Showing posts with label backstory. Show all posts
Showing posts with label backstory. Show all posts

Friday, July 31, 2009

Religion in Merek (East & West)

The religion of West Merek has different objects of worship, arranged in eight pairs of related items. Four sets are referred to as hands, and the other four sets are referred to as feet.

  • The Feet of the Soil are worshiped by farmers and travelers. The Left Foot of Soil is Irrigation, and the Right Foot of Soil is Plowing.
  • The Feet of the Clouds are worshiped by farmers and magicians. The Left Foot of the Clouds is the Tornado, and the Right Foot of the Clouds is the Advancing Storm.
  • The Feet of the Forge are worshiped by blacksmiths and armorers. The Left Foot of the Forge is the Bellows and the Right Foot of the Forge is the Sweat of the Brow.
  • The Feet of Winter are worshiped by travelers and magicians. The Left Foot of Winter is the Eternal Night, and the Right Foot of Winter is Snow.
  • The Hands of Silver are worshiped by merchants and those who would rob them. The Left Hand of Silver is Refining, and the Right Hand of Silver is Mining.
  • The Hands of the Volcano are worshiped by blacksmiths and robbers. The Left Hand of the Volcano is Lava, and the Right Hand of the Volcano is Pumice.
  • The Hands of the Luminaries are worshiped by armorers and falconers. The Left Hand of the Luminaries is Starlight, and the Right Hand of the Luminaries is Sunlight.
  • The Hands of the Campfire are worshiped by armorers and falconers. The Left Hand of the Campfire is Community and the Right Hand of the Campfire is the Hearth.
East Merek worships ideals based on eight Pyramids. Each pyramid has one Peak Ideal and three Base Ideals. Base Ideals are always read beginning from the easternmost Ideal and continuing along the sunward path.
  • The Pyramid of the Prism has a Peak Ideal of Matter and Base Ideals of Vision, Constancy, and Manipulation.
  • The Pyramid of the Sun has a Peak Ideal of Vision and Base Ideals of Heat, Matter, and Motion.
  • The Pyramid of Gemstones has a Peak Ideal of Heat and Base Ideals of Constancy, Vision, and Mystery.
  • The Pyramid of Islands has a Peak Ideal of Constancy and Base Ideals of Matter, Heat, and Flux.
  • The Pyramid of the Ocean has a Peak Ideal of Flux and Base Ideals of Mystery, Manipulation, and Constancy.
  • The Pyramid of the Geyser has a Peak Ideal of Mystery and Base Ideals of Motion, Flux, and Heat.
  • The Pyramid of the Winds has a Peak Ideal of Motion and Base Ideals of Manipulation, Mystery, and Vision.
  • The Pyramid of Rain has a Peak Ideal of Manipulation and Base Ideals of Flux, Motion, and Matter.

Saturday, July 19, 2008

New Ranks for Adventurers' Guild

The names of the ranks within the Adventurers' Guild have changed slightly in an effort to standardize them, as well as the identifying symbols for each rank. Any character who has a membership with the Adventurers' Guild is encouraged to contact me privately at rabbitball@gmail.com to verify their anniversary date for dues payment; otherwise, an anniversary date will be assigned to you.

RANKS WITHIN ADVENTURER’S GUILD (WITH ANNUAL DUES AND SYMBOLS)

  1. Adventurer Apprentice (1 gold prepaid or 15 silver postpaid, bronze apron symbol)
  2. Adventurer Journeyman (2 gold, silver apron symbol)
  3. Adventurer Yeoman (4 gold, bronze hammer symbol)
  4. Adventurer Wayfarer (7 Gold, silver hammer symbol)
  5. Adventurer Nomad (10 gold, bronze cane symbol)
  6. Adventurer Traveler (15 gold, silver cane symbol)
  7. Adventurer Wanderer (25 gold, bronze wizard staff symbol)
  8. Adventurer Crusader (40 gold, silver wizard staff symbol)
  9. Adventurer Pathfinder (60 gold, bronze arrow symbol)
  10. Adventurer Searcher (100 gold, silver arrow symbol)
  11. Adventurer Second Class (150 gold, bronze shield symbol)
  12. Adventurer First Class (250 gold, silver shield symbol)
  13. Adventurer Corporal (400 gold, bronze chevron symbol)
  14. Adventurer Sergeant (600 gold, silver chevron symbol)
  15. Adventurer Lieutenant (1000 gold, bronze bar symbol)
  16. Adventurer Captain (1500 gold, silver bar symbol)
  17. Adventurer Major (2500 gold, bronze oak leaf symbol)
  18. Adventurer Colonel (4000 gold, silver oak leaf symbol)
  19. Adventurer General (6000 gold, bronze star symbol)
  20. Adventurer Lord (10000 gold, silver star symbol)

Wednesday, May 14, 2008

Spinning Rock

This 30-foot tall structure appears to be a set of 8 disks set on top of one another. The total diameter of the structure is 25 feet.

The top disk clearly spins clockwise at a constant rate, taking somewhere between 4-5 minutes to circle completely. After each revolution, the next lower disk moves a small amount.

None of the other disks has been observed to move; instead they are covered with symbols. (Note that the top two disks have no symbols at all.) A small (0.1 mm) red line has been observed to run along all 8 disks; never moving despite the fact that the top disks are spinning. The third, fourth, and fifth disks from the top all have circles carved into them, each with various amounts of that circle carved out of them. The same eight configurations exist on all three of these, although the "bottom" of these has sets of 3 identical symbols. All, however, exhibit the same order of symbols:
  1. Full circle (only oultine carved)
  2. Right "crescent" removed
  3. Right half removed,
  4. All but left "crescent" removed
  5. Entire circle removed
  6. All but right "crescent" removed
  7. Left half removed
  8. Left "crescent" removed
From top to bottom, the red line passes through the 4th circle of the third disk; the sixth circle of the fourth disk, and the eighth circle of the fifth disk (middle of three such symbols).

The remaining symbols are unknown to the group and all different on each disk. The sixth disk from the top has 13 symbols; the seventh disk has 12 symbols, and the bottom disk has five. The red line aligns with one symbol from each disk.

Thursday, April 24, 2008

New Awakened Skill Chart

The Awakened Skill Chart gives characters three random skill ranks each character level. It is rolled on a d1000. It has been modified to include Ferican regions and languages, and has split the Lore - General skill gains by region (so a character in Hessia doesn't get Region Lore - Tribnia, for example). View the Awakened Skill Chart here.

Friday, January 25, 2008

The Nations And Serpents of Ferica

Ferica is composed of eight nations, each of which contains a primary temple for one of their eight primary deities, all represented by serpents. The names of the nations are the same as the names of the serpent holding a major temple there. The other serpents hold minor temples within each nation.

Each serpent is represented by a band of four colors and an aspect. They will be listed in the left-to-right or top-down order in which the bands are displayed. However, if the leftmost or topmost color is "cold", (meaning it is blue, brown, violet or indigo), the "proper" reading of the bands is either right-to-left or bottom-up, as appropriate.

Babue the Boa has a major temple in the southern part of Ferica, on the eastern shore near the island nation of Gaska.The display order of Babue's bands is blue, brown, red, and orange, and its aspect is angels. This is not surprising, given that Babue is home to a race of flying humans called Hirazi that resemble angels.

Gaska the Python has a major temple on the large island just off Ferica's southeast coast. The display order of Gaska's bands is green, red, brown, and violet, and its aspect is birds. The island is home to a human tribe, most of whom raise birds.

Kona the Anaconda has a major temple in the center of Ferica. The display order of Kona's bands is indigo, blue, green, and red, and its aspect is the underworld. The nation of Kona is home to the continent's Sohleugir population.

Nambi the Cottonmouth has a major temple in the southern part of Ferica, on the western shore. The display order of Nambi's bands is red, orange, violet, and indigo, and its aspect is matter. The nation of Nambi is home to numerous centaurs of various types.

Nilya the Asp has a major temple in the northeast part of Ferica, near the Aashar Desert (called the Desert of Doom by non-Fericans). The display order of Nilya's bands is yellow, green, blue, and brown, and its aspect is spirit. Nilya (the nation) is home to humans. Unlike most humans of Ferica, over half of its priests worship elemental forces, believing them to be the forerunners of the serpents.

Tsudeph the Rattlesnake has a major temple on the southernmost point of the continent of Ferica. The display order of Tsudeph's bands is brown, violet, orange, and yellow, and its aspect is the sky. The nation of Tsudeph is home to humans who are trying to learn how to fly using technology.

Vori the Cobra has a major temple in the westernmost "bulge" of Ferica. The display order of Vori's bands is orange, yellow, indigo, and blue, and its aspect is beasts of burden. The nation of Vori is home to merchants and caravan drivers, most of whom are human, although every known race (elves, halflings, centaurs, and so on) is represented.

Zera the Viper has a major temple in the Aashar Desert. The display order of Zera's bands is violet, indigo, yellow, and green, and its aspect is sentient, mortal life. The nation of Zera has no dominant race; all races are present with approximately equal frequency.


More information will be presented as it becomes available.

Saturday, January 19, 2008

The Montrose Chant

If you don't know what this is, ask your fellow players:

You, betrayed by time and space
Born without a proper grace
To a world befouled and base:
Seek to find your proper place.
Though your world has made you strong,
On the whole, it does you wrong.
You know you do not belong
Where you can not sing your song.
How are you to make it right?
Should you flee or must you fight?
You will know your nascent might
Enter now the healing light.
Destiny you now must face
Run your true appointed race
Find your proper form and case:
Cross the void of time and space!


The above is attributed to "St. Montrose of Erora, Lord Wizard under the Emperor Hadrian"

Thursday, August 30, 2007

Calendars of Aropa and Hessia (with modern equivalnets)

Aropa uses a 13-month calendar, each with 28 days. As this only accounts for 364 days, one or two days are added after the 13th month, to account for missing days. These added days are not part of any week, so the months always start on Lunis. This calendar is also called the Cafren calendar.

The months are:
Empesos
Secondos
Tertios
Quartos
Quintos
Sextos
Septimos
Octimos
Novimos
Decimos
Ektos
Elos
Domos


A week-number designator is combined with the day of the week to form the day name. In cases where this would sound clunky, an "n" is added between them. Thus, the 28 days common to all months are officially, in order:
Primalunis
Primanaris
Primameric
Primatorres
Primaveris
Primanodis
Primasolis
Secolunis
Seconaris
Secomeric
Secotorres
Secoveris
Seconodis
Secosolis
Trilunis
Triaris
Trimeric
Tritorres
Triveris
Triodis
Trisolis
Quaterlunis
Quaternaris
Quatermeric
Quatertorres
Quaterveris
Quaternodis
Quatersolis
(Unofficially, certain names have been shortened, such as Primaris for Priminaris, Secodis for Seconodis.)

Dates are given as "the [day name] of [month], Year of Annos [year]". So one might speak of an event happening on the Triodis of Tertios, Year of Annos 1375.

The added days are treated as if they were added to Domos, the last month. So the day after the Quatersolis of Domos is officially called the Quinlunis of Domos. However, since there is only one month with a Quinlunis, most people omit the month. If Annos, the Year Star, rises during the Quinlunis, the next day is the start of the year (i.e., the Primalunis of Empesos). If not, the next day is the Quinaris of Domos (again, most people omit the month), and the following day is the start of the year. The Royal Observatory in Spira, the Capital of Cafren, has an enchanted roof that allows starlight and moonlight to be observed even when obscured by clouds and sun, so there is never a doubt as to when Annos rises.

As for modern equivalence, the Primalunis of Empesos is best equated with our March 1.

The Hessian calendar (also called the Xi An calendar) is based on seasons. There are five recognized seasons, each 73 or 74 days long. Leap Years, which follow the Gregorian rules, add a 74th day to the first season (Cherry).

The seasons, and their modern equivalents, are:
Cherry (Jan. 19 - Apr. 1)
Lilac (Apr. 2 - Jun. 13)
Sunflower (Jun. 14 - Aug. 25)
Rice (Aug. 26 - Nov. 6)
Mistletoe (Nov. 7 - Jan. 18)

The days of the week run normally, and are ordered as follows:
Sunis
Monis
Gallis
Atoris
Falsis
Veris
Elmentis

Dates are normally given as "[day of week], [number] Day of [season], Year [year] of His Holiness". So a typical date might be Veris, 35th Day of Rice, Year 135 of His Holiness.

The Eight Paths of Hessia

Religious thought in Hessia is divided into eight separate but equal paths. Each one has a name, a symbol, and a set of four "ideals" that define it.

Each has a rite that members practice every eight months on the full moon, and are often seen doing things on the new moon of the "opposite" path. Although these are Hessian religious rites, it is more convenient to use Aropan calendar months, as Aropa has a lunar/sidereal calendar. (The new moon usually occurs in the first three days of an Aropan month, and the full moon usually occurs around the 15th day of the month.)

The path of The World will hold rites on the full moon of Empesos, 1376. Its ideals are Change, Earth, Permanence, and Water; and its symbol is a circle seated atop a square. Its opposite is the path of The Aether.

The path of The Moon will hold rites on the full moon of Secondos, 1376. Its ideals are Darkness, Fire, Permanence, and Water; and its symbol is a circle inside a square. Its opposite is the path of The Sun.

The path of The Intangibles will hold its rites on the full moon of Tertios, 1376. Its ideals are Change, Darkness, Light, and Permanence; and its symbol is a triangle pointing downward. Its opposite is the path of The Elements.

The path of Truth will hold its rites on the full moon of Quartos, 1376. Its ideals are Earth, Fire, Light, and Permanence; and its symbol is a circle. Its opposite is the path of Falsehood.

The path of The Aether will hold its rites on the full moon of Quintos, 1376. Its ideals are Air, Darkness, Fire, and Light; and its symbol is a square seated atop a circle. Its opposite is the path of The World.

The path of The Sun will hold its rites on the full moon of Sextos, 1376. Its ideals are Air, Change, Earth, and Light, and its symbol is a square inside a circle. Its opposite is the path of The Moon.

The path of The Elements will hold its rites on the full moon of Septimos, 1376. Its ideals are Air, Earth, Fire, and Water, and its symbol is a triangle pointing upward. Its opposite is the path of The Intangibles.

The path of Falsehood will hold its rites on the full moon of Octimos, 1376. Its ideals are Air, Change, Darkness, and Water, and its symbol is a square. Its opposite is the path of Truth.

Tuesday, June 5, 2007

The Origin of the World

No one knows what really happened, for no one was there. But the earliest legends all speak of something known only as Destruction. And when Destruction had destroyed everything else, it destroyed itself, leaving Creation in its wake. Thus ended the First Age: The Age of Decline.

Creation began to create in this new world. And when it had created everything else, Creation created Destruction anew. Thus both were in the world. And thus ended the Second Age: The Age of Ascension.

If Destruction were left to itself, Creation reasoned, it would destroy everything, including Creation. Then the actions of the past would repeat themselves, creating an Endless Cycle.

Creation began to oppose Destruction, but they were evenly matched. Therefore, something had to be done. Thus Creation merged part of its essence with that of Destruction, creating 99 mixed beings. These became known as the Greyscale.

Those beings of the Greyscale that were composed mostly of Creation's essence joined Creation, and those composed mostly of Destruction's essence joined Destruction. Only one being remained neutral, as it was composed of equal parts of both essences. Again, the two sides were evenly matched. To break the stalemate, both Creation and Destruction offered their power to the neutral being if it would join them.

The neutral being accepted both offers and began to call itself Arbiter. Arbiter created two worlds, one for each of the two Prime Beings. The first one would never be empty; if ever there were only one thing left in it, another would be created at random. The second would never be full; if only one thing were left uncreated, something in that world would be destroyed at random. The two Prime Beings were sent into their worlds, and the connections between those worlds and this one were destroyed. Then the Greyscale began to make the world anew, and Arbiter judged the results, destroying those things that were not worthy. Thus ended the Third Age: The Age of Creation and Destruction.

This went on for years. However, stagnation developed. For the day came when all objects were created and either accepted or rejected. Thus nothing new ever happened. Arbiter saw no problem with this, as this was the ultimate solution to the Endless Cycle, but the other Greys grew bored. So they asked Arbiter to go back to their former masters and petition them for a gift that would end the Stagnation. Arbiter agreed and arranged for temporary transport. Once they received their gifts, the Greys were transported to a distant island where the gifts were to be opened.

Arbiter ordered that Destruction's gift be opened first, fearing a trap. Inside was a card that read, "2 + 2 = 5".

"This is an Error," Arbiter intoned, "but Destruction has given us what we asked for. Until now, we have been judging things on a standard of perfection, leaving only certain designs as viable. By allowing imperfection, the Stagnation will end, as there will be things to destroy. Therefore, let this Error remain as an example to us all."

Creation's gift was then opened. It was a prism made of crystal, and the Greys set it up so that light passed through it. Seven beings emerged, each resplendent in color:
Reya, queen of Earth
Orana, mistress of Light
Yallo, king of Fire
Garin, lord of Permanence
Ballu, prince of Water
Indagu, master of Darkness
Valeta, princess of Air


Arbiter considered the revelation. "This, too, is useful," he concluded. "Creation has shown that items which appeared to be useless by themselves may have value when combined. Creation's wishes will be upheld. Go forth, beings, and fulfill your purpose." The Seven went forth and created many things: men, dwarves, platypuses, lambtrees, and centaurs. Thus ended the Fourth Age: The Age of Mixture.

After they did so, they came back to the island where they were first released and found Destruction's card. A fierce debate erupted among the Seven as to what to do with it. In the end, it was decided that since Arbiter allowed it to remain, they were free to use it. In the end, they gave it the name Erora, lady of Change, a body like their own, a brown robe, and let it combine itself into everything, including themselves. Thus things like disease, decay, mistakes, luck, and uncertainty were put into objects. Thus begins the Fifth and Current Age: The Age of the Eight Gifts.