"Worlde Famous" - persons and powers of influence in the realms

"The Dark Tide of Lucifer "

a story of wickedness and ambition

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Rising Evil

Lucifer was born a male Drow in the K’Ilisek clan, a noble family of the dark elven underworld realm of Menzoberranzan. In his youth he attended and showed exceptional talents at the martial fighting academy and at the school of sorcery, where he excelled at the vicious and subtle intrigues of that society and was a dominant figure among the youth of the city. At the age of maturity Lucifer left Menzoberranzan and began an adventuring career in the wilderness of the World-spine Mountains. From the start he coveted magic items, seeking power and influence by collecting magically imbued equipment and weapons. He ruthlessly pursued power at any cost; leading various bands of monstrous and villainous characters on blood soaked missions into hazardous even deadly situations to add to his collection of magic.

Midway in his career Lucifer learned of the existence of certain unique objects that contained tiny holes in the universe, globes of anti-matter called the Spheres of Annihilation. Following exhaustive research and preparation, Lucifer lead a company of villains into the blasted lands of a Lich named Allokair and after many trials they wrestled his crown from him with the timely aid of some Githyanki allies. The spiked Crown of Allokiar was imbued with the unique power to control a Sphere of Annihilation. Then Lucifer led his followers into the infinite reaches of the outer planes to enter Nirvana, the planar realm of ultimate law and order. There they sought a sacred temple, overcame a host of guardians, and eventually confronted a singular power, a Modron of Nirvana’s ruling order, they murdered the Secondus and found their prize in its alter. Lucifer walked from the conquered temple wielding a Sphere of Annihilation and wearing the Crown to control it.

Storm of Chaos

Seeking to further his personal power Lucifer journeyed to Ravenloft Castle, there he met and swore an oath of service to Count Strahd, the master vampire and lord of a dark domain. The service lasted but a short time, for Lucifer courted the undead lord so that he might gain power through the curse of vampirism and once he attained his goal he gathered powerful allies to betray and slay his former master.

Lolth, the dark goddess of the Drow also had claim upon Lucifer and used him to further her own foul schemes, eventually Lucifer betrayed his goddess and earned her hatred and enmity. Lolth’s minions now seek the head of Lucifer with fanatical zeal.

Lucifer the Vampire Raver amassed more power, spreading death and destruction in his wake, and earning the attention of the forces of good in the realm. Soon Knights of Omic, the Paladin God, stood in opposition to his growing influence. His leadership was countered by a powerful white knight named Sir Jude Procas and the Grand Cathedral of Light he had built in the World-spine Mountains. Vowing to topple the vampire lord and his villainous companions they managed to thwart Lucifer’s plans and aroused his anger. Thus began a far-reaching war of power waged through the World-spine Mountains between the Knights of Omic and Lucifer’s nefarious, chaotic, group of followers; rogue demons, monstrous creatures, and anti-heroes eager to conquer the Worlde. These two factions battled throughout the region, and although the holy Cathedral withstood and repelled the many attacks by Lucifer and company, the forces of Light were unable to slay the vampire lord.

Withdrawing Tide

Lucifer had other matters in mind as he turned his attention to the dwarven homeland in the Iron Mountains. He had been granted a wish from a diabolic ally and used it to create an unholy weapon; a vorpal battle-sword of formidable evil. It was forged by a dwarven metal-smith; a master artisan cursed and possessed by the will of the ancient Witch- King of Akkglamar. The power of Lucifer’s wish reached back in time and caused the chain of events to occur and so the weapon was created.

To gain the wicked sword Lucifer had to penetrate deep into the heart of the dwarven stone-delve city of Gorn, and reach the forge of the master smith to claim his prize. Wielding a necromantic talisman named the Horn of Animation, Lucifer descended from the World-spine Mountains, gathering an army of undead as he traveled. As Lucifer approached the Iron Mountains his rotting horde of undead was confronted by an army of Dwarves and after a lengthy battle the hordes of undead overcame the dwarven defenders and the piled dead added to the ranks of Lucifer’s horde.

Frustrated by the slow progress and hungry for the Witch-sword, Lucifer abandoned his undead horde and plotting with his allies he learned the exact location of his prize. He summoned a powerful demon and tricked it into the warded vault housing the wicked blade, the demon was slain by the protective spells around the sword, but the path was cleared for Lucifer to teleport there himself and finally lay hands upon the Witch-Sword.

Lucifer left the dwarves of Gorn in shattered disarray, his undead army still standing at the border of the Iron Mountains awaiting his command, his villainous band of followers without leadership and cohesion, and his many enemies anxiously seeking his whereabouts. He’d become a juggernaut of magical equipment, a wizard-warrior of epic skill, and a historic villain, a force of mayhem and death across much of the World-spine Mountains and beyond. Lucifer left the Worlde and passed beyond the knowledge of man, no sign of the evil drow warlord has been seen in many years though some prophesize of his return and the destruction of the realms beneath a dark tide of evil.

"Worlde Famous" - persons and powers of influence in the realms

Mortador
Arch Lich, Warlock Lord, & Master Theomaturge

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Early Years

A youth of physical prowess, commanding presence, and mental sharpness, Mortador was raised in a workingman’s household, not far from the city. Early in life his sharp mind grasped the idea that the path to real power was through the study and use of magic and so he apprenticed to a local wizard and began his career. Driven by his vast intelligence and ambition, he soon reached the limit of his master’s abilities and left to pursue power and knowledge in the world beyond. Mortador traveled with many adventuring bands and grew in his knowledge and skill as a magic user.

The Turning Point

Seeking treasure and glory with a group of adventurers, Mortador entered the cursed ancient pyramids and labyrinthine dungeons beneath the Desert of Desolation. There the young wizard, and his companions overcame a host of undead creatures, fought fiends of the abyss, survived a twisted assortment of deadly traps, and finally entered the lair of the undead master, the lord of the desert necropolis. The adventurers fought and vanquished the Lich and his minions then plundered the vast treasures of the pyramids. Mortador found there two artifacts of ancient evil; the Eye and the Hand of Vecna, cursed organs, the remains of an evil demi-god, the mighty lich lord named Vecna. His lust for power overcame his reason and Mortador, raving mad, severed his own arm and gouged out his own eye that he could acquire the powers of that dead lich lord.

The Ascension

Mortador became a creature of evil in the land; his callous nature and cold ambition easily succumbed to the malevolent power of the dead eye and skeletal hand he had grafted to his own body. Evil, all consuming ambition, a driven Mortador built a tower in the wilderness and enslaved the tribes of orcs and goblins in the region, and there he sought to trade with the powers of the lower planes. Mortador began to harvest souls in exchange for favors and influence with demon princes and the outer lords, he sold his soul and won it back, bartering, cheating, tricking and beating the Devil.

Consumed by ambition, Mortador sought the formula of eternal undeath, the Elixir and Ritual of transformation that changes mortal wizard to undead lich. Learning the secrets of undeath he created a phylactery to house his soul, then he drank the poisons, spoke the most unholy of words, and died. His soul separated and safely housed in a gemstone, his dead body was transformed by the foulest necromancy, black magic infused his remains, and because he was a very powerful wizard with the Eye and Hand of Vecna already fused to his body, Mortador became an Arch-Lich, an undead mage of immense power.

Influence in the Worlde

Now a vast shadow-cloud drifts across the land, a mile high, boiling black pillar of darkness moving through the sky. At the center of this cloud of darkness floats a horrific mansion, an elaborite, many-towered palace of dark stone and fire. Mortador’s Mansion, his lair, travels through the world, slowly floating over the land and leaving a trail of darkness and death in its wake.

The Arch-Lich is said to host a council of lich-lords gathered from many lands, that great and malevolent entities frequently visit his mansion, and that his evil grasp is felt on many worlds beyond our own, such is his formidable power and influence. Mortador the Arch-Lich is consumed by his hunger for power and seeks now to become divine, to become a god of darkness and despair.

"Worlde Famous" - persons and powers of influence in the realms

The Imperial Sentinels

Epic knights -personal guard of the Emperor

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Overview

A corps of super-elite knights that guard and protect the Emperor, his family and the Palace. The Imperial Sentinels seem part of the Palace itself, as they stand at station their motionless, silent presence is ever watchful and unrelenting. Rarely seen on the battlefield, these mighty knights lead no armies, they seldom travel, and their armored companies train and barrack in the city itself. Their existence and expertise is totally dedicated to protecting the court of the Emperor, and they never deviate from that duty.

The majority of the Imperial Sentinels guard and patrol the Palace on foot, but a select few serve as dragon riders. A wing of 10 Silver Dragons and their chosen riders form the unit called the Cadre Draconus, they serve as the airborne arm of the Imperial Sentinels. The sight of a Silver Dragon and Sentinel patrolling the skies over Argent City is not unusual, though they are aloof and rarely interfere in the city below. The daily crime and violence in Argent is the jurisdiction of others.

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Organization

There are approximately 300 knights, officers, and support personal in the Imperial Sentinels. The active knights are organized into three companies;

The Imperium Primus is the largest company, consisting of 150 Sentinels who form the Palace Guard, and normally there are 60 Imperium Primus Sentinels on duty, posted at stations throughout the Palace.

The Personae Contegus are the 30 Imperial Sentinels who guard the Emperor himself. This small company of knights never leaves his presence and normally there are 10 knights with the Emperor wherever he goes.

The Cadre Draconus are those few special Sentinels chosen by one of the Elder Silver Dragons, dragons who have sworn an oath of service to the Empire. There are 10 mounted knights in this company.

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Equipment

Each knight wears the world-renowned armor called the Mantle of the Sentinels. These master crafted, heavy plate mail suits are magically imbued foci of powerful protective energies. The Mantle of the Sentinels can only be worn by members of the Imperial Guard. Each knight is also equipped with a massive shield emblazoned with the crest of the Emperor, and imbued with more powerful defensive spells, and each knight carries a Staff of the Word, a god -crafted artifact of eldritch power. The Imperial Sentinels are likely the most powerfully equipped military unit in the world.

Religion of the Realms - An Introduction - revisited

  • The gods of Argent are many and vary widely in their influence and aspect. The eldest and first god is named Homol; He that created the world then forgot. Homol is recognized though he is not worshipped, he answers no prayers, he has no avatars that deliver his will, and no temples are dedicated to him. He has departed the world he created and no man or god knows where Homol now walks.

  • Those who rule above the immortal pantheon are the three greater gods, beings who wield power and influence surpassing all the other deities and demi-gods recognized by man. Y'Gaz the Despoiler is the eldest, he is darkness and evil incarnate, and he is the original antagonist and the opposer of creation. Worship of Y'Gaz is forbidden in the empire and the punishment for those few wicked or insane people who would practice his loathsome rituals of sacrifice is severe. Though his worship is banned and his worshippers persecuted, there still lurk a few blood soaked temples and shrines to the Despiser in the dark places of the world.

  • The citizens of the empire enjoy the privilege of worshipping the sibling gods Brok and Amphia and all their allied gods. Brok the War-God, Lord of the Contest, is a god who requires no great cathedrals, who is worshipped in many temples dedicated to other gods. Shrines to Brok are found in churches, merchant halls, castles, arenas, and battlefields across the realm. Amphia the Great Mother is fondly embraced by all peoples, her churches are found in small villages and large cities alike. Every house of honest worship holds a alter dedicated to the All-Mother and she has many churches and convents in her name. Amphia and her worshipers bring life, health, and happiness to the world.

  • These are the Greater Gods, the three most influential of the pantheon of gods worshipped in the Empire of Argent. The many Immortal Gods and Lesser Gods within that pantheon are variously aligned and related to the three Greater Gods. The people of the Empire typically recognize and pay homage to the deity appropriate to the occasion and most churches and temples house alters to several gods.

Religion of the Realm - the Pantheon of Gods

"Brytol"

Earth Friend, The Land Walker

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Deity Title: The Green Man, Mother Nature, Wood Spirit, etc.

Sphere of Control : Nature, storms and weather, the land and the forest Wild animals and natural creatures, farming and harvesting, crafting, hunting, foraging

Deity Alignment : Neutral and Good

Deity Power : Immortal God

Deity Home Plane : Feywild, the Seelie realms

Deity Appearance : Androgynous Fey Lord, and the Voice of the Land

Manifestation : the elements

Avatars : Elementals, The Fey, The Great Stag,

Saints :

Clerical Alignment : disorganized good

Cleric Types : Fey and human, goodly races

Clerical Organization : earth lore wards, druids and hermits, shamans and nature cults, varied individuals,

Temple Size, Location, & Frequency : diverse natural shrines, places of power

Clerical Raiment : woodland garb

Worshiper Armor & Weapons : natural light armor, blunt weapons

Religion of the Realm - the Pantheon of Gods

"Trion"

King of the Seas

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Deity Title: Sea King, Storm Lord

Sphere of Control : The rivers, oceans, and the sky, weather and navigation , sailors and travelers, crafters

Deity Alignment : Neutral, Unpredictable

Deity Power : Immortal God

Deity Home Plane :

Deity Appearance : Sea Titan or Dolphin

Manifestation : unpredictable and severe

Avatars : The Kraken, Tsunami, Storm Titan

Saints :

Clerical Alignment : any

Cleric Types : any

Clerical Organization : Many varied orders, Sea Cults, confederations of sea priests, and storm worshipers

Temple Size, Location, & Frequency : common on coastal lands, small chapels, storm worshipers temples

Clerical Raiment : sky colored kilt and cloak, seaman’s tunic, or storm gray robes

Worshiper Armor & Weapons : varied; light armor restriction mostly

Religion of the Realm - the Pantheon of Gods

"Monnon"

Lord of Hell

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Deity Title: The Devil, Prince of Darkness

Sphere of Control : Hell and all diabolic evil, revenge and hatred, torture and coercion, domination and slavery, ordered use of power

Deity Alignment : Lawful Evil

Deity Power : Immortal God

Deity Home Plane : Hell

Deity Appearance : Handsome Devil, Arch Fiend, or Diabolic Human

Manifestation : subtle manipulations to overt plays of fiendish power

Avatars : the Dukes of Hell

Saints :

Clerical Alignment : mostly evil & non chaotic

Cleric Types : any

Clerical Organization : strictly ordered, merciless bureaucracy, Devil Cults and Diabolic hierarchy

Temple Size, Location, & Frequency : diabolic consecration, unholy temples and bloodstained alters secreted throughout the land

Clerical Raiment : Evil and wicked vestments

Worshiper Armor & Weapons : any armor, unholy weapons

Religion of the Realm - the Pantheon of Gods

"Glimmer "

Goddess of dreams & the mind

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Deity Title: The Dream-Seer, The Ethereal Wanderer, The Gray Oracle

Sphere of Control : Divination and portents, genius and inspiration, artists and musicians, crafters and artisans, contemplation and meditation

Deity Alignment : Neutral tending towards good

Deity Power : Immortal God

Deity Home Plane : Elysium

Deity Appearance : a flickering candle, a delirious young girl, a whisper in a dream, the blind crone, smoke or fog, etc.

Manifestation : indirect and subtle

Avatars : The 3 Witches, The Ancient Oracle, The Flame of Inspiration

Saints :

Clerical Alignment : any non lawful or evil

Cleric Types : often female

Clerical Organization : no organized church; independent gatherings, covens, and mostly independant individuals

Temple Size, Location, & Frequency : recognized by many goodly temples, mostly personal alters and a few sheltered shrines and hidden chapels

Clerical Raiment : simple tunic or plain gray robes

Worshiper Armor & Weapons : light armor & simple ranged weapons

Religion of the Realm - the Pantheon of Gods

"Morfid "

the Magician

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Deity Title: The Scholar, Lore-master, The Wise Mage

Sphere of Control : Knowledge and the written word, White magic, history and records, spell casting, arcane knowledge and wise council

Deity Alignment : Neutral tending to Good

Deity Power : Immortal God

Deity Home Plane : Arcadia

Deity Appearance : The Wizard

Manifestation : White Magic and Scholar-Priests, Council of the Learned

Avatars : The Old Wizard, The Librarian of the Ancients, The Curious Child

Saints : Stephan the Rune-scorned, Glenda the Wise, The Peerless, Theralcan Lore-wright, Slaon Farthought

Clerical Alignment : none evil

Cleric Types : often Human, Male or Female

Clerical Organization : Schools of Magic, Orders of Scholars and Lore-Keepers

Temple Size, Location, & Frequency : Library Shrines, Wizard Guilds, Temples of Knowledge, The University, and Monastery Halls

Clerical Raiment : wizardly hat with long robes, magical devices , and staff

Worshiper Armor & Weapons : no armor & staves, rods, and wands

Religion of the Realm - the Pantheon of Gods

"Darnus"
God of Murder .
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Deity Title: The Master of Cruelty, The Abyssal Lord. Hatred

Sphere of Control : Pain and suffering, revenge and senseless slaughter, cruelty and depravity.

Deity Alignment : chaotic and evil

Deity Power : Immortal god

Deity Home Plane : The Abyss

Deity Appearance : Voice of Darkness, Whispering Madness,

Manifestation : random acts of cruelty, needless massacre and sadism

Avatars : The Bloody Hand, The King of Pain, Slaughterfist

Saints : Greater Demons and the Abyssal Princes, Serial Killers and Psychotic madmen

Clerical Alignment : chaotic and evil

Cleric Types : Human

Clerical Organization : competing churches of various evil intent ; demon cults, necro-priests, psycho killers, and temples of horror

Temple Size, Location, & Frequency : rare, hidden and secret, foul temples where the most huorific rites are conducted

Clerical Raiment : black and crimson; wicked robes, and foul vestments

Worshiper Armor & Weapons : any armor, cruel weapons

Religion of the Realm - the Pantheon of Gods

"Elcreer"
the Kind
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Deity Title: Peace -bringer

Sphere of Control : Health and Humor , Sanctuary & Equality

Deity Alignment : Good

Deity Power : Immortal God

Deity Home Plane : Elysium

Deity Appearance : Humble young peasant or helpful pilgrim

Manifestation : in aid of the unfortunate, small miracles

Avatars : The Spirit of Hope , The Gentle Giant

Saints : The Hand of Service, Agnes the Holy, Nora - The Child Martyr

Clerical Alignment : Goodly

Cleric Types : any race, often male

Clerical Organization : a loose priesthood of healing missionaries

Temple Size, Location, & Frequency : shrines in most goodly temples, plus dedicated missionary churches and shelters

Clerical Raiment : simple blue-white robes

Worshiper Armor & Weapons : no armor & staff only

Religion of the Realm - the Pantheon of Gods

"Fussiman "

Mistress of Dark Magic

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Deity Title: The Witch Queen

Sphere of Control : Dark Magic, The Infernal and the Dark Powers , Eternal Wickedness, Black Magic and Foul Sorcery , Necromancy, Villainy

Deity Alignment : structured evil

Deity Power : Immortal God

Deity Home Plane : Hell and Gehenna

Deity Appearance : Dark Lady

Manifestation : Diabolic mechanisms, Evil Arcana

Avatars : The Dark Enchantress

Saints : Morganna, The Dark Fey, The Sisterhood of the Dark Moon

Clerical Alignment : callous lawful - neutral and evil

Cleric Types : any race, often Female

Clerical Organization : Dark conspiracies and secret cults

Temple Size, Location, & Frequency : Hidden temples of evil and dark cultists beneath society

Clerical Raiment : Rune adorned, bejeweled black velvet

Worshiper Armor & Weapons : very light armor and sinister, subtle weapons

Religion of the Realm - the Pantheon of Gods

"Omic "
the Light of Justice

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Deity Title: The Light of Justice

Sphere of Control : Valor and Kindness, Justice and Mercy, Truth & Beauty, Righteousness and Judgment, Chivalry and Honor, Crusades against Darkness

Deity Alignment : Good and Law

Deity Power : Immortal God

Deity Home Plane : Celestia

Deity Appearance : Knight of Light

Manifestation : Frequent opposition to the forces of darkness, Holy Crusades, Paladin Orders and Priest-Knights of Holy Light .

Avatars : The Holy Justicar, The Star CourtSaints : Rodron the Elemental Justice, Ullypises the Great Dragon

Clerical Alignment : Good and Lawful Cleric Types : often Human or Dwarven

Clerical Organization : Formalized religious hierarchy

Temple Size, Location, & Frequency : large fortified churches, emplaced across civilization and massive cathedral -courts

Clerical Raiment : White and gold raiment or steel armor

Worshiper Armor & Weapons : Knightly armor and chivalric weapons

Society and Culture in the Empire – Languages part I

Many spoken languages exist in the Worlde, many different cultures and races speak their own tongues, and even among the dominant races variant languages have developed as each race spread itself across the lands. The High Elves of the Silvan Courts in the Forest of Solitude speak a different dialect, a different tongue, from the tribes of brown skinned elves that lurk deep within Brooding Jungle. Humans, Dwarves, Elves, Halflings, each race is scattered across the land and each race may have spawned several languages.

Throughout the six kingdoms and beyond, the most commonly spoken language is Argentian. Every civilized person in the Empire (Blessed Be the Emperor) can speak with one another in this common tongue. There are many local dialects and accents, yet even a lonely shepherd living in the Igomar Hills of Southmarch may converse with a Knight of Arrowdale in the Kingdom of Illysia, or a miner in the Redvien Mines of Northumble.

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Dialects of common Argentian

High Court = The language spoken among the noble class and at the Imperial Court.

Slum –Tongue = The dialect of the urban poor, the rogues speech.

Sailors chant = The sing-speech of seafarers throughout Hawkmoor Bay and beyond.

Highland brogue = The dialect of the highland clans in the Igomar Hills and the West.

Farmers chop = The dialect spoken by people in the southern kingdoms and rural folk in much of the Empire.

Merchant’s Cant = The universal language of trade and business. Widespread and constantly spoken, but incredibly complex and rarely mastered.

Society and Culture in the Empire – Languages part II

The most commonly spoken language is Argentian. Every civilized person in the Empire (Blessed Be the Emperor) can speak with one another in this common tongue.

Foreign languages spoken in the Empire

Isentian = The language spoken in the rival city-state of Isenta. It is a human tongue similar to Argentinian.

Rolanian = The language spoken in the rival city-state of Rolania. A hybrid language, similar to Roakol

Roakol = The common language among the tribes of nomadic horsemen of the Brazen Hills.

Nambin = The language of the half elven city of Nambin. A common tongue spoken by elves and humans alike for trade and everyday use in the regions bordering the Forest of Solitude.

Silvan = The common language of the elves, fairies, and of the fey creatures inhabiting the Forest of Solitude

Dwarven = A blending of Durin-Tongue and the languages of humans, the language of Dwarves living east of the World-Spine mountains.

Durin-Tongue = The ancient language of the Iron Mountain Dwarves, their racial tongue.

Hobbitin = The racial language of halflings, mostly used among families and gatherings. Halflings usually live among humans and keep their racial tongue to themselves.

Gnomish = The racial language of the gnomes inhabiting the Igomar Hills and the Hills of Fithanor.

Orcish & Goblin = Two broken remnants, similar dialects descended from the same ancient dark tongue.

Nordic = The universal tongue spoken among the clans and settlements of the barbarous Norsemen.

Ora Kur = The language common in the exotic islands and foreign cultures found in the West Sea. Very uncommon within the Empire of Argent.

Society and Culture in the Empire – Languages part III

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The most commonly spoken language is Argentian. Every civilized person in the Empire (Blessed Be the Emperor) can speak with one another in this common tongue.

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Rare and specialized languages in the Empire

I‘Zys = The alien language of V’Hern, the City of Sorcerers, a mostly written language used by wizards, mages, and the learned in much of the Worlde.

Deep Speech = The common language of the Underdark, a combintion tongue used in trade and in war among the subterranean races.

The Eldar Tongue = The universal speech of the first sentients in the Worlde. Titans, Dragons, Lizard-men, Storm Giants, and other unique entities of the land may speak in this language. Scholars, mages, and historians seek to learn this language.

Draconic = The native tongue of dragons, dragonborn and kobolds. A language difficult to speak by other races.

Supernal = The language of prayer. The universal tongue of many outer planes. Whispered, chanted, sung, and shouted by those worshipping the goodly gods. Preists, Angels, Avatars, and dreams speak Supernal.

Celestial = The common language of the Heavans. The gods of goodness, devas, angels, celestial entities communicate to their worshipers and priests in this language.

Diabolic = Fell language of diabolic evil, an archaic language native to Hell. Warlocks and devil –priests study and speak diabolic.

Primordial = The common language of the elements and the Land. A holy language to Druids and Nature-Priests, but native to elementals, sentient animals, and earth powers.

Abyssal= The croaking tongue of chaos and evil. Demons and demon worshipers speak this hideous tongue.

Battle cadence = a dialect of Argentian spoken by Imperial Soldiers, mercenaries, and warriors. A very common dialect, but specialized and mostly limited to fighters.

Classical Aer'Gtant = The ancient, literary, written form of common Argentian. A written language, forgotten by most scholars, the form of the earliest histories, stories, poems, and plays. Few living historians, scribes, or professors read Classical Aer'Gtant.

Geography of the Worlde - The Kingdom of Southmarch

There are six kingdoms that comprise the Empire of Argent; Nothumble, Jarmeer, Westvale, Pantera, Illysia, & Southmarch. These kingdoms surround and protect the seat of the empire, the sprawling city-state of Argent. . . . . . . Southmarch

the Wild Hills, the Highlands Kingdom . . .

Kingdom: Southmarch

Capital : Nordrom

Sovereign : King Raymond

House : Olipheris

Provinces : Delway & Eastway

Major Cities : Nordrom, Irh, & Goldview

Prominent Features : the Igomar Hills, the Star Falls & Starfalls Creek, Vorn Keep, Adale Keep, Char-Stone, & Seafair Castle

Main Industries : Agriculture, Grazing Sheep, Horses, Mining, & Fishing, Ceramics & Pottery

Population : approx. 40,000 residents

Climate : temperate sub-tropical

Terrain : coastal lowlands in the east rising to the west into broken highlands

Geography of the Worlde - The Kingdom of Illysia

Illysia

The Shining Dragon & the Heart of the Empire,

Land of Many Towers. .

Kingdom : Illysia

Capital : Arrowdale Castle

Sovereign : Queen Ann II

House : Decator

Provinces : Starfalls & Illysia

Major Cities : The City of Argent, Starfalls, Bantar, Caldn, Fairwind, & Tamarisk

Prominent Features : Point Illysia, The Eight Towers Islands, Searise Castle, The Seven Towers, Arrowdale, Bale Lake, Digbon Tower, Starfalls Stream,

Main Industries : Agriculture, Wine, Fine Crafts, Trade and Finances

Population : approx. 180,000 residents

Climate : temperate - mild

Terrain : cultivated & part urban, coastal lowlands in the east to rolling hills in the west

Geography of the Worlde - The Kingdom of Pantera

Pantera

. The Griffon Realm, Land of the Emerald Hills

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Kingdom : Pantera

Capital : Wayne Rock

Sovereign : Queen Catherine IV

House : Rutherford

Provinces : North Pantera & South Pantera

Major Cities : Jacksport, Pana Hold, Wayne Rock, Blackburry , & Sernivas

Prominent Features : Oscar Hold, Teakin Wood, Teakin Castle, Keep of Torril, Yellow Bluff, Kiveland, & the Saltmarsh

Main Industries : Agriculture, Fishing, Trade, Textiles, Metallurgy, Grazing and Dairy, Horses.

Population : approx. 92,000 residents

Climate : temperate, mild

Terrain : mostly cultivated, rolling countryside, & coastal swamp

Geography of the Worlde - The Kindom of Westvale

Westvale

the Frontier Kingdom

Kingdom : Westvale

Capital : The Caste of Alanon

Sovereign : King Hegan IV

House : Ostralager

Provinces : Northwestvale & Southwestvale

Major cities : The Caste of Alanon & Appleburg

Prominent Feature : Colin Keep and the Well of Colin, Tigrin Hold, Sigal Castle, & the Khagar River

Main Industries : trapping and pelts, agriculture, woodworking and timber, furniture crafting, fruit orchards and spices

Population : approx. 36,000 residents

Climate : uplands temperate

Terrain : rolling hills, forests, and cultivated land, gradually becoming foothills that lead to the mountains

Geography of the Worlde - The Kindom of Jarmeer

Jarmeer

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The Seareach Kingdom

Kingdom : Jarmeer

Capital : Seamantle

Sovereign : King Thurstin

House : Embervanis

Provinces : Aeduc / Anshar

Major cities : Seamantle / Hykos

Prominent Features : the Anshar Forest, The Gilian’s Hand Coast, Auln Castle, the Silmar & Oldar Islands, and the Demon Islands

Main Industries : fishing, agriculture, wine making, weaving & linens, pottery, horses, boat building, tar and paints

Population : approx. 82,000 residents

Climate : temperate coastal extreme

Terrain : Low rolling hills dominate, with the Anshar Forest in the west, cultivated central hills, and a long, rough coastline.

Geography of the Worlde - The Kindom of Northumble

Northumble
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The Golden Eagle

Kingdom : Northumble

Capital : Boros Town

Sovereign : King Herald III

House : Worthwright

Provinces : Dacia & Turons

Major cities : Delvestone, the Mining Keep, Boros Town, Titelburg

Prominent Features : the Lighthouse at Tot de Lack, the Marshes of Rust & Rust Keep, Castle Lir, & the Monastery of st. Soir de Lin .

Main Industries : mining, grazing, cheese making, textiles, horses, beading and jewelry, basketry, book making

Population : approx. 30,000 residents

Climate : temperate, northern -coastal

Terrain : rough hills in the north, gentle valleys in the center, & the Marshes of Rust in the south.

Geography of the Worlde - The Six Kingdoms of the Empire

There are six kingdoms that comprise the Empire of Argent; Northumble, Jarmeer, Westvale, Pantera, Illysia, & Southmarch. These kingdoms surround and protect the seat of the empire, the sprawling city-state of Argent.

Religion of the Realms - An Introduction

The gods of Argent are many and vary widely in their influence and aspect.

The eldest and first god is named Homol; He that created the world then forgot. Homol is recognized though he is not worshipped, he answers no prayers, he has no avatars that deliver his will, and no temples are dedicated to him. He has departed the world he created and no man or god knows where Homol now walks.

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Those who rule above the immortal pantheon are the three greater gods, beings who wield power and influence surpassing all the other deities and demi-gods recognized by man.

Y'Gaz the Despoiler is the eldest, he is darkness and evil incarnate, and he is the original antagonist and the opposer of creation. Worship of Y'Gaz is forbidden in the empire and the punishment for those few wicked or insane people who would practice his loathsome rituals of sacrifice is severe. Though his worship is banned and his worshippers persecuted, there still lurk a few blood soaked temples and shrines to the Despiser in the dark places of the world.

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The citizens of the empire enjoy the privilege of worshipping the sibling gods Brok and Amphia and all their allied gods

Brok the War-God, Lord of the Contest, is a god who requires no great cathedrals, who is worshipped in many temples dedicated to other gods. Shrines to Brok are found in churches, merchant halls, castles, arenas, and battlefields across the realm.

Amphia the Great Mother is fondly embraced by all peoples, her churches are found in small villages and large cities alike. Every house of honest worship holds an alter dedicated to the All-Mother and she has many churches and convents in her name. Amphia and her worshipers bring life, health, and happiness to the world. .

Religion of the Realm - List of Gods

Here I have compiled a list of the pantheon of true gods, immortal beings recognized and worshipped by civilized peoples. The gods of the empire are obviously the only deities of consequence, else there would be no benevolent empire, no peace in the land, so in writing a catalog of true gods I need record only the names of deities whose influence is felt within the civilized world, the realms of man.

Gods of the Argent Empire

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Homol

(the Eldest God)

The All-Father

"He that has forgotten"

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(the Greater Gods)

Y’gaz The Corruptor

Brok God of War

Amphia Mother Goddess

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(the Immortal Gods)

Omic – the Light of Justice

Fussiman – Mistress of Black Magic

Elcreer – the Kind

Darnus – God of Murder

Morfid– the Magician

Glimmer – the Seer and the Oracle

Monnon – Lord of Hell

Trion – Sea King

Brytol – Earth Friend

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(the Lesser Gods)

Coblic – God of Secrets

Akhom – the Lawgiver

Thortic – Omic’s Second

Moorn – Battle–rager

Fingoot – the Putrid God

Blacia – Succubus Queen

Gruma – the Hunter

Ristick – the Bard

Ado – the Jester

Burvain – Lich King

Nevar –the Healer

Serena – Purity and virtue

Sicillis – Lady Pestilence

Swell – Maid of the Sea

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Religion of the Realm - the Greater Gods

Y'Gaz the Despoiler

Deity Title: The Original Evil

Sphere of Control : Corruption – Unlife, The opposition to all things, wanton destruction and senseless violence, betrayal and despair, eternal hatred, insanity and instability, all things evil .

Deity Alignment : Evil

Deity Power : Greater God

Deity Home Plane : The Lower Planes

Deity Appearance : The Wyrm with 3 Heads, Absolute Evil, The Destroyer.

Manifestation : exercise ruthless power - indirect and influential

Avatars : The Three Faces of the Wyrm; Despair, Betrayal, & Corruption

Saints : The Sunderer, She who Walks in Despair, The Ravers, The Harbinger of Doom, The Fallen Ones

Clerical Alignment : Evil

Cleric Types : any race, Male and Female

Clerical Organization : The Church of Corruption and the Worshipers of the Final Defeat, The Black Covenent, The blood soaked Temple of the Wyrm, The Knights of Un-Light

Temple Size, Location, & Frequency : minor shrines to huge temples, usually well hidden Black Churches of horrid ritual, dens of foul worship, or, rarely, massive public edifaces of powerful and fell dark priests.

Clerical Raiment : Black Robes – black armor

Worshiper Armor & Weapons : prefer heavy armor and wicked weapons

Religion of the Realm - the Greater Gods

Brok the God of War

Deity Title: God of War Sphere of Control : war & strife, honor in battle , change and conflict, glory and power, ambition and initiative, overcoming adversity, victory, winning

Deity Alignment : neutral – warrior’s code

Deity Power : Greater God

Deity Home Plane : Ysgard

Deity Appearance : Huge, powerful, giant of battle

Manifestation : impartial and infrequent

Avatars : Battle-Strider, & The Eternal Warrior

Saints : The Collectors of the Fallen, The Sword of Glory, Raptors of the Unworthy, The Sisters of Strife

Clerical Alignment : neutral

Cleric Types : mostly male, mostly human

Clerical Organization : Loose amalgamation of Battle Priests

Temple Size, Location, & Frequency : shrines in permanent temples and those erected on the eve of battle

Clerical Raiment : Steel-Chain battle armor

Worshiper Armor & Weapons : Battle Armor & Martial Weapons

Religion of the Realm - the Greater Gods

Amphia, the Mother Goddess
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Deity Title: Elder Mother

Sphere of Control : fertility and rebirth, health and permanence, farming and agriculture, seasons and change, cycle of life, humor and laughter, safety and sanctuary, motherhood and children, hearth and home, the sun and the moon

Deity Alignment : Good

Deity Power : Greater Goddess

Deity Home Plane : Arcadia

Deity Appearance : The Matron, Mother figure, The kindly woman with the star-deep eyes.

Manifestation : Spring and Fall, birthing and healing, planting and tending, the hearth and home.

Avatars : The Phoenix, the Moon Children, and the Unicorn

Saints : Lorianth of the Jasmine Morning, The Faithful 99, Sister Abegail the Martyr of the West.

Clerical Alignment : goodly

Cleric Types : Often female, most races

Clerical Organization : Enshrined in most civilized churches, plus local shrines, and small Convents.

Temple Size, Location, & Frequency : personal worship, commonly referenced, Small, well kept common churches.

Clerical Raiment : common attire with shaw, mantle, and medicine bag

Worshiper Armor & Weapons : light or no armor & cane, staff, or wand

Introduction of the Worlde

The city state of Argent sits amid the cradle of human civilization on the coast of Hawkmoor Bay. Toward the north is the eldritch Forest of Solitude and further north fierce Norsemen sail their long ships on gray storm tossed seas. South of Argent the smaller cities of Garthain and Rolania border the Brazen Hills, where nomadic, war-like horsemen wander the windswept grasslands. To the west of Argent the towering, endless ridges and peaks of the World-Spine Mountains divide the world in twain. Beyond the implacable wall of mountains are more strange lands; vast, empty plains where nothing stirs but an ocean of tall grasses, and the many inhabited, strangely exotic islands with sinister foreign civilizations in the West Seas. The shores of that sea border old hills and the Iron Mountains, kingdom and ancestral home of the dwarves. South of the Iron Mountains stretches a broken chain of land-locked, fresh water seas called the Four Monkeys. These deep and dark waters are nearly surrounded and engulfed by the ancient steaming forests, steeped in menace, called the Brooding Jungle. The Worlde is ancient and laden with magic, too many varied species, cultures, creatures, and civilizations are found to tell of more then a few in this short introduction.