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Showing posts with label Idhomlya. Show all posts
Showing posts with label Idhomlya. Show all posts

Wednesday, May 11, 2016

Fiction, More Site Changes, & The Survival Of Sadie Holbrook

Hey everyone, Wednesday has come and the more I think about it the more I want to include some short fiction on here.  These, which mostly go unwritten in my head, are great ways to practice writing and story telling.  It also shares some of my world-building / campaign development process.  The following example is just a short piece where I explore the background of one of my NPCs to really develop her in a larger role and flesh out how she came back and what where she stands in the campaign now.  Keep in mind this is but a draft of something that may or may not be worked out to something more (there may be less-than-optimally-worded pieces) and in-game lore is subject to change.  Of course there is a lot that isn't here too, but I plan on building on it one way or another.  For those curious this comes from a campaign I hope Untamed Scribe will help write into some fiction to share with you guys, and so you'll hear more then.  Before I share this with you I also want to note that I will be tweaking the site more, an ongoing process of course, to include this fiction and to include things like about and contact pages.  These are long overdue, but something I am not ignoring.  Any suggestion you have are, as always, welcome.  Without further ado, The Survival of Sadie Holbrook.

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“Sadie Holbrook!  Don’t you go wandering too far now, you hear?”  She heard, but it was already too late to bother answering.  As it was whenever they came out to the fern forests of Belphegor, Sadie was running through the thick growth before her parents could begin to unload the animals.  Every third cycle of Tellara, Sadie’s father was granted some time away from the markets, so loud and populated, the complete opposite of Belphegor.  Every trip involved the packing of copious amounts of survival gear they would never need and every trip Sadie would avoid unloading and setting up camp by wandering off.  She always came back with kindling to appease her parents, but that effort was well worth some freedom.

Being only 19 years of age, the young girl with the raven blue hair wasn’t expected to do all that much as it was.  Next cycle, she would see her 20th name day and, as with all Zarkosi, enter into one of the academies where she would have to work and study almost every day.  Today, she was still a child, with not a care in the world.  The prinka sundews were in full bloom, flowers towering all around and providing a heady, spiced scent that co-mingled with the sickly-sweet aroma of the plant’s sticky droplets to create what was, to Sadie’s mind, the most relaxing scent on any of the moons.  Foregoing all pretense of helpfulness, this year she was going to just lie down on the moss and take it in.  When father called she’d gather what she could, but until then this time was hers...

Just over three years later, Sadie sat in her dormitory silent and brooding.  Not only had she been rained out of what may have been the greatest archeological dig for students in decades, but her birthday package had arrived from Tellara.  Normally the highlight of the “study-season,” she dreaded receiving any word from her family.  The trade on Tellara was in a record downturn and many merchants were turned away, their employers more willing to sell product themselves then to lose any more gold paying others to do it for them.  Those who lost their jobs, like Sadie’s father, were forced to go out into the sulfurous wastes to harvest precious stones and powders.  This package included an update on her father’s health, deteriorating like many who spent their lives in the wastes.

If that wasn’t bad enough her father had sent Sadie a candle, one she lit to try to relax herself.  It was an expensive scent from her childhood: the blooming season of Belphegor’s prinka sundews.  Tears streamed down her cheeks as she realized what the cost must have meant to her parents.  Sadie was a clever girl, though, and those tears quickly turned to rage at what the reckless spending meant.  Rage that her father was fired, rage that he was forced into the wastes, rage that he could no longer go out there to care for his family.  Through the tears and anger, surrounded by the aroma of blossoming prinka, the young lady packed up her most prized possessions, donned a leather jacket, and quietly left the academy for home.

“Now, now, now.  I know this concoction elicits a sedentary reaction from most material beings but please.  This is not the time to sleep.”  The voice was harsh, almost grating on her mind, as if it was unused to such ponderous methods of communication.  Just memories then, triggered by whatever this thing stabbed into her.  Sadie could swear she once again smelled prinka, but looking around there was nothing but pain and discomfort.  She must have dozed off with the drug, because she suddenly remembered being strapped down by the tall black-clad figure standing over her and injected with many different fluids.

It happened right after she was saved from annihilation by the strange man with antlers.  The ancient wreck, Nostromo, was having some issues.  These issues only became exacerbated when the ifrit, simply referred to as Boom, summoned a pit of magma on the bridge of the derelict.  It saved the group from some rampant sentry bots, but caused a destabilization of the ship.  Being the only one with any knowledge of Cyrelian technology, Sadie sent the group away, claiming that she would be right behind them.  She trusted them to be heroes, hoped for the first time in many years that they were true heroes, and as such they couldn’t know she had committed her life to save them.  Otherwise Ashbane and the little one would certainly stay, try to save her, and die.  In the eye-blinks between rigging a containment shield and the explosion of ancient technomagics, a man appeared and saved her.  He claimed it was for her friends.  He claimed he would see them suffer.  She wondered if he knew that she too would suffer, if he even cared.

It was shortly after this that she awoke in the near monochrome of the Ethereal Plane, a place she had only visited a few times.  Massively tall, gaunt creatures with featureless masks and armor like pottery had found her and carried her to their leader, denoted only by his black armor and tyrannical presence.  It was only recently that the creature talked to her, and he was the only one who did so out loud.  For the longest time questions simply bored themselves into Sadie’s mind.  It was what seemed like an eternity that she resisted, but it may have been weeks or perhaps only minutes.  Eventually, she revealed the names of her companions on the Nostromo and what they sought out.  With that betrayal on her mind she breathed deep the lingering smell of prinka blossom and tried to put herself back on Belphagor, hoping that her end would come before the heroes would find out what happen.  Before her friends, caught up in something bigger than they knew, were also captured...

Wednesday, April 6, 2016

Old Gods, Chimeras, Nature Familiars

Ok guys, a few updates for tonight.  First off I managed to get up the last of the Old Gods.  Now, I can start clearing up what is already up in preparation for putting up even more.  Sadly that won't happen tonight as I had wished, but hopefully I will be able to get it done tomorrow.  I also wanted to mention that the DM's Field Guide Volume I is now up on the DM's Guild.  It includes 8 varieties of chimera for you to use, each of which included 3 different versions.  That's a total of 24 new chimera variants to try out!  I also had mentioned that I was hoping to get another update up for Paths to Power, but that has been a bit delayed.  On the plus side, though, it will include more than I had planned for this update.  Expect that this Monday, for sure.  It holds top priority for the weekend work.

Oh and if you catch this before midday Thursday, head over to twitter and vote for the game I should run for a last-minute one shot I will be running.  We can't record as usual, but I'll be damned if we don't record something!

Wednesday, March 30, 2016

Old Gods and Chimeras Galore!

Today I have for you five more of Atlazan's Old Gods.  That brings us to ten fleshed out and detailed gods of the Atlazan pantheon from the continent's far past.  I am unsure what the total is looking like for well known / worshiped deities but it is up there.  I think that when I have completed all the detailing I will make a master list, both for myself and the blog.

In addition to that I have a little better knowledge of when you will get the chimera supplement.  Like I mentioned , yesterday?, this will include a great number of chimeras for various levels of play and a variety of locations.  The grand total will end up being 15 stat blocks in all, I believe.  This should go up by the end of the day Monday as long as all my plans play out as they are supposed to.  In addition another update to Paths of Power is coming in the form of another familiar.  This time for the spirit of nature path.  It is only one stat block for this one, and I think I have finalized what I want from it, so that should be up this weekend!

Wednesday, March 23, 2016

Catastrophe Chimeras, Old Gods, And Warlock Familiars

Hey everyone and welcome to Wednesday's homebrew.  Today I have updated more than I had expected and it finally feels like I am getting back on track.  If you head over to the chimera re-skins page, I have added a small fluff piece for each of the new catastrophe chimeras.  Now that we have plenty of variations to work with, I am definitely going to be working out a supplement for the DM's Guild.

The other thing that I managed to get done, and up, are five of the Old Gods of Atlazan.  If you head over there, you won't even have to search for them.  I did the first five to start you see.  This included completed titles/honorifics, favored weapons, symbols, and descriptions.  These will continue for the next two weeks or so as I fill out the rest of them.  We are getting closer and closer to Atlazan being somewhere I can start making PDFs out of the setting.

Finally want you all to know I am working on my current and future DM'S Guild supplements still.  If you follow twitter, you may have noticed my notebook picture a couple days ago.  A bit of a mess, as making creatures from scratch is new to me (at least for this edition).  If you look closely you can even figure out what I was working on.  I'll give you a hint.  They'll be included in my Paths of Power supplement as suggested Genie Noble patron familiars.  If you haven't checked out Paths of Power, you can go get it now for just a dollar over on the DM's Guild.  If you do, please leave me feedback, comments, or a rating!

Wednesday, March 9, 2016

Gods of Old

Today I went ahead and did some more work on the gods and goddesses of Atlazan.  I added over a dozen new deities to the list, all of whom are Old Gods.  The list includes names and working domain/portfolios.  There are also a few symbols, but for the most part these are incomplete.  You may notice that they come from a variety of real world deities and this is no mistake.  The ancient history of Atlazan included many ancient gods, much more than those revealed, and with many different names.  These are just some which survived through various ages, with the names that have remained intact.  These gods and goddesses are still worshiped today, more in the lands of the Alliance.  Soon these will be completed along with the rest of the major Liege Wyrms, Hero Gods, and New Gods.  Then, of course, a more regular and accurate relationship to the 5th Edition rules.  Stay tuned for these developments, and the improved telling of Atlazan's history.

Wednesday, March 2, 2016

Hero Gods, New Gods, And More Spells of Old

It's Wednesday again everyone, and that means I update you with more information on my homebrew!  Today I continue to add to the gods of Atlazan, and we are getting closer and closer to having all of them up.  It also means I am getting closer to starting to work out much more of the mechanics of the setting and trying to get that out there.  Today I have a couple of Atlazan's new gods and a couple of the hero gods.  Among them are beings of weather, defiance, and nature.  There is the First Paladin and two gods born in the destruction of an ancient and powerful being.

I also want to share with you some updates to the work I am doing for the DM's Guild.  I am continuing to work on the second volume of Paths to Power and hope to have a pay what you want preview soon.  In addition to that I am trying to work out some familiar stats to add to the first Paths to Power.  I am also working on Volume II to Spells of Old featuring spells from the 3rd Edition Draconomicon.  While that didn't happen for the past weekend like I wanted, I did update the first volume with three more spells from the Lords of Madness.  Keep an eye out this weekend for more going up / being updated and check back here next Wednesday for more updates!


Wednesday, December 30, 2015

Atlazan Updates

Today I have added two more race pages linked under the people of Atlazan.  The kolibri and the magar.  The kolibri are a race of small, quick, and superstitious bird-folk.  The magar are a stout and element revering crocodile-folk.  Next week I will have the final three up!

Wednesday, December 23, 2015

More Races of Atlazan

While it is later than I usually prefer to post, I have for you an update on the people of Atlazan!  I have included the information for three more of the races: the corvids, the kala'kai, and the kobolds.  Over the next two weeks I will continue the race information pages.  As I have mentioned mechanics are not up, but I will get those in January I hope.  Keep in mind many of the abilities for these races are from one or more PHB race abilities and may just be page references.  At least until I decide whether or not I need or want to replace them with unique features.  Anyways, take a look and anticipate continued additions every Wednesday!

Monday, December 14, 2015

Updates to Atlazan

I have updated the information on Atlazan today.  Added was a page for the people of Atlazan which lists the races of the continent that I allowed my players to choose from.  Additionally I included pages for the first two of those races, the aeq'or and the archeons.  These include everything but the mechanical information.  I will get around to adding the 5E stats when I get a chance but I do have to parse out some of the text and make page references.  The races contain some homebrew abilities and some tweaks from PHB races, but others have abilities taken directly from other races.  Some are, in all honesty, almost cut and paste versions of a standard race.  Much of that was done for both my and my player's ease and may change to some extent in the future, but for now the focus remains the world and its people, not the mechanics.

I mentioned that I would be including home brew campaign information twice a month a few weeks ago.  For those interested, this has changed.  Instead, I am going to go ahead an plan on adding something every week (likely on Wednesdays).  That was I can keep a steady flow going without feeling the need to withhold for future installments or the feeling to pack it in because of the alternating weeks.  This will continue for quite a while, as I have plenty to work with so far and plenty I need to get written down anyways.  However, eventually there will come a slow down but by then I hope you'll be learning about my world(s) through other means like Brave New Worlds.

As a note, I have created a twitter account to start adding small updates about whats going on.  Pictures of maps I might be drawing or insights about Brave New Worlds.  There is a feed to the left, but that will probably move down as I move things around again.  Any suggestions on what should appear first along the site's margins are welcome.

Tuesday, October 27, 2015

Deities of Atlazan

Hello everyone.  As a preview to the guidelines of developing a pantheon for your game world, I have the basic outline for my deities of Atlazan.  There are no specific deities or domains or any such things.  The following is a outline of the different types of entities that are worshipped on Atlazan and descriptions of those deities, how they are different.  Thursday I will build off of my last article and use what is presented here as a guidepost.  Hopefully I will be able to share some of my thought process for developing worlds, using a pantheon as an example aspect.  Anyways, I present to you those whom the creatures of Atlazan worship.


Old Gods
In the days of the First Atlazi Empire, many gods were worshipped.  A whole pantheon existed in the temples and holy places of Atlazan, worshiped by atlazi from farmer to noble, before the coming of the Kai’rella.  The natural hatred and non-understanding of gods and goddesses by the Kai’rella lead to the elimination of most religion in the empire.  Most of the old gods were lost to time and memory, especially during the dark age of the Third Coil.  Not all gods could be stamped from memory, however, and many survived and continue to be worshipped to day, ruling the most basic of sentient concepts.

Hero Gods
During the end of the Second Coil, during the fight with the Kai’rella, heroes were important and their memories were lifted up with each telling of the tales of battles.  Eventually these heroes became legends, names voiced with nearly the awe of the gods.  When it came to take the demon lords during the turning of the Fifth Coil to Sixth, new heroes, led by Raeshana, helped to defeat the abyssal monsters.  Some, it is claimed, were the heroes of old reborn.  Others were new heroes, inspired by the ancient legends.  Regardless, the defeat of demon lords and the faith of the common folk allowed some of them to ascend to godhood, where they are worshipped, especially by the feathered-folk of the Great Avian Alliance.

Liege Wyrms
Heroes were not the only ones to rise during the various Coil turns.  Great dragons, ruling lands and leading masses, also rose to protect their charges.  Whether driven by the desire to protect or by the draconic greed of protecting what they believed was theirs, it is unknown.  Regardless, the oldest and most powerful dragons became known as Liege Wyrms.  Unlike the heroes of old, who became legend, Liege Wyrms or their offspring continued to rule and grow more powerful.  Eventually they could grant a portion of their power to mortals they struck deals with.  With the defeat of the demon lords, the worship of the Liege Wyrms grew, especially with great sacrifices they made.  Now, ancient Liege Wyrms, some dead and others lost, are worshipped as gods and the powers granted to their priests proves them to have a place among the gods of Atlazan.

Demon Lords

The Fifth Coil represented a dark time.  With infighting among the Rae-atal and the Mu-atal, the beast men of Atlazan were allowed to prosper and grow.  While they too once worshipped old gods, these were primal and vicious beings.  Sometime during the Kai’rellean occupation, some beast men turned to the Abyss for greater power to regain some of their lands.  Eventually most were converted, and those who were not were lost to both the Atlazi Empire and their rivals.  The beast men continue to worship their princes and princesses of the Abyss, making sacrifices and killing in the name of them, summoning demons to sow chaos, and searching for a way to unleash them upon Atlazan again.

New Gods
Recently, new gods have begun to make their presence known.  They are varied in both their outlooks and their goals.  Among them is Deionyche, the goddess of the archeons.  Some say that there are even new gods trying to reclaim beast men from their demonic ways.  Where these gods came from, and why they’re here, is a complete mystery.

Elder Gods
There are new gods, born of new ideas or made for new times.  There are old gods, ancient deities of base concepts of sentience.  Then there are elder gods, ancient beyond words.  These beings come from a place beyond the known world, and even any of the known planes of existence.  They are something more.  Unfathomable, these entities have minds, plans, and desires that are so alien, knowledge of them, itself, often comes at a price.  Horrors from the deepest darkest depths of the psyche serve the Elder Gods, who care not an ounce for their worshippers or any other simple flesh-based mortal.

Tuesday, October 6, 2015

The History of Atlazan Part II

Hello again!  This week I have the second half of the History of Atlazan!  I also know that this post and the previous one look a bit off, like the formatting has been inconsistent.  For some reason copying from my google doc and pasting here is not working properly.  Despite trying to fix it the formatting seems to like to do some of its own thing.  When I eventually make a page for this information I will hopefully have a solution and if I am lucky it won't involve typing it all again.


The Fifth Coil (Age of Beasts)
The true events the portended the passing of the Fourth Coil and the coming of the Fifth are unknown, though both Realms have their theories.  What can be agreed upon is that the Rae-atal and Mu-atal began to drift and quarrel, often taking sides in situations that were polar opposites.  Eventually it was done of spite for whichever group brought problems to attention.  Perhaps one of the more interesting things, on which both sides agree, is the dominance of Hero support with the Rae-atal and the support of the Mu-atal by Liege Wyrms.  While not a perfect demarcation by all, the polarization was clear. What historians may never agree upon, is what happened to allow the beastmen to not only sack many Atali cities, not only raid powerful relics, but to summon their greatest demonic god-beings.  It is believed that the scale-kin of the Temtektaggre Empire are the descendants of the Mu-atal, and it is they who say that Raeshanna betrayed Mu’hili in an attempt to get the beastmen to do their dirty work and destroy the Mu-atal.  In the Avian Alliance, the opposite is believed, with Mu’hili betraying Rae-shanna for similar reasons.  Regardless, the Fifth Coil was heralded by betrayal and fel-fire, a state which lasted centuries.

The Sixth Coil (Age of Compromise)
The Fifth Coil took centuries to end.  Demons and beastmen roamed Atlazan killing and torturing all they could find.  Blood flowed through the lands and acrid smoke filled the air.  Atali of both sides died by the thousands and millions over the many, many decades.  It was not just these reasons for that length of woe, however.  Demon Lords walked the lands.  Heroes and Liege Wyrms did what they had to for their charges, dark though the actions may have been.  Worst of all, the Rae-atal and the Mu-atal continued to fight one another. In the end, compromise heralded the Sixth Coil.  Great Liege Wyrms of the Mu-atal and the finest Heroes of the Rae-atal came together to defeat the Demon Lords and drive the beastmen deep into what is now called the Wildlands.  It took many years to accomplish, but there was a cost.  Some lamented at the loss of Heroes and Wyrms, but, after so many years of near worship, many of them ascended to something more.  As the Realms tell it, those Heroes and Wyrms who fell in the battle that drove the Demon Lords back to their Abyssal prisons became many of the scaled and feathered gods today.Camaraderie of shared hardship, fighting for their survival, and a pantheon born of that battle allowed the compromise to be maintained.  Atlazan was divided into the two kingdoms that are known today: the Temtektaggre Empire and the Great Avian Alliance.  Between them, miles and miles of wilderness and Wildlands, helping to maintain the peace.  Peace would not last forever though.

The Seventh Coil (Age of Strife)
After nearly two centuries of peace between the Temtektaggre Empire and the Great Avian Alliance, war broke out once more in Atlazan.  Not an very ferocious war, few battles have ever been fought, but cooperation and alliance has ended.  Alliances with other races have been made.  Each is on its own against the beastmen.  Resources are first come first serve.  It has been a tense time, and it has lasted for centuries.  Recently the conflict has come to a head, and war becomes less and less a misnomer.  Armies and navies may even soon meet in battle.

The Eighth Coil (Age of Unification or Conquest)
With war drawing closer and closer to reality, a new Realm has emerged.  Mysterious in origin, and guided by strange creatures of both feather and scale, the Feathered Serpent Unification seeks to not only bring peace to the many people of Atlazan, but more.  The couatl claim that neither of the Atali people was to blame for the advent of the Fifth Coil and that it is the destiny of all to become part of a re-unified Third Atlazi Empire.  Twenty-five years ago marked the Transition of Coils, open war was announced and the FSU founded its first city of Asylum.  Whether it will be an age of unification or one of conquest is yet unknown.  The actions of many will decide the outcome of the Eighth Coil and the character of the Ninth Coil.

Thursday, October 1, 2015

The History Of Atlazan Part I

Today, I have a bit of my own home-brew world.  This is something that I have been working on for many months now and is finally coming to a time where I can run a game within the world and have the time to do so.  While my current game takes place same world, it is one that has formed itself and combines a lot of resources including both Pathfinder and various D&D universes.  Atlazan is different.  It is the first continent for which I have not only created a map with ideas, but I have also a history, its own races, and a pantheon of its own.  There is still a lot of work for me to do, but it is coming along quite well and I am quite excited to start a campaign in it.

Below is the first half of the history of Atlazan.  It is not incredibly lengthy, but is fairly detailed.  This history represents what the majority of the races (and thus the characters) would know.  A character with history training may know even more, and there are ruins full of revelations and histories to be uncovered.  I will continue to share bits of my work among the other blogs, and as I have said, hope to have the site organized better sooner than later.


The First Coil (Age of the Atlazi)
Long ago, Atlazan was a unified continent ruled over by the Atlazi people.  How and when these people founded their empire is unknown, but they lived in peace for centuries, perhaps millenia.  It was a time of singular goal and purpose, without conflict or war.  The only threat to the Atlazi were the beastmen of the deep jungles, and rarely did they cooperate for any effort against the powerful Atlazi cities. In this age old gods held sway, once powerful and now long dead.  Heroes roamed the land defeating any beasts that threatened, clearing jungle borders, and putting down tribes of beastmen.  The wild lands were ruled over by the first dragons, great and powerful creatures of magic and emotion.  Many protected the Atlazi in their territory in exchange for wealth and fealty, becoming treated as servants of the gods or heroes reborn to continue their work.

The Second Coil (Age of Change)
Eventually, outside forces found their way to the Atlazi.  The Second Coil began subtly and slowly.  People of names and places long forgotten sailed to Atlazan and made contact.  Relationships were made between distant empires and goods unique to those areas were traded among them.  Still, war was not a thought in the Atlazi mind. One day everything changed.  Decades into the full swing of the Age of Change, visitors came to the bustling and growing cities of Atlazan.  Calling themselves the Kai’rella, they offered knowledge and resources to continue their growth.  It was a boon the Atlazi could not refuse, and for many years it proved as good as it sounded. Ultimately, the people of Atlazan realized they were slowly being opressed to the point where some outposts became no more than slave camps.  How this came to be, without anyone noticing, is anyone guess.  But some did notice.  The heroes of the time, wandering and able to witness the changes, and the great Liege Wyrms, as they came to be known, foresaw the tyranny of the Kai’rella and planned their ultimate downfall. In a bold and desperate move, the Heroes and Liege Wyrms attacked from throughout the empire at once.  Millions of Atlazi died on that day and a great number of Heroes and Liege Wyrms died too.  It was the decisive blow to the Kai’relleans, ending what may have been a long war with the eventual subjugation of all Atlazan.  For weeks they pushed back but the people of Atlazan would not yield, eventually sending off the Kai’rella.

The Third Coil (Age of Darkness)
After the defeat of the Kai’rella, the continent of Atlazan fell to darkness.  It is unknown whether their far off allies faced similar problems, but trade ceased sometime near the end of the Second Coil.  With most of the Heroes and Wyrms dead, and the survivors of the old empire dispersed throughout the continent, a time of desperation and darkness came over Atlazan.  It was centuries before a pair of Liege Wyrms, acting as simple heroes, brought together the descendants of the ancient Atlazi.

The Fourth Coil (Age of the Atali)
The two Liege Wyrms, called Raeshana and Mu’hili, spend many years collecting followers and raising the spirits of the Atali, those born of the ancient Atlazi bloodline.  Only after the Second Atlazan Empire was formed and settled did the two reveal their true forms to the peoples.  In a ceremony celebrating the survival and perseverance of the Atali, the two surprised their most loyal followers, lieutenants, and everyone around by reverting to their draconic forms.  Cheers followed for a week, a continued celebration today in both the Temtektaggre Empire and Avian Alliance every spring when the last frost of winter has finally passed. Treated as heralds of the gods, Raeshana and Mu’hili were given free reign of the continent to come and go as they pleased, in the forms they pleased.  Quickly the pair had more responsibility that would last much longer than they anticipated.  The Atali, eventually, fell into two major groups: the Rae-atal and the Mu-atal.  Each was named for the Liege Wyrm they paid homage to.  With the combined leadership of heroes and sages from both the Rae-atal and the Mu-atal, the guidance of Raeshana and Mu’hili, and the protection of rising young Liege Wyrms, the Second Atlazan Empire continued to prosper for centuries.  Until the beastmen brought forth their own gods to bring Atlazan to its knees.