladasian city states. Some Terkithyi have been found as far abroad as the Marshes of Mist, Zymhar, and Cretea, and it is said that they are numerous in the Karaktuan lands and beyond. Appearance and personality: Terkithyi are brutish, primitive, and crude beings, resembling alligator headed and long tailed humanoids of powerful frame and girth. Males stand as high as seven or almost

eight feet, but females are rarely taller than six feet. No Terkithyi has ever demonstrated a predilection to civilization, or a desire to embrace it. Relations: Terkithyi are the enemies of all of their neighbors. The city states and tribes of the Amechian lands war against them, the sorcerous city states of Karaktu enslave them for Mamaluke warriors, and no species anywhere can be said to have safe or even permanent alliances with them, if ever. Religion: Terkithyi are dedicated to the worship of Baragnagor, the foul progenitor of abominations. They call him, Adzaak and personify him as a great crocodilian being with some humanoid characteristics. They do not identify Baragnagor with the orcish imagery. Languages: Besides speaking their indigenous tribal tongues, Terkithyi are known to learn Ophidian, Draconic, Goblinoid, or even Abyssal. The tribal spell casters usually know the alternate languages, to aid in trade with what few allies they have. Names: Most Terkithyi names are hard for humans to pronounce, but approximations include: Male names: Zoss, Trizhan, Vurlizzhor, Grizzathax, Abzymhyr. Female Names: Exzett, Zimmhsah, Vefriex, Missanzadah, Zissen. Adventurers: Terkithyi often adventure, for reasons related to tribal or personal interest, but it is exceedingly ra re to find a Terkithyi who can adventure in civilized lands and get along with others. Some such curiosities might include civilized terkithyi who were enslaved as mamaluke warriors in Argosea and freed for some reason, captive Terkithyi who were raised as children by a non Terkithyi group, loners who were exiled from their community for crimes or due to a peculiarity of birth, and so on. • Terkithyi receive a +2 Strength modifier, +1

Constitution modifier, and a -1 Intelligence, Wisdom, and Charisma modifier.

• Terkithyi have Barbarian as their favored class. Amongst their kind, they tend to have wizards or clerics of Adzaak (Baragnagor) as spell casters.

• Multi Attack. All Terkithyi begin with the Multi Attack ability, which may be used with their two claw attacks, and bite attacks (a terkithyi can bit and claw all at once in a round against a single foe). Their bite does 1d4 plus their Strength modifier in damage as the full attack. They do 1d3 plus strength modifier for their claw secondary attacks.

• Ferocity. Terkithyi are so reptilian in nature that they do not drop from severe injury in combat until death overcomes them.

• Terkithyi receive a +2 Natural Armor bonus.

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• Cold Blooded: Terkithyi are reptiles by nature, and grow sluggish and unresponsive in cold climates. When exposed to winter conditions atypical of their native environment (usually by more than 30 degrees), Terkithyi receive a -2 circumstance modifier to all combat rolls, skills checks, and saving throws. Such Terkithyi may attempt a Constitution save to shrug off the effects of the cold for a number of minutes equal to his or her Constitution score once per day.

Haikyndyr Lizard Men The more common lizard like scalykind are found most prominently in the region of Galvonar, throughout the deeps of the Underworld, and in the eastern Ny'Koddin Wastes and northern Plains lands. Much closer to the classic notions of lizard men, Haikyndyr are similar to humanoid versions of classic deserts lizards, gila monsters, and other reptilian kin. Appearance and personality: Haikyndyr are slim, lithe beings, standing between five and six feet in height (females being shorter) and covered in intricate but protective scales for protection. They often have colorations and patterns that reflect their desert environment and grant them camouflage benefits. Most Haikyndyr are stoic, quiet beings that are meticulous about their daily business and protective of their kin. They are not prone to evil ways, though there is a strong tendency among their kind to follow the path of Set. Relations: Haikyndyr tribes do not like to interact much with civilized folk, but subterranean variants of the Haikyndyr tend to be more social and politically active in the Underworld communities. In Galvonar, Haikyndyr are a threat, but some nomadic tribes trade with human cities and other nomads in peace. The isolated pockets of Haikyndyr throughout the Middle Kingdoms spend a lot of time trying to remain unseen. Religion: The Haikyndyr prefer to worship a handful of demiurges which they see as more relevant to their way of life, such as Kinnispar the Desert’s Son and Savroliin, the Ancestral Watcher, but the Setites are strong in recruiting Haikyndyr, and in the distant past, Set was a much more powerful god among them. As such, many young Haikyndyr are seduced in to the Cult of Set. Languages: Besides speaking their indigenous tribal tongues, Haikyndyr are known to learn Ophidian, Draconic, Goblinoid, Setite, The Southron Tongue of men, and occasionally Celestial or Infernal. Names: The ophidian nature of their names can be difficult to pronounce among human kind:

Male names: Hailyndar, Kyddariis, Karukithyak, Vynkaddir,Zypharis. Female Names: Shymvysshar, Myzzamir, Ryaddanis, Klyth'heris, Thyllyk. Adventurers: Haikyndyr are worldly, and understand the need to pay close attention to their more numerous humanoid neighbors, even if they like to remain anonymous or invisible to prying eyes. As such, many Haikyndyr specialize in trade, commerce, diplomacy, and other skill to interact with the greater community on discreet terms. Such kin are likeliest to become adventurers who also seek to benefit their people. • Haikyndyr receive a +2 Dexterity modifier, but a

-1 Constitution and Strength modifier, due to their somewhat slimmer size.

• Haikyndyr have Fighter and Rogue as favored classes, though occasional wizards and clerics can be found.

• Claws. All Haikyndyr have wicked claws, which do 1d3 plus their strength modifier for damage.

• Favored Environment. Haikyndyr may choose a region in which they are especially familiar, due to their tribal home and upbringing. When in this environment, they receive a +2 Wisdom modifier to survival, tracking, hide, move silently, and other abilities in that environment. They may also increase their base move of 30 feet to 35 in that environment.

• Camouflage Scales. Haikyndyr have good camouflage on their scales. This ability works when in their Favored Environment. When it is unobstructed (less than half of their body is covered in armor or cloth, for example) they receive a +4 racial modifier to all Hide checks. When covered by more than 50%, they lose this modifier.

Setite Serpent Men Serpentine, more snake-like than lizard like, these cunning scalykind are the gifted sons and daughters of Set. Indeed, the Serpent Men are related to snakes and ophidian kin, and are not true lizard folk like the Haikyndyr and Terkithyi. Setites are much more dangerous than either of their kin! Appearance and Personality: Devious, cunning, manipulative minions of their god, Setites are out to promote themselves first and their species and deity next. They are slender, multicolored and scaled beings, who prefer to dress in ornate and expensive garb. Setites recognize their family affiliations by their unique scale patterns as well as scent, and are stratified in to strongly reinforced hierarchies of control in their empire beneath the sands of the Hyrkanian Deserts.

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Relations: Setites are always behind the scenes, manipulating lesser beings to their will, as they are universally reviled for being the divine sons and daughters of the lord of evil. Setites who must travel in human realms usually disguise themselves with magic. Religion: Setites might like to worship other gods, to hedge their bets, but Set gives them little choice. Any member of the species found deviating from the Lord of Evil's interests’ risks discovery and exposure. If exposed, he is exiled, killed, and often stripped of magical ability. Setite priests who defy the will of Set are not allowed the benefit of escape by their god, who turns them in to even crueler minions who will have no choice but to do his will, such as Vampires or Fiends. Languages: Setites learn their own tongue, plus Ophidian, Infernal, Draconic, the human and elvish tongues, Goblinoid, Hyshkorrid, dwarven, and even Ashtarth. Know your enemies, they say. Names: Setites are by far the most articulate of the scalykind, but their names are still sometimes tongue twisters. Male Names: Krillisk, Zyral, Kryllios, Vyrysk, Myrykaven, Vyrik. Female Names: Sullia, Vyrys, Mynravhariel, Shyvaris. • Divine Race. Setites may always choose Cleric

of Set as a first class if wisdom permits. Less wise or smart setites become fighters, rogues and assassins. Good setites are rare, and are always stripped of their divine magic by the will of Set for going against the creed of his kind.

• Setites receive a +1 Intelligence and Charisma modifier, but a -2 Constitution modifier.

• Devious Nature. Setites are masters of disguise and deception due to their racial heritage. As

such, they receive a +2 racial modifier to all Hide, Move Silently, Disguise, and charisma checks involving deception and lying.

• Poison Bite. They may use their bite attack to inflict 1d2 damage plus inject a poison attack (Save vs. Con, or take 1d8 Con damage) three times per day.

• setites can live to be 200 or more years old.

Mankind Human characters follow the Player’s Handbook rules precisely. You will need to decide where your human character comes from, social class, and other details based on nationality, some of which will be addressed below. Some pointers on human racial stock follow: Appearance/Region Caucasian/Nordic: Northern Kingdoms, some of Northern Hyrkania Caucasian/Spanish: Octzel Caucasian/Mediterranean: Hyrkanian regions, Persedonia (partial), Jhaknian regions, Cretea. Middle Eastern: Zued, Persedonia, Cymeer, All Eastern Kingdoms, Galvonar, the rest of Persedonia African/Black: Amechian Kingdoms, Karaktuan regions (Argosea, Shillarth, etc.), Far Eastern Takkain regions. East Indian: Al'jhira, Karakani. East Asian/Oriental/Mongol: Tai’Kong, Kozakan, Lako, and all of mid central Takkai. Native American/Mongoloid: Mataclan, and the distant unexplored south. Phillipino/Oriental: There are many island chains in the Blood Sea and the Endless Ocean with large native population.

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Languages Lingusia is home to a diverse range of dialects and languages, many harkening from ancient roots. Some species have languages shared universally by one another, and other species are given to as much linguistic diversity as humanity. In fact, The root of Lingusia comes from the idea "Of Many languages." Below is a chart of languages all characters can learn. Characters always have their naive tongue as a base language, and some multilingual characters learn more than one, depending upon circumstance. There is at least one invented language as well, a sort of Esperanto called Tradespeak, which was created around the time of the founding of the Great Old Road, and while it has evolved dramatically over time, it remains the favored language of traders and merchants around the world. Anyone who speaks one of the common human tongues of Lingusia can communicate at least 30-50% of the time with a person who speaks tradespeak but no other common language. Likewis e, a man who speaks tradespeak but not, say, the Northern tongue can speak to and

understand a user of the northern tongue with 30-50% accuracy as well. The Merchant Houses of the Middle Kingdoms and the Eastern Kingdoms have conspired to make this so. Each of these languages have both spoken and written versions, and may be chosen by player characters according to race and culture. The “common” tongue of Lingusia is the Middle Tongue, closely followed by tradespeak, a language of common reference cobbled together by traders and merchants across the globe. Any character listed as knowing “common” is assumed to know one or both of these languages. Some of these languages are special. No character may begin play knowing Prehunate, which must be learned from a practiced student of the languages, and is never considered a class skill. Likewise, no character can pick a language for which no possible exposure could have occurred prior to the beginning of his or her adventuring career.

Language ChartThe Most Well Known Languages of Man: Middle Tongue (common) Tradespeak Old Galonian Southern Tongue (Galvonari) Eastern Tongue (Zuedi) Cretean Amechian Northern Tongue (Nordamani) Autrengardian Steppelander’s tongue (no written language) Zymharian Avilinian Nakamuran See the Background Charts for Additional Languages Foreign Languages of other Lands: Karaktuan highspeak Karaktuan commonspeak Mataclani Haxitol Mataclani Talay Tai Southern Tai Northern Lako-no-hongo Al’jhiri Karakani Khozakani Nubirii Neberanii (Gray Kingdom)

Fae Languages: Faerspeak (elvish) Darkspeak (ashtarth) Syllenic (sylvan) Gnomish Dwarvish (Endurian) Faerie Tongue Old and Lost Languages: Old Tongue (Arcane Script) Ancient Middle Tongue (Holy Script) Prehunate Script Ancient Elvish Script Kadantanian Celestial Abyssal and Infernal Monstrous Languages: Minotaur Goblin Tongue Orcish (vandal) Hidden Tongue (red orc) Setiteese (serpent men) Hashykirii (lizard man) Draconic (Marlack, dragons) Hyshkorrid Thargonid Trollish Mihidir Trollish

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Human Background Benefits by Nationality and Culture (optional) Humans of Lingusia can come from a wide range of locations. The following chart allows you to roll for your character’s origin and homeland, as a way of mixing it up a bit and getting some unusual results. Special Perks of all Regions: Favored Classes/Race: All classes are common in the Middle Kingdoms. Certain regions have specific class expectations, such as barbarian, due to cultural requirements. The class in question will be parenthetically addressed after the region name if there is a favored class for that area. Likewise, if a region has a favored race, then it is likelier that any human coming from that land will have an affinity for that region’s dominant race and may start play bilingual in the Middle Tongue and the racial tongue of the area. Regional Knowledge Perk: All characters automatically get a +1 Intelligence modifier to any information or lore check they attempt when traveling in their native land, and all characters treat this skill as a permanent class skill. Chart 2: Middle Kingdoms Common Languages: Middle Tongue, Tradespeak, Nakamuran, Southron, Faerspeak, Endurian Roll Region/Favored Class Favored Class or Race? 01-20 Northern Hyrkania Paladin, Cleric 21-25 Inner Seas Region rogue 26-30 Southern Hyrkania assassin 31-40 Sendral knight 41-60 Octzel knight 61-70 Jhakn ranger 72 Nakamura Isles monk 73-75 Ocentash paladin, orc 76-80 Cimmeran Mtns. barbarian 81-85 Yllmar rogue 86 Colonia l North ranger 87 Takonorian 88-89 Estonia rogue 90-92 Niras Forest druid 93-96 Iron Mountains iron dwarf 97 Sylvias silver elf 98-99 Hyrkanian Deserts ashtarth 00 Ocentashian Horseriders barbarian

Chart 1: General Region 01-60 Middle Kingdoms 61-70 Amechian Jungles 71-80 Eastron Kingdoms 81-90 Southron Kingdoms 91-95 Northlands 96-00 Exotic Lands

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Chart 3: Amechian Jungles Languages: Amechain (Belladasian), Tradspeak, Ancient Kadantanian, Terkithyi, orcish, Vyrindian, elvish, chigros, hubinde, hotepsalan, hadrosi (a mix of Kadantanian and Eastron). Roll Region/Favored Class Favored Class or Race? 01-40 Belladas fighter 41-60 Hadros wizard 61-80 Hubinde Lands barbarian 81-90 Chigros Lands barbarian 91-95 Vyrindia fighter, amazon 96-00 Hotepsala cleric Chart 4: Eastron Kingdoms Languages: Eastron, tradespeak, orcish, Hotepsalan, Lakwani Roll Region/Favored Class Favored Class or Race? 01-15 Ny’Koddin Tribes barbarian 16-40 Zued Caliphate illusionist 41-60 Cymeer knight 61-70 Draskis wizard 71-75 Kahune’Lakwa barbarian 76-95 Cretea fighter 96-00 Starthias fighter, orc Chart 5: Southron Kingdoms Languages: Southron, Old Galonian, Haikyndyr, Haradi Roll Region/Favored Class Favored Class or Race? 01-30 Galvonar rogue 31-40 Harad Deserts barbarian 41-90 Persedonia fighter, knight 91-00 Galonia wizard, cleric Chart 6: Northron Kingdoms Languages: Northron tongue, nak’Ivk, steppelander, faerspeak, endurian, draconic, wolfen Roll Region/Favored Class Favored Class or Race? 01-05 Plainsland Kingdoms fighter 06-12 Free City of Karan wizard 13-30 Zymhar ranger 31-50 Zarn barbarian 51-65 Hettanar barbarian 66-80 Nordaman ranger 81-90 Autrengard ranger 91-95 Caelernin barbarian, druid 96-97 Steppelands barbarian 98 Nak’Ivk wizard, barbarian 99-00 Avilin wizard

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Chart 7: Exotic Locales Roll Region/ Favored Class Favored Class or Race? 01-45 Karaktu (Languages: Argosean, southron tongue, yenetai, islander, elvish, draconic) 01-20 Shillarth fighter 21-50 Argosea rogue 51-70 Talanabros barbarian 71-75 Yenetai yenetai species, fighter 76-00 Island Kingdoms monk 46-55 Mataclan (Languages: Talay, Haxitol, Middle Tongue, Natukani, tradespeak, conoche) 01-50 Colonial fighter, rogue 51-70 Talay cleric 71-75 Haxitol fighter 76-80 Hochimec fighter 81-90 Natukani ranger 91-00 Conoche barbarian 56-00 Takkai (Languages: Al'hiri, Gochikono, Lakonese, Tai'Kongese, Nalinoti, Kozakani) 01-30 Al’Jhira fighter 31-40 Gochikono ranger 41-60 Lako knight 61-90 Tai’Kong monk, fighter 91-93 Nalinot monk, cleric 94-00 Kozakan barbarian

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Special Classes of Lingusia Castles & Crusades does not use the classic D20 idea of prestige classes, and that works for me; I think too many cool character ideas get lost in the prestige class frenzy. So instead, each of the following unique character types will be presented as unique classes, which may be started from the very beginning ifa player wishes. If you are using the Castle Zagyg multiclassing rules, then characters that meet any special requirements in the text may cross class over in to one of these classes. Otherwise, new characters may assume that they already meet given requirements.

Constellator The Followers of Selene are a small, hearty sect with its strongest support among the silver elves of Sylvias. Within the temp les of Selene, a handful of the most elite followers of the moon goddess congregate and seek to pursue the greatest will of the majestic mother of the fae. Those champions, chosen for their great piety and firm pursuit of her goals, are the Constellators. Constellators are chosen, not made. When a member of her flock has performed a deed so monumental in its sacrifice that she dies or suffers greatly for it, then the follower is contacted by Selene in a vision, and pulled in to the misty border ethereal, where she can then be drawn to the Weirding Realms and hold court with the Celestial Court of Selene herself. There, she is honored for her deeds, and given a chance to return to Lingusia once more, this time as a Constellator, to continue to pursue the deeds and will of her goddess. Constellators number probably no more than two to three dozen, and most all are elvish, for though humans and others have martyred themselves for Selene and so risen to become Constellators, such followers are short lived in comparison to their elvish brethren, and come but once or twice in a century. Constellators are known almost immediately by their presence or reputation amongst other followers of Selene. Likewise, any servant of Naril or Slithotep will know a Constellator by her mere presence, due to the inextricable link between those two gods and the moon goddess. Constellators have a saintly, almost unearthly sort of presence about them which other beings can sense, and which soothes the good and just while unnerving and frightening the wicked and corrupt. While most servants of Selene are women, men who follow her cause as Paladins can become Constellators if they meet all of the conditions, but they must die in their martyrdom. The follower of Selene must have committed a great act of good in which she was martyred. She need not have actually died, but have suffered in a terrible fashion for the act, or suffered a great loss. Some examples: • Saved a community but lost her entire family.

• Died or reach negative HPs defending many innocent women and children (successfully).

• Destroyed a coven of Dalroth and died or nearly died (reached negative HPs).

• Was tortured for her faith, imprisoned for many years, and never renounced Selene before reaching death or near death.

The goddess will resurrect followers of Selene who meet all of the above requirements and who died in their martyrdom or duty. This resurrection will occur within 1d6 weeks of her death, and she will be restored to her full health prior to dying, naked under the light of a full moon. She may find her former remains and seek to recover her goods if she wishes. Characters who come close to death will experience a visionary journey through the ethereal in to the Weirding Lands, and the journey will take them away for 1d12 days before they return. Hit Die: D6 Prime Attribute: Wisdom Class Abilities: Weapon and Armor Proficiency: Constellators are not known for martial prowess, and can use knives, sickles, short swords and short bows only. They may wear any leather armor, ring or chain armor. Moonsight Constellators of Selene receive Lowlight Vision if they do not have it already. If they do, then effective range is doubled. Normal clerics of Selene can also gain this ability (see Selene in the Pantheons Chapter). Guidance of the Moon Constellators are often granted mystical visions and guidance, beseeching her for aid against the forces of darkness. The follower is granted a special power once per evening under the light of the moon (this will not work under a new moon). The power may be either augury, faerie fire, or daylight. Ethereal Walking: At 1st level, as a side effect of their awakening, Constellators gain the power to

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become Ethereal at will a number of times per day equal to their Wisdom mo difier. This ability works like the spell Ethereal Jaunt in all ways, and the effective level is equal to the divine spellcasting level of the Constellator (a Cleric 9/Constellator 3 would be able to use it as a 12th level divine spellcaster). Ethereal Mastery: At 7th level the Constellator has mastered her connection to the ethereal plane and may bring others in to it with her, as per the spell Etherealness. This ability may be used once per day, and functions like the spell in all ways at a level equal to the number of divine spellcaster levels the Constellator has. Weirding Way: Her journey to the Weirding Lands has profoundly affected the follower of Selene, and beginning at 4th level she may plane shift in to the Faerie Lands once per week. The Weirding Realms, as they are commonly called, are an unusual dimension in which temporal anomalies and high concentrations of magic are common. Divine magic cast by followers of Selene always works normally in the Weirding Lands, but no other divine magic functions efficiently (see write up on the Weirding Way elsewhere for more). Note that is the constellator already has the ability to move in to the Weirding Realms for some reason, then this ability increases the number of times she can do so. Fae Summoning: At 5th level, the constellator gains the ability to summon fae folk with any summoning magic she may cast, of level equal to the hit dice permitted by the spell, instead of the normal repertoire of beings summoning spells allow for. Moonfire: At 7th level, the constellator may call upon moonfire to empower her spells under any night time condition when the moon is out. Moonfire is a spontaneous casting option, which allows the constellator to enhance a spell with one of the following effects (choose one):

• Double duration of spell • Maximum damage of spell • Double range of spell • Increase save difficulty of spell by caster

level The moonfire must be declared as the spell is being cast, and the effect will take place immediately. Moonfire may be used once per night at 7th level, twice per night at 9th level, three times per night at 11th level, four times at 13th, and so on. Each different metamagic use may be stacked with the others if multiple uses are possible, so a 11th level constellator could choose to, say, cast a flame strike that is simultaneously doubled in range, does

maximum damage, and has an increased save difficulty with all three Moonfire uses at once (which would use her three uses up for the evening). Moonfire will not work on nights of the new moon, or on lunar eclipses. Conversely, it may work in the daytime when the moon and sun are both present (only a few times per year), or during a solar eclipse, in which the moon passes between the sun and Lingusia. In any case, the CK must decide in advance on what nights the Moonfire's conditions might change. Might of Selene: Constellators of 8th level are imbued with a mighty force, and become physical vessels for the wrath of Selene. When confronting beings of chaos and evil or servants of Dalroth, constellators may convert a spell slot, much as a normal cleric can turn one in to a healing spell, in to raw Lunar Essence, which may then be released against foes as a ranged area attack that radiates in a 360 degree arc from the constellator in a sphere for a range of 10 feet per level of the constellator. Targets may make a Dexterity Save to avoid the attack with a penalty equal to one half the level of the constellator to take half damage. The amount of damage done is equal to the energy level of the spell slot that is released (thus, a 3rd level spell would do 3d6 damage, or one-half if the save is made, while a 9th level spell would do 9d6 damage). This radiation will affect all beings which are either infernal, abyssal, chaotic, spawn of chaos, worshippers of Dalroth (god of chaos), or have an alignment of Chaotic Evil. If a lawful evil character or being that is not on this list experiences the attack, it gets a saving throw, receiving half damage if it fails and no damage if it succeeds. The Might of Selene drains a tiny amount of essence from the constellator when used, and as such, she must make a Constitution check with a penalty equal to the level of the spell slot released. If she fails, she suffers 1d4 temporary Constitution point loss. If she rolls a 1 on her save, she suffers the temporary loss and one permanent point of Constitution drain. Celestial Ascension: At 12th level, constellators are so profoundly in tune with the essence of the moon and the spirit of the Weirding that they may pass in to the ethereal and ascend in to the celestial realms where they can hold court with Selene in her palaces of the Moon. This ability is a mastery of plane walking, and allows the constellator to plane walk at will. Clerical Spells: Constellators are divine practitioners of Selene’s will, and receive clerical magic at a

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slightly slower rate than normal clerics. They may receive bonus spells for good wisdom. Ex-Constellators: Constellators are specially chosen for their amazing sacrifice and dedication to Selene. Under the highly unusual and unlikely condition that a constellator renounces Selene, changes alignment, or commits a great evil, then one of the following happens: If the constellator renounces Selene and forfeits the order or changes alignment (but not an evil alignment), then she loses all of the class abilities, spell magic, and any special feats related to Selene and any class dedicated to her worship. She may regain her abilities by returning to the worship of Selene in her prior classes, but will never again

regain her constellator abilities, under any condition save perhaps for another act of martyrdom (and then there should be a slim, perhaps only 1% chance of being noticed once more). If the constellator commits an evil act and/or changes alignment and becomes evil, then she not only suffers the above restrictions, but if she was resurrected by Selene to become a constellator, then she is stripped once more of her life and dies instantly. If She was near death, then she is returned to near death, dropping immediately to -7 HPs. If the character renounces Selene and take sup immediate worship of an evil god, then there is a 25% chance that all of her Constellator levels are immediately converted in to normal Cleric levels for the evil deity. Otherwise, see the last paragraph….

Constellator Advancement Table Prime: Wisdom Base Hit Experience Clerical Spell Advancement Level Attack Die Advancement Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 +0 D6 0 Moonsight, Eth. Walking 2 1 2 +1 D6 2,251 Guidance of the Moon 3 1 3 +1 D6 5,001 4 2 4 +2 D6 9,001 Weirding Way 4 2 1 5 +2 D6 18,001 Fae Summoning 4 3 2 6 +3 D6 35,001 4 3 2 1 7 +3 D6 70,001 Moonfire 1 5 3 3 2 8 +4 D6 140,001 Might of Selene 5 4 3 2 1 9 +4 D6 300,001 Eth. Mastery, Moonfire 2 5 4 3 3 2 10 +5 D6 425,001 5 4 4 3 2 1 11 +5 +2 650,001 Moonfire 3 5 4 4 3 3 2 12 +6 +2 900,001 Celestial Ascension 6 5 4 4 3 2 1 13 +6 +2 +250,000 per level same as for cleric of one level lower

Flame Knife Assassin Among the sundry cults and guilds of assassins spread throughout the world, the Flame Knives have remained the most secretive and formidable. Steeped in an ancient tradition of lawless honor, entropic sorcery, and an unyielding dedication to the dreadful mercenary god Haro, the Flame Knives have existed for at least as long as the Empire of Hyrkania has been known by such a name. The origins of the cult are steeped in mystery and only the eldest, most vile members of the cult are privy to the unwritten tales of their sordid past. To be a Flame Knife is to embrace evil, and to take sides only with yourself. Even one’s own allies are considered fodder for the ultimate goal of seeking the divine favor and ascension promised by Haro. Those who have investigated this cult know some facts, and most successful entry level members of the Flame Knives also know such facts. It is known that

the Flame Knives have hidden guilds within four major cities of the Middle Kingdoms (Octzel, Eastonia, Hyrkania, and Hyrendan). It is known that the Flame Knives are affiliated, at least peripherally, with similar Eastern cults from as far away as Aljhira, based on the similarities of their prayers, rituals, and mantras to such other groups. The Flame Knives revere Haro with a fanaticism that precludes meaning in their own existence, but among the fodder a select few seem to be granted visions, in which it is made clear that their true purpose is mercenary, self-serving, and that they are to be the true guiding minions of Haro's will. What, however, Haro wishes is often confusing. For example, while he was long believed by the forces of order to be a chaotic deity prior to the Reckoning, it was in fact Haro who betrayed his own brothers of chaos and caused the collapse of the eons long conflict between the

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primordial forces. He did so, however, because of the obvious power gap that was created in the wake of the Reckoning, and his cult grew ever stronger as a result. Today, many greater Devonin (demonic beings) and demiurges are now subservient to him, and so therefore are at the beck and call of his mortal cult. Flame Knives are all about the conquest and subjugation of the world through fear, murder, and capitalism. Many Flame Knives are mercenaries, merchants, and con men of a wide variety. A smaller number are mages, professional assassins, and some even rank among nobility. All believe unerringly in the cause of their illuminated assault on the world, and the secret propagation of fear and chaos as the true means of control in society. All of them selfishly believe that they, and they alone, will ultimately be granted favor from Haro and elevated to the rank of spiritual soldier or even avatar at his side. This is a cult of evil, and should be exterminated by all who oppose such malevolence. Some of the most famous Flame Knives include Cassius Augustus, the undead warrior summoned back from the days of yore to serve Haro as an assassin among assassins, and Lord Celiobantes Astiriate, considered one of the elite Elders, and high lord of the guilds of Northern Hyrkania. A few suspect he is one of the Ten Who Rule. The Flame Knives have an ancient symbol, which varies only slightly from one region to the next. It is always of a shield, upon which is depicted a starscape showing the chief constellations of the Huntsman and the Wolf in highlights. Crossing the shield are a flaming bow and dagger with jagged edges. If the symbol is to be seen as a warning or threat, then the weapons are placed in front of the shield. If it is used as a secret sign or reflects safety, then they are placed behind the shield. All Flame Knives learn a kind of Thieve's Cant, which is comprised of sign language, and the use of clever runes disguised to be hard to detect but which would be readily obvious to like kin. The Path of the Flame Knife: Flame Knives come from all wakes of life. Disciples of the cultic guilds are necessarily drawn from all strata of life, but only practiced, skilled professionals with a cunning and will to use it are granted entry into the inner sanctum. A Flame Knife can be granted such status from a patron of the guild, but it is also possible for a Flame Knife to prove himself so resolutely that he is granted divine inspiration from Haro, and asserts himself over time and often against the will of competitors. Once in the Inner Circle, rivals who seek his status, or wish to take control of the schemes and plans of another will eventually challenge the Flame Knife. The infighting is constant, and only he who surrounds himself with

the best lackeys and defenses is likely to make it to the top. No one knows who the ten members of the Elders are, called the Ten Who Rule, and the leader of the Flame Knives remains a whispered mystery to this day. If you are using multiclassing rules, it is extraordinarily common for a character to have levels in Assassin and Flame Knife, as they are necessarily complimentary. Hit Dice: D6 Prime Attribute: Charisma Class Abilities: Weapon and Armor Proficiency: Flame Knives are proficient in all weapons, and may wear any leather armor (including studded or curbolli) without penalty. They can wear heavier armor, but it will impair their stealth and assassination abilities. Death Attack: No assassin would be worth much if they didn’t have this ability. Flame Knives may perform a death attack as per the Assassin class in the Player’s Handbook (see details there). If the Flame Knife is also multiclassed as an assassin, then he gains the following special benefit: he may hold so six rounds instead of three before launching his death attack at a target. Sign Language/Assassin’s Runes: By 2nd level Flame Knives learn the secret language of their cult, a sign language which can be understood even in the dark if necessary, through touching and tapping to convey specific messages. If you can be seen, the range of information is as great as normal sign language. The assassin runes are placed in careful, hard to notice spots, and it takes another assassin or Flame Knife an Intelligence check to spot them, but a non-cultist could at a –6 penalty. The runes are a simple but effective language, and can convey warnings, instructions, or false information. A careful study of these runes can reveal their hidden intent with enough time and effort, but Flame Knives understand them automatically. Unerring Pursuit (Int): At 1st level Flame Knives learn to study the aura and sorcerous resonance of their prey, a gift of sixth sight granted by Haro. They are able to track and follow their prey with unerring proficiency when they have sighted their target. In game terms, they make an ability check (based on Con plus level of class), which involves the tracking or discovery of their prey once they have made eye contact. The effect remains for 24 hours after the sighting, and they do not need to keep the prey in sight once this contact has been made. After 24

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hours, they must make a straight Constituton check to retain the sanguine grasp on this tether to the prey or lose it. No amount of distance between the target and targeted will have an effect. Grifter (Cha): At 3rd level Flame Knives become skilled in the art of psychological entrapment, grifters of the highest degree. A Flame Knife can attempt to use the art of the grifter against any target, and a successful ability check, modified by a penalty of –1 per level or hit die of the target, brings the target under the flame knife’s spell. The target will fall in to the web of lies and deceit, which the Flame Knife weaves. The game effect of this is proportionate to a Charm Person spell, in which the limitations are such that the subject is inclined to believe the Flame Knife against common sense. A Wisdom roll may be made a number of times per month equal to the Wisdom bonus of the affected person, or at any time in which blatant, contrary evidence is presented to them. This is not a magical effect, although some would say the magic of Haro inspires the Flame Knife to such amazingly sublime levels of deception. Disguise (Cha): The Flame Knife receives the disguise ability of the Assassin at 1st level. See the Player’s Handbook for specific details. Master of Disguise (Cha): At 6th level, the Flame Knife becomes so efficient and talented at disguise that he can perform the skill with an automatic +4 bonus, and may affect any sort of impromptu disguise, even through simple body language and mannerisms (i.e. the Flame Knife is pursued by guards, rounds a corner, and sees two more guards stationed. He makes his disguise roll, to walk up as if he belongs and joins the ranks of the two, saying he is a relief. The pursuers appear, but see only three guards in the process of a shift change; here it is a hypnotic persuasion, which is in effect). Such an effect is still not magical in nature.

Flaming Knives: At 8th level the practiced Flame Knife mage may cast the Flaming Knives effect a number of times per day equal to his Charisma modifier (minimum 1). This will allow him to spontaneously engulf his chosen weapon in eldritch magic flame, an effect which will last until dispelled or twenty four hours, whichever comes first. The magical flame adds flame damage to the attacks (+1d6 damage), and is treated as a magical effect for all other purposes. Divine Magic: Flame Knives are cultists of Haro, and gain limited access to a certain number of Divine Spells, which are presented below. They must have a Charisma of 10+the spell level to be able to cast the magic, and determine their spell bonus levels from their Charisma modifier. This reflects the fact that enforcement of will and personality is more important in the cult of the Flame Knives to receive divine favor than any wisdom or understanding. Any spell with a 0 for memorization may only be memorized at that level if the caster has a sufficiently high Charisma bonus to grant the spell bonus. 5th level spells are granted if the Charisma of the Flame Knife is especially high (18), so few Flame Knives can cast such potent magic. If they can, this is usually a sign of strong favor with Haro, and they are immediately indoctrinated in to the Circle of the Elders, and may then become familiar with the Ten Who Rule. Flame Knife Spell List: 1st Level: Cause Fear, Protection from Good, Comprehend Languages, Invisibility, Sleep 2nd Level: Continual Flame, Detect Traps, Hold Person, Darkness, Silence 3rd Level: Invisibility Sphere, Haste, Dispel Magic 4th Level: Dimension Door, Fire Shield, Tongues, Wall of Fire 5th Level: Cause Critical Wounds, Flame Strike

Flame Knife Class Progression: Spells Prime: Charisma Level Att. Hit Die Exp. Progression 1st 2nd 3rd 4th 5th Special Abilities 1 +0 D6 0 0 Unerring Pursuit, Disguise, Death Attack 2 +1 D6 1,751 0 Sign Lang./Runes 3 +2 D6 3,501 1 Grifter 4 +3 D6 7,001 1 0 5 +3 D6 14,001 1 0 6 +4 D6 25,001 1 1 0 Master of Disguise 7 +5 D6 50,001 1 1 1 8 +6 D6 90,001 1 1 1 0 Flaming Knives 9 +6 D6 150,001 1 1 1 0 10 +7 D6 200,001 1 1 1 1 1 11 +7 +2 +150,000 per level

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Knight of the Ebon Ankh The Inquisitors of Naril are a small, secretive branch of the church, dedicated to insuring that heresy and chaos never find a foothold in the inner workings of Naril's order. The Inquisitors have, at various times in history, had more power, but the order has been on the wane in recent years. With the coming of the Red Dragon comet, and the rise of chaos in the city of Trog, however, it has become evident that the forces of chaos are mounting once more, and failures within the church to respond promptly are forcing the Inquisitors to look closely at ramping up their efforts. While most of the Inquisitors are drawn from the ranks of the ecclesiastics and the initiates, a handful of the order are specially trained knights, who have chosen to pursue a different, harder path, one of judge, jury, and executioner. These are the Knights of the Ebon Ankh, Inquisitors without par, willing to root out corruption both in the church and Hyrkanian society, to destroy chaos willingly and without remorse. They are far and away the most frightening members of Naril’s flock. The Knights of the Ebon Ankh are often drawn from memb ers of the church, but also drawn from reformed servants who once did evil before being redeemed. Occasionally, a member of this order might never have belonged to the order, but instead have received a vision from Naril, which compelled him to follow this path. All members of the order are dedicated to their cause, but find it a difficult road, as the fall from grace is even easier than usual. Subterfuge is a regular weapon of the order, a deception considered necessary but almost outside of the realm of Naril. Nonetheless, it is understood that to combat Naril’s foes, some difficult duties must be met, and those who serve the Knights of the Ebon Ankh understand better then most. Because the Knights often perform difficult moral duties, the restrictions on race are not as strict. Elves, dwarves, and other species sometimes join on special occasions, usually by invite. Members of the order must be invited or experience a vision from Naril, usually exposing a corruption of chaos in the ranks which they uncover. Hit Die: D8 Prime: Charisma Class Abilities: Weapon and Armor Proficiency: Inquisitors gain proficiency in all weapons and armor. Spell Advancement: At every other level, the Knight of the Ebon Ankh gains access to clerical magic,

though somewhat weaker than a regular cleric of the same level. The Knight of the Ebon Ankh gains bonus spells based on Charisma. He casts all spells as a cleric would. They may not gain spells higher than 5th level. Turning Ability: At 1st level theKnight of the Ebon Ankh may turn undead as a cleric can. Vision of Truth: At 7th level, the Knight is taught the Vision of Truth ability. Once per day, the Knight may enact the Commune Spell. Word of Power: At 2nd level, the Knight gains the word of power ability. Once per day, he may enact a Command spell at his class level. He may do this twice per day at 6th level, three times at 10th level, foru times at 14th level, and five times 18th level. Greater Vision of Truth: The Knight continues his pursuit of knowledge, learning how to cast the True Seeing spell once per day. Greater Word of Power: Once per day, the Inquisitor may call upon Charm Person in pursuit of his cause. Master of Truth (Wis): At 1st level, the Knight gains the power to use this ability. He may make an ability check to deiscern whether an individual with whom he is speaking or listening to is telling the truth. The opponent in this discourse may use his level or hit dice as a negative modifier to the target number for the check. The Knight of the Ebon Ankh adds his class level to it, of course. Word of Ultimate Power: Once per week the Inquisitor may use Holy Word. Confessor: At 12th level, the Knight becomes a true confessor, and is imbued with the ability to change alignment in beings which fa il a Wisdom save, with the Charisma bonus plus class level of the Knight as a penalty modifier. This ability may be used once per week, and shifts one of the two elements of the target one step (Chaotic evil either becomes neutral evil or chaotic neutral, for example). It can be applied over time to the same target for successive changes. If the target resists and ever rolls a natural 1 on its save, the target must then make a Constitution check or die instantly rather than be converted one step. Creatures, especially outsider demons and other beings which have alignment issues tied in to their

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very being, may experience a profound physical change as well, at the CK’s discretion. Ex-Inquisitor Knights: An inquisitor who falls in to darkness in the course of his or her duties may lose all of his or her granted abilities and spells, but not

the normal abilities (weapon skills, master of truth ability). He may recover spellcasting abilities by assuming the worship of a different deity, in which case he recovers his spellcasting abilities and all inquisitor levels covert to cleric levels for practical purposes of that deity.

Knight of the Ebon Ankh Advancement Table Prime: Charisma Base Hit Experience Spell Advancement Level Attack Die Advancement Special 0 1st 2nd 3rd 4th 5th 1 +0 D8 0 Master of Truth, 3 1

Turning Ability 2 +1 D8 2,251 Word of Power 3 1 3 +1 D8 4,501 4 2 4 +2 D8 9,001 Grt. Vision of Truth 4 2 5 +2 D8 18,001 Grt. Word of Power 4 2 1 6 +3 D8 36,001 4 2 1 7 +3 D8 72,001 Vision of Truth 4 3 2 8 +4 D8 150,001 Word of Ult. Power 4 3 2 9 +4 D8 300,001 4 3 2 1 10 +5 D8 600,001 4 3 2 1 11 +5 +3 725,001 5 3 3 2 12 +6 +3 900,001 Confessor 5 3 3 2 13 +6 +3 1,075,001 5 4 3 2 1 14 +7 +3 1,250,001 5 4 3 2 1 15 +7 +3 1,425,001 5 4 3 3 2 13 +8 +3 1,600,001 5 4 3 3 2 14 +8 +3 +175,000 per level 5 4 4 3 2 1 spell advancement every other level as per cleric

The Kom'Huandyr The ancient order of the Ranger-Knights of Naril are steeped in folklore and mystery. Founded by the ancient Hyrkanian House Huandyr, the Servants of Huandyr were once the liege knights of this entrepreneurial family. The Huandyr clan united the barbaric Narilian people, and brought a unity to the forestlands previously unheard of. With them came the advanced culture, language, and customs of the Hyrkanian Empire. The old world druidism of the local people intermixed with the Hyrkanian colonizers, creating, eventually, the unique mix of paganism and modern culture in the region today. The Kom’Huandyr originated when the first alliance between the greatest of the pagan tribes and the House of Huandyr was consecrated, and the first of the pagan knights were allowed to serve the Hyrkanian lords. With this infusion of regional warriors into the elite fold of the mounted warriors, a new breed of pagan knight arose, armed and armored as a true Hyrkanian knight, but dedicated to the animism of Naril, and seeking the counsel of the druids of Niras rather than the priests of Naril. In the 1400’s aw, there was a terrible period of war in which the region was invaded by the Thargonid trolls, seeping from cavernous depths in to the ancient, forgotten strong holds of the lost empire

within the Thargonid Mountains (the trolls were so named after the mountains). The previous dwellers of the mountains, many fae raced and goblinoids, were driven out in a great surge as they sought to escape death or slavery. This exodus led to terrible conflict as the goblin kings sought to carve out new lands in the Niras Forests, and the dozens of small baronies were forced to seek unity amongst one another to quell the horde. The many bickering lords were eventually brought together by the might of the most famous of the old order of knights of Huandyr, a man named Tevel Elas Draelon. Draelon and his rangers led the lords of the forest into a concerted effort against the goblinoids, and crushed the goblin kings. Thereafter, the knights were formally called the Kom’Huandyr, and were charged with the perpetual service of the protection of the Lands of Niras, the forests of the realm and beyond. Today, the Kom’Huandyr rangers are an elite, near-secretive order, which, while low in number, are still highly respected. One joins the order by proving his or herself in an exalted and heroic deed that is considered both holy and generous in the eyes of Niras. Some member swill choose an apprentice, to serve as their squire and learn of the order, too, if the one in question is young and of pure, good, heart.

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The Ko m’Huandyr continue to work closely with the Druids of Niras, and serve the king of Niras’ien at least nominally, although the order considers itself to answer, ultimately, only to Niras. There are believed to be no more than two hundred Kom’Huandyr in the woods. During the Reckoning, the order was at its strongest, but the majority of the order was slain in a terrible battle against the forces of chaos, and the numbers never fully recovered from that time. Still, it usually takes only one member of the order to solve most problems for which one would wish a Kom’Huandyr to intervene... The Kom’Huandyr are allies of the lords of Niras, and of the Druids of the woods. They are well-received by any druid enclave, be it in the forests of Niras or in as distant a land as Caelern'in. They are respected and usually recognized in most Hyrkanian territories, but are considered honorable rivals of the warrior cults of Amech. The Kom’Huandyr are unknown in the Eastern Kingdoms, and considered suspect enemies among the Octzellan and Western Territories of the Middle Kingdoms. Kom’Huandyr have long been allied with the sylveinurian elves, and many Kom’Huandyr are elvish or half elvish. An occasional sylenic (halfling) Kom’Huandyr is not unknown. It might be possible to meet a half-orc ranger, but the strictures against the goblinkin as enemies prevent such a ranger from ever joining the ranks of the knighthood. The Path of the Kom’Huandyr: The prestige class represents the elite of the Kom’Huandyr. There are many errant knights of the order who are petitioners, questing members of the order who seek to gain anointment in the eyes of Niras. While most of these member start as Rangers, any one who fulfills the requirements of the prestige class may be so anointed. Rangers of Kom’Huandyr must have chosen Niras as patron deity. The one who petitions entry must seek the endorsement of an existing senior member. Rangers of Kom’Huandyr must be human or demihuman, ND may never be goblinoid or monstrous, without special circumstance and the blessing of the CK. Note that Rangers of Kom’Huandyr, being a variant of the classic ranger, are often found as multiclassed rangers/rangers of Kom’Huandyr. Designer’s Note: The Rangers of Kom’Huandyr are a great way to reintroduce the idea of a spell-casting ranger without negating the value of the more combat-oriented core ranger. Hit Dice: D10 Prime Attribute: Strength

Class Abilities: Weapon and Armor Proficiency: Kom’Huandyr are proficient in al weapons and the following armor: padded, leather, ring, hide, studded, laminar, mail shirt, any shield. Goblinkin Slayer: Kom’Huandyr have fought the goblinoids of the forests for centuries. All Kom’Huandyr are blessed with the knowledge and almost prescient familiarity with their ancient foe, and so can never be caught flat-footed under any circumstance by goblinkin. This includes goblins, hobgoblins, kobolds, svirfneblin, gibberlings, orcs, grimlocks, and other relatives (like greater orcs or enhanced goblins). He receives an automatic cumulative +1 attack and damage modifier in combat and at 3rd, 6th, 9th, and every third level thereafter against these foes, and it may stack with other ranger benefits like Combat Marauder. Master Rider: At 1st level, the Kom’Huandyr has honed his riding skills to the point where he receives no penalty in combat for firing or fighting from his mount, and receives a +2 bonus to attack against foes who are not mounted. Survival (Wis): Rangers of Kom’Hunsdyr, like their normal bretheren, are experienced survivalists, and have the ability of the same name by normal Rangers (see Player’s Handbook fo details). Preternatural Sense (Wis): At 2nd level, the Kom'Huandyr's intuitive sense of the natural begins to grow, and he becomes significantly more in tune with the natural world around him. He may use this ability to detect hidden objects, people, or thos who seek to hide in the wilderness. He may make a check to detect an ambush before it happens. Rugged Survivalist: At 3rd level the Kom’Huandyr may absorb prolonged exposure to the elements, as well, such as severe winter or a heat wave. In such cases of prolonged exposure, the effect reduces the damage of such exposure by one half, and on a successful Constitution check, negates the damage for one hour. Furthermore, a Kom’Huandyr need only make a Wisdom roll each day to forage for enough sustenance to survive daily, unless the CK rules that the land in which he is traveling is too harsh for sustenance. Commune with Nature: At 5th level, the Kom'Huandyr's spiritual side becomes sufficient that he can see and speak with forest elementals, such as Dryads, Nymphs, Treants and other beneficent

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servants of Niras. This is a sort of empathic, universal language, and does not replace any spoken language. It cannot be taught as a language. Extraordinary Stamina: Kom’Huandyr become resistant to natural effects at 9th level, and may call upon Endure Elements three times per day.

Spell Proficiency: Kom’Huandyr learn divine magic taught to them through their pious dedication to Niras. They have limited spell casting ability and can only learn spells of up to 4th level, but can attain significant mastery over these magics as they advance. Kom’Huandyr learn magic from the druid charts for spell purposes and cast spells like druids do. They use Wisdom to determine bonus spells.

Kom’Huandyr Level Advancement: Prime: Strength Base Hit Experience Spell Abilities (Druid Spells) Level Attack Die Advancement Special Abilities 0 1st 2nd 3rd 4th 1 +1 D10 0 Goblinkin Slayer, 1

2,251 Master Rider 1 2 +2 D10 4,501 Preternatural Sense 1 1 3 +3 D10 9,001 Rugged Survivalist 2 1 4 +4 D10 18,001 2 1 1 5 +5 D10 40,001 Commune With Nature 2 2 1 6 +6 D10 75,001 3 2 1 1 7 +7 D10 150,001 3 2 2 1 8 +8 D10 250,001 3 3 2 1 1 9 +9 D10 500,001 Extraordinary Stamina 4 3 2 2 1 10 +10 D10 725,001 4 3 3 2 1 11 +11 +4 950,001 4 4 3 2 2 12 +12 +4 1,075,001 5 4 3 3 2 13 +13 +4 +225,000 per level 5 4 4 3 2

Octzellan Musketeer The kingdom of Octzel is a divided, war-torn land, in which the forces of Valance, Octzel in the North, and the eastern independents of Halale have been at war for more than two centuries. In this time, the elite musketeers have become famous for their prowess in battle on whatever side they choose to join. Musketeers are not just a military unit these days, but a quasi-fraternal order of hardcore specialists in the most deadly form of ranged weapon of the Middle Kingdoms. The firearms, matchlock and wheel-lock, of the Middle Kingdoms are carefully kept secrets of the Suethendur dwarves, and have been sold over the last few centuries to the highest bidder. As a result, mostly knighted men and royalty carry such weapons (Dans, Eslas, and so forth), and few commoners are ever seen which such armament. Because of the difficulty in finding gun powder, the role of the musketeer is fairly elite in combat. In all of the Octzellan King’s armies, there are probably not more than fifteen hundred elite musketeers, and most are part of the King’s personal garrison. The cost of purchasing the gun powder from wizards and dwarves alike is prohibitive, and so far has insured that only a handful of noblemen fight with such weapons on land.

Musketeers learn to care for their weapons, maintain them with the utmost precision, and keep them out of harm's way even before their own selves. The shooter is replaceable; the gun is not. Many, as said earlier, have inherited the weapon and place, and pass it down from generation to generation. Most musketeers are also competent swordsmen, for once you have fired your last bullet and the mob charges you, it's time to shoulder that thing and cut your way free. Musketeers of a fraternal or mercenary order usually have to prove themselves in combat, after which they are asked to join. Such tests are wide-ranging and depend on the group in question. There are plenty of errant musketeers out there, serving the king or regent as appropriate, getting in to trouble and engendering strife in fellow man. A Note about Dwarves and Gun Powder: To belong to a fraternity or mercenary group, you must pass through an initiation, usually a contest to show off your skill with the musket. While this is not a requirement, it is nonetheless recommended that the musketeer be proficient in the dwarvish language, for it is a well-known fact that only the dwarves and certain alchemists are privy to

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the secrets of making the explosive powder which powers the muskets of the Middle Kingdoms. Such smoke powder is considered a magical substance, and is so affected by effects that negate or modify magic. This is a peculiarity of the World of Lingusia, and may not hold true in other prime material planes. In game terms, to manufacture gun powder you must have the alchemy ability (silver dwarves have it, or you can acquire such through the secondary skill rules from Castle Zagyg) or the Esoteric Knowledge secondary skill. The character must also have been exposed to the secret of making gunpowder by a mentor. The character makes a difficult Intelligence check at –6 penalty, along with 2d6x100 gps in expenses and 2d6 days time to produce enough powder for 1d6x50 shots. Typical prices for a horn of powder that will let you reload your weapon approximately 50 times are around 50-100 GP per powder horn. Bullets are far cheaper. A keg, necessary for cannons on ships or rolling artillery, can cost 1000 GP or more and usually grants about 20 cannon shots. Hit Dice: D10 Prime Attribute: Dexterity Class Features: Weapons and Armor: Musketeers are proficient in all weapons, being consummate fighters, and all armor. Furthermore, a musketeer is considered proficient in all firearms, both pistols and muskets, of both the flintlock and matchlock nature. If he is assumed to have not previously handled a certain type of firearm (such as an harquebus or blunderbuss), he may be required to suffer a penalty for the first 1d8 rounds of use at –2 to attack until the proficiency sets in and familiarity with the weapon can then be assumed. Gunsmith (Dex): At 1st level, the Musketeer learns the important art of weapon maintenance. He can field-strip, bore out, clean the powder burn, and otherwise keep the barrel and firing mechanism healthy and ready for immediate use. In game terms, a muzzle-loading firearm will experience a malfunction on any critical failure (roll of 1 on an attack). Gunsmith can be used after battle to repair or clean out a jammed firearm. It can be used before battle, as well; if cleaned within 24 hours of use, should the gun jam the CK may let the musketeer make a second Gunsmith check (only once for the

weapon) to see if it simply misfired or actually jammed. If he makes the skill, then the weapon is still functional and may be refired next round. This only works once per combat per firearm. When repairing a weapon, make your ability check and determine how far over the target number you

made it. Take this number and look on the gunsmith repair chart to determine the condition of your weapon after affecting repairs. Fast-Load: The musketeer is especially proficient and speedy in reloading his musket or pistol. In the world of Lingusia, Muskets take 45-60 seconds to properly ready for fire. A nonproficient user will take 60 seconds (10 combat rounds!) to ready his musket, and 42 seconds (7 combat rounds) to ready a pistol. With Fast-Load, the Musketeer may re-load his weapon 2 rounds sooner than normal; So, he can ready his musket in 8 rounds, or his pistol in 5 rounds. This is why most Musketeers wield a sword, and carry a brace of pistols (2 or more). Fast-Draw (Dex): Musketeers are very quick, and can always draw and fire a pistol with no penalty. If a musketeer is facing off against another, they may each make Fast Draw checks (Dex) based to see who draws and wins first…. Snapshot: At 2nd level, the Musketeer has honed his gun fighting experience enough that he can perform a spontaneous attack without time to aim precisely. The snapshot allows the musketeer to fire under two certain specific circumstances: If the Musketeer is surprised in combat, he may declare a snapshot if he has a loaded weapon and a target that is not concealed or impossible to detect under normal conditions on a surprise round. He must roll for initiative at that time to determine the sequence of actions. A musketeer who has multiple weapons loaded (a brace of pistols) may use snapshot to get a single bonus attack, in addition to his normal attack. He is effectively fast-drawing a weapon for each normal attack plus his bonus attack. All of the attacks are at -2 to strike for the round.

Gunsmith Repair Chart Check Roll Result under by 5- The weapon is hopelessly damaged, or the barrel warped. +1-9 A normal failure. 1d10 rounds are needed to service the weapon +10-14 The weapon can be readied, cleaned, and unjammed in 1d6 rounds+15-19 The weapon is unjammed in 1d4 rounds +20-24 The weapon is unjammed in 1d3 rounds, while re -loading 25+ The weapon is easily unjammed, no interruption in fire and reload

times.

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Advanced Fast-Load: At 6th level, Fast-Load becomes Advanced Fast-Load, and the musketeer is so efficient in his technique that he may load a musket in only 6 rounds, or a pistol in only 3 rounds! Such musketeers have achieved a Zen mastery of the process, and only the inefficiency of their own weapons slow them down. Deadly Shot: The musketeer’s proficiency with the musket or pistol has become legendary, and he can aim with startling precision under stress and worse. The musketeer requires 1 complete combat round to aim in order to use this ability with no other actions. The musketeer must perform a Constitution check if being attacked directly with a –4 penalty, or no penalty if not immediately threatened during the round he is aiming. If he succeeds, then on the next

round he may make an attack as normal, but will automatically score double damage if the attack hits. Advanced Gunsmith (Int): At 10th level, the musketeer is sufficiently talented at his art that he may replicate his own firearms and even attempt to craft his own gunpowder. In a campaign with mundane, non-magical gunpowder you may assume that this is a talent in the hands of alchemists and wise men, and that the musketeer learns the secrets at this time. If the campaign, as is the case with Lingusia, has restrictions, then it is assumed the depths of gunsmith knowledge have been plumbed, and the dwarves have let the Musketeer in on a little secret in exchange for his years as a good customer. Black powder is magical in Lingusia, and must be crafted as a potion would, but the gunsmith now can gather the necessary ingredients for the dwarves or a sympathetic alchemist to make the stuff.

Musketeer Advancement Chart Prime: Dexterity Base Hit Experience Level Att Bonus Die Advancement Special Abilities 1 +1 D10 2,001 Gunsmith, Fast-Load, Fast-Draw 2 +2 D10 4,001 Snap-Shot 3 +3 D10 8,501 4 +4 D10 17,001 5 +5 D10 34,001 6 +6 D10 68,001 Advanced Fast Load 7 +7 D10 136,001 8 +8 D10 272,001 Deadly Aim 9 +9 D10 500,001 10 +10 D10 750,001 Advanced Gunsmith 11 +11 +4 +250,000 per level

Firearm Stats in Lingusia: Name Damage* Base Load Time (rounds) Range Value Harquebus 1d8 (6, 8) 12 60 300 gp Blunderbuss 1d12 (8, 10, 12) 10 20 350 gp Wheellocks: Pistol 1d6 (6) 10 20 250 gp Musket 1d8 (6, 8) 10 30 500 gp Flintlocks and Matchlocks: Pistol 1d8 (6, 8) 10 30 300 gp Musket 1d10 (6, 8,10) 10 40 600 gp *All firearm damage “rolls over” if you roll a certain number, indicated in parenthesis after the damage die. If a blunderbuss fires and does 10 pts of damage on the first roll, it may add and roll over; so long as you keep rolling one of the add and roll over numbers, the firearm keeps doing damage!

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Selenic Knight A small but devoted order to Selene are the militant servants of the moon goddess, the Selenic Knights. Amongst their ranks are a handful of devout elvish warrior-maidens and a handful of other kin who have felt the touching siren call of the moon goddess. Selenic Knights are purveyors of justice, defenders of women, healers, diviners, and a small but noteworthy sect dedicated to the cause of order. A character seeking to join this elite group must first prove her faith to Selene through dedicated worship, and must have made clear and determined efforts to support her portfolio of interest. She must then seek out an existing member of the order to become her patron, and seek to prove herself worthy to that member. If the member, satisfied, vouches for her, then she will be presented to the ruling queen of Sylvias or the land in which she is located (the Queen of Cretea or Liege Empress of Avilin, for example) and be knighted in a holy ceremony under the light of the full moon. The members of the order will anoint the new Selenic knight in enchanted holy water and take her to a chosen place, secluded and mystical, where she may commune with Selene for 4 days. During this time, she must make a Wisdom check, and if she does, then she receives a divine vision from Selene and may come down from the point of seclusion. If she fails the vision quest, then she must go on a quest to perform a new deed considered worthy, and when done, she must again submit herself to the vision quest. If she fails a second time, she is expelled from the order. Selenic Knights must be dedicated or converted to Selene for prior to joining the order, and must be women. Men who follow Selene can only ever be Paladins. Hit Die: D8 Prime: Charisma Class Abilities: Weapon and Armor Proficiency: Selenic Knights are familiar with all weapons and all forms of armor and shields. Moonblade: At 1st level the Selenic knight receives the power of the moonblade, which may be called upon a number of times per day equal to 3 + the knight’s Charisma modifier. The Moonblade is an eldritch magical weapon that will manifest as for A number of minutes equal to the level of the Selenic knight. The moonblade will take on the form of a favored weapon of the knight (which may be any weapon, or a weapon the knight is focused or

specialized in) or a sickle if no form is chosen. The blade will function as a blade of the type chosen for all purposes except that it is made of an indestructible essence, will automatically reform in the knight’s hand if thrown or disarmed the following round as a free action, and receives a magical bonus of +1, which increases every four levels (+2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th) to a maximum of +5. Channel Essence: At 2nd level, the Selenic knight learns to channel the essence of the moon through her moonblade. Once she summons the moonblade, she may cast spells through the weapon, using it as the sole material and somatic component for the casting of the spell. The spells in question are listed with special slots (see advancement chart) and are separate from the normal spell progression of the Selenic knight. The spells must be prepared in advance but are only released when the blade is manifest. If the Selenic knight can not rematerialize the moonblade for the day, but has not utilized the spell slots for blade spells, then she cannot release the magic until she recuperates the next day. All Moonblade Essence spells are already considered bonus spells and do not receive any bonus based on an attribute to the number of available slots. Note: Any spell in this list with a range of touch as a touch attack now activates with a regular weapon attack, as well. The weapon itself must touch the target, and if used as a touch attack to release the spell, the weapon is considered to be handled lightly, and therefore will do no damage (but a regular attack will do regular damage plus release the spell). Finally, regardless of the spell durations listed for each entry, the actual duration is the length of time the moonblade can be summoned by the Selenic knight. Thus, if a 5th level Selenic knight can summon her moonblade for five minutes, at the end of that time, all spells cast through it still in operation will dissipate as well. Moonblade Spell List: Level 0: Light, Flare, Disrupt Undead (causes 1d6 damage extra to an undead target for one strike), Detect Magic, Guidance (self only, +1 ability or hit bonus this round),Virtue (self only). Level 1: Shocking Grasp, Color Spray, True Strike (grants +20 to hit for next strike only). Level 2: Daylight, Hypnotic Pattern, Bull’s Strength (self only, grants +4 to Strength for six rounds), Cat’s Grace (self only gants +4 to Dex for 6 rounds), Dark vision (self only).

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Level 3: Negative Energy Protection (self only), Haste (self only). Level 4: Dismissal, Rainbow Pattern. Divine magic: From 1st level on, Selenic Knights may cast a limited number of divine spells per day as a cleric would. They receive bonus spells based on Charisma. These spells are not useable in the manner of the Moonblade spell effects, and require the normal clerical preparation process and readying to use. They may be discharged normally. Selenic Knights are limited to 5th level clerical spells. Steed: At 1st level, the Selenic Knight will receive a personal mount which acts as if it has an empathic bond with her if she doesn’t have one already. At 8th level, she may receive a Greater Steed, which may be a magical beast of up to 9 hit dice (unicorn, hippogriff, etc.) and of good or lawful good alignment. Moon-Aspected: Selenic knights are servants of the moon goddess, and as such receive special benefits at night during the light of the moon, or under a full moon. Likewise, they receive a penalty under nights of a new moon. The modifiers are as follows: Gibbous Waxing or Waning: No modifiers. Full Moon: +1 bonus to all ability and attack rolls. New Moon: -1 bonus to all ability and attack rolls. If the condition of the moon is needed and hasn’t been established yet, the CK can determine the

chance that a given day is close by rolling 1d20 + 1d10. The combined roll is how many days before the next full moon, and if a 30 is generated, then the next night will be a new moon. Ex-Selenic Knights: If a knight of the moon goddess should ever stray from the path and change alignment to something other than lawful good, she will have effectively forced herself from the order. Such a Selenic knight may no longer advance in levels in the prestige class until her alignment returns to lawful good. While of a different alignment, she may not utilize any of the divine spells or her moonblade granted by the class, but remains moon-aspected. Selenic Knights may advance in another class without being penalized, provided the alignment strictures of the Selenic knight class are not violated, and the knight continues to behave in accordance with the dictates of her goddess. Thus, a Selenic knight may muticlass in to another class and then back in to the Selenic knight prestige class as long as there is no compromise in values. A Selenic knight who crossed in to the order from the paladin class may continue to advance as a paladin, as well as a Selenic knight. This is the only exception to the rule regarding a paladin's inability to return to their class once they multiclass out.

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Selenic Knight Advancement Table Prime: Charisma Base Hit Experience Spell Advancement Level Attack Die Advancement Special 1st 2nd 3rd 4th 5th 1 +1 D8 0 Moonblade, 0 -- -- -- -- Steed, Moon Aspect 2 +2 D8 2,701 Channel Essence 1 -- -- -- -- 3 +3 D8 5,001 1 0 -- -- -- 4 +3 D8 12,001 1 1 -- -- -- 5 +4 D8 24,001 1 1 0 -- -- 6 +5 D8 48,001 2 1 1 -- -- 7 +6 D8 950,001 2 1 1 0 -- 8 +6 D8 180,001 Greater Steed 2 2 1 1 -- 9 +7 D8 360,001 2 2 1 1 0 10 +8 D8 700,001 3 2 2 1 1 11 +9 +3 1,000,001 12 +9 +3 1,300,001 13 +10 +3 +300,000 per level Selenic Knight: Moonblade Essence Channeling Advancement Level 0 lvl 1st 2nd 3rd 4th 1 -- -- -- -- -- 2 1 -- -- -- -- 3 2 1 -- -- -- 4 2 1 -- -- -- 5 2 1 1 -- -- 6 2 1 1 -- -- 7 3 1 1 1 -- 8 3 2 1 1 -- 9 3 2 1 1 1 10 3 2 2 1 1 11 3 2 2 1 1 12 3 2 2 2 1 13 3 3 2 2 1 14 max max 2 2 2 Sample Selenic Knight: Alystria Vytaveris Silver Elf, female, servant of Selene. Selenic Knight Level 5. Lawful Go od. House: Nethestor (Ice) STR 15; DEX 16 (prime); CON 12; INT 14; WIS 16; CHA 18 (Prime); HP 70; Base Attack +8 Feats: Moonblade, Steed (horse), Moon Aspect, Channel Essence, elf traits Moonblade Spells Prepared(2/1/1): Flare, Guidance; Color Spray ; Bull’s Strength X1. Divine Spells Prepared(2/2/1): Sanctuary, Cure light wounds; Aid, Augury; Cure Serious Wounds. Moonblade Properties: Moonblade Sickle +2 magical (7 times/day; duration 5 minutes each; damage 1d6+3; Attack +11) Armor: Scale mail +1, magical; AC 17 (+4 armor, +1 magic, +2 Dex) Alystria is a youthful knight in the service of Selene. She was once a fighter battling the ashtarth on the war front in the western forests, and early on took up the cause of Selene in the defense of her lands. Calynys, an elder knight of the order who saw the zeal and dedication in the young girl’s eye, eventually approached her. Alystria has fought valiantly ever since, and has chosen her goddesses' symbolic weapon as her moonblade.

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Solarian Knight The Order of the Solarian Knight is a powerful fist for both the Church of Naril and the Emerald Throne of Hyrkania. A Solarian Knight serves Naril first, as a guardian of purity, goodness, order, and righteousness. He follows a close second in his service to the Throne of Hyrkania, the Empress, and the ideal of law of the land. The Order is about two thousand strong, but only a few make it to the senior ranks. Most Solarian Knights are traditional paladins or militant clerics, struggling to persevere to the extreme ideal of Naril’s dictates. A precious few become senior members of the order, and go through a ritual of initiation to become true Solarians. The Solarians have military enclaves, monasteries of war and temples of worship, throughout Northern Hyrkania. In the Eastron realms of Zued, they are called Sun Riders and have but one monastery, in the city of Zued Hyskovis. The center of the order is in Hyrkan’ien, which is where initiation ceremonies for young knights are performed to send them on their errant quests, or senior knights commit to their ultimate vows and join the top ranks. A member of this prestige class is considered a senior member. Solarian Knights quest everywhere, looking to carry out the will of Naril as needed, both in Hyrkania and in foreign lands. They see Naril's law as the true law of all, and often have at least a marginal disrespect for those kingdoms and realms that do not even worship Naril. Because of this dedication, the only nonhumans who can join the order are possibly half-elves, and then only if a senior member sponsors them. Solarian Knights venerate the fact the Naril created humankind, and seek to maintain racial purity among their ranks in accordance with Naril’s will. Joining the Order: To initially join the order, a warrior or priest must have had an epiphany, usually in battle, in which Naril appears in a vision before him. He must then seek the order of the Solarians and request entry. Paladins and Clerics are rife within the order, but the true Solarians described below are rarely seen, exceptional paladins of amazing skill in combat and magic. Solarian Knights must be lawful good. They are a spell-casting variant of paladin, essentially. A character must be human or half elf (if a sponsor is available). Hit Die: D10 Prime: Charisma Class Abilities:

Weapon and Armor Proficiency: Solarian Knights are familiar with all weapons and all forms of armor and shields. Holy Shield of Naril: Once per day per level, the character may summon a holy shield, made of luminous flaming energy. The Shield grants a magical armor bonus equal to half the level of the character in Solarian Knight rounded up (up to +10) and lasts for 5 plus his Charisma Modifier in rounds. The Shield grants Protection from Heat/Fire 15 (absorbing 15 pts of damage per round). Fist of Naril: The Solarian Knight can call upon the might of Naril to smite his enemies. This is an enhancement to the Smite Evil ability of Paladins. The Solarian Knight may also add his prestige class levels to smiting evil as a paladin for determining damage, and calculating times per day it may be used. If the character does not have the smite evil ability, he acquires it at this time (it operates exactly as the paladin ability henceforth). Vow of the Order: A Solarian Knight is dedicated the cause of Naril, and must follow a strict set of rules. If the rules are broken three times in a row, or within a year’s period, then the Solarian Knight may be stripped of his status and becomes and Ex-Solarian Knight. These rules include: Chastity and Celibacy; he shall not marry, nor take a woman to bed. Dedication to the cause; He shall not let a foe of evil or chaos go unpunished, so long as it is within his power to administer justice. Vow of Poverty; The Solarian Knight shall never own more than he can carry; he must will his estates to his closest kin, and he keeps only what is necessary for his cause, and the maintenance of his arms and armor. He does not seek excessive glory through wealth, nor does he spend out of hand; no money on a fancy suit of armor, when an orphanage or temple could benefit from that money. Gifts are respected, if they meet the needs of his duties, but are donated if they do not. Turning Ability: Solarian Knights turn undead as a Paladin or cleric. Holy Flames: Naril grants his most dedicated the Holy Flames at 2nd level, with additional advancements at each level thereafter. Holy Flames ability grants the Solarian Knight the ability to cast one bonus spell per day from the following list. At

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second level he acquires the 1st level spell slot, and an additional spell slot at each level thereafter until he gets all of the abilities listed. He may use a spell slot of a higher level spell to cast a lower level spell if he wishes, by relinquishing the power to cast the higher level spell and using it on a lower level spell instead (this may be done spontaneously, no preparation necessary). For example, he could relinquish a 5th level slot to cast a single spell of any lower level. All of these spells require a holy amulet of Naril for casting purposes as a focus, and cannot be performed without the amulet as a channel. Solarian Knight Holy Flames List: Slot level 2nd level: Burning Hands 1 3rd level: Resist Elements 1 4th level: Continual Flame 2 5th level: Augury 2 6th level: Fireball 3 7th level: Prayer 3 8th level: Fire Shield 4 9th level: Wall of Fire 4 10th level: Flame Strike 5 11th level: Commune 5

Truesight: At 3rd level, the Solarian Knight gains the ability to use the Truesight spell once per week. Holy Weapon of Naril: Once per day, the Solarian Knight may imbue his weapon with the true essence of Naril. It is limned with flame, becomes a magic weapon, gains +1d6 flame damage, and an additional +2d6 holy damage against evil and chaotic beings on a roll of a natural 20. This effect lasts for a number of rounds equal to the class level plus charisma modifier. It can be applied to any weapon in the Paladin’s hands, and stacks with existing effects. Banishment: At 9th level, the Solarian Knight who attempts to turn any demon successfully automatically banishes it from the mortal plane and back to the Abyss. Ex-Solarian Knights: Should a Solarian Knight fail to uphold the tenets of the order, violate his alignment’s scruples, offend Naril, or otherwise fall from grace, then he is stripped of his abilities and effects, locked out of all special abilities and paladin abilities in the manner of a fallen paladin. Redemption may be possible, but is a hard road to follow. He will also likely be excommunicated from the church of Naril as well. See the PHB for details on ex-paladins for additional data.

Solarian Knight Advancement Table Prime: Charisma Base Hit Experience Level Attack Die Advancement Special Abilities 1 +0 D10 0 Holy Shield, Fist of Naril, Vow of Dedication, Turning 2 +1 D10 2,701 Holy Flames 1st level 3 +2 D10 5,501 Truesight, Holy Flames 2nd level 4 +3 D10 12,001 Holy Flames 3rd level 5 +4 D10 24,001 Holy Flames 4th level 6 +5 D10 48,001 Holy Weapon of Naril, Holy Flames 5th level 7 +6 D10 95,001 Holy Flames 6th level 8 +7 D10 180,001 Holy Flames 7th level 9 +8 D10 360,001 Banishment, Holy Flame 8th level 10 +9 D10 700,001 Holy Flames 9th level 11 +10 +4 1,000,001 Holy Flames 10th level 12 +11 +4 1,300,001 Holy Flames 11th level 13 +12 +4 +300,000 per level

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A Short History of the Divine

Throughout Lingusia, avatars, gods, demigods, demiurges, and other terms are used. Likewise, some gods are dead, some are divinely ascended, and some are immortal corporeal beings. The whole process in Lingusia of becoming a deity is very confusing, frankly. To help matters, here is a quick overview of the history of the divine. Only through the tale of the gods and their trials can one understand the complex architecture of the divine beings. All gods share something in common. They are infused with divine essence, are immortal, and can impart spell abilities to their followers. They are all given exceptional abilities that defy mortal understanding. According to ancient Idean texts, the world was created by three primal beings, which themselves were comprised of the stuff of creation. There was Mala’Kor, first, the essence of Chaos, from whom errant dreams created the primal goddess of creation, Ga’Thika, and the essence of death, T’Kothos. Each of these beings represented the three central planes of creation. The first gods were divinely created, and were born with a dual nature, both corporeal and divine. These gods were the offspring of Ga’Thika, Mala’Kor, and T’Kothos, and each was part of a pantheon meant to oversee their respective aspects of creation. The three sub-pantheons, in turn, were collectively known as the first gods. The gods of the first pantheon created the many mortal beings, which inhabit the world. They also had a habit of commingling with these beings, as all gods had mortal forms, and dwelt in mortal castles. Such gods could ascend to the heavens as they chose, but were locked to their mo rtal forms. During this time, many beings of mixed divine blood were created. Such beings came to be known as demigods or demiurges. They had divine blood, immortality, and some of the power of divinity, but were not connected to the celestial realms, and so could not truly understand the intimate connectedness their fathers and mothers shared with this heavenly realm. This often led to jealousy and spite. Demiurges and demigods found that they could manipulate their fellow mortals, however, and often did. They also found out that, while immortal, they could be killed. Such gods who died were forbidden from passage to the afterworld, unless they were already born of divine blood native to the planes of

death. They could only be resurrected through the sacrifice of their followers. As the eons passed, the true pantheon of gods became more circumspect of their relations with mortals and the creation of demiurges. They also became more concerned with other matters, such as the threat of the Lords of Chaos, who were slowly being born in to their ranks through the corrupting touch of Mala’Kor. In time, they grew unfocused on their mortal affairs, and were too entrenched in the celestial realms to notice what transpired in the mortal realms. During this period, the mortal plane underwent many changes, and demiurges that were jealous of their parents worked with eager mortals to create the first truly magnificent empires. Out of this period arose the time of the Prehunates, the great race of humanoids who dis covered the secret of the Magical Helix, and the means to achieving immortality and god-like power through the harnessing of chaos and magic. When at last the gods turned their attention back to their offspring, they discovered the terrible threat growing, and put all their might in to the destruction of this rebellion. The very world of Lingusia buckled and warped, with great earthquakes and floods shattering the epic architecture of the ancient Prehunate cities, and cosmic fire bathing their lands in fie ry destruction. The battle was swift and seemingly one sided. A few of the demiurges and Prehunates from this time survived, although none in the present know them to be descendents from this time, for almost all knowledge of that legendary age is lost. Only a handful of gods were said to have fallen then, and none now can say who they were. The next great uprising came in the ten millennia after the fall of the Prehunate Empire. mankind and the other beings, freed from the dominance of the Prehunates, had to learn to crawl their way to the basics of civilization, and so the many protocultures of Lingusia today began in this forgotten time. During this period, however, the taint of chaos had lingered and spread, and many hidden cults to the devonin began, and over time, the might of such beings grew and spread. The gods, nursing their children with care, could not see the threat of chaos, for they were themselves suffering from its taint, as gods such as Slithotep, Dalroth, and Baragnagor were embraced by it. At last, when the forces of chaos were strong enough, an unwitting disciple named Xauraun Vestillios, who had been given the Orb of Chaos, used the device to open the Rift of the Abyss,

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a dimensional gateway to the demon realms. The Lords of Chaos mounted their attack, an effort to destroy the mortal domain of the gods and seize the world for themselves. This was the time of the War of the Gods, the turning point from which the old empire of Hyrkania marks its calendar today. In a year and a day, it is said, hundreds of thousands of chaos beasts swelled up from infernal pits which opened in to the Abyss and out in to the mortal realm, to sack and pillage the great empires of old, including Old Galonia, the Fertile Empire of Hyrkania, and the old kingdoms of Amech. They sieged the city of the gods, Corti'Zahn, and at last overwhelmed it, battling through the floating city streets, seraphs versus demons, until at last, the forces of Order and Chaos had exhausted one another. In the end, a young student of Order, by name of Warenis, traveled with a band of fellow warriors in to the heart of Corti’Zahn and used his powers as the first of the avatars to activate the Orb of Life and force the Portal of the Abyss to shut. Most of the gods on both sides of this conflict lost their mortal lives. The true gods of the first pantheon had both corporeal and divine essences, and while the loss of their corporeal forms was a great blow, they continued to exist in their celestial kingdoms. Still, it took centuries for some of the gods to fully recover from their wounds. In the corporeal realm, the survivors of man took the mortal remains of their gods (those which could be found, or which were moveable!) and interred them in sacred tombs within the Earth Mother Mountains. Eventually, the taint of chaos filled those mountains, and they came to be known as the Mountains of Madness (The Slithotendans), but not for a generation would that be realized. Other regions, such as the Valley of the Gods in Galvonar, served as divine burial sites, as well. With the end of the gods as a physical presence, so too ended the creation of demiurges and other divinely inspired beings. The gods, in the celestial kingdoms, could no longer intervene in mortal affairs directly, and so they eventually created a new mechanism by which they could interact: avatars. Avatars in Lingusia are specially chosen mortals who embody the will or interest of a specific god in certain special ways. Such a being is chosen sometimes for his or her steadfast ideals, or occasionally because he or she happens to be on the right path as the god decrees it. Such beings receive a special touch of the divine, usually in the form of an artifact of the god, in the shape of the sacred weapon or device that the god was known for in its mortal form. Over time, the god offers certain visions of divinations to aid the avatar and guide him to his ultimate goals. Some avatars are chosen for only a

short time, others find the duty imposed on them for life. The two and a half millennia after the War of the Gods led to a sort of Divine Cold War between Order and Chaos, in which period eruptions of conflict would emerge. Two chief avatars, immortal champions of the cause of each side, would usually appear to presage such eruptions. Xauraun Vestillios became the vessel of Chaos, and Warenis Barghest became the vessel of Order. The last truly monumental conflict was the War of Strife in the 2080’s, but the end of the conflict seemed to come when the Reckoning happened in 2115. The Reckoning was an event foretold in ancient Idean prophecies for over six thousand years, a time when all three sacred Orbs of Creation would be brought together and create a union between the three cosmic forces. Forces of Set, a god of Order, sought to use the Orb of Chaos to dominate the orb of Law, in an effort to make himself supreme overlord of all gods on both sides. In his efforts, he sought to eliminate Aurumurvax, keeper of the Orb of Oblivion. This conflict was sent in to disarray, however, for Haro, god of assassins and deception, betrayed his fellow lords of Chaos and sided with those of Order, and insured the Reckoning came to pass. Haro, it turned out, had discovered that the power of the primal god Mala’Kor was waning, and that the power of Chaos was on the decline. By betraying his order, he insured a place for himself in the celestial kingdoms. The Reckoning might have been the end of the conflict of the gods, but for the fact that the primal lord of order, Mala’Kor, had been ready for such betrayal and loss. At the dawn of creation, Mala’Kor had spat forth a rain of chaotic comets in to the starry realms of creation, each a seed of his essence to spawn new fountains of chaos. Such a comet, dubbed the Red Dragon, appeared three centuries later in the skies of Lingusia. Curiously, the immortal champions of chaos and order had continued to exist, neither free of their curses of rebirth or their embodiment of the ancient conflict. When Xauraun Vestillios' mortal form became aware once more of his ages old heritage, he recovered his memories, his armor of power, and set about to discovering what had happened to his kings and masters, the Lords of Chaos. He discovered that the mad god, Slithotep, was hidden in the mortal plane, dwelling as a distortion of reality, and nursing a young boy who was now the reincarnated form of Dalroth, the Chief Lord of Chaos. Xauraun saw a true scheme to achieve ultimate power, and managed to steal the energy of the youth Dalroth, channeling it to himself and then projecting it to the Red Dragon comet, which cracked apart and sent a rain of chaotic

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meteors down upon the world. Siphoning the raw energy of Chaos, Xauraun almost immediately became the most powerful being of Chaos ever imagined, a direct son of Mala’Kor. He now dominates the lords of Chaos, as he seeks them out and lifts them up, beginning the war anew. The threat today, if that with the forces of Chaos emerging again, are there any Lords of Order left to stop them? During the Reckoning, the Lords of Order ascended with the spirit of Ga’Thika in to the greater heavens beyond, and while their presence as gods pervades the world, their attention has been distracted, once again, by the celestial affairs of the beyond, as they seek ever higher states of being. Curiously, the gods likeliest to oppose the new Order of Chaos directly are a furtive group which

have sometimes been called the Shadow Gods. In the wake of the Reckoning, certain minor gods and demiurges were left behind, not yet ready to ascend to higher celestial realms, or unwilling to leave the comfort of the lower celestial kingdoms or even their mortal forms. These gods, among which are Phonatas, Elesin, Herme, Vishannu, Zingar and Akuuris, may well be the only defense against the rising force of Chaos that stands to overwhelm the world. Some of these gods, in visions to their most dedicated, have been striving to reawaken the corporeal interests of the older gods, to once again return their awareness to the lands of the mortal plane. Only time will tell if the succeed.

A Lexicon of Divine and Planar Terms:Abyss: The kingdom of chaos, the essence of Mala’Kor, and the kingdom of the devonin. This is the ever-changing, all consuming realm from which demonic beings come. The abyss is inherently hostile to all other entities. It is infinite, evil, and rife with the essence of Chaos. Afterworld: The realms of the dead, in which the pantheon of death resides, and all mortal souls of the Corporeal Realms eventually travel. Living beings, in theory, can travel here, and it is said that the Sunk of Tarsus is a planar gate to the Afterworld. Astral Plane: The spiritual medium of creation, a realm of abstraction in which it is said the sprit must pass through to reach other spiritual realms. Avatar: A mortal chosen by a god to represent his special interests. A special template represents avatars. Avatars usually are the keepers of the special artifact that serves as the corporeal tether of the god’s consciousness. Celestial Realms/Kingdoms: The planes of existence in the beyond, a metaworld of creation from which the corporeal realms can be observed and acted upon. The Celestial Realms are said to be multilayered, like an onion, and that each new layer creates a new understanding of reality and being. Gods are obsessed with achieving the understanding of these layers. Gods which have passed the first layer are said to be out of touch with the corporeal realm, no longer directly aware of what transpires there; no being can understand the activities of a region removed by one or more layers when in the Celestial Realms. Corporeal Realms: Also called the mortal plane, the prime material plane, reality, and so on. The corporeal realms are the seat of all creation, and said to be the heart of the celestial realms, the tether by

which the spirit can exist. Creation in Lingusia is divided in to three parts: the living realms, the afterworld, and the abyss. Dead God: The corporeal form of a fallen god. If this form is of a god that has already ascended to the celestial realms (and it dual aspected), then it can only animate as malevolent shadow of itself. If the dead god is a demiurge, then it can be resurrected through the sacrifice of souls to feed it vampirically. Demiurge: The offspring of a true god, with mortal blood. Tied to the land, demiurges aspire to become true gods and achieve celestial forms to complement their corporeal forms. Devonin: The title of the many demonic beings that were spawned of chaos to serve as the shock troops of the Lords of Chaos. Some Devonin have mastered the diabolism of chaos so efficiently that they have made themselves demiurges. These demon lords are the generals and leaders of the infinite hordes of the Abyss. Dual Aspect: The term to describe a god, which exists both in the corporeal realm and the celestial realm. Elohim: The angelic soldiers of the celestial kingdoms, said to be a species that was native to the celestial realms when the gods were created, and who immediately pledged their devotion to the many gods. Some claim that the first devonin were, in fact, Elohim who pledged their loyalty to the earliest Lords of Chaos at this time, as well, an then fell deeply in to corruption. Ethenur: The Dreamlands, the firmament of all soul and imagination from which all beings receive and send dreams. The plane of Akuuris, and a realm beyond easy understanding. See the entry on Akuuris for more information.

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Ethereal Plane: The misty nether realms of space between points of creation. It is said to be the Nothingness through which one must move to get from one planar realm to another. Etherspace: The firmament or reality, the vast emptiness that spans the dimension of the corporeal realms between worlds of creation. Said to be infinite in expanse, and to contain the unknown and unknowable secrets of creation. God: Any being with divine power that can be imparted to its followers. Also, any true god with a corporeal and divine aspect. Immortal Champions: Xauraun Vestillios is the Champion of Chaos, and Warenis Barghest is the Champion of Order. Each man was chosen long ago to carry the spirit of his cause with him as he is resurrected through the ages. Each is a powerful wizard, and holds an artifact, which contains the knowledge, memories, and power of all his previous incarnations. Xaruaun's essence is contained in his suit of Meteoric Plate Mail, and Warenis's power is channeled in to his Staff of Order. Inferno: The celestial kingdom of Set and the other lawful evil gods, who are dedicated to order, but pursue evil with utmost glee. The fiends of this realm are known as Devils, and are comprised of corrupted Elohim and defectors from the Abyssal hordes. Living realms: The world of Lingusia, the center of creation, and the essence of Ga’Thika. See Corporeal Realms. Orbs of Creation: The Orb of Chaos, Orb of Life, and Orb of Oblivion were three objects used by the primal creator gods to channel their power in to the creation of the corporeal realms. These three artifacts held the source of power for each god’s minions. During the Reckoning, they were fused together, merging the essence of each source, ending the great war. Otherworld: A mystic, transitional demiplane in the Ethereal Plane, the conduit through which all traffic from the mortal plane to the dreamlands of Ethenur

must travel. Also the home of the spirits and gods of the Amechian pantheon. Pantheon: The classic definition of a religious belief with numerous gods. In Lingusia, it also means a specific family of gods, who are all related in some manner to one another. Together, the multiple pantheons comprise a grand meta-pantheon. Prehunates: Pre-human sorcerers gifted of the blood of demiurges and ancient wisdom that sought to usurp the gods and control all of creation. The gods

cast them down, and their ancient kingdoms destroyed. Reckoning, The: A time prophesied long ago which happened in 2115, in which the Orbs of Creation were unified, and the Lords of Order triumphed against Chaos. Red Dragon Comet: A comet from the age of creation, a seed spit forth by Mala'Kor riddled with the essence of Chaos to insure his prosperity throughout time. It was ruptured by dark magics and sent a rain of chaos-laden meteors down upon the world in 2474.

Seraphim: The host of divine beings who have served as the messengers, soldiers, and heralds of the gods. There are about 288 recorded in the Idean Codices, 14 of which are considered to be almost demigods in their own right. The Plot of Vishannu: This scheme created by Vishannu in conjunction with Xauraun Vestillios is designed to remake the universe in the war god’s image. See the deity’s entry for more on the grand conspiracy that is the secret impetus behind current celestial politics. War of the Gods: The dawn of the Hyrkanian calendar marks this conflict, in which the Lords of Chaos fought in the mortal plane to destroy the Lords of Order, and most of the mortal forms of the gods on both sides were slain. Weirding, The: The Womb of creation, said to be a demiplane in its own right from which the goddess Selene created her fae offspring. The Weirding is a unique planar realm unto itself, and is believed to be a celestial kingdom by some.

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Pantheons of Lingusia

The pantheons of Lingusia are many and complicated. A short summary of the major spheres of religious influence can be found below, followed by a detailed presentation of the principle pantheon of the Middle Kingdoms. This includes all deities venerated in Hyrkania and Octzel, as well as some gods who have been imported from elsewhere. The history or religion in Lingusia is inextricably tied in to the creation and formation of the world (see the timeline for more). The world is decidedly a creation of the divine, but the exact nature of those beings called gods is up for interpretation, and many unique faiths have sprung from this gap in knowledge. In the Middle Kingdoms, the most revered of all sacred texts are the ancient Idean codices. Each codex in this serious of 21 volumes contains an accordion-like book which unfolds in to panoramic murals depicting both picture and text. The original books are in the custody of the Church of Naril, but many copies have been made. More about these codices shall be described below. The principle pantheons of Lingusia include: The Gods of the Middle Kingdoms Principle Gods: Naril, Selene, Dalroth, Death, Nistur, Niras, Akuuris, Ashturak, Enki, Amasyr, Set. Worshipped throughout the Lingusian continent, this is the pantheon to which most known religions bow. The gods of this pantheon are regarded as the most recent sons and daughters of the earth goddess and lord of death. They are divided by their allegiance to order against the minions of chaos. Several unifying cults, churches, and orders among which the Solarians are most prolific in Hyrkania rally the minions of order, and the followers of Enki are dominant in Octzel. The followers of the chaos lords are in great disarray, but have long held on tradition of unified worship in the order called the Divinate. The Amechian Pantheon Principle Gods: Amech, Lalawanaghin, Cha'sho The people of Amech are descended from much older civilizations, and worship a pantheon of spirits and gods that are not found in the religions of the Middle Kingdoms. Only a few of their deities appear to be alter egos or different incarnations of more popular civilized gods. The Amechian pantheon is not involved in the notions of chaos and order, and is

mixed, focusing on animism, the elements, and the understanding of nature and its spirits. The Pantheon of the North Principle Gods: Wolfon, Phonatas, Hargameth, Kathak Only certain gods of the Middle Kingdoms are found up north, but it is a known fact that this ancient pantheon of gods was, in fact, adopted in to the worship of the greater pantheon of the Middle Kingdoms long ago. The northlanders worship mostly the more dangerous and ancient gods, symbolic of primal fears, dangers, and emotions. The Al'jirian Pantheon Principle Gods: Kaliyuga, Vishannu, Kin guru, Mishear In the eastern realms of Takkai, the Al'jhirians worship completely different gods from those of the west, and believe in reincarnation and the circle of life. The worship of individual gods is less important in Al'jira than in the spiritual perfection of the worshipper, and subsequently, fewer wars and disputes over specific demands of individual gods arise. The Al'jirans have a healthy fear of all gods! The Eastron Pantheon Principle Gods: Naq'ril, Bashtron, Amewhy, Belphegor, Bastet In many respects, the Eastron kingdoms of Zued, Cymeer, Draskis, the Ny'kkodin Nomads, and the Creteans are derived from the pantheons of the Middle Kingdoms, but a heavy influence from other beliefs affects their ways, as well. Amechian deities creep in to the mix, as do Al'jirian and other oriental gods. The Eastron religion becomes a potpourri of faiths, and violence among worshippers is common. The Tai'kong Pantheon Principle Gods: The Monkey, The Crane, The Emperor of Heaven, The Great Immortals The mystical spirits of Tai’kong are revered as hierarchies of immortals who were once men, and the Taoist domain of this eastern realm of Takkai is centered on notions of perfection and immortality to ultimately achieve godhood. Many variant religions are found in the periphery of the Jade Empire, from Kozakan to Nalinot.

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The Mataclani Beliefs Principle Gods: Tlaloc, Camazotz, Itzamna, Kulkulkan, Ah Puch, Atzil Many pantheons have evolved in Mataclan, and they worship thousands of gods and spirits. Their system of belief is also entwined in a circle of life, and a conflict between order and chaos, though easterners have a difficult time distinguishing the Mataclani gods of order from those of chaos, since all require sacrifice of their followers.

Lesser Pantheons and Racial Pantheons The many species of Lingusia do tend to have their own variations on these principle pantheons, and some have entirely unique gods worshipped by no one else. Some pantheons are not regarded as belonging among the true gods (some esoteric cults worship the Krakens, and at least one surviving Prehunate named Eskandar had a prolific cult), but divine power still flows in to the followers. Other minor pantheons exist, but these are the strongest of those in Lingusia. What now follows is a summary of the principle gods venerated throughout the Middle Kingdoms, along with a detailed account of the gods revered in Hyrkania, Octzel, and abroad:

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A Summary of Lingusian Deities, Demi-urges, and Shadow Gods Domains vs. Portfolios: The domains are a common D20 item for conventional clerics. I have decided to leave them in place for the Castles & Crusades edition of KoL to represent the portfolios of the deities in question. Deity/Align. Status Influence/Portfolios Special Orders Middle Kingdoms Pantheon of Ga’Thika Amasyr lesser god fatherhood, earth, farming, oxen, community Temple of Enki & Amasyr Lawful Good EARTH, GOOD, HEALING, PLANT Ashturak greater god forgers, weapons and armor, metalworking, dwarves Many shrines and temples Neutral Good PROTECTION, WAR, STRENGTH Ailyenarion lost demigod pyromancy, fire, strong tempers an elvish cult Chaotic Good FIRE, TRAVEL, PROTECTION Cerybane demigod fae lands, the courts of the faerie queen, fae magic a seelie goddess only Chaotic Neutral MAGIC, PLANT, TRICKERY, AIR, WATER Enki greater god water, sailors, fertility, motherhood, kings, Octzel Temple of Enki Lawful Good WATER, GOOD, HEALING, LAW, LUCK, PROTECTION Hella lesser god healing, protection, Samaritans, sacrifice, caring the Curatoriums Lawful Good HEALING, GOOD, PROTECTION Huuarl lost god time, infinity, the cosmos, planar travel, sequences The Chronomancers True Netural TRAVEL, KNOWLEDGE, MAGIC Mitra lesser god luck, bad luck, Blyskanyu, fate, fortune, fools, curses A single temple Chaotic Good LUCK, CHAOS Niras lesser god forests, woodland beings, druids, seasons, good will The Druids of Treeholm True Neutral Priests of Niras are all Druids Trimelin lesser god deep waters, aquatic undersea dwellers, drownings beneath the waves only Chaotic Neutral WATER, TRAVEL, LUCK Naril greater god fire, mankind, goodness, chivalry, honor, duty, law Temple of Naril, Hyrmyskos Lawful Good FIRE, GOOD, PROTECTION, WAR, HEALING, SUN Nistur lesser god practice of magic, learning, the truth, mysteries Order of the White Robes Lawful Neutral MAGIC, KNOWLEDGE Zingar minor god hunters, rangers, justice, survival, instinct Rangers of Kom’Huandyr Neutral Good TRAVEL, ANIMAL, PROTECTION, HEALING Ogron lesser god winds, weather, change, crops, seasons, glythanyu a temple in Ocentash Lawful Neutral AIR, PLANT, EARTH, STRENGTH Phonatas minor god love, seduction, lovers, sex, jealousy, obsession, bards none Chaotic Good HEALING, EARTH, GOOD, PROTECTION Poltrietie minor god the Young Moon, birth, the new age, prophecy none save among elves Neutral Good KNOWLEDGE, PLANT, MAGIC, PROTECTION Selene lesser god The Venerable Moon, birth, women, elves, night Temples is Sylvias Lawful Good KNOWLEDGE, GOOD, HEALING, PROTECTION Seth minor god civics, city-building, irrigation, seasons, laws A temple in Ocentash Lawful Neutral LAW, GOOD, HEALING Set greater god evil, lies, ascension of power, corruption of innocent many, esp. Hazer'phennis Lawful Evil EVIL, DESTRUCTION, LAW, TRICKERY Middle Kingdoms Pantheon of T’Kothos Akuuris minor god dreams, fortune telling, visions, third sight, insects only in Karaktu Chaotic Neutral KNOWLEDGE, MAGIC, CHAOS, DREAMS Baragnagor lesser god All Anyu tribes, deformity, monsters, might, battle shamans of the Anyu Neutral Evil CHAOS, WAR, DESTRUCTION, STRENGTH Hargameth greater god warfare, blood and thunder, glory, combat, killing the Nordaman Cults Chaotic Good WAR, STRENGTH, GOOD, HEALING Kavishkar greater god Justice, the hand of judgment, the executioner many orders of justice Lawful Good GOOD, LAW, PROTECTION, DEATH Karsyllym greater god justice, mercy, final fate, reincarnation, destruction always with Kavishkar Lawful Good GOOD, LAW, HEALING, DEATH Nameless One greater god death, passing on, destroyer of undead, harbinger many cults and orders True Neutral DEATH, HEALING, KNOWLEDGE Aurumurvox lost god oblivion, guardian of the crumbling and forgotten no cults he is forgotten Lawful Neutral KNOWLEDGE, PROTECTION

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Deity/Align. Status Influence/Portfolios Special O rders Elesin minor god ancients, old age, the veneration of elders, wisdom no cults Lawful Good HEALING, KNOWLEDGE Karn lost demigod ancestors, reverence for the dead, ancient secrets a esoteric order in Galonia Lawful Good DEATH, KNOWLEDGE, LAW Kathak minor god scorpion-men and insects, chimeras, monsters, hate none known Chaotic Evil DESTRUCTION, CHAOS, DEATH, WAR Vishannu minor god art of war and conflict, martial arts, skill, amazons among the amazons Lawful Evil WAR, LAW, CHAOS, FIRE Galon lost demigod rebirth, kings of old, the empire of Galonia, building none Lawful Neutral HEALING, LAW, EARTH Damortus lost god nemesis of the apocalypse, keeper of the tower only in Ethenur Neutral Good LAW, CHAOS, PROTECTION Ravanos minor god destruction, hurricanes, sand storms, snowstorms none Chaotic Neutral AIR, EARTH, CHAOS, DESTRUCTION Nephythis minor god keeper of tombs and wealth, protector of buried dead small cult in Galonia Lawful Neutral PROTECTION, MAGIC The Demiurge Shadow Gods of the Middle Kingdoms Orcus minor demiurge keeper of undead, lord of darkness, gladiators, pits none Chaotic Evil DEATH, CHAOS, DESTRUCTION, EVIL Avarath minor demigod shadows, illusions, trickery and assassination a budding, motivated cult Chaotic Evil TRICKERY, CHAOS, EVIL Slithotep lost greater god madness, insanity, chaos, obsession, and nothing Order of the Shade Chaotic Neutral (evil) CHAOS, TRICKERY, DEATH, DESTRUCTION, EVIL Dalroth Dead greater god lord of chaos, bringer of apocalypse, entropy Sherigras Bonemen Chaotic Evil CHAOS, STRENGTH, DEATH, DESTRUCTION, EVIL, WAR, LUCK Haro greater demiurge assassins, profit from death, treachery, murder Fire Knives Neutral Evil TRICKERY, FIRE, DEATH, Hermes minor demiurge thieves, tricksters, charlatans, messengers, dead none Chaotic Good LUCK, TRICKERY Temina minor demiurge bards, lorecraft, tale-telling, singing, and mummers none Chaotic Good Bards worship her, but there is no priesthood Thasrik greater demiurge slavery, control, domination, subjugation, castes none Chaotic Evil TRICKERY, EVIL Wishupar demiurge the brother to Herme and Haro, thieves, deception none Chaotic Neutral TRICKERY, EVIL, LUCK Belphegor lost demiurge power, lust, pain, torture, angst, fear, envy, hate perhaps, but its secret Chaotic Evil DESTRUCTION, CHAOS, EVIL

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The Pantheon of the Middle Kingdoms:

The Gods of the Middle Kingdoms The Gods of the Middle Kingdoms are a prolific pantheon that is at least in part a fusion of northern and eastern beliefs with the local worship of a core group of deities. Without a doubt, the core gods of the Middle Kingdoms are Naril, Selene, Mitra, Amasyr, Ogron, Seth, Set, Dalroth, Slithotep, Death, Hermes, Haro, Huuarl, Niras, and Nistur. To this list have been added many other gods over time. The single largest other group of gods to contribute to the pantheon are the gods of the North. The Gods of the North The gods of the north are often shared with the pantheon of the Middle Kingdoms, but the chief difference between the two pantheons is that, while the Middle Kingdoms are all inclusive of the gods of other lands, the Northron Kingdoms seek to exclude and forbid the worship of their southern cousins. The insular and suspicious nature of the Northron Kingdoms makes acceptance of the southern gods a difficult one, at best. They have their specific deities that cover all the bases nicely, and see fit not to deviate. The chief northern gods include Ashturak, Hargameth, Phonatas, Wishupar, Zingar, Death and Herme. Foreign Gods and Mystery Cults Because the world of Lingusia is a very real, magical place, and the gods are real, in a sense all pantheons are truly real, and best seen as “families” of deities, rather than completely separate religions. As such, many gods chiefly worshipped in foreign lands have found their way to the Middle Kingdoms. Some of these gods are openly accepted (Vishannu) while others are worshipped in secret or in spite of oppression by the locals (Ravanos, Akuuris, Belphegor, etc.). Devoted to a Single Deity or Many? The nature of Lingusia’s cosmology is such that many priests are exclusively dedicated to a single god or goddess, but in fact just as many priests worship a collection of gods. A wizened sage-priest who teaches agriculture to farmers, for example, might count among his portfolio Nistur, Seth, and Amasyr. Unless a specific god forbids it, pantheistic priests are acceptable.

Akuuris The Keeper of Dreams Profile: Lord of Dreams, creator of insects, fortune telling, third sight, bringer of visions, King of Ethenur. Faction: Lord of Order (life) Rank: Elder God Realms of Worship: Akuuris' cults spread secretly throughout the world of Lingusia like a thin but tenacious spider web. His most active and visible cultists are in Karaktu, but Akuuris is a god in every land, worshipped in those sultry, smoke-filled dens of mystery. The priests of Akuuris contend that all men pay homage to Akuuris when they fall in to dream-filled slumber. Genders Allowed: All may choose to follow the paths of Akuuris. Races Allowed: The cultists of Akuuris are drawn from all walks of life. Only those, which cannot dream, do not understand Akuuris’ ways. The Inkidii insect men of Karaktu are the largest body of his cult. Alignment: Any alignment is permitted, though neutral characters especially favor Akuuris. Granted Ability: Clerics of Akuuris (called Oinieromancers) grain the special ability Dreamlore (Wisdom based), which works like a Bardic Legend Lore check. The Dreamlore ability may be used to learn secrets related to dream magic, divine the hidden meaning of dreams, and may be used as an ability check to sink in to a deep slumber which leads the dreamer in to Ethenur, the planar dreamlands, when using the Blue Lotus in a pipe to aid the transition. Favored Weapons: The cults of Akuuris favor smaller, concealable weaponry. Akuuris himself is only known in legend to have used a staff or scimitar as defense in his wanderings. Description: Akuuris is the slumbering lord of night, a god who wandered for more millennia than man has existed, and at last settled down in the Dreamlands of Ethenur, a hazy demiplane of mystery, which exists nowhere and everywhere at once. His first great dreams were said to spawn the races of the insects, and the Inkidii, who see him as their creator god. He was the first god to dream, it is said, and when he discovered

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the dreamlands, he sought to share is discovery with all beings, and so it is that most sentients can walk through dream in slumber. It is said that you can travel physically to the dreaming plane through the Ethereal realms, but the cultists of Akuuris learned long ago how to move their in dreams by harvesting and smoking the leaf of the blue lotus. A plant that is rare, found only in the East of Zued, Al’Jhira, and Karaktu, the blue lotus serves as the medium by which the soul of the dreamer can transcend reality and arrive in a simulated physical form in Ethenur. Akuuris was never a direct participant in the trials and tribulations of his fellow gods, always lurking and studying from the periphery. As such, his cultists do much the same in the corporeal world. Akuuris, ever dreaming, has been known to send out prophetic or mysterious visions in dreams to mankind, and those who act on such dreams are often driven to life long quixotic quests. Sometimes, the visions prove meaningless, and other times, they are filled with solid and very real hidden meanings. The Dreamlands: Ethenur is a constantly changing realm, of which only a small portion remains consistent. This region, centered around a small cluster of stable structures such as the Armageddon Tower, the City of Nith, and The Dreaming Mountains, are believed to be the homelands of multiple dreaming cosmic entities, who’s sleeping dreams keep the land stable. Akuuris is believed by his followers to preside in the Dreaming Mountains, and many of his cultists have spent their lives slumbering away in dreaming quests to find his place of rest. Visitors to Ethenur who arrive through dream are treated as if they are real, but once per round they may attempt a Charisma check to actually force a physical change or alteration on themselves or their environment. The effects permissible work as if illusory spells were cast, but the effects are real and permanent until another will save is attempted. If acting against another being, the Will save is considered contested; both beings make such saves, and the higher roll succeeds. It is possible to die in Ethenur, and the physical body becomes an empty shell, comatose and slowly dying, unless a disembodied soul in Ethenur should seek to possess the empty corporeal form. There are many denizens of Ethenur, dream-entities that have spun out of the collective reality of a trillion mortal dreamers, as well as some beings that were created by the gods of the dreamlands from whole cloth. These entities are

dangerous, maddening, and often very protective of their realm. Some of the other gods of the dreamlands include Damortus, keeper of the Armageddon Tower, as well as the diabolic demon lord of the City of Nith. Appearance: Akuuris in cultic murals looks like one of the Inkidii, a tall, lean insectoid being with grasshopper-like features and razor-sharp lower arms. In dreams, Akuuris has appeared in the guise of most species, genders, and roles. Temples and Orders: The cult of Akuuris is very poorly organized. Its main body consists of the wandering mystical dreamers, elder clerics of his order who travel the land, looking for students and those in need. On occasion, a cult of a few dozen or more will spring up around one of these clerics who settles down in a region, and flourish for a time before its flock either wanders away or falls in to the trap of perpetual slumber. Specialized Feats: There are a few specialized feats of followers of Akuuris: Special Secondary Skills for Clerics of Akuuris: Dreamwalker (Wis or Int) If using the Cstle Zagyg secondary skill rules, the Dreamwalker skill grants two special abilities to its user, below. Dream Visions (Wis) The follower of Akuuris hones his mind to interpret his dreams and their hidden meaning, to discover hidden warnings or prophecies of his day to come. Prerequisites: Must worship Akuuris, Wis 14+ A dreamer with this ability who receives a full night’s rest can attempt a skill check. When he awakens, he can attempt to interpret his dreaming experience. At the CK’s discretion, if the dream in question had a hidden meaning which is relevant to the dreamer’s waking experiences, then he gains a single +2 modifier to any ability roll, save, or attack roll in the next day, up to the point at which he next goes to sleep. The dreamer may decide at what time the modifier will apply. In effect, he has an "ah-ah!" moment when the time arrives, in which he sees how the dream was a warning of what was to come. Lucid Dreaming (Wis or Int) The follower of Akuuris has learned how to move about and affect his dream, experiencing a certain freedom of choice in his slumbering discoveries. Prerequisites: Must worship Akuuris, Wis 15+

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The dreamer may, while in the process of dreaming in his sleep (usually after at least four hours of actual sleep), make an ability check (the CK should roll this, hiding the result). If he succeeds (if the CK chooses, he may automatically succeed for story purposes), he gains lucid independence in his dream. The CK may arbitrate this experience as part of the storyline, or may simply describe what has transpired in the dream. The dreamer may declare one specific question, related to an event of the prior day, which he may then receive an augury-like answer for. The answer may be of the yes, no, maybe or short-sentence variety at the CK’s discretion. The knowledge should be relevant to a question, event, or confusing issue of the prior day, which the character was unable to determine or resolve. If the specifics of the Lucid Dreaming event are to ambiguous for the CK, or not specific enough to warrant a detailed dreaming event, then the CK may rule that the character simply receives the benefit of a +4 modifier on his next Intelligence check of choice, based on his Lucid Dreaming insight.

Amasyr Keeper of the Earth Profile: fatherhood, earth, farming, oxen, community Faction: Lord of Order (life) Type: lesser god Realms of Worship: Octzel and abroad in the Middle Kingdoms. Genders Allowed: only men are allowed to worship Amasyr as priests and monks. Races Allowed: any race may worship Amasyr. Alignment: any lawful or good alignment, but no chaotic alignments. Favored Weapons: sickle, scythe, club, staff. All priests of Amasyr know how to defend themselves with a staff, the sacred weapon of Amasyr. Description: While Enki is the goddess of the water, sky, clouds and weather, the elements that bring life to the land, Amasyr is the lord of the earth, mountains, plants and those who farm and till for the bounty of the soil. Amasyr is described by his small but dedicated monastic followers are the very essence of the earth, the caverns in her depths, the grottos by the sea, and nurturing soil of the plants. In a curious turn-about, the essence of the goddess is the domain of Amasyr, her care-taker.

Amasyr is a surprisingly docile god, a venerable deity who’s worship began long ago among the most ancient of pastoral farming communities and has continued strong in to the present. He is the patron of those masculine elements in such duties as parenting, fatherhood, and the integrity of the family and community. He is a curious anathema in a pantheon of violent male gods struggling in opposition to one another. Amasyr is also a bit of an enigma to religious scholars. His first written reference in the Idean codices does not appear until the description of his marriage to Enki, prior to which is he never once mentioned. Amasyr’s presence in ancient, stone-age communities has been established by the antiquarians of Midas, and the Palomar University, for his religious symbol has been found in ancient ruins dating to the time before written texts, however. This in itself is a conundrum, for most priesthoods (especially Enki’s and Naril’s) contend that the mortal world began with the first written word in the Idean Codex of Creation, penned by the representative god or goddess of whichever priest is making the argument on this claim at any given time. The priests of Amasyr dwell in remote monastic temples, and follow a life of quiet dedication to their god. Each priests is expected to go out in to their communities after they spend a time learning the doctrine of their order, and provide a mo ral and just compass to their communities. They tend to stay far away from larger cities, and provide instead for smaller towns and villages. Appearance: Amasyr is said to appear in visions as a muscular, older man, with a thick beard and dressed in the clothes of a common farmer or laborer. He is known for his walking staff, which is his sacred weapon.

Ashturak Keeper of the World Forge Profile: dwarves, forgers, weapons and armor, metalworking. Faction: Lord of Order (life) Type: elder god Realms of Worship: The Maddendur of the Iron Mountains, Suethendur everywhere, the north. Genders Allowed: All, though few women are known to join. Races Allowed: any, though only the dwarves have an organized priesthood dedicated to Ashturak.

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Alignment: any is allowed, though Ashturak is considered a lawful neutral deity. Favored Weapons: As the master forger, any weapon is suitable, but Ashturak’s sacred weapon is the hammer. Description: Ashturak is the ancient lord of the Cosmic Forge, the massive instrument which in the Codex of Creation is said to have been used by Ga’thika herself to create the world. Ashturak is himself said to have struck the first blow on his great anvil, and the sparks which shot forth from the Cosmic Forge became the first of the dwarves. Ashturak is worshipped as a creator god among the dwarves, as a patron of craftsmen in most human lands, and an enigmatic mountain lord among the northerners. His greatest temple is in Hyrkan’ien, the Imperial capitol, where the venerable Suethendur high-priest Aurangabad presides over the ceremonies of creation. His priesthood consists mostly of silver and iron dwarves, though an occasional human or other crafty soul will feel the calling of this creator deity and join the ranks. They are a militant knighthood in their own right, and within Hyrkania the Order of the Forge is a knighthood comprised entirely of suethendur dwarves, the most elite of which ride stout pegasi as mounts. The forger god is not only revered for his knowledge of metal working amo ng the Middle Kingdoms, but it is said that he was first brought to man by the dwarves in the deep north, where he has long been considered the god of all things important. Appearance: Ashturak always appears as a venerable and powerful dwarf before a great forge. His immense hammer is capable of shattering anything it strikes, and his temper is cooled only by his lust to create new and more powerful weaponry. It is said that his tomb is somewhere in the heart of the eastern Ashturak’s Mountains, named after this god in his honor. Within the region of his tomb, a cavenous expanse that is said to border his celestial kingdom is said to exist, and it is from here that many of the great magical weapons of the world were created.

Dalroth The Fallen Lord of Chaos Profile: lord of chaos, bringer of entropy, master of entropy, The Fallen Lord Faction: Lord of Chaos - Prince Type: elder god

Realms of Worship: Southern Hyrkania, Dahik, Trog, and wherever the old lord of chaos is revered. Genders Allowed: all Races Allowed: anyone can worship Dalroth, but the ashtarth, sherigras, some darendur, and most Devonin are eternally dedicated to this vile deity. Alignment: Dalroth is chaotic evil, and his followers are almost all chaotic evil or chaotic neutral. No good or sane being is known to follow him, though lawful evil nations have chosen to follow Dalroth, but the society as a whole falls in to such corruption and chaos that it eventually becomes chaotic evil. Favored Weapons: mace, club, great sword and axe. Dalroth’s sacred weapon is the great axe. Description: Dalroth is described as one of the fist generation of ancient gods, sometimes described as the brother of Naril. He was born in to the world a corrupt being, and from birth knew his destiny was to serve the furtherment of Mala’Kor, lord Chaos itself. In the Codex of Creation, Dalroth is described as the overseer of Armaggedon, the god who shall hearld the end of everything. He is said to have forged the Abyss by order of Mala’Kor, and to have bled freely of h is own blood, each drop landing upon the boiling earth of the newly created Abyss, spawning the infinte armies of the devonin, his people. Dalroth is a pervasive influence throughout the world. His legacy in the history of Lingusia is great, and he was the lead general of the forces of Chaos in the War of the Gods. He is a betrayer, destroyer, and the symbol of corruption and power at any cost among the Middle Kingdoms. His followers almost always begin as evil men and women who seek ways to further themselves, and quickly succumb to the siren call of evil and destruction which Dalroth advocates. His priests are sometimes called Entropomancers. Dalroth’s strongest followers include the Black Circle of Dahik, a coven of priests and wizards dedicated to chaos which are the secret power behind the Ashtarth empire. In Southern Hyrkania, two different sects followed his call of doom, including the Red Robes , a corrupted branch of the Circle of Twelve, magicians all who seek greater magical power through the study of Dalroth’s will, and the Church of the Divinate , a counterpart of Naril’s Solarian Church which took root among the Southern Hyrkanians as official state religion for centuries. Though the worship of the church went

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underground after the Reckoning, it has begun to resurface in recent decades. The Divinate is sometimes called “The Order of Circles” by its members, for there are ten circles of illumination and advancement. The first nine are held by various elightened priests, and the tenth is held by the solitary high priest of the Divinate, who is always cloaked in secrecy, and whose name and identity are never truly known. It is said that those who reach the ninth and tenth levels alone are privy to the true secrets of the Lords of Chaos, and that they are given a permanent place of power in the afterlife of the Abyss. Dalroth’s followers suffered greatly during the Reckoning, and many evil and corrupt followers were marked as sherigras after this time. The secret covens of the sherigras remain dedicated to Dalroth as a result, and dwell where it is safe, or in secrecy, to continue their dreadful worship of this god. Dalroth himself suffered as well in the time of the Reckoning, but his divine soul was captured by the mad god Slithotep, his most loyal ally, and placed within the body of a mortal child to gestate. This child has aged very slowly, and now appears to be about ten human years old after centuries of slow development. Slithotep has intentionally stunted the child’s growth, in an effort to plumb the depths of Dalroth’s unconscious secrets and remake the deity as his own “son.” The child is called Pale. When Xauraun rose to divinity in Trog, he drove Slithotep from the city, and took Pale in to his own custody. Now, while Dalroth’s most loyal minions seek to reawaken the submerged consciousness of the god, he is being tutored as Xauraun’s prodigy. Appearance: In his true divine form, Dalroth is a many-shaped being of dark energy, a black and winged figure wreathed in flames, appearing to be easily two hundred feet tall. In the present, his soul is trapped in the form of the child Pale, who is a simple boy with uncommonly grey and sickly skin. Though his soul is submerged in forgetful slumber, the potency of Dalroth as most ancient lord of Chaos is still present, and his followers have once again culled magical favor through their worship of Dalroth.

Devonin The Soldiers of Chaos Profile: Various; each devonin lord chooses one element of chaos to embody, though this changes through time. Faction: Lords of Chaos Type: spirits and demiurges Realm of Worship: Most devonin lords are worshipped in the mortal plane by diabolists and power-hungry cultists who are willing to trade their eternal souls for power. The Black Circle of Dahik, the Order of the Red Robes in Hyrendan, and the Beast Men of Amech are all active worshippers of the Devonin. Genders and Races Allowed: Any, though certain devonin may have specific restrictions. Alignment: All devonin are Chaotic Neutral or Evil, as it is beyond their nature to act otherwise. Followers are always evil, neutral, or chaotic in some combination. Favored Weapons: Varied. Description: The Devonin is a specific name for the Abyssal minions of chaos. The word itself is the Old Tongue vernacular for demons, and the terrible demigods of the Abyss are truly demonic. The Nine Layers of the Abyss is a third realm, crafted from the blood of Chaos itself, Mala’Kor, from which the vast and infinite armies of chaos would spring forth. This hideous realm also served as the seat of power for the Courts of Chaos, the terrible beings which were the nihilistic gods of destruction. When the Abyss was first formed, it was a seething mass of conflict. Ironically, over the millennia a sort of hierarchy grew out of the madness, as superior soldiers came to rest in positions of power. The Courts of Chaos also saw fit to reward their most fervent followers with small gifts of immortality, magical power, and even a taste of godhood. In time, certain devonin came to be called the Demon Gods. There are many, perhaps a countless number of powerful demon lords, but the ones who are worshipped in cults across Lingusia, or who seek to expand their power in to the mortal plane, include the following Demon Gods. Each one is considered powerful enough to maintain a body of followers, though only a few of them have more than a couple thousand servants across Lingusia. All Demon Lords acquired their immortality by having their souls (yes, even demons have souls; all living entities have souls, even if they

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are horribly corrupt) placed in special gems. These Soul Gems were usually kept in the custody of whatever mortal servant of the Courts of Chaos was deemed worthy, and a sufficiently foolish and powerful thaumaturge could call upon the Demon Lord to do his bidding. The loss of a soul gem through its destruction leads to the dissipation of the soul, and the inevitable downward spiral of power by the demon lord. Popular demon lords include: Orcus: The Lord of Necromancers, patron of the Gladiatorial Pits and an avid schemer in the affairs of mortals. Orcus is one of three brothers who all conspire against one another for control of the mortal realm. Orcristal: The second of three brothers, Orcristal was imprisoned deep within the earth until awakened some four centuries ago. He now builds his power base anew, with budding cults expanding throughout Hyrkania, Zarn and the Northern Wilderness. Lilitu: Lilitu the seductress, mistress of whores and queen of deceivers. She is the spirit of sexual deviltry and betrayal. Traganomos: One of the ancient Seven Soul-Bound Lords of Eskandar, Traganomos was freed from his servitude and survived the Reckoning. It is said his cults are rife in Galvonar, plotting to overthrow the Caliphate. Pazzuzzu: The lord of pestilence and plague, Pazzuzzu is very strong in the present era, and has walked now for several years in the mortal plane as the servant of the King of Hyrendan. The Spider Queen: The mistress of spiders and patron of several houses in Dahik, she remains as conniving and strong as ever among the Ashtarth elves, who worship her implicitly. Kostchie: The Albino Giant that is Kostchie appears among mortals on occasion, and his largest following is among giants of both the snowy peaks and lava filled depths. Demogorgon: The many-headed archduke of the Abyss does not consort with many mortals, but does seek periodically to gain more power through the harvesting of souls. Yeenoghu: This demon lord appears to be the favored god of gnolls.

Enki Keeper of Oceans Profile: water, sailors, fertility, motherhood, royalty, protector of Octzel Faction: Lord of Order (life)

Type: elder goddess Realms of Worship: Octzel and throughout the Middle Kingdoms, as well as sailors abroad Genders Allowed: All, though women are dominant and the priesthood is a matriocracy. Races Allowed: all are allowed to join, though humans and half humans are most common. Alignment: Enki is lawful good, and her followers are invariably of lawful alignment. Lawful evil priests are possible, but manifest as self-serving individuals who are misguided and usually suffer the consequences for their false faith. Favored Weapons: the trident, spear and net are symbolic. The sacred weapon of Enki is the trident. Description: Enki is recognized throughout the Middle Kingdoms as a goddess of good fortune, a patron of sailors, royalty, weather and crops. She is the bringer of spring, and in the kingdom of Octzel her sacred holiday is the time of the spring equinox. Enki is especially important in Octzel, where she is the civic goddess of the land, patron of the kingdom and protector of its people. She is said to be married in the celestial kingdoms to Amasyr, and that their children include the gods Seth, Ogron, and Trimelin. In the Idean Codices, Enki appears in the Myth-Tale volumes as a younger goddess, who was born after the creation of the world. She is identified as the daughter of Naril and Selene, and is said to be the sister to Temina, Slithotep, Death and Dalroth. The Church of Enki encompasses a series of priesthoods dedicated to Enki and her children, though Amasyr’s monasteries are considered separate from Enki’s ecclesiastics. Most all of Enki’s priests are women, but a few dedicated men are encouraged to join. The priests are important members of the community, and can be found in many roles, including teachers, advisors, midwives, missionaries, scribes and recorders. The priests who lead the most adventurous lives are the missionaries, and a disproportionate number of these hardy souls are men. A subset of the priesthood are the order of the Temple Guardians, special priests who are trained in martial combat and serve as crusaders and protectors of the church and the goddess. The Temple Guardians are rarely found outside of their training grounds and the temples, but when a militant soul is needed for a special task, it is from these ranks that the warrior priest is taken.

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Appearance: Enki is pictured often, both In murals, paintings, and statues throughout Octzel. She is seen as a serene goddess of pure beauty, holding her sacred trident in one hand and the Codex of Law in the other.

Hella Keeper of the Balance Profile: healing, protection, samaratins, sacrifice, caring Faction: Lord of Order (life) Type: lesser goddess Realms of Worship: The Middle Kingdoms and Createa Genders Allowed: all Races Allowed: any Alignment: any lawful, good, and neutral Favored Weapons: Hella favors no weapon save the staff. Description: Hella is an odd goddess, whose focus is divided between healing the sick and wounded, but tempering that with the inevitability of death. She is as likely to be seen as the cause of a malady or illness, set upon those whose fortune was too great and sudden as she is to be responsible for the miraculous cures and and healing powers of her best priests. If a plague starts, Hella is said to be evening the balance. If a plague is stopped, Hella is being merciful. Hella’s curatoriums are most commonly found in larger cities, where disease and illness propogate faster. Her priests also wander the land as teachers and healers, seeking to offer wisdom, philosophy and advice along with healing. Appearance: Hella is portrayed in images and through statues as a blind goddess who carries her sacred staff of healing. A serpent entwines the staff and her left hand, while she grasps the Ankh of Life firmly in her right hand.

Hargameth Keeper of War Profile: The lord of blood and thunder, reaver of the battlefield, spirit of combat Faction: Lord of Order (Death) Type: elder god Realms of Worship: Throughout the world Genders Allowed: all Races Allowed: any Alignment: any

Favored Weapons: all weapons are favored by Hargameth. Description: Hargameth is a northern god who spread long ago, his aspects being common to all men. Hargameth is the proverbial lord of blood and thunder, the great warrior of the battlefields, the last of the gods to go down fighting in the War of the Gods, sealing the rift of the Abyss with his own blood before he collapsed. Hargameth is a cult which warriors throughout the world, especially barbarians and more visceral fighters who rely on rages, berserkergang, and bloody frenzies to work themselves in to an appropriate mind-set for combat. He is the antithesis of Vishannu, a god who harkens from the east, and represents the strategic element of war, the art of combat, and the finesse or elegant dueling and intrigue. Appearance: Hargameth is usually depicted as a furious barbarian warrior in full plate, wielding his immense bastard sword and tower shield, stitched from the skins of the thousand devonin generals he has slain. In the afterlife, it is said that the Celestial Kingdom of Hargameth is the final resting ground of truly powerful warriors who fall valiantly in battle. There, they are ascended to the ranks of the Einheriar, spirits of battle who fight the good fight against the Abyssal devonin and all other enemies of the mortal plane.

Hermes Guide for the Dead, Messenger of the Gods Profile: thieves, tricksters, charlatans, messengers, the recent dead Faction: Lord of Order (Death) Type: elder god Realms of Worship: Throughout the Middle Kingdoms and Cretea, and some areas of the Northern Kingdoms Genders Allowed: all Races Allowed: any, especially half elves, sylvan elves and syleni Alignment: Hermes is chaotic good, but any alignment may worship him Favored Weapons: The mace and staff Description: Hermes is another ancient god who appears in the pantheon of the Middle Kingdoms late in the game. He is one of the gods of the afterlife , though he is free to move between all realms. Hermes serves as a messenger to the gods, and is presented as a sort of master of gossip in the myth tales, for he sees and hears all. Hermes is also a guide to the lands of the dead

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and beyond, and it is his job to help wayward souls find their way to the afterlife. Hermes also became a patron of thieves, tricksters and other suspicious individuals. His tales speak of his own errant nature, as well as his persistent compassion for mortals, who would fall victim to the hand of Death. He is said to have taught men how to be crafty, that they might have a fair shot at avoiding death, and so he became the patron of thieves and tricksters. Venerated in the Northron Kingdoms as well for his role as messenger of the gods, Herme is often called the harbinger of ill omen by the northmen. Appearance: Hermes appears as a young, athletic man with winged shoes and helm. He is readily identified by extra dimensional travelers from certain other realms as a god who moves through more than one prime material plane, which is true, for Hermes is the messenger of all gods, and knows the pathways of all realms, in to the infinite realm of the Countless Primes.

Huuarl Keeper of Time Profile: keeper of time, infinity, the cosmos, planar travel, patterns. Faction: Lord of Order (life) Rank: Elder God Realms of Worship: The Middle Kingdoms, Sylvias. Genders Allowed: All. Races Allowed: humans and elves dominate the Chronomancers, but any may join. Alignment: law, neutrality. Favored Weapons: the staff, dagger, gauntlet (Huuarl’s artifact weapon is his sacred gauntlet), and crossbow are all favored weapons of the god. Description: The Timelord and keeper of Infinity, Huuarl and his priests are entrenched in a never-ending war against the destructive chaos cults such as the Nihilists and the Cult of the Kraken. Huuarl is said to be a brother to Damortus, and that they committed to the defense of eternity in their youth, a promise made to the Earth Mother Ga’Thika herself. Huuarl’s cult is comprised of clerics and mages called chronomancers. The chronomancers have a small but dedicated membership, which is concentrated in Hyrkania, Sylvias, and Galonia. In Octzel, a Temple of the Golden Traveler can be found outside of the Capitol, Octzel, which is dedicated to Huuarl, as well. Their members are associates of the elvish Protectorate, and they

have been known to fight fiercely against the cults they oppose. The order of Huuarl is said to take its mandate from a codex that is not part of the Idean collection held by the Temple of Naril, a book, allegedly written centuries before the first codex was ever penned. The book outlines the sacred and celestial mechanics of the universe, the secret of time, and the mechanisms and spells by which travel through time is possible. The order guards these books well. Priests of Huuarl are guarded, secretive, and rarely even divulge their faith to others. They are usually both mages and clerics, and often become mystic theurges. Appearance: Huuarl is pictured as a lean, golden-skinned man of indeterminate years, sometimes robed, and always watchful. He carries the two artifacts of his faith, the Hourglass of Infinity, and the Gauntlet of Passage.

Karn Keeper of the Afterworld Profile: record keeper of the dead. Faction: Lord of Order (death) Rank: Elder God Realms of Worship: The Middle Kingdoms, Northron lands, and Galonia revere Karn. Genders Allowed: All. Races Allowed: Karn is principally a human god, but there are no exclusions to his worship. The occasional dwarf has taken up the mantle of this priesthood. Alignment: lawful neutral, good. Favored Weapons: Karn is not a god of conflict, but his followers have learned to defend themselves with the staff and unarmed means. Some have also learned to use the sling. Description: The record keeper of the dead, Karn is one of the gods of the Afterlife. His following is scattered and his presence as a god is little known outside of those priests who follow one deity of death or another. His worship occurs only in those lands where a need to provide records of the dead have become necessary. As such, his worship can be found in Hyrkania, where great mausoleums of cremated remains can be found, as well as in Galonia, where his worship continued even after all other gods of the Old Galonian pantheon passed on. In the city state of Karan, the ancient tradition of the magiocracy requires that the priests of Karn preside over and record all royal burials. Last but

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not least, the only death god given recognit ion beside the Nameless One in Autrengard is Karn, who is said to bar the northern warriors from the afterworld if they cannot recite the names of their forefathers to him, in honor of all their great deeds. Karn is sometimes confused with Esyphas in the Middle Kingdoms, but Esyphas is a demigod that holds the Book of the Dead for Kavishkar, and recites the crimes of those to be judged. Karn, however, performs a different duty for the souls of those who worship him, and is more of a secret master to be approached on matters of the afterlife. He is also considered the true scholar of knowledge and lore in the afterlife. Appearance: Karn is a striking figure, an oligarchic man with kingly and wizardly aspects. However, his face is a sunken image of deathliness, and his eyes hollow voids.

Karsyllym Keeper of Justice Profile: justice, mercy, final fate, reincarnation, destruction, executions Faction: Lord of Order (death) Type: elder god Realms of Worship: Hyrkania and throughout the Middle Kingdoms. Genders Allowed: all Races Allowed: all Alignment: lawful good and lawful neutral. Favored Weapons: the whip and dagger are sacred weapons of the goddess, but her followers see the scimitar and great scimitar as trademark weapons. Description: Mistress of the Land of the Dead, Karsyllym is wife to Kavishkar and keeper of the Book of Names. Karsyllym’s duties come after her husband judges the innocence or guilt of a soul, and it is her duty to record the sentence and decree the fate of the being in question. Some are sent to purgatories for whatever period is necessary to purge the soul of its crimes. Others are sent to the celestial kingdoms as servants, and an occasional soul is granted an opportunity for reincarnation. The fates of the dead are many, and Karsylly m knows all of them. Karsyllym has a small but dedicated order of men and women, priests who act as the executioners for dire crimes in Hyrkania. Her priesthood is feared by all, for their duty is to insure that those sentenced for their crimes are brought to justice. Often, this simply means carrying out an execution or insuring the

offender is taken to the proper prison, but they are expected to puruse those who seek to evade justice, as well, and are coldly efficient bounty hunters. Appearance: Karsyllym appears as a tall and gaunt woman, sometimes wearing ebon armor, other times a dress of blackest silk. She is flanked by a squadron of ancient guardians, spirit defenders of the eternal darkness called the Invantyr.

Kavishkar Keeper of Judgement Profile: justice, the Hand of Judgement, the lord of the halls of death, patron of judges Faction: Lord of Order (death) Type: elder god Realms of Worship: Hyrkania and throughout the Middle Kingdoms Genders Allowed: all Races Allowed: any Alignment: Kavishkar’s followers are expected to be lawful neutral, impartial, though they saw good or evil at times. Kavishkar himself is true neutral. Favored Weapons: swords, but all weapons are considered part of Kavishkar’s long reach. His sacred weapon is a longsword crafted of pure darkness. Description: Serving as the lord of judgement in the Lands of the Dead, Kavishkar’s duty is to determine the guilt or innocence of any soul who must come before him in the afterlife. He holds court in the most ancient, eternal necropolis of the Stygian Darkness, with his queen Karsyllym at his side. Any soul who appears before Kavishkar for judgement will be scrutinized carefully. Esyphas, the Record Keeper, is a dreadful servant of Kavishkar who holds the Book of the Dead with him, in which the tales of all misdeeds of those who come to the court are held. While Esyphas read these deeds, Kavishkar scrutinizes the hapless soul, and at its end, he may interrogate the being for further illumination, after which he utters his sentence of innocence or guilt. His wife then takes over, recording the fate of the soul to whatever purgatory awaits. It is then that the Nameless One takes the soul to its appointed rendezvous with eternity. In Hyrkania, the Order of Kasdalan is a dedicated priesthood of civic servants and warriors who hunt down the accused and preside over lawful trials to decide the fate of living

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men. They revere Kaviskhar for his wisdom on such matters and are especially fond of divinatory magic. Appearance: Kaviskhar is a tall, sallow-eyed king of darkness, with an immense beard and gaunt, pale features. At times, he seems to take on the aspect of a true skeleton or mummy, at others to be merely an ancient, wisened old man. He wears ebon armor made from the laquered bones of those who have defied his judgement.

Mitra Keeper of Fate and Misfortune Profile: luck, ill fortune, blyskanyu, fate, fortune, fools, curses, the Avernan nomads Faction: Lord of Order (life) Type: elder god Realms of Worship: Primarily in Octzel and among the Avernan nomads, as well as seafarers abroad. Genders Allowed: all Races Allowed: any Alignment: Mitra is true neutral, but her followers are diverse. Favored Weapons: the dagger, short sword, and short bow Description: Mitra is regarded as the goddess of chance and misfortune, as well as luck and wisdom among sailors, and she is seen as an anathema favored by the underclass and criminals of Octzel. She is purportedly the sister or half-sister of the goddess Enki. Mitra has no established priesthood, though a strange temple maintained by an order of outcast monks can be found near the Chaos Mountains in the forest named for her, Mitra’s Forest. Her few priests are chosen by chance, hapless souls who receive visions of the goddess after enormous luck (good or bad) befalls the person. Appearance: Mitra appears as a stern but beautiful woman with long, curly black hair in a light blue shift, playing songs upon an eerie harp (her sacred harp) and singing songs of fortune, both great and terrible.

The Nameless One, Death Keeper of the Gates of the Afterworld Profile: death, passing on, destroyer of undead, harbinger of doom Faction: Lord of Order (death) Type: elder god Realms of Worship: everywhere Genders Allowed: all Races Allowed: any

Alignment: Death is true neutral, and his priests must also be neutral and either good, evil, or true. Favored Weapons: the great sword, kukri, sickle, scythe, falchion and great scimitar. His sacred weapon is the immense two-handed sword Rishelka, the Ruby Death, which steals the souls of the living and utterly destroys undead. It is held by Death’s great avatar, Gilrad. Description: The word for death in the Old Tongue is “Koth,” and the word for That Which Must Not Be Named is “Esiros.” When joined together in the proper manner, these words form the Old Tongue title of Death, He Who must Not Be Named: Koth’os. T’Kothos, in fact, means Lord of the Nameless One, Death. Death is a being which pervades all cultures and religions in Lingusia, and his Middle Kingdoms incarnation is by far the most forbidding. Throughout the Middle Kingdoms, his priests are the shunned and mysterious Walkers of Final Night. These Walkers are part time morticians, grave diggers, and hunters of the undead. Indeed, the undead are an anathema to The Nameless One, as they are the dead which will not lie in peace. He is guardian of the gates and boundaries of the afterlife, and caretaker of the netherealms where the souls pass through in their transition. He opposes the devonin of chaos who would foul that barrier to steal souls, as well as any mortal who seeks to reclaim one of the dead by reanimating it as an undead being. It is the solemn Duty of Death and his priesthood to find these undead and put them to rest. Appearance: Death is a massive, giant-like skeletal being wearing ebony armor and wielding the sacred great sword Rishelka, the Ruby Death.

Naril Keeper of The Sun and Man Profile: God of the Sun, fire, men and masculinity, chivalry, honor, duty, creator of humanity, law, light, and goodness, leader in the war for Order. Faction: Lord of Order (life) Rank: Eldest God (head of pantheon) Realms of Worship: Naril is the patron god of all men, and receives worship in many lands. He is strongest in Hyrkania, especially the north. In the Eastron kingdoms he is known as Naq’ril and is venerated among the Dahrokistani nomads and the Zuedian caliphate. In Amech he is called Lakano. The Nak’Ivk of the north call him Eritz’a.

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Genders Allowed: There are no restrictions, although masculinity is an element of Naril’s portfolio, and so a larger percentage of his followers are men. However, as Naril is the father of all mankind, women are considered an essential part of the order. Races Allowed: Most of Naril’s followers are human, of which he is patron, but followers of Naril can be found among all species. Alignment: Naril is the embodiment of law, and also of goodness. True servants of Naril must be Lawful good, but any follower would likely be at least lawful. Favored Weapons: The Sword is the favored symbol of Naril among his churches in the Middle Kingdoms. Sacred Artifacts: Naril is known for two holy artifacts. The first is The Ankh of Life, a great ankh of magical gold found in the Temple of Hyrmyskos, and embodied with the spirit of Naril. This was a relic, which was in fact the physical form of the Orb of Order, used during the reckoning to initiate the ascension of Order against Chaos in that era. The current relic is a gift from he god, left as he ascended to the higher celestial realms. The second holy relic is the Star of Naril, a unique weapon, akin to a set of spiked knuckles with six-inch spikes, made of pure adamantite. The Star of Naril is granted only to the chosen avatar of Naril, and kept in a sacred temple on top of a magical mountain in the Marshes of Mist. Description: Naril is considered the first of the first of his pantheon, king among the mortal gods, and fated to lead his kin through the struggles of war against a plague of deicide spawned by the minions of chaos. Naril’s legends are ancient, and speak of his creation from light woven like silk by Ga’Thika, the earth mother, and his placement in the golden palace of the sky, limned in eternal flame, the Sun. Naril’s tales speak of how he was smitten by Selene, the goddess of night, and they were married. They sired several gods, but when Selene was duped by an unknown being in to birthing first Dalroth and then Slithotep, Naril was driven to reform or destroy his chaos-corrupted sons. The rift between loving mother and angry father drover them apart, symbolized by the passage of the sun and moon. Naril was said to have created man in his own image, created to serve his will on the mortal plane. Tales speak of how men of old, before the mortal forms of the gods were slain, would go to Corti’Zahn, city of the gods, to commune with

Naril, but that the priests of Naril were all blind from gazing upon his radiance. Naril’s followers have maintained a persistent dedication to order, and as a result, his temples and priesthoods are more numerous and organized in the lands of Hyrkania than any other god’s. Appearance: Naril appears as an armored warrior, giant, with golden skin bathed in light so right that to look upon him is instantly blinding. Beings of chaos are driven from his presence in pain and fire, and his army of angelic seraphim and spirit einheriar create his heavenly armies. Temples and Orders of Naril: Naril’s worshippers have formed many specific orders. The most numerous of his followers are in Hyrkania, but the Eastron church (his name is Naq’ril in the Eastron tongue) mirrors the Hyrkanian church on a smaller scale. In brief, the organization of Naril’s followers is as follows: An elite priesthood called the Sacrimori rules the Church of Naril, which is centered presently in Hyrmyskos. The grand priest called the Sacrimori Dominus. The current Sacrimori Dominus is Markeros Cassydarun. Beneath the Sacrimori are the High priests of the Directorate, the lesser priests of the Ecclesiastics, then the missionaries, teachers, and healers of the Initiates. Some of these priests are militant, especially the sect of the temple guardians, and most missionaries are taught defense, as it is seen as an integral part of Naril’s teachings. The church advocates and is supported by several militant orders, composed of priests who take up arms for the cause, and normal men of especially pious faith who pass the tests of entry. The most famous such order is the Order of the Solarian Knights , a dedicated company of paladins who are the fist of Naril in most military mattes. They are sworn to Naril fist, and the Emerald Throne second. They have served for countless centuries the ruling emperor or empress of Hyrkania, so long as Naril has been the principle god of the Empire (a matter settled centuries ago in the final War of Faith). The present general of the Solarian Knights is Lord Kaltor Belladon, a powerful and dedicated soldier. The Order of the Inquisition is a controversial militant order, a smaller company dedicated to rooting out the purge of evil from within the empire and the church. The Order was founded during the War of the Gods, but eventually died out after the last War of Faith, and was resurrected during the War of Strife, when corruption was rampant in cit ies such as

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Kymir and abroad. The military arm of the Inquisitors is called the Order of the Ebon Ankh, and this small but dedicated force of soldiers of Naril are paladins who pursue the darker deeds necessary to insure the purity of the church. The Inquisitors hold council in the Tower of the Inquisition in Krythia, where they have been for many centuries. In the Eastron lands, Naq’ril is worshipped by an order of mounted warriors as well, drawn from among the nomads and Zuedian nobility. They are called the Sun Riders, and are considered an independent peace-keeping force in the land. The Sun Riders recognize the right of the Caliph of Zued to rule, as well as the Chieftain Sheiks of the Ny'kkodin tribes, and seek to enforce the law wherever they may be. A separate order, the Fire Keepers, are the priests who maintain the Fire Temples throughout the Eastron kingdoms, burning the perpetual fires of Naq’ril. The fire aspect is most dominant here, and all clerics of Naq’ril must choose Fire as one of their Domains at first level. Classes: The Solarian Knight and Knight of the Ebon Ankh are two prestige classes dedicated to Naril. The Knights of the Ebon Ankh are the Inquisitors of the Church of Naril, and the Solarians are the order of Paladins dedicated to the sun god as well as the Empire of Hyrkania. The vst majority of Naril’s followers are comprised of regular paladins and clerics, however.

Niras Keeper of the Sylvan Realms Profile: keeper of the woodlands, druids, the seasons, change Faction: Lord of Order (life) Type: elder god Realms of Worship: Niras Forest, Sylvias, Eflin, Caelernin and other woodlands Genders Allowed: all Races Allowed: any Alignment: chaotic, good, evil and neutral Favored Weapons: as per druids Description: Niras is the ancient guardian of the woods, a potent deity among the cultic lands of the druids, including the Niras Forest, Caelernin, the Faerie Woods and even Vagendar’s Woods. Niras is a benevolent but stern deity, and his druids are vociferous defenders of the woodland realms. He communicates to his followers through dreams and animal encounters, and

divination of hidden meanings is an important part of his rituals. Appearance: Niras is depicted as an ancient and wizened druid hierophant, and occasionally as a treant. He is said to appear before his followers as a treant on special occasions and rituals.

Nistur Keeper of Magic Profile: mages, learning, the quest for truth, mysteries Faction: Lord of Order (life) Type: elder god Realms of Worship: certain temples of the White Robes in Hyrkania, Sendral and Octzel Genders Allowed: all Races Allowed: any Alignment: any Favored Weapons: the staff, dagger, and spear Description: Nistur is the ancient lord of magic as an art. He is said to have been the first wizard, and one day will be the last. He is the essence which sustains the eldritch loom of sorcery, the device which strains order from the chaos of the beyond, creating the mana which sorcerers and wizards use to cast magic. His followers are usually theurges, and cast all forms of magic, be it divine, arcane, or even psionic. His chief servants are wizards and clerics belonging to the Order of the White Robes. Appearance: Nistur is portrayed as an elderly and wizened man who carries his sacred relic, the Staff of Knowledge with him. His eyes are bright points of light, and his body is a vessel which can barely contain an infinite bounty of mana.

Ogron Keeper of the winds Faction: Lord of Order (Life) Type: lesser god Profile: winds, weather, change, crops, seasons Realms of Worship: Ocentash, Octzel Genders Allowed: all Races Allowed: any Alignment: Any lawful, good or neutral Favored Weapons: clubs and axes Description: Seth is the oldest son of Mitra and Amasyr, and brother to Seth. Where his brother provides for the farmers and the land, the communities of men and their laws, Ogron is the embodiment of fickle weather, the seasonal change, and soaring heights. His nature as the

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opposing force to Seth (Seth being stability, Ogron being change) is an intentional part of the duality of Octzellan beliefs. Ogron is a god favored among the Cimmeran barbarians, as well as among various ogre and giant-kin tribes, who believe Ogron to be their patron god. The aspect of sky, the mountains, and stormy conflict is appealing to the giant races, and Ogron is revered for his dominance of such. Appearance: Ogron is pictured as a huge humanoid, of no particular giant-kin origin, dwelling high in the mountain peaks. Octzellan fables claim that he dwells in the highest peaks of the Cimmeran mountains, and this is half-right, for the most venerable and ancient of shrines to Ogron can be found there, instead.

Phonatas Keeper of Mysteries Profile: love, seduction, lovers, sex, jealousy, obsession, bards Faction: Lord of Order (life) Type: lesser goddess Realms of Worship: throughout Northern Hyrkania, Nordaman, and Hettanar. Genders Allowed: any, especially women Races Allowed: any Alignment: Any good Favored Weapons: A three-pronged whip, each prong of which is said to have a different chemical producing hallucinatory and magical results when flogged on the skin. Description: The Order of the Dawn is a young cult of soldiers who follow Phonatas we great fervor, and blend the older notions of passion and rage in to the passionate dictates of the cult. It has become accepted within the last few decades as a civic cult, and is no longer persecuted. In the old days, Phonatas’ cult was secretive and rarely worshipped by more than a few. Now her cult is expansive and has taken on many other characteristics not seen before, including notions of dedication to duty and passion in living. The spread of her cult is due largely to Nordaman influence. Phonatas as a goddess is believed to have been a lesser deity, a demiurge who might have been a progeny of mortal and divine blood. When the Reckoning ended the war between Order and Chaos, and the boundaries of the divine realms were removed, Phonatas may have become a full goddess at that time. She is definitely a younger, newer goddess, and is believed to walk in mortal form.

Appearance: Phonatas is usually depicted as a nude woman rising from a lake, her hair blending in to the water. Those dedicated servants who have summoned her for aid must do so by casting their divination before a pool of water, from which the goddess will rise.

The Seraphim Profile: Celestial servants of the gods Faction: Spirits of Order Type: spirits Realms of Worship: The seraphim are venerated in the Middle Kingdoms Genders Allowed: all Races Allowed: any Alignment: any lawful good or lawful neutral; lawful evil seraphim are devils Favored Weapons: numerous Description: The seraphim are actually a large host of divine minions who serve the celestial kingdoms of the gods. These beings are the counterparts to the demonic devonin, and are not usually worshipped by any individuals, though they may be called upon for specific spells and instances. There are many seraphim, some of which are listed as follows. Like devonin, seraphim can materialize on the mortal plane when called upon; prior to the reckoning, they could only manifest to try to balance an act of chaos against an act of order. In the present era, such rules have been cast aside, and brave seraphim take on mortal forms to try and avert the dire efforts of the minions of chaos. Some of the Seraphim: This list is by no means complete: Eholim: The angelic servants of the sun, keepers of the eternal flame. Einheriar: The eternal warriors of light, the army of the apocalypse. Piscrael: Lord of the Seraphim, general of the Einheriar. Archamnios: The spirit of battle. Gamnaes: Slayer of enemies. Dremnesal: The spirit of perseverance. Critaere: The spirit of creation. Minhara: Protector of the heart and soul. Magenta: The servant of Time. Dryleah: The servant of the woodlands. Incenar: The spirit of flames and loss. Masros: The hunter of evil. Thanadan: The protector of the gates of Death. Erizahn: The androgynous patron of love. Chamnios: The destroyer of demons.

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Diaban: The patron of knowledge and lore. Alasmian: The patron of trade and commerce. Delistray: The all-seeing observer, record keeper. Cordone: The patron of sorcerers and wizards. Aspriel: Patron of the land, keeper of the mountains. Glaumfiel: The patron of the waters and water voyages. Hemanial: Patron of suffering and caretaker of the ill. Eristar: The patron of dreams and the astral. Esilenta: The patron of storms and rain. Sekarathin: The mistress of Set, patron of lies and Queen of the Nine Hells. Elcorala: The embodiment of blind justice. The Mysteries of the Seraphim: The seraphim are practically a miniature pantheon in their own right, each spirit slaved to the service of one or more greater gods. Those most ancient of scholars who have studied the mysteries of the Prehunate Empire have found evidence to suggest that in those ancient prehuman days, the most loyal prehunates of the day were rewarded for their dedication to the gods with a small portion of divinity, and were given the roles of the Seraphim. Others speculate the seraphim are taken from divine races which exist beyond the mortal plane, and that some have never even set foot on the mortal plane before their appointment. There are nine hundred and ninety nine seraphim listed in the Idean Codices and more recent texts that are living, and another four hundred and twenty seven that are recorded as fallen or slain; since a fallen seraphim is replaced almost immediately, then it is possible that both notions on the origin of the seraphim might be right.

Set Keeper of Lies and Deceit Profile: evil, lies, ascension of power, corruption of innocent Faction: Lord of Order Type: Elder God Realms of Worship: Hazer’phennis and hidden cults throughout the world Genders Allowed: all Races Allowed: Any, but Set’s patron race are the Setite serpent men. Alignment: lawful evil Favored Weapons: The dagger, short sword, poisons, bow and crossbow Description: Set is the eternal prevaricator of evil and corruption, the god who has taken it

upon himself to embrace the tenets of ultimate order at any price. He is not a lord of chaos, evne though he is sometimes mistaken for such. His obsessive dedication to deceit is as much an ordered process as truth, and Set’s very existence as a deity depends upon an ordered universe in which his godly powers can work against. The tenets of chaos are in opposition to any truth about which the Keeper of Lies might spin false tales. The followers of Set are many, and the largest enclave is in the rigid empire of the Setite serpent men, Hazer’Phennis. Here, the rule of evil is ultimate, and power goes to the most treacherous and conniving. Throughout the world, the setites and other servants of Set seek to further his cause, which might, one day, be to unite the world under his banner of evil and worship. Set’s infernal kingdom of evil is known as the Nine Hells, sometimes also called Stygia. Here, Set’s fallen seraphim, the devils of lore, serve him and his dire ends. Appearance: Set is known to take the form of a variety of desert-dwelling beasts, especially that of the snake and the jackal. His mark rests upon the races of his own creation, such as the Jackalmen of the deep deserts in Galvonar, and the Setites of the Hyrkanian Deserts.

Seth Keeper of the Lands Profile: civic community, laws, communities, crops, seasons, farmers. Faction: Lord of Order (life) Type: lesser god Realms of Worship: Ocentash, Octzel Genders Allowed: all Races Allowed: human, glythanyu orc are most common, but any may worship Seth Alignment: Any lawful, good or neutral Favored Weapons: Polearms Description: Seth is the son of Mitra and Amasyr, a benevolent god of the weather, crops, communities, law, and seasonal change. Seth’s priests are not an adventurous lot, usually instead overseering the harvesting of crops, ceremonies of the solstice, and protection of farms and farmlands. Seth is reknowned for being a very old deity, even if he is also seen as the son of a major civic goddess, and his place as patron of farmlands dates back to ancient times. Centuries ago, the grey orcs of Ocentash were devastated in a war with the old kings of

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Ocentash and the surviors, mostly women and children, were forced to recant their chaotic lives and swear an oath of fealty to Seth. The leader of these ancient glythanyu was Mogrul, and he took his oath seriously. Ever since, the grey orcs of Ocentash have been fierce zealots of the god, and left their subterranean realms to dwell on the surface long ago. Paladins and monks of Seth are usually from the monastic order of Seth found in the Macabeth Mountains, and are usually grey orcs. Appearance: Seth is seen as a venerable farmer, sometimes even as a grey orc, who dresses as a simple man. Stories of Seth appearing to common folk as an old man with a wagon that has broken a wheel, or with a sick mule are common. The tales say that if you help him, he grants you luck or advice, but those who scorn the one in need find that their crops will fail and misfortune looms.

Slithotep Lord of Insanity Profile: The Lord of Madness, patron of the insane, illogic, paradox, the Keeper of Nothing and Dabbler of All. Patron of schemers, crimes of passion, illogical thought and unreason. Faction: Lord of Chaos Type: elder god Realms of Worship: Slithotep is a member of the Middle Kingdoms’ Pantheon, but only members of the Divinate, some Ashtarth, red orcs, and other mad beings worship him. He once had a strong cult in the city of Kymir, but it has allegedly been vanquished. It was from this cult which the Strallikus line came. Genders Allowed: all Races Allowed: any Alignment: Chaotic Neutral Favored Weapons: The scepter, mace, and morning star. Description: Slithotep is the mad offspring of the elder gods Naril and Selene, brother to Death, and the betrayer of all things living. His madness and the reasons for it are manifold, chief among which is his inherent instability as a being composed of chaotic energies. Slithotep has long plagued the world, and his mortal form, like so many other gods, was destroyed in the War of the Gods. His body was lain to rest in the Slithotendan Mountains, where his corrupting essence consumed the very land and aided in turning the once beautiful region in to a place of madness and decay. In fact,

Slithotep did not truly die, for his body, composed of the essence of Chaos, existed outside the fabric of reality, and he gradually reformed a material form. His body takes on many shapes, but in recent centuries Slithotep has taken on the form of whole structures and buildings, including the weeping citadel of the Hyrkanian Deserts and the Tower of Madness in Trog. During the Reckoning, when the Lord of Chaos, Dalroth, was nearly destroyed, it was Slithotep who spirited away the resurrected infant which held the spirit of the dark god. He raised this child, called Pale, to one day reawaken as Dalroth. Trog became a favorite haunt of the two, until Xauraun Vestillios stole the chaotic essence of the Red Dragon Comet and ascended to the rank of demiurge. Now, Pale is a captive member of Xauraun’s audience, and Slithotep lurks once more in the shadows, struggling to find a new way to sow chaos and destruction throughout the world in his own, mad way. The cults dedicated to Slithotep almost invariably worship in secret, except perhaps for the cities of Trog, Blackwell, and in the subterranean kingdom of Dahik. Among the human lands of the Middle Kingdoms, secretive cults can be found pursuing diabolical interests in Octzel, Kymir, Malas, and Yllmar. Because of the purile and horrific practices associated with Slithotep’s worship, the cultists who follow the god are of a particularly deviant nature. All true dedicates to Slithotep must choose a form of madness, usually of a psychotic, delusional or sociopathic nature. Even if they didn’t have a mental problem before joining the cult, the rituals involved in indoctrination guarantee that the cultist is mentally scarred afterward. Appearance: Slithotep can take any form, living or inanimate, and any size, shape, or substance within reason. There are some who have met Slithotep, even entered his very belly in the form of a great hall or keep, and never even known it. Anyone doing so, however, must make a Wisdom check at -5 each hour to avoid a creeping, permanent debilitating madness from setting in.

Selene Keeper of the Moon and Elves Profile: Goddess of the moon, women, children, patron of grief, creator of the elves, patron of the

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Suethendur, healer of madness, protector of night-time travelers, The Celestial Overseer Faction: Lord of Order (life) Rank: Elder Goddess Realms of Worship: Selene is most strongly revered amongst the Suethendur elves in Sylvias, but she has enclaves of worship in the Great Plains, Cretea, Avilin, and throughout the Middle Kingdoms. Genders Allowed: Only women may join the cults of Selene, though the paladins of Selene do include men in their ranks (mostly amongst the Creteans and Avilinians). Races Allowed: Most of her worshippers are elvish or human, but rare exceptions amongst other fair kindred are known. Alignment: Selene is A lawful good deity. Her followers may be lawful, but are always good. Favored Weapons: The sickle is regarded as a symbolic weapon of the waxing and waning moon, harvests, and the home. Warriors and Knights of Selene are not limited in their arms, however. Description: Selene was one of the first of the modern pantheon of gods to be granted life by Ga’Thika. Created as the wife of Naril, the Sun God, they were tasked with birthing the many younger gods. In the myths, Selene was said to have been fooled by an avatar of chaos, which masqueraded as Naril, and as a result , she gave birth to Dalroth, the progenitor of the Courts of Chaos. In turn, when she later gave birth to Slithotep, Dalroth too it upon himself to corrupt his younger brother and drive him to insanity. Naril, obsessed with his quests, failed to intervene until it was too late. When he realized the abominations these sons had become, he sought to destroy them, but Selene would not allow it and fled with her infants in to the night. Thus doe Selene occupy the night sky, always pursued by Naril in the day. It is said that on days when you can see the moon and sun in the daytime sky, that the two have made amends for a short time, and festivals are held. Though Selene would not have Naril injure her children, she nonetheless grew to despise Dalroth for his evil, and she became determined to amend his deviant ways. Likewise, she sought to heal Slithotep of his madness, though this proved fruitless. Because of these aspects, Selene has always placed the duty upon her followers to cure the mentally ill, and to bring the corrupt, evil, and criminal to justice. Selene is also known to be the creator of elves. In the time of creation, it is said that men were crafted in the image of her husband, and she

crafted the fae folk in her own likeness. The fae creatures of the world were nestled within her womb, the seelie lands often called the Weirding, and when time came for her to give birth to her creations, she loved them so dearly that she could only part with the elvish kin before changing her mind. It is this tale that is said to explain why the elves and lesser fae kin are closer to men in their ways than the seelie kind which still dwell somewhere between the nether regions of the faerie lands of the Weirding and the prime material plane. Appearance: Selene appears as a beautiful elvish woman with flowing, silken hair that runs to her feet, and glows with the radiance of the moon. She dresses in a light white dress sewn of star dust, and is said to dwell in a palace on the moon, which many celestial scholars claim is the gate land to the Faerie Kingdoms. Prestige Classes: Constellators and Selenic Knights are two specialized prestige classes, which venerate Selene. Special Cleric Abilties Granted by Selene: Clerics of Selene gain the following abilities at the indicated levels: Moonsight [cleric level 1] Followers of Selene are at their spiritual peak under the light of the moon, and have exceptionally keen vision in moon light as a result. The follower of Selene receives Lowlight Vision if they do not have it already. If they do, then effective range is doubled. Guidance of the Moon [cleric level 5] Servants of Selene are often granted mystical visions and guidance, beseeching her for aid against the forces of darkness. The follower is granted a special power once per evening under the light of the moon (this will not work under a new moon). The power may be either augury, faerie fire, or daylight. The spell effect will operate at the actual divine caster level of the character, or at minimum level of effect, whichever is better. The Touch of Sanity [cleric level 16] The follower of Selene can cure madness in all of its forms with but a touch. This power stems from Saline’s unending desire to restore Slithotep, her favored son, to normal after the taint of chaos rendered him mad. This ability will automatically repair any madness, insanity, or other mind-affecting malady, which a character is beset by. If the malady is magical in

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nature, then the feat creates an effect equivalent to a dispel magic spell cast at the level of the caster to target the affecting magic. If it is a natural effect, then the result is automatic. This effect can restore lost attribute points to the afflicted character is they were lost as a result of the malady (mental attributes only), but the healing cleric must make a Wisdom check with a –1 penalty per attribute point to be restored to the target number, Success heals the damage. This ability may only be used once per character per affliction. This ability may be performed a number of times per week equal to the priest’s Wisdom modifier.

Wishupar Profile: Thievery, mercenaries, greed, spies Faction: Lord of Chaos Type: lesser god Realms of Worship: Hyrkania, Hettenar, Zued Genders Allowed: all Races Allowed: any Alignment: Any non-lawful Favored Weapons: Description: : Wishupar’s temples are still secret, and known only to the acolytes of the cult. It is not a popular cult, but has gained a quiet edge in amongst Hyrkanians, as it has become endorsed as a cult for the purposes of the Hyrkanian Throne. It’s most prominent servants and warriors have dedicated themselves to the service of the Mandragora House, and the restoration of the Empire. Wishupar was once seen as a dreadful northern god of thieves and cut throats, but in fact Wishupar was never so hideous....the cult has always wanted to be seen as such, and propogates the rumors to insure it is feared. In fact, the cultists fof Wishupar are civic servants, worshipping a deity who espouses secrecy and deception to support the ruling class. They are mercenaries, and Wishupar is a patron of mercenaries. Worshippers may be thieves and rogues, yes, but more in fashion with a kind of secret service, one which must work conspiratorially to serve the throne. It is suggested by many that the servants of Wishupar have hidden, secret agendas, and that their dedication to a ruler is not so much for the interests of that ruler as their own. Some claim that this conspiracy goes back many millennia, and that the real purpose of the cult is to gain domination over all lands and people through time, and to damage the worship of other cults,

especially the kin of Wishupar’s as described in the Idean Codices (such as Hermes and Haro). Given that the Agents of Wishupar are prone to going out of their way to kill priests and servants of those gods, there seems to be some truth to this. Appearance: On those rare occasions Wishupar appears or is depicted, he manifests as a raven, sometimes as a wereraven. He does take human forms, as as a former demiurge ascended to godhood after the Reckoning, Wishupar has a living form as well as a divine aspect.

Xauraun Guardian of Chaos Profile: the immortal son of Chaos, the usurper, guardian of the eternal cycle. Faction: Lord of Chaos Type: demiurge Realms of Worship: Trog, the Underworld. Genders Allowed: all Races Allowed: any Alignment: Xauraun is Chaotic Evil. His followers are all evil. Favored Weapons: Xauraun favors all weapons, especially the great scimitar. His sacred relic is the Armor of Xauraun. Description: Xauraun Vestillios began his life as a man who served the Lords of Chaos with implacable dedication, and with a keen malice for his fellow men. He was the great politician and usurper of ancient Hyrkania who brought about the religious wars of persecution, though some say his first living incarnation was as the betrayer wizard who opened the Abyssal Rift during the War of the Gods, allowing the devonin hordes to lay waste to the Fertile Kingdoms and fabled Corti’Zahn. He was rewarded for this task with the unique duty of persevering, for countless generations, through an unending cycle of reincarnation, to insure that the Soul of Chaos never died. He is considered by some, including the wizard Warenis, to be a true avatar of Mala’Kor. Xauraun’s latest manifestation was as the sage and mage of the White Robes named Syrios of Malas. As Syrios, he was driven to recover the lost pieces of his ancient sacred armor, in which the engrams of his memory and magical power have been eternally locked. When Syrios recovered the armor, he was exposed to these ancient memories and eldritch power, and recovered his true nature.

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Xauraun allied himself with the forces of the diabolic city of Trog, seeing the boy Pale for the true incarnation of Dalroth, regenerating after the crippling blow delivered during the Reckoning. Aware of ther fabled Red Dragon Comet in the sky, and divinely inspired as to its true purpose, Xauraun usurped the role of Pale in a sacred ceremony to call down the chaotic might of the comet in a revival of the might of Chaos, and absorbed the power of the celestial harbinger in to his own being. Empowered with the might of a hundred Lords of Chaos, Xauraun enslaved the boy Pale, and cast Slithotep, who was disguised as the Tower of Corruption, out of the city and in to the wilds of the desert. Xauraun is now regarded as a true living deity, though few realize this at present. He has developed a rapidly expanding flock of eager servants in Trog, and has been closely involved in the development of his priesthood. Xauraun knows he is now one of a new generation of gods, deities who walk the earth as true demiurges of the land, and who are far more powerful in their youth than the celestial gods of the older generations. Appearance: Xauraun has the appearance of a balding, gray-haired man with a strong physique and regal bearing. His eyes vascillate between glowing ember sand blackened, hollow sockets. He wears his ancient ensorcelled armor, engraved with the six hundred and sixty six runes of Chaos, and seething in the energy of a magical helix. The armor is lined in silver and forged of adamantite and some otherworldy, demonic substance from the Abyss. The armor can not be removed from Xauraun’s form save by death, though he can shift its appearance at will to different forms for the sake of comfort and appearance. In these forms, the armor retains all of its properties. The armor itself has the effect of enhancing the user with magical knowledge, granting the wearer with 25 levels of the wizard class and innate knowledge of all spells in existence (the armor acts as a mnemonic spell book). Unfortunately, the armor also imposes the will of Xauraun’s eternal spirit upon the wearer. If the wearer is the true reincarnation of Xauraun, then he recovers all memories of his long life. If it is someone else, then that person is dominated (no saving throw) to seek out the nearest piece of armor or the reincarnated Xauraun, to insure that armor and body are properly reunited.

Zingar Keeper of the Hunt Profile: hunters, rangers, justice, survival, instinct Faction: Lord of Order (life) Type: elder god Realms of Worship: Caelernin, Zarn, Hettanar Autrengard, Zymhar, and Niras in Hyrkania Genders Allowed: all Races Allowed: any, especially humans, elves, syleni, and dwarves Alignment: As a ranger Favored Weapons: The Long Bow Description: Zingar is also a god of the Middle Kingdoms, said to be a brother to Death and Slithotep. His mortal crypt can be found in the Slithotendan Mountains. Throughout Niras and the northern lands he is the god of the hunt and the spirit of the beast. His divine aspect said to materialize on key days of sacred hunting, and suring the solstices. Zingar’s cult is a quiet menagerie of professional hunters, rangers (especially the rangers of Kom’Huandyr) and dedicated priests. The priests of Zingar are chosen only from among those who actually witness the divine aspect of Zingar, the Wild Hunt. Appearance: Zingar manifests as an immense being, horned and centauroid, flanked by a horde of baying wolves. He has appeared as a quiet elvish ranger on occasion, but under the moon light he is always the wild hunt form.

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The Amechian Pantheon Amech is a harsh land of trackless jungles, fierce wilderlands, aboriginal tribes and hidden jungle kingdoms. The greatest natural beasts of the continent, elephants, thrive in the region, while more fearsome predators such as the Terkithyi and Codam’Tkezzu are fierce opponents. Gentel beastmen, wild elves, ancient undead Kadantanian sorcerers and prehuman ruins riddle the land. The gods of the Amechian region are a harsh lot, and expect strict sacrifice and dedication. The Amechian cosmology postulates a Spirit World, which appears to be a demiplane connected to the dreamlands of Ethenur and the Celestial Kingdom. The Spirit World holds many powerful, ancient beings, and is the domain of the Amechian gods. This land is sometimes called the Otherworld, and all members of the Amechian pantheon seem to have homes there. The gods of the Amechian pantheon are different from the traditional Middle Kingdoms pantheon in that they all seem to exist as corporal beings who move freely between their Otherworld and the mortal plane. Some cosmologists speculate that, at the time of the War of the Gods, the demiurges of Amech sought refuge in the Otherworld to avoid destruction, though their chief lord, Amech, fought and fell in the War. The principle people who worship these gods include Belladas, Hotepsala, Corvante, the Chigros, and the Hubinde.

Amech Keeper of The Land Profile: Patron of Belladas, protector of the Amechian kingdoms, warrior of life and order. Faction: Lord of Order (life) Rank: Elder God Realms of Worship: In Amech, especially among the Belladasians. Genders Allowed: men alone take up the priesthood of Amech. Women are not considered able to channel the spirit of Amech, and therefore are unable to practice granted magic. Races Allowed: only humans may follow Amech, though half elves might as well. Alignment: any non evil.. Favored Weapons: Amech favors the great

spear, javelin, and short swords (dual fighting style). Description: Amech is one of the elder gods of the Middle Kingdoms pantheon, and unique for having spawned an entire sub-pantheon dedicated entirely to his worship. Amech very specifically watches over the kingdoms named after him, including Belladas, the Chigros, Covarte and even the many people of the evil empire Hadros. Some say that long ago, after the Prehunate empire in the region was destroyed, that Amech took the blame personally and decided to serve as the land’s protector, insuring that its people not succumb to the same dire fate as their remote forebears. Amech learned the secrets of the Otherworld first and foremost, and through it he taught the spirits, all elemental beings, demigod children sprung from his love of mortal women, and primal animal beings from the dawn of creation how to traverse this realm. As a result, the Amechian gods took on their own unique character, and began to move apart fro m the dictates of the other gods in the Middle Kingdoms pantheon. In Belladas and elsewhere, a fierce cult of warrior-priests and paladins are dedicated to serving Amech, preserving the land from corruption and defending its people from invaders. Only men are allowed to join, as women are unable to receive the magical gifts of Amech’s spirit. Appearance: Amech appears as a seven-foot tall warrior of supreme physical fitness, armed with two admantite short swords and a long spear which can penetrate any armor or defense to slay instantly. Like most of the elder gods, his corporeal form was slain in the War of the Gods, and his body lies in a hidden tomb in Ashturak’s Mountains. He acts through his chosen Avatar, who is granted his artifact weapons and a mission to carry out the god’s will. The ritual of succession is very complicated and important for the followers of Amech, as there must always be an avatar representing the god, but only a follower who Amech personally chooses through the course of trials will actually get the task.

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Belphegor See the Eastron Pantheon Bekphegor is worshipped by many in the Hadrosian kingdom within the region of Amech, and his veneration among the people of the jungle go back to the days of the Kadantanian empire. His strongest worship is in the kingdom of Draskis in the east, however, and so more details about Belphegor can be found in the Eastron Pantheon section.

Cerybane See the Elvish Pantheon Cerybane is principally an elvish deity, but through the Siviante elves, she has found a place in the lands of Amech. Most of her followers there are the siviante elves, but some shamanic orders of women worship her, as well.

Choktun Keeper of Immortality Profile: magic, the quest for knowledge, immortality and ascension. Faction: Lord of Order (life) Rank: demiurge Realms of Worship: In Amech, especially among Corvante and Belladas. Genders Allowed: All. Races Allowed: any, but mostly human. Alignment: neutral good. Favored Weapons: Choktun favors no weapons save the staff and the club. Description: The tales of Choktun speak of a great shaman of old, a practitioner of spirit magic who learned the secrets of the afterlife and beyond. In his vision quests through the spirit world, he sought the domains of each of the great old spirits, and visited them. Each time, he offered a piece of knowledge from the mortal plane in exchange for the answer to a question. The spirits, envious of mortal creatures, willingly acceded to such an offer. He would let them experience a portion of mortality through his own life, and in exchange, he asked questions such as, “What is the secret of immortality?” and “Where is the path to divine ascension?” When his journey was done, he had all of the pieces to the great puzzle, and ascended to the heavens, an immortal and a god. Choktun is seen as a patron of shamans and mages in Amech. Old Idean codices link him to

Nistur, a brother to the god of magic, though his Amechian tales clearly mark him an ascended mortal. His followers are reclusive, rarely congregating save to share knowledge. A small monastery dedicated to Choktun is located in Carapas, chief city of the Corvante Kingdoms in the northlands of Amech where the jungles stretch in to the Great Plains. A second, smaller monastery can be found in the Belladasian lake city of Talac. Appearance: An ancient shaman, wizened beyond his years, who lives at the top of the highest peak in the Forger’s Mountains.

Dakkanich Keeper of Lost Knowledge and Ancestors Profile: Dreams, ancestors, passage of the dead, knowledge, luck. Faction: Lord of Order (death) Rank: lesser god Realms of Worship: The lands of Amech. Genders Allowed: All. Races Allowed: any. Alignment: true neutral. Favored Weapons: the staff, dagger, blow gun, and dart. Description: The dreadful dreaming serpent of Ethenur, this great god-like beast is revered by some Oineriomancers in the Amechian kingdoms for the hallucinogenic dreams they receive from this entity. The tales say Dakkanich is so immense that his tail rests in the fabled Spirit World of Amechian lore and his head rests dreaming in the endless plains of Ethenur. Dakkanich has long been regarded as the symbolic keeper of knowledge, as well as the protector of ancestors. In Amechian lore, the spirit which leaves the body becomes trapped in dream time, where it can find the body of Dakkanich and cross over in to the spirit world, and from there to the afterlife. Dakkanich is a bridge down which all ancestral spirits wander. Most Belladasian nobles have some ornamentation of the sleeping serpent in their households or on their person as a sign of good luck. In Belladas, a small society of priests serves as diviners, dream mages, and ceremonial masters of seasonal holidays in the land. Most such priests are also nobles and s cholars. Appearance: A serpentine beast, sometimes like an oroborous, and at other times like a straight horned serpent floating on water.

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Hanahook Keeper of Might Profile: Strength, war, the hunt, elephants. Faction: Lord of Order (life) Rank: lesser god Realms of Worship: Hanahook is worshipped among the Amechian kingdoms. Genders Allowed: Most all of Hanahook’s faithful are men, but occasional strong warrior women worship him, as well. Races Allowed: Humans, mostly, but some beast men as well. Alignment: neutrality. Favored Weapons: Hanahook favors those who use brute force, hand to hand combat such as wrestling and brawling. Clubs, spears, axes, and javelins are also permitted. Description: The immense elephant god of war is a symbol of strength among all Amechians, and a potent deity for shamans and hunters among the Chigros and Hubinde. Hanahook may well be a great spirit being from the Otherworld, or he may be some sort of primal god, a child of Wolfon or Baragnagor, perhaps, as is suggested by the Idean Codices. Hanahook is known to manifest physically for his most powerful followers, sending corporeal manifestation which can prove devastating against whole armies. He is not a god of civilization, and will never manifest for men who embrace language, arts, and the trappings of the city. Appearance: A man with the head of a bull elephant, dressed only in a loin cloth. His depiction in Chigros and Hubinde murals is simple, that of a stylized stick-figure in wall paintings and war paint. The Belladasians, fascinated by his imagery even if they lack the shaman cults, make stone idols of the god, as it is considered good luck for a household.

Lako Lord of Lust and Hubris Profile: spawn of Set, lord of corrupted kings, patron of lust and hubris. Faction: Lord of Chaos Rank: demiurge Realms of Worship: Lako is worshipped exclusively in Amech, and it seems his power as a demigod is limited to that land, due to his dismembered state. Genders Allowed: All.

Races Allowed: All, but especially humans and Terithyi. The Codam T’Kezzu would love to worship Lako, but each time a cult has arisen in their serpent-haunted lands, it is annihilated by the ruling god-king. Some green dragons see Lako as a being to respect or even worship, and believe that if they can find and ingest a portion of his flesh, they will gain godlike powers. Alignment: Lako is a lord of law and evil, like his father. His is the essence of true evil through the harshest enforcement of laws and restrictions. The evil king, the bloody chieftain, the vicious warlord, all hear the shispers of Lako in their dreams. Favored Weapons: The servants of Lako favor the whip, the morning star, nets, and poisonous daggers. Description: In the vast lands of Amech, Lako is synonymous with evil, deviltry, betrayal, and corruption. Lako is said to have first gained worship about the time that the men of Belladas learned to ways of elitism and rulership, abandoning their egalitarian tribal life. Some myth tales say that Lako appeared, a whispering serpent or dragon, to speak of such ways of class and rulership in the ears of greedy men, so as to destroy the peaceful life of the Belladasians forever more. Most rulers in Belladas will cut the heads off of any storytellers who recount such myths. Lako’s symbol is an ancient variation of the symbol for Set, a god of similar prominence in the Middle Kingdoms. Some scholars of religion have proposed the Lako is merely an incarnation of Set, who sought to extend his worship in to the Amechian lands. They are wrong, for Set himself is competitive with Lako in the jungle kingdoms. In fact, Lako is the son of a Kadantanian sorceress named Dar Esh’bina, who sought to gain power by seducing Set when he still walked, in mortal form upon the earth in ancient times. She secretely gave birth to the draconic serpent Lako, and raised him to be her prodigy of evil. When the time came to unleash him upon the land, and for her to gain the throne, Dar Esh’bina was betrayed by him, for Lako wanted the power she craved as well, and he devoured his own mother. For a time, Lako was ruler of ancient Kadantania. When time came for the War of the Gods, the Lords of Chaos called upon him, but he was defiant, and Dalroth came before him, and realized Lako’s heritage with Set, who, though evil, was a cunning lord of Order. He slew Lako in bloody battle, and dismembered his

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corpse, spreading it across the dark jungles. Over the centuries, dark boccor shamans would dream strange nightmares, and find the disembodied spirit of the demigod calling to them, luring them to the burial grounds of his decapitated pieces. Gradually, Lako gained a new following, and bit by bit, his followers have sought out his dismembered form and restored Lako to a semblance of his self, it is said, in the darkest valleys of the Great Peak region in the Forger’s Mountains. Appearance: Lako is depicted is a serpent or a dragon, and his symbol is the most ancient one of Set from three thousand years ago. In reality, Lako is a series of enormous, disembodied part shift form to that of deformed draconian entities. He can project a human illusion at will, of a tall, handsom Kadantanian man with dark hair, slanted eyes, and a striking physique. He has an enormous appetite, literally, for young virginal women.

Lalawanaghin Profile: The Trickster King, Fool of Gods, Lord of Monkeys. Faction: He chooses no faction Type: demiurge Realms of Worship: Throughout Amech Genders Allowed: all Races Allowed: all Alignment: any non lawful Favored Weapons: The quarterstaff and spear Description: Lalawanaghin is the trickster god of the Amechian pantheon,a devlish monkey god who is the fool and charlatan of the heavens, revealing the imperections of his peers through his own ineptitude. His flock is few, but chosen carefully by the god through visions sent to shamans during their youth. The cult of the monkey god performs his mysterious requests, following cryptic visions and mysterious missives while leading lives as fools, grifters, daredevils, charlatans and sometimes even truth speakers. Many of his followers are not really priests at all, but dedicated monks and rogues. Appearance: Lalawanaghin looks like a human-like monkey, dressed in beautiful gilded hide armor and wielding a long bo staff. He very much prefers the mortal plane, and is said to move amongst the kingdoms of Amech, sewing trouble wherever he goes.

Lanako

See Naril in the Middle Kingdoms Lanako is another name for the prolific sun god Naril, creator of man and lord of light. Lanako’s chief difference in the Amechian pantheon is that he is not the lord of the gods in this pantheon, but instead the trusted right hand man of Amech himself. Lanako is also pictured as a fierce warrior of local tribes, and favors the spear and javelin over the sword for a weapon. In all other respects, including the feverish dedication of his local priests (called the Warriors of the Sun), Lanako’s worship is the same.

Maw’Bwok

Profile: Devourer of Souls, the destroyer Faction: Lord of Chaos Type: lesser god Realms of Worship: Amechain kingdoms Genders Allowed: all Races Allowed: any Alignment: Any chaotic Favored Weapons: chains, spiked gauntlets, maces Description: Maw’Bwok is the Eater of Souls, the destroyer or men and the corruptor of spirits. He is the chaotic god of the apocalypse in the Amechian Pantheon, a lord of chaos who cares not if the war is ended, for he lives only to see the destruction of the universe. Maw’Bwok is said to exist in the realm called Otherworld, a mysterious netherrealm between the dreamlands of Ethenur and the mortal plane, a demiplane of the Ethereal where Maw’Bwok’s terrible designs have created a replication of the hellish nightmare he would like to make the mortal realm. His followers, though few, are very powerful, rewarded with terribly detructive energy and the desire to use it. His worship is the secret cult behind the sorcerers of Hadros, and his will channels through his subjects to drive that empire to conquer and lay waste to all that stand before it. Maw’Bwok has created his own special spirit servants, called the Ma’Loas. The Maq’Loas are fragments of his own chaotic form, devlish spirits sent to corrupt and drive mortal men to do evil and destructive works in the name of the dark god. Appearance: Maw’Bwok is depicted in an abstract geometric pattern in temples. His true form is so terrifying to behold that it causes most men to fall dead on the spot (Wisdom check at a

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–12 penalty to avoid dying and instead gain 2 negative levels).

Nanok’Tin Profile: The Hundred Hummingbirds, bringer of rain, caretaker of the home Faction: Lords of Order Type: demiurges Realms of Worship: Amechain lands Genders Allowed: all,mostly women Races Allowed: any, mostly humans and Baltorklani Alignment: any lawful or neutral Favored Weapons: spears Description: The Hundred Hummingbirds, the Middle tongue translation of the Belladasian name Nanok’Tin, refers literally to the fact that Nanok’Tin is seen as a composite god, a mosaic of literally hundreds of lesser household spirits who, when the are drawn together through ritual dance, bring good weather and rain to needy crops and villages. Nanok’Tin may very well be unique in Lingusia, a god composed of hundreds of separate lesser beings that can merge together to create a single being. Nanok’Tin is very much a fae creature, and the Hundred Hummingbirds are closely connected to the Weirding Realm, though they are also equally tied to the mysterious Otherworld. The priestesses of Nanok’Tin are famous for their costumes and dancing, as the rituals to summon the magic of Nanok’Tin require such devotion and performance to create their magic. Belladas is the center of this practice, but the Nanok’Tin are widely recognized by humble villagers and priests everywhere in Amech, including the Chigros and even the Talonabro. Appearance: The diverse appearances of these mostly invisible spirits is too numerous to mention. They are best described as an amalgam of every creature in the Amechian forests, with winged fae aspects mixed in. The merged form of Nanok’Tin is said to be that of an immense column of fae light that dazzles and swirls among the worshippers observing it.

She’Sek

Profile: The Jewel of the Eternal River, Lord of the Waters, and the Giver and Taker of Life Faction: Lord of Order (death and life) Type: demiurge Realms of Worship: Amech, especially Covarte Genders Allowed: all

Races Allowed: all Alignment: any Favored Weapons: the whip, spear and madu Description: She’Sek is said by some shamans of Belladas to have been a Ma’Loa of Maw’Bwok who once escaped and became the patron of the eternal river. The Eternal River is the unending river of life and death that flows through all realms and connects all bodies of water. She’Sek escaped in to this realm, and in the process became the caretaker of this eternal passage. As such, he appears only at rivers and waters with fast currents. She’Sek is revered in Covarte as a sort of blessing and curse by the river people. It seems that the god is especially fond of appearing in this region. Tales of enemies of the Covarte being destroyed by the river god while trying to ford the protective moats to the cities of the Covarte people are enough to keep foes wary. Appearance: She’Sek’s natural form seems to be a potentially unending serpentine dragon with glittering scales of a rainbow hue, impressive horns and a ferocious attitude. Even his followers dread being too close to the water when he manifests.

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The Elvish Pantheon The Elves of Lingusia are spread throughout the continent, but due to their near immortality, they retain a stronger sense of culture and maintain a longevity in common beliefs and faith that no other race sees. As such, they have a unique pantheon, a collection of deities that stem from the Weirding, or were adopted from other religions. Selene, for example, is the principle deity of the elvish religion, but she is also a principle deity in the Middle Kingdoms as well, as her prominence as a fertility goddess makes her so important to all. Others, such as Elisin and Ailyenarion, were once human gods, but adopted and now almost exclusively worshipped by elves. The elvish lands of Lingusia include Silvias, Suethenur, the Faerie Woods of Octzel, the Siviante tribelands, and Niras. The Ashtarth elves can be found in Dahik, and in some hidden eastern lands of Amech.

Ailyenarion The Fire Bringer Profile: Bringer of fire, patron of pyromancy, lord of the flames of man Faction: Lord of Order (life) Rank: demiurge Realms of Worship: Old Galonian, Elvish, Middle Kingdoms. Genders Allowed: All. Races Allowed: Only the elves of house Ilmatar remember this god. Alignment: lawful good. Favored Weapons: all scimitars, kukri dagger, and kopesh. Description: The oldest tales found say that Ailyenarion was the first man to steal fire from he heavens, and bring it to fellow men. In later times Ailyenarion was known to be a powerful demiurge of fire in the realms of Old Galonia. His power was great, and his worship spread to the suetheinurian elves, among which the members of house Ilmatar took to his worship, learning their ways of pyromancy. He was a god who walked always in mortal form, said to have once been an Avatar of Naril, who sought to learn the edicts of the sun god, and follow in his ways. He was still a demiurge, however, a force of the land, the physical embodiment of fire. He had not yet achieved his divine form.

Alas, the ancient Galonian pantheon fell in to ruin, as too many of its gods were said to have been slain in the great War, when the heavens were ripped asunder, and the Lords of Chaos fought against Order. Twelve gods among the Galonians fell in mortal form, and when Ailyenarion fell, it is said his body ignited in a great burning flame, like a sun fallen upon the earth, and he immolated ten thousand devonin warriors sieging his citadel in the Valley of the Gods in Galvonar. Ailyenarion’s citadel was blasted into slag by his passing, but a fragment of his essence and spirit still rests in the flames of every camp fire, candle, and dancing ember in the world. The elves of house Ilmatar claim they can still commune with him through his fiery being, and that his true spirit passed on to the divine realm of Naril upon his death. Appearance: Ailyenarion was a great warrior of human and elvish traits, wreathed in limnal flame

Cerybane Queen of Fae Beauty Profile: fae beings, beauty in nature, protection of the elves, true love. Faction: Lord of Order (life) Rank: lesser goddess Realms of Worship: throughout Amech and among all elvish realms. Realms of Worship: Among the elves of Amech, some Kythians. Genders Allowed: All. Races Allowed: elves exclusively. Alignment: chaotic good. Favored Weapons: the dart, dagger, short sword, bow, blow pipe, and mace. Description: Not a weak or forgotten goddess, Cerybane is highly esoteric nonetheless. Cerybane is the demiurge of the fae realms, the keeper of the Weirding. In Lingusia, her followers number mostly among fae folk, Kythians, and faerie kin. She is cared for and worshipped by the Siviante elves of Amech. In legend, Cerybane was said to be the daughter of the first King and Queen of the faerie, and was touched with the divine gift by Amech, who became enraptured with her beauty. She eventually left the fae realms to join Amech

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in his jungle citadel, where they ruled for eons before the War of the Gods. They fell together in battle, and now exist in the celestial heavens, presiding over their demiplanes. Appearance: Cerybane is petite, of the smaller elvish kin, and indescribably beautiful. Her elvish priests do not even try depict her form, instead using runes and abstract depictions of flowers to symbolize her in art.

Elisin Keeper of Wisdom and Elders Profile: veneration of the elderly, wisdom, learning Faction: Lord of Order (life) Rank: lesser goddess Realms of Worship: mostly among elves, and by humans in the region of Niras. Genders Allowed: women. Races Allowed: elvish and human, some syleni and gnome. Alignment: Elisin is neutral good, her followers are all good or neutral, but never evil. Favored Weapons: none. Description: Elisin is the goddess of ancient wisdom, old age, and long life. Elisin is usually depicted in sacred murals as an ancient woman of half-elvish and human descent, wise beyond imagining and surrounded by adoring children. Elisin is seen in some tales as a harsh old woman who observes or imparts tough life lessons on the young in a “Grimm’s Tales” sort of fashion. Among elvish poets and bards, she is spoken of as an infinitely kind and wise woman who dwells in the depths of the Weirding, and is the keeper of the Spring of Knowledge, from which the essence of learning is drawn. Most suspect that both views are right. There is no cult of Elisin, though it is said that there was a strong priesthood before the War of the Gods, but they were all killed in her defense when the demons overran Corti’Zahn and slew her mortal form. Her tomb is unknown, and no temple stands in her honor save the ruins of the one in Corti’Zahn. Once in a while, a woman of many years who has lost all she care for or loves, but who perseveres in the face of great opposition, is given a vision by Elisin, and receives a calling to take up the faith and worship of this goddess. These few women, wandering the land and aiding the needy and teaching the ignorant, are the select priestesses of Elisin.

Appearance: An elderly, harsh old woman of wizened age and appearance, sometimes kindly.

Poltrietie Keeper of Sacred Life Profile: The New Moon, The World Tree Faction: Lord of Order (life) Type: demiurge Realms of Worship: Sylvias, among druids Genders Allowed: all Races Allowed: all Alignment: as druids Favored Weapons: as druids Description: Poltrietie is the new world tree. The old world tree fell to Ashtarth corruption during the attempted invasion of Sylvias, and though it yet lives, the tree is corrupted and ill. Poltrietie was created in the sky as a living world, born from the seed of the old world tree in a moment of prophecy, heralding the time of the Reckoning. Druids and nature worshippers across the land revere Poltrieitie, a small and distant green moon in the night sky. Appearance: Poltrietie is a small green orb that appears in the night sky, the second moon after Selene. It has a fast orbit, moving around Lingusia twice for every rotation of Selene. Visitors with magical means (such as Etherengines or magical teleportation) who visit Poltrietie find it to be a luch garden world, a single great life-sustaining world tree that grows, creating an entirely new planet. It is cared for by the mysterious Naelythian elves.

Selene See Middle Kingdoms Pantheon Though Selene is a chief goddess of the elves, she is also regarded as one of the most important goddesses of the Middle Kingdoms pantheon, as well. Her main entry can be found there, but he dominant priesthoods are elvish.

Temina Profile: The mistress of Bards and Minstrells, Keeper of music and beauty Faction: Lord of Order (life) Type: demiurge Realms of Worship: The Middle Kingdoms and the North Genders Allowed: all Races Allowed: all

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Alignment: any Favored Weapons: as per bards Description: Temina is a fae being, a daughter of Selene who sought to make her mother happy by creating music and enriching the world with art. Her followers are small in number, but are almost all bards. A few priests favor Temina as

well, though they usually follow the training of bards, too. Appearance: Temina appears to be a radiantly attractive young half-elven woman who can play any instrument and sing any song with utter perfection.

The Eastron Pantheon

The Eastron Kingdoms are culturally related to the Middle Kingdoms, but have seen much influence from eastern culture out of Takkai, and Karaktu to the south. The cultural precedent of Zued, Namintha, Bodlon, Cretea and Cymeer is trade, and the intermixture of societies and religions have created some unique beliefs. It has also led to some very specific regional gods, adopted specifically because they have no counterparts anywhere else, and take on a zealous regional pride in their worship of these beings such as Jannos and Bashtron. Some of these gods are directly related to gods in the Middle Kingdoms pantheon. They are noted with their Eastron Kingdoms names, as well.

Amehwy Keeper of the Tablets of Law Profile: protecter of Cymeer, lawbringer Faction: Lord of Order (life) Rank: demiurge Realms of Worship: Genders Allowed: All. Races Allowed: humans exclusively. Alignment: lawful good. Favored Weapons: sword and lances. Description: This demiurge was a half-god who sought to protect the land of Cymeer from evil. Amehwy (Ah-MEH-way) was a great being, a luminous son of the gods who claimed his father was Naq’ril, wooed by the beauty of his mother, who looked like the goddess of the Moon (Selene, or Simma in Zued). Amehwy set forth a Lex Talionis, a tablet of law in Cymeer which dictated a regimen of rules for all leaders to follow, and he ruled in a mortal form until he began a long quest for the celestial kingdoms to discover his lineage. He return a century later, changed, claiming he was the one true god, and no others stood before him. He left again, and did not return until the great war against Draskis, when he fought the demon god Belphegor, and was slain. When the reckoning swept the world, the Cymeeri

people were saved, but the could not be saved by the loss of their living god, who was entombed in a grand pyramid outside of Bodlon, with a great temple erected in front. His priesthood is small, and only a few receive miracles from Amewhy’s divine spirit, which they claim has now truly ascended to the heavens. Appearance: Amehwy manifested on the fields of battle in the form of a knight clad in pure mithril armor, with a celestial steed, flanked by gold dragons.

Bashtron Keeper of Civilization Profile: guardianship, civic duty, culture, veneration of the dead. Faction: Lord of Order (life) Rank: demiurge Realms of Worship: Exclusively in Zued. Genders Allowed: All. Races Allowed: All, but mostly men. Alignment: lawful good, neutral. Favored Weapons: The scimitar, bow, lance, javelin, and dagger. Description: In the great eastern city of Zued, a cult venerating the founding king of the city, Bashtron, has thrived as the civic religion of all kings since. Bashtron was revered in life as the first man to bring true civilization to the east, and as the stabilizing force which united the ancient tribes of Zued in to a powerful kingdom. His priesthood claims he was elevated to demiurge status by the gods, and as such, he has kept vigilant watch over the people of Zued and its environs ever since. The priesthood is small but dedicated. Usually, last-born sons of lesser nobles and wealthy merchants are given to the temple at an early age. They are raised in the temple and taught the secrets of the order. The priests of Basthron maintain the Necropolis and catacombs of the city, as well as the Library and the Hall of Rulers, where more than two

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hundred great statues have been erected to venerate the great line of kings going back to Bashtron. Appearance: Bashtron’s idols depict him as a great, bearded warrior riding a sphinx, his legendary mount and companion called Eygilias. The beast was said to have been a terror to the coast lands where Zued was founded, and one of the many tasks Bashtron had to complete was the taming of this wild beast.

Bastet Mistress of Night Profile: Mistress of cats, prowlers, wealth and luxury. Faction: Lord of Order (death) Type: lesser god Realms of Worship: Once in Galonia, now in Zued and Naminthia Genders Allowed: women only Races Allowed: humans and elves Alignment: any Favored Weapons: claws, daggers, whips Descripti on: Little is known about the goddess Bastet, who was once one of the prime deities in the lost Old Galonian pantheon. Like her sister, Nephythis, she seems to have survived the death of gods and kings by moving to other planar realms, but occasionally her name or a rare worshipper will surface, and for a short time the cult of Bastis will reappear. Bastis is a goddess of cats, as well as the mistress of luxuries, nobility and wealth. She was once the favored patron of the elite of Old Galonia. Her temples can be found, usually submerged in the sand, in the many ruins of the land. Curiously, Bastet has experience a profound revival in the unlikely kingdoms of Zued and Naminthia. Here, her worship as a household goddess of the rich and elite of te land has become very popular, and a small priesthood of the cat goddess expound upon her virtues in the household. Ownership of cats has become more common, to try and gain favor with the goddess. Appearance: Bastis appeared to be a beautiful woman with the head of a cat. Some suggest she may have created all of the feline species of Lingusia.

Belphegor The Corruptor Profile: Belphegor embodies power, lust, fear, torture, and agony, angst, envy, and hatred. He offers his followers the means to master such feelings and impose them on others. Faction: Lord of Chaos

Rank: demiurge, demon lord Realms of Worship: The lands of Amech and the east have cults of Belphegor. The Divinate of Southern Hyrkania once saw him as a potent demiurge and included his name in many rites of sacrifice. Genders Allowed: All. Races Allowed: Belphegor welcomes all beings to the flock. Alignment: chaotic evil. Favored Weapons: Weapons which do egregious damage, such as the axe, maul, mace, trident, and so forth, but any weapon is appropriate for this god. Description: This fallen demiurge of Chaos is said to have died more deaths than most. Having been an ancient devonin lord ensorcelled in to the service of the Prehunate Empire ten thousand years ago, Belphegor was slain on the fields of battle when the gods cast down the heretical pre-human civilization of old. Thousands of years later, the dark necromancers of the Kadantanian Empire sought to resurrect the demon god, and he was brought to life through much sacrifice, rising from the festering remains of his subterranean tomb to live anew. For centuries, the Kadantanians were a force to be reckoned with, but at last they were destroyed in war, and Belphegor’s vampiric undeath could not be sustained. He fell once again in to deathly slumber, only to be awakened again by agents of Draskis, in which descendents of the Kadantanian necromancers had found new power. He became the god of the Draskis, and in a period of war and strife, the kingdom of Draskis almost destroyed the eastern kingdom of Cymeer. Belphegor was summoned on the fields of battle, in which the Cymeeri god Amehwy and his seraphim minions were also summoned, and the dark god slew the Cymeeri demiurge. It was a terrible blow, and Draskis swept over their foes like a great tidal wave, but during the Reckoning, the powers of Chaos were smitten by the triumph of Order, and Belphegor’s life force was once again drained, and the terrible beast fell. His followers, sundered and marked with the taint of the sherigras, built the Draskis Necropolis about his festering corpse, hoping to find a way to channel new energies in to his body. Eventually, the Cymeeri people rose up against their oppressors, and conquered the Draskis people. The Necropolis Draskis fell silent, no more desperate offerings brought to it. It seemed that Belphegor would rest forever more. Most recently, the Red Dragon Comet appeared in the sky, heralding an eons old return of the great balance. The comet was stricken from the sky by the might of the new Dark Lord of Chaos, as Xauraun Vestillios stole the power of his forebears, and the

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rain of debris from the comet brought an explosion of raw chaos energy upon the land. One such meteor plunged in to the heart of the Necropolis Draskis, and penetrated the heart of Belphegor. Like a cardiac patient under the paddles, his necrotic being shook with painful awareness, and he was once again brought to vampiric life. Now, infused with new power, Belphegor schemes to draw forth new followers and carve out a new empire of darkness in the land. Appearance: A terrible black toad, the size of a dragon. Upon his back are the countless souls of his most faithful, flailing their limbs about, trapped in his form like abominable warts. He can release these trapped beings, who defend him as various demons and undead.

Jannos Lord of the Sacred Oasis Profile: winds, the sacred oasis, fire, life. Faction: Lord of Chaos Rank: lesser god Realms of Worship: Jannos is a god of the Eastron pantheon, among the nomads of the vast deserts. Genders Allowed: All, but the sacred dervish priestesses are favored. Races Allowed: any who brave the Ny’Koddin Wastes. Alignment: neutral, chaotic. Favored Weapons: The scimitar, bow, and dagger. Description: The Ky’koddin Wastes are a land of desert genies, spirits, djinn, and other elemental beings feared by the rough nomads of the region. Jannos is their queen, a sorcerous demigod and mistress of spirits, as well as the entity which protects the nomads from such beings. Jannos is seen as the counterbalance to the dreadful lord of the sand, Ravanos, and the merciless lord of the sun, Naq’ril. Jannos is the spirit of air and fire, the guardian of the precious resources of the land, and the spirit which takes pity on man. A dedicated cult to Jannos can be found among the Ny’koddin nomads. These shamans are potent summoners and diviners. Appearance: A whirlwind of desert sand and wind, with a vaguely humanoid appearance, which can change in to a monstrous dragon of sand when enraged.

Naq’ril See the Middle Kingdoms Pantheon Naq’ril is the Eastron Kingdoms’ name for Naril, the god of the sun and man. His worship in this land

is similar, and more can be read of this god in Naril’s entry in the section on the Middle Kingdoms Pantheon.

Ravanos The Reaver Profile: The Death Dealer, Reaver of the Desert Sands, Old God of Kadantania, Patron of Hotepsala Faction: Lord of Chaos Type: demiurge Realms of Worship: Hotepsala, The Ny’Koddin Wastes, and perhaps in Hadros Genders Allowed: mostly men, some women Races Allowed: humans, dark elves, shapeshifters, orcs and terkithyi Alignment: any chaotic or evil Favored Weapons: The scimitar, falchion, bow Description: Ravanos, the devil of the desert, reaver of the winds, is a terrible demiurge who dominates the lands of the Ny’Koddin wastes and Hotepsala. Within the desert lands he is feared and his haggard cult serves to appease and control him. Within the lands of the Hotepsalans, a controlling priesthood sacrifices to him regularly in exchange for power and the control of their people. Ravanos is believed to have been a principle god of the old Kadantanians, and evidence for such can be found in their ancient ruins. Ravanos may have been driven out by the god Amech, and forced to exist on the fringes of his native territory, with no choice but to bond to the eastern pantheon. Many suspect that Ravanos would dearly love to return to being worshipped in Amech, and that the Hadrosian expansion is part of just such an effort. Appearance: Ravanos appears as a demonic dust storm with the guise of a hideous entity swirling within. Ravanos seems to be as much a elemental being as a demiurge, and many travelers in the Ny’Koddin Wastes can speak of actually seeing him appear.

Vishannu The Cosmic General of War Profile: The supreme lord of combat, master of the art of war and patron of strategists and commanders Faction: Lord of Order and Chaos Type: lesser god Realms of Worship: Zued, Vyrindia, Naminthia, Persedonia ,and in small pockets throughout the Middle Kingdoms. Genders Allowed: any, and amazons Races Allowed: humans Alignment: lawful or neutral, good or evil

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Favored Weapons: all weapons, but especially two handed swords, falchions, and great scimitars. Description: Vishannu began as the god of tactics and warfare in dis tant Al’jhira of Takkai many thousands of years ago, but migrated to Lingusia, where his temples appeared in early war-torn Zued and eventually were adopted by a truly fanatical cult of women who founded the kingdom of Vyrindia deep within the heart of Amech. Vishannu’s expansion as a god has been slow in the west, but his importance elevated dramatically after the Reckoning. With the war between Order and Chaos won, Vishannu found himself keeper of an army of Einheriar, occupying his fortress on the dis k of the sun in the shadow of Naril’s great palaces. The great war was over, and hardly a shot had been fired, a sword swung. The very impetus of chaos, Mala’Kor itself, had been driven from creation by the might of the founding goddess Ga’Thika. Over the next several centuries, as Vishannu realized his role in the grand scheme was now relegated to seeking the worship and favor of mortals, the god began to hatch a scheme to return the universe to a new state. Trapped on the disk of the sun was the soul and disembodied form of Xauraun Vestillios, trapped in permanent exile so that he would never return to the mortal realm again. Xauraun engaged Vishannu in much discourse, and at last convinced him that if he were freed, Xauraun could single-handedly restore the war and therefore Vishannu’s reason for being. Xauraun’s spirit was at last freed by Vishannu, and the eternal son of chaos did, indeed, reincarnate and grow to start his reign of terror again, this time stealing the chaotic energy of the rogue comet the Red Dragon. He ascended to demiurgehood, and immediately set about restoring the Courts of Chaos. Vishannu, in turn, has used his minions and resources to disable the passage of knowledge from the mortal plane to the higher celestial courts where the elder gods retired, preventing them from discovering what is happening below. Vishannu’s scheme is to make himself the head of a new order, one which transcends the old dictates of chaos and order, and begin a truly apocalyptic war in the mortal realm, at

which he will be the head. When he is done, Vishannu plans to remake the universe in his own image of eternal conflict, and then use the mortal plane as a staging ground for the rest of the many universes beyond. As a result of his betrayal, Vishannu may be the single most important god in the pantheons right now, as well as the greatest betrayer of all. The grand scheme of Vishannu could take generations to complete, or perhaps only a few years, if he feels haste is in order. Part of the scheme involves cutting the elder gods off from the world forever more. If Vishannu succeeds, then he must also seek out and destroy or subjugate all lesser gods and demiurges in the land. His vision of forging the material plane in to an army that can conquer the metaverse is designed to provide limitless plot hooks for campaigns and adventures, as servants and intermediaries of the god act to fulfill his schemes. Likewise, minions of Xauraun will work in opposition, as they try to restore the lost might of the Courts of Chaos. Appearance: Vishannu wears blood-red armor forged from the heart of the sun. He is tall (9 feet) but moves with alarmingly protean speed. He is startlingly rugged and handsome and very well spoken. He has the army of the Enheriar at his command, as well as a handful of devonin who have defected to his cause. He is courting Wishupar, Ravanos, and certain other gods to be his allies on this matter, though time will tell if they choose to side with him or the old way.

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The Beast Gods Many gods are exclusively worshipped by certain humanoids and monstrous beings. Some of these gods are recognized as part of the Middle Kingdoms Pantheon or others, but rarely are human and demihuman followers of these gods encountered. The Beast Gods themselves do not form a specific pantheon, but they do reflect the commonality of belief between different species and their creator gods.

Baragnagor Profile: Lord of orcs, prince of deformity, monsters, might, battle Faction: Lord of Chaos Type: elder god Realms of Worship: Amongst all orcs and beast-kin, especially in Mitra’s Forest Genders Allowed: All. Races Allowed: orcs and beast kin Alignment: any, especially neutral evil Favored Weapons: any, especially the great axe and double bladed great axe Description: Baragnagor is one of Selene’s bastard offspring, or possibly a nephew. The deformed idiot god is considered to have lacked imagination or full ability, having been tainted by chaos. At the dawn of creation, he observed the other deities creating their children, the many races of the world. He is said to have been unable to produce beings of his own, and so he stole the body of man and the head of a beast from the other gods. He jammed the parts together at random, and created the orcs and other beast-kin races. The orcs take this as gospel, though it does not bother them that their god might be simple in mind. Instead, the idea of a being who’s thought is singular means, in the orcish mind-set, that his vision is clear for battle, a far more important virtue. Still, the priests of Baragnagor seem to have no problem scheming within the clans of the orcs. Baragnagor is a conventional patron of the orcs, and most all tribes at least have a shrine or shaman dedicated to him, even if they have also chosen to follow another deity or demon lord. Baragnagor means strength, victory, and the defeat of enemies in the orcish mindset. As Baragnagor is a chimeric being, followers tend to regard other chimeric creatures as divine. Orcish tribes who find a nest of chimerae, for example, will try to tame them and raise the infants to be war

beasts. Appearance: Baragnagor is depicted as a great, deformed giant with the head of a crocodile and tail of a dragon. His form changes over time, and his skin is at once furry, scaly, and feathered. He is a terrible, chmeric creature.

Kathack Profile: lord of insects and abominations. Faction: Lord of Chaos Rank: elder god Realms of Worship: Strong and exclusive among the Kattachi, the insect men of Karaktu, the Khitteck, and other insectiod and abomination races of the underworld. Genders Allowed: All. Races Allowed: Any insectoid or abomination species may worship Kathack. Humans and other beings that choose to worship Kathack will be polymorphed by the will of the god in to an insectoid abomination if they complete quest assigned by the dark god, before being allowed to advance as priests. Alignment: chaotic neutral, neutral evil. Favored Weapons: All blades weapons, poisons, and curved weapons, especially those resembling pincers and stingers, are allowed. If it’s sharp, pointy, and curved, it counts. Description: The dread lord of the insects, a god king of Ethenur, the dreamlands, Kathack is the embodiment of the mystical unknown and the unknowable. Beasts and insects that are truly inhuman and beyond imagining, are said to have sprung in to creation from the errant dreams of this dark and prodigious god. Kathack has few, if any human worshippers, but among the insect men of Karaktu, the khitteck spiderfolk o f the Faerie Woods, and the kattachi scorpionmen of the Hyrkanian Deserts, Kathack is dark and fearsome lord. The worship of Kathack among his spawn is varied. Those who seek his power supplicate and obey, turning to dark and ominous means of gaining their god’s favor. Others, less inclined to the spirit of evil and touched by the spirit of Ga’Thika, seek only to offer sacrifice or worship in exchange for warding bad luck or being left alone. The khitteck, expecially, have no overt interest in the pursuit of evil as a species, and tend only to see Kathack as the god who blesses their hunt. Appearance: Kathack appears as many different

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monstrous beings, usually being depicted as belonging to the species which is worshipping him in a given area. Kathack’s true form is ever-changing, a great mass of parts and pieces belonging to all of his spawn.

Kezzu Profile: patron of the Codam T’Kezzu Faction: Lord of Chaos Type: demiurge Realms of Worship: The Codam Empire Genders Allowed: All. Races Allowed: Only the Codam T’Kezzu are allowed to worship Kezzu. Alignment: Any evil. Favored Weapons: The whip, pole arms, spur fighting. Description: Kezzu was the first Codam to break free of the shackles of the Kadantanian Empire, and in the myths of the lizard-like Codam, he is said to have led them to their sacred valley where they rule their slave kingdom. Kezzu was deified in life, and is said to have transcended as a demigod in death. His temple and tomb are in the center of the great temple of Tizkon. Appearance: Kezzu was a regal, multi-colored Codam of clear noble birth. He is depicted in most ceremonies as larger than life, and the Codam priests use illusions to create imagery of his glory that moves and acts as if real. Kezzu has spoken often with his priests, it is said, appearing as a liche-like being reflected in divining pools to the flock.

Seth – See the Middle Kingdoms Pantheon Seth is a god of farmers, but has also become the principle god of the Glythanyu, the grey orcs, who have renounced the ways of the beast god Baragnagor.

Trimelin Profile: Lord of the Aquatic Deeps Faction: Lord of Order (?) Type: elder god Realms of Worship: Aquatic beings, some coastal communities with very old temples in Octzel and elsewhere Genders Allowed: any Races Allowed: any Alignment: any Favored Weapons: spear, trident, net

Description: The mystery of Trimelin is difficult to unravel. God of the watery deeps longbefore Enki came in to fashion, Trimelin is a god recognized by the intelligent aquatic races as a patron and perhaps even creator. The god has temples in some remote locations on the surface, and seems to have been a priesthood for thousands of years, but little or no written material about this god has ever been recorded. Some scholars worry that Trimelin bears a certain similarity to the mysterious ancient gods, the Kraken, but the similarities are tenuous at best. Appearance: Trimelin is depicted as an immense squid-like being dwelling in an ancient city beneath the sea. Some aquatic beings claim to have actually visited this location, and say the god is a very real being, and that he exists only in the material realm. It is possible that he never even participated in the War of the Gods, and thus was never slain in the corporeal world.

Wolfon Profile: Keeper of the Beast Spirit, lord of the wilds Faction: Lord of Chaos Type: elder god Realms of Worship: Throughout the world, wherever beasts roam. Especially in the NorthernWilderness, among the Vyrkasha Genders Allowed: any Races Allowed: any beastly Alignment: Any chaotic or neutral Favored Weapons: natural weapons only Description: Wolfon is the beast lord, the creator of true beasts and the master of the feral. He is the embodiment of all that is wild. In the dawn of time, the myths of the Idean Codices tell of how Wolfon grew infatuated with the moon goddess, Selene, and would pursue her throughout the night, howling as he did, and as his beasts now do in the present. As always, Selene’s son Zingar and husband Naril would drive him away. Beastmen of many sorts, especially the Vyrkasha, and therianthropes of all types favor the worship of Wolfon. Such worship is druidic in nature. Appearance:

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DDeeaadd oorr FFoorrggootttteenn GGooddss There are many deities that have fallen in to oblivion, died, or simply been lost to the winds of time and change in the world of Lingusia. A few gods are young and have few followers. Still others are so ancient almost none remember them. Most of these gods still have a handful of worshippers; others are remembered only in forgotten tongues scrawled on tomb walls. All of these gods still hold power, even if they are dead, but none of these deities have the strength of the popular gods. Each deity’s legacy shall be described below. A character who follows the tenets of one of these gods is in for a tough road; clerics of these gods will always receive divine benefits, for even dead and forgotten gods leave a permanent signature of divine energy in their passing, but divinations and communications with such gods can be cryptic or nonexistent.

Ailyenarion – See the Elvish Pantheon The lord of fire has a lengthy history with House Ilmatar of the elves, but he is most definitely a forgotten god. See the entry on him in the Elvish Pantheon for more.

Amehwy – See the Eastron Pantheon Once a great demigod of the Eastron Kingdom Cymeer, Amewhy was slain by Belphegor. Now, though he is still important to the Eastron pantheon, Amewhy has joined the ranks of dead gods.

Aurumurvox, Lord of Oblivion Profile: Guardian of lost lore, keeper of the Orb, Master of Oblivion, Keeper of Secrets Faction: Lord of Order (death) Rank: elder god Realms of Worship: No one worships Aurumurvox, precisely, but those who take interest in him usually harken from the Middle Kingdoms. Genders Allowed: Men and very few women take

interest in the lord of oblivion. Races Allowed: There are no racial restrictions. Alignment: true neutral. Favored Weapons: Aurumurvox has never needed any weapon other than the secret he keeps, and so his esoteric followers shun weapons over magic, as well. Description: Aurumurvox was one of a few gods to survive the War of the Gods, retaining his corporeal form and dwelling, as an immortal, for eternity in his floating bastion in Corti’Zahn. He was human by appearance, with an indeterminate age and a hardened look, but eyes of such black emptiness that those who looked upon him could lose their minds and souls for all time. He wore black robes and leathers, concealing much of his form, and he presided over his sole task, as keeper of the Orb of Oblivion. In the oldest fragmentary Idean texts, it was said that on creation, an Orb of Power was created for each great force in the universe, and all lesser forces sprang from these Orbs. The first Orb of Life, created the world of Order. The second Orb, of Chaos, contained the essence of the untamable and was used by Mala’Kor, the primal god, to connect to the world of order that he might corrupt it. The third Orb as Oblivion, from which sprang the realm of Death and the beyond. It was Aurumurvox to whom, somehow, the protection of this third orb fell. Little else is known of this obscure god. For countless thousands of years he has held his peace in the Bastion of Eternity in Corti’Zahn, and on only two occasions has be been disturbed. Once, in the War of Strife, the forces of chaos sought to steal the Orb of Oblivion and use its power, but the power overwhelmed them, and they were destroyed. The second time, during the Reckoning, the prophecy of unity was fulfilled, and all three orbs were brought together, and merged in to an undefined whole. Much treachery was afoot, however, for it was the Minions of Set which intended to use the Orb of Chaos to achieve ultimate power by merging it with the Orb of Life, and Set himself set about to gravely wounding Aurumurvox as he appeared with the Orb of Oblivion, but Haro, the betrayer, interceded and insured that the prophecy was fulfilled and all three orbs were merged. Aurumurvox was freed of his task at last, healed of his grave wound by the life giving power of Ga’Thika. Today, his bastion remains a site of much residual power, and certain powerful beings and

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wizards have come and gone, seeking to commune with this mysterious god for hidden secrets of the ages, or to find a gateway to the realms of oblivion. Appearance: A human of indeterminate age, cloaked in black garments.

Beredenos Profile: Father of lost causes, alchemic mysteries, research and discovery, gnomes Faction: Lord of Order (life) Type: lost god Realms of Worship: none presently, save among the most esoteric of scholars and researchers Genders Allowed: any Races Allowed: gnomes and humans, mostly Alignment: Beredenos was neutral good Favored Weapons: none Description: Beredenos is mentioned many times in older Idean Codices. He was a venerable god, brother to Naril, and keeper of alchemical secrets. One of Beredenos’ first alchemic experiments is said to have produced the race of gnomes from the essence of gold, creating the first of their species. He was also revered as a patron of those who were tasked with the hopeless or impossible. Unfortunately, Beredenos was one of the gods who fell in the War of the Gods, but not before his fable tower of alechemy erupted in a magical rift caused by his final, greatest experiment, sucking countless attackers and unnamed devonin lords in to the cosmic void, along with the very essence of this god. Whatever amazing, cosmic secrets Beredenos had uncovered, he took it with him when he left, and no trace of this god’s divine power exists in the present. It is possible that there may be one or two priests dedicated to this god, though they are likely to be both wizards and clerics, seeking the path of the mystic theurge and drawing clerical power from their own inner faith that Beredenos did not, in fact, destroy himself in the War of the Gods, but that he escaped through a cosmic rift in to the true seat of creation, a land from which no one, not even a god could or should want to return from. He is, of course, still revered as patron of gnomes among the short folk, who do firmly believe that he is still out there, exploring the cosmos and the planes. Appearance: Beredenos was often depicted as a gnome of middle years, avidly pursuing some mystery or experiment.

Damortus Profile: Keeper of the Armageddon Tower. Faction: Lord of Order (both life and death)

Rank: elder god Realms of Worship: Middle Kingdoms, in so far as his only reference in any sacred text is in the first volume of creation in the Idean Codices. No sane person really worships Damo rtus, and few of the mad even realize he is real. Genders Allowed: all, though Damortus himself has displayed an odd affection for women. Races Allowed: all. Alignment: true neutral. Favored Weapons: No favored weapons. Description: Damortus is the eternal lord of the Armageddon Tower, a great structure in the Dreamlands of Ethenur, which contains the pictorial history of Creation from beginning to end. The stories of Damortus (which are usually recorded in tomes written by wizards and adventurers who have traveled to the tower in person, for no common man has ever heard of this god) say that his duty is to preside over this tower until the day the final depiction is rendered, at which time the great Armageddon Clock which pours a fountain of blood in to the Bowl of the Gods at the base of the tower will strike midnight and the universe will end. So far, this has not happened. Damortus keeps strange entities in his service, both the Mirror men and the Scissor men to protect the tower, and some believe that Damortus uses his minions to regularly sabotage the depictions of the tower, forcing it to perpetually construct itself and never end. Cults such as the Nihilists are said to pose a threat to Damotus and his agents, seeking to destroy them to allow the tower to complete itself. Damortus himself dwells in the upper reaches of this seemingly infinite structure, where the Tree of Life, the Tree of Death, and the Tree of the Void rest (the sacred trees are said to have born the fruit which became the Orbs of Creation). Damortus appears as a robed invisible figure, and he is usually eager to speak with visitors, especially if they had the temerity and will to make it to his private enclave in the tower. All living beings, it is said, can find the depiction of their own death somewhere in the tower, and to see that death is madness inducing. Damortus has no known cultists, though some believe the enigmatic scissor men and mirror men are his priesthood. Appearance: An invisible figure cloaked in a black robed lined with golden runes from the divine tome of creation. He wears gloves, and moves about with a strange disregard for time and space, as he can stop and start time at will.

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Eskandar Profile: Dream slayer, harbinger of doom, murder. Faction: Lord of Chaos Rank: demiurge Realms of Worship: None; Eskandar is a lost entity, and not a true god, but a Prehunate immortal. He can grant a limited (very limited) number of followers access to the Destruction ans Chaos domains. Genders Allowed: All. Races Allowed: mostly monstrous races and evil men. Alignment: Eskandar is Chaotic Evil. Favored Weapons: scythes, sickles, swords, and cleavers. Description: He might be dead, and it is hard to imagine that he is not. Eskandar was a powerful, malignant entity, a sorcerer who defied death and sought immorality. In his day, he discovered that the being called Camazotz and the demons of Xibalba held the ancient Orb, which took the form of a great codex of evil, in the realm of Mataclan. He tried to steal it, but failed. Eskandar was an ancient Prehunate sorcerer who escape the purge of the gods by transporting his soul in to an ancient amulet, and dividing the amulet in to seven demons which were bound to his being. He scattered the demons across the mortal realms, and charged them with his protection. These beings, the Seven Earthbound Lords of Hell, spent thousands of years trapped in the mortal plane by their master. Over time, mages seeking power would learn of one or more amulets, and seek to bind the demons which possessed them. The first and only successful attempt was carried out during the time of the Reckoning, when Eskandar’s amulet was at last assembled and the cultists of Set led by Catea Gonn Aleric attempted to steal the Orb of Chaos for their dark god, but instead unwittingly set about the process of the Reckoning. Eskandar might have been destroyed at that time, but no one can really say. To this day, it is suspected by the Protectorate and some Solarian Knights that cults of Eskandar still believ him alive.Still, in the present, Eskandar’s existence is a forgotten footnote in the annals of Lingusia. No verified cults follow this being, and no entity has met Eskandar in the Dreamlands and lived to tell the tale. Appearance: Eskandar’s spirit was a wanderer of Ethenur and the Otherworld plane of spirits, appearing as a great skeletal figure in a tattered cloak which hovered, with terrible scythe-like claws and a bullls skull for a head. It could slay mortal beings in dreams and reality, manifesting simu ltaneously in both worlds in the minds of dreamers which held a

portion of Eskandar’s amulet.

Galon Keeper of Dead Empires Profile: Patron of the kings of Old Galonia, founder of the kingdom. Faction: Lord of Order (death) Rank: demiurge Realms of Worship: The Old Galonian religion. Genders Allowed: All were allowed. Races Allowed: Galon was a god of men. Alignment: Galon was lawful good. Favored Weapons: The dagger, the shortsword, the kopesh sword, and the bow. Description: Galon is forgotten by all but a handful of Galonian alchemists and scholars. Once regarded in Old Galonia as the patron god of the world and the kingdom, Galon is believed to have been the first king of that land, and favored of the gods. When he died, it is said he achieved immortality and became a demigod of the land. All kings in Old Galon thereafter were worshippers of his once great cult, and he was the lord of kings. When Old Galonia fell, the king’s cults collapsed and a revolution among the people left most of the old temples and libraries burned. The worship of Galon and a number of other ancient deities was eventually forgotten entirely. Only within the last four centuries, as curious scholars and antiquarians arose to study the ancient ruins of Galonia, did knowledge of this forgotten god come to light. Alchemists became especially interested in Galon, as it was revealed in some texts that Galon was purveyor of the secrets of immortality and the keys to resurrection in the afterlife. The rare scraps of text found in ancient tombs suggested that the process was less divine and far more mechanistic, replicable by modern methods of understanding. As such, knowledge of this god remains, even if his worship is gone. Around 2455, a scholar of Nistur named Deninar Yur sought to learn more of Galon and the other lost gods of the Galonian region. He came to believe that the worship of Galon ended around 820 aw, when Old Galon, at it’s height, conquered a land called Karak, which he believes was to be found in the region of Hitattica in the west. Shortly after the conquest of Karak, Old Galon went in to decline, and the worship of Galon ended between 900-1000. He speculates that the region of Karak did not assimilate well, and that a cultural and religious revolution pitted Old Galonia against its king-priests. Moreover, he suspects that Galon, as a god, may have disappeared or been destroyed in the celestial realms,

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for he finds texts which imply that the priests were abandoned by him, and no longer received divinations or miracles. The Order of the Blue Robes has additional information about that period, for when Xauraun Vestillios manifested in 1960 aw, he took power in New Galonia and used the labor forces to excavate the ruins of a great city in the Dead Sea region westward, in Hitattica. The Blue Robes speculate that Xauraun may have been a power in that time, and that there was a war of Order and Chaos, in which Karak fell, but Old Galon lost, as well, when Xauraun slew of banished Galon. No one can say for sure, though.

Cults of the Kraken The First Titans of Creation Profile: Ancient Titans that slumber beneath the earth and dream of awakening to conquer and remake the world in their own inhuman image. Realms of Worship: The Kraken are worshipped by small but volatile and dedicated cults, as well as by abominations and mutations such as the hyshkorrid, gorgons, and skin walkers. Faction: Unique; the first pantheon(?) Type: Titans Genders Allowed: all Races Allowed: any Alignment: If alignments apply to the Kraken, they are decidedly Chaotic Neutral. Their followers are usually chaotic and evil, and no one thinks the Kraken have any good intentions. Favored Weapons: The Kraken advocate no single weapon, and their followers are handy with whatever they can grab up. Description: The exact origin of these ancient beings is uncertain, but it is suspected by some religious scholars that there are between eight and twelve great and ancient beings, each one belonging to the ancient Pantheon of the Kraken. These ancient titans were possibly the first proto-gods to be created by the three principle divine beings, but failed as keepers of the universe and were sentenced to perpetual sleep by Ga’Thika within the depths of the earth. Small cults manifest on occasion, dedicated to these ancient beings. Their followers claim an ability to sense the dreams and wishes of these creatures, and that they seek to awaken and retake their place in the cosmic order as the masters of creation. The most recent such cult claims that the particular Kraken they worshipis called Oborosh. Recent efforts of a revived cult of the Kraken, led by the seven sisters of Thaedros, all infernal winged gorgons, have found a Codex of Prophecy and

divined from it that a magical helix of sufficient power would be able to awaken a Kraken. To this effect, they tried to steal the armor of Xauraun, and attempted to capture the resurrected form of Cassius Agustus, an Octzellan mercenary who fit the description in prophecy of the one who could bear the armor away from Xauraun. The attempt failed, though the cultists now plot how to slay Xauraun and retake the armor to awaken the Kraken beneath Old Chegga. Appearance: The only Kraken witnessed by surface dwellers appeared to have a giant’s body, a head that was a mass of tentacles, and reddened skin. It sleeps within a deep pool in the deep caverns beneath the ruins of Old Chegga in Mitra’s Forest. Each of the other Krakens are said to have equally immense and horrifying forms, and to slumber in ancient, remote regions of the world. One is said to dwell in the heartlands of Amech, another in the deep north of Nak’Ivk, and a third in the bottom of the Baldaric Sea. Others have yet to be found.

Nephythis Keeper of Tombs and Wealth Profile: Protector of the entombed dead, patron of merchants in Old Galonia Realms of Worship: Galonia, Galvonar Faction: Lord of Order (death) Type: elder goddess Genders Allowed: all Races Allowed: all Alignment: Any non chaotic Favored Weapons: none (her followers take the dagger and scimitar, usually) Description: Nephythis was a goddess of the ancient Old Galonian pantheon, a protector of tombs in the mortal world, who saw to the protection of the dead from tomb robbers and necromancers. She is now barely remembered, venerated only by a handful of Galonian families of wealth who keep her spirit alive. Naphythis has seen a minor resurgence in Jhakn, where it has become fashionable to build a shrine to her at the entrance to a family crypt. Nephythis was also associated with wealth and prestige, and her image was popular as a patron goddess among the merchants of Old Galonia, and even today she is still given prayers and offerings at special shrines by Galvonarian merchants. Nephythis has very few true priests or followers in the present, perhaps only a handful who have felt the calling of the goddess. Appearance: Nephythis was depicted as a comely young Galonian woman in regal azure robes with gold jewelry. Once, she dwelt in a grand palace of

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pure gold in the celestial kingdom, but now it is said she walks the dreamlands aimlessly, looking for her lost brethren from the pantheon of Old Galonia, and trying to restore her own power.

Thasrik Lord of Slavery; The Dominator Profile: slavery, control, domination, subjugation, castes Realms of Worshi p: Hadros and Hotepsala Faction: Lord of Chaos Type: demiurge Genders Allowed: all Races Allowed: any Alignment: Any non-good Favored Weapons: The whip, spear, and kukri Description: Thasrik is an ancient Lord of Chaos, one of the most vile ands corrupt, but surprisingly unmotivated in comparison to his cohorts. Thasrik gains power through the subjugation of others, and wherever societies go bad and begin the wanton enslavement of one another, the presence of Thasrik’s secretive order can’t be far away. Thasrik’s order, sometimes called the Servants of the Dominator, are strongest in Hadros, where they are endorsed by the Emperor himself, and have a visible footing in the slave-driven lands of Hotepsala, a land which depends on the productivity of slaves for its great monument building. His cults appear more secretively throughout Lingusia and Takkai as well, inserting themselves in to otherwise normal lands and spending years chiseling away at the foundations of established social systems to try and foment a desire among the superior classes for a stronger and harsher system of slavery and abuse. Many gladiatorial arenas throughout the Middle Kingdoms are also prime locations for the Order of the Dominator to make an appearance, as the castigation and execution of slaves in the arena is considered an especially desirable effect for this deity. Appearance: Thasrik’s symbol is the Old Tongue runes for pain and humiliation, but his physical form, which is rarely ever pictured, is that of an immense, bloated demon dressed in a black cloak and hood, wielding a whip and spear.

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Appendix: House Rules with

Castles & Crusades I have a few house rules I like to use for Castles & Crusades, and one or two house rules that are specific to the Keepers of lingusia setting. Use them if you like!

The House Rules: 1. Critical Hits I like critical hits. Since the theme of C&C is “more gaming, fewer rules,” I stick to the easy formula of: if you roll a natural 20, then you have made a critical hit. You are allowed to roll a second time. If you roll another 20, you have made an instant kill. NPCs and monsters may also do this. If you make a critical hit, you multiply your dice and adds by two, so a 1d8 longsword swung by a fighter with +3 strength would get 2d8+6 damage. If a spell requires an attack roll to hit ….and gets a 20….it may also crit! 2. Critical Fumbles If you have one, you must have the other. A natural 1 means a possible disaster for the roller. Roll a Dexterity check, and if the character fails, he has fumbled horribly. This is usually a “CK call” of the moment, you can also check this handy chart: 1D20 Result 1-4 fall down, lose a round 5-8 lost weapon! 9-12 jammed weapon into ground 13-15 mud in your eye! Blinded 16-17 weapon broke! 18 hit random target 19 hit ally! 20 hit self! 3. Initiative I like it when everyone rolls once for initiative, adds their Dexterity modifier, if any, and then keep the same Init. for the combat. I used to like the “roll every round” method….but I find that as the years go by I get lazier, and the “one roll to rule them all, modified by Dex” works for me. 4. Ressurections are Very Difficult In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it….but corruption of the risen can happen, and anytime an evil cleric raises

someone there is a cumulative 3% chance that person will rise as a powerful undead, instead! 5. Multiclassing is Good. I like multiclassing, and so it is assumed ot be available in the campaign. Many NPCs could not function without it, at the very least. In any case, if you haven’t picked up Castle Zagyg yet, go buy that book; it has excellent multiclassing and secondary skill rules within! 6. Famous Dungeons I have placed many classic modules in Lingusia, so if you’re interested in where to set a few of these locations, here are the “official” spots they exist in: The Tomb of Horrors: Deep in the Slithotendan Mountains White Plume Mountains: somewhere in the Hettanar mountain range, south of Zarn territory. Not too far from the Barrier Peaks, actually! Tomb of the Lizard King: Near Eor’nin, north of Hyrkania along the coast. Secret of Bone Hill: In central Hyrkania, near the Bullow Lands. Keep on the Borderlands: just west of Mitra’s Forest. Caves of Chaos: In the Chaos Mountains of Mitra’s Forest, south of their larger cousins, the Caverns of Chaos. That little keep in the Otus Basic Set: A ruin southwest of Hyrkan’ien. Isle of Dread: One of many islands south, in the island-region of Karaktu. Isle of Darksmoke: somewhere in the Baldric Sea. Dungeon of the Bear: in the mountains just northwest of Estonia along the Inner Sea. Castle Zagyg: Near the eastern shores of Lingusia, south of Starthias and north of Cymeer. I am presently working on locations for the other C&C modules out there; most will probably be clustered around Zagyg, I suspect! 7. Spell Points I used Spell Points for years, from the time I started running 2nd edition AD&D right up to the arrival of sorcerers in 3.0. With C&C, I’d like to make my spell point formula available again. It’s easy, and very flexible: Number of Spell Points Earned per Level: This is an easy formula. Each spell slot is worth a number of spell points equal to the spell level it would be used to cast. A 1st level spell is worth 1 spell point. A 5th level spell is worth 5 spell points. Zero level spells are worth a half point under this method.

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Thus, a 5th level wizard with Int 18 (a bonus 1st, 2nd and 3rd level spell worth 6 spell pts) who could memorize 5 zero level (2.5 sp), 4 1st level (4 sp), 2 2nd level (4 sp), and 1 3rd level spell (3 sp) would get 19.5 spell points to cast spells with. Spell Point Cost to Cast: Likewise, spells themselves cost a number of spell points equal to the level cost of the spell. Thus, a 1st level spell costs 1 spell point, and a 9th level spell would cost 9 spell points. The big limiting factor in casting spells is that your class level dictates the upper limit of what sort of magic you can cast; if you haven’t gotten spell points for 5th level spells yet because you wouldn’t get them, then you can’t cast fifth level spells, plain and simple. There is an exception (see below). Recovering Spell Points: Under this system, wizards and clerics alike are “casting on the fly.” They don’t need to prepare spells in advance, though they do need to spend time in the morning praying or prepping their mental mnemonics. Likewise, they need to spend time resting to recover spell points. A resting spell caster recovers 1 spell point for every ten minutes of total rest. A spell caster who is walking or hiking about recovers 1 spell point every hour. And a spell caster running all over the place, fighting, riding a horse, and so forth recovers one spell point every six hours. Multiclassed Spell Casters: It ’s up to the CK; you can either keep “spell points” and “piety points ” separate for priest/wizard mutliclassed characters, or let them heap both point totals together. I suggest keeping the points separate. Casting Spells of Higher Level and Off the Cuff: This option allows a caster to fire off a spell he does not know or which is higher level than he is permitted to access. If you allow this, then the character may do so with the following stipulations:

• Casting a spell which the caster does not know or which is of higher level than the caster requires expending spell points equal to the level of the spell multiplied by itself. So a fourth level spell, for example, would cost 16 spell points.

• Casting a higher level spell requires an Intelligence check (or check on the relevant stat governing magic, like Wisdom for clerics). There is a penalty to the target number equal to the difference in levels of caster ability and spell level (so in the previous example, that would be a –1

penalty). Failure means the spell goes poof and the spell points are lost.

Spell Point Advancement Charts: These charts will let you figure out how many spell points and your caster limit by level for the Cleric/Druid and Wizard/Illusionist charts: Wizard / Cleric/ Max Level Illusionist Druid Level 1 4 2.5 1st 2 5 4 3 7 6 2nd 4 9 9 5 13.5 12 3rd 6 18.5 17.5 7 22.5 22.5 4th 8 29.5 29.5 9 37.5 36.5 5th 10 47 45.5 11 56 56 6th 12 67 67 13 80 80 7th 14 94 93 15 110 109 8th 16 125.5 125 17 144.5 144 9th 18 163.5 163 19 175.5 175 20 194.5 187 Bonus Spell Points by Attribute Modifier Relevant Stat Bonus Spell points 13-15 +1 at 1st level casting 16-17 +2 at 2nd level casting 18 +3 at 3rd level casting The main advantage of this system is to provide spontaneous casting optionsto your players. I developed this system in response to the “spells we all like but never memorize because we don’t think we’ll need them, and then go d’oh! When we find out we do” syndrome. This allowed players to use spells more creatively in interesting situations, and kept the pace of the game faster, with more “pulp action” and less “PBS Mystery Theatre” to it all. Even with allowing for the idea of a guy who does nothing but pump out magic missile after magic missile ….it’s ultimately his loss if he never uses bigger and neater spells. In any case, try this system….you just might like it! --Tori Bergquist