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Old Feb 17th, 2009, 01:21 PM
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Ilthryn Dahl Tinkerings

I'm looking through the games I want to play. This thread is just for holding Character Concepts (that I want to play but weren't chosen for a campaign) for easy access.

I'm working on developing a homebrew campaign. Gonna use this thread for that. A lot of unfinished pieces will be here, but I don't expect many people will be looking unless I ask them to bounce ideas.

Table of Contents:
Post 2: Notes
Post 3: History and Timeline
Post 4: Races
Post 5: Race Mechanics
Post 6: Deities and Religion

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Last edited by LoveBug; Sep 19th, 2015 at 05:13 AM.
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Old Sep 19th, 2015, 01:50 AM
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Notes

This post will be for various notes that don't have a place elsewhere yet. Things I want to remember or that need to be changed and/or fixed at some point.

Lore Notes

History is too short. Long-lived races, long memories.

Dragons? Still have a presence?

Class Notes

Paladin - Smite Evil. No outsiders known. Instead, does extra damage to undead and a type yet to be revealed. Possibly also fey.

Cleric - Channel Energy. Gnomes almost always channel negative (or heal undead, but may heal or damage living?), but may spontaneously heal or inflict. Halflings and Elves almost always channel positive (or damage undead but may heal or damage living?), but may spontaneously heal or inflict. Dwarves, Orcs, and gnolls may channel either, choosing their spontaneous casting separately as the other races.

Psionics or Occult classes? Both?

Gunpowder/Gunslinger. Dwarven invention. What level of firearms exist?

Ninja/Samurai/Monk? Against eastern classes? Fine with it? Only in eastern inspired lands? Limited by lands will only cause trouble. Eastern classes require reflavor? Or lore of introduction into other lands?

Race Notes

Halflings - Need a name change. Standard race not humans. Halfling no longer makes sense.

Need names for elven subraces, possibly orc subraces. Need to decide significance of gnoll subraces and elf subraces.

Gnomes are rarely sorcerers. Despite their fae blessing, they have little magical predilections of that nature. They are excellent wizards however, particularly fond of illusions, enchantment and either necromancy or evocation, depending on their season.

Elves are quite capable sorcerers, but despite this, they tend more often towards psionic arts. Some suggest Gnome jealousy and disgust towards elven carelessness with their fey gifts accelerated the conflict between the two races. (Subraces... Yin and Yang?)

Halflings are not so much illogical, as alogical. To think of things first and foremost through reason and logic is foreign to them. Their default is to trust instinct and intuition, accepting how they feel a situation. Thus, they tend to act and react quickly, rarely pausing to contemplate situations, but going with their gut. Gnomes have compared them to animals on many occasions due to their predisposition for instinct.

Gnolls were once another enemy of the Noric Empire. They fought the gnomes to a standstill, and the gnomes instead offered an alliance. The gnolls, typically broken into mercenary bands, divided on the issue, some joining the Noric Empire, many more aiding the elves, others working with neither. Gnolls brought psionics into the Empire.

Gnolls mid-eastern?

Changes to Magic

The (Healing) Subschool is moving to Necromancy (ala 2e). As are the inflict and restoration spells. Healing in Ilthryn Dahl is not about drawing from other planes (indeed the existence of other planes is mere speculation), but about manipulating lifeforce.

The (Creation) Subschool is moving to Evocation (as a general rule). Evocation is literally described as the magic of creation; Conjuration is the magic of calling.

Banishing spells do not exist. Of the various beings on Ilthryn Dahl, only the fey are believed to come from elsewhere, though no one is sure where that elsewhere might be. Furthermore, as they are rarely encountered, there has been little need to research magic to send them back to that elsewhere. If any attempts have been made to do so, they have never succeeded, nor become well known. Some whisper it is because fey agents have sabotaged the attempts. Others say that they are doomed to failure because fey are not truly from any "elsewhere."

Spells do not have alignment descriptors. The morality of magic is not so easily known as that, and is most often in what it is used for, rather than it's innate nature.

Obviously, in-game there is no talk of spell "levels." But the concept surely exists. Instead, each magic source has their own classification of such. Divine - Order (e.g. Invocation of the First Order) and Orisons (level 0). Arcane - Circle (e.g. Incantation of the First Circle) and Cantrips. Psionics - Mantle (e.g. Disciplines of the First Mantle) and Talents.

Collectively, they are called spells and magic, with many common folk having little concept of the nuances and differences. Some note a slightly greater similarity between arcane and divine magic and a greater disparity with psionic magic. Gnomes, in particular, highlight this difference, and suggest that arcane magic is thus tied to the fey (as divine magic to the gods), whom they view as servants of the divine. Psionic magic, then, is believed by some gnome scholars to manipulate the inherent miracle of the created races and world, to steal the lingering divine power of the Triad's works.

A few argue that druidic magic is then a subset of psionic, rather than divine magic. The fact that it differs from psionic magic in the same way that divine and arcane do seems to disprove this theory, however. Many scholars suggest that druidic magic is instead a subset of divine and thus use the same terminology (Invocation, Order) for their magic. Some few druids have rejected this "syncretism," suggesting that they invoke the power of nature itself, while clerics offer prayers for power to mighty, but fickle, beings. These few use "Invocations of the First Nature" for their spells, but instead refer to cleric's spells as "prayers," "petitions," or "entreaties." Arcane or divine scholars occasionally disparagingly call druidic spells "hexes," but typically retain "invocation" for both clerical and druidic spells, and suggest that their magic comes from the Triad the same as clerics, as the Triad are directly responsible for all of nature as creators, even if their focus seems to remain on the sentient races and concepts pertinent to civilization.

Best Strategists: Dwarves vs Gnolls
Dwarves: Intuitive, insightful, senses the way of battles, understands enemies
Little to fall back on, poor base understanding, may overlook patterns
Gnolls: Logical, intelligent, knowledgeable of tactics past and present, knows enemies
Rigid, inflexible, easy to surprise with deviancy
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Last edited by LoveBug; Apr 22nd, 2016 at 12:52 PM.
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Old Sep 19th, 2015, 01:50 AM
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History and Timeline

History

In the year NA (Noric Ascendant) 1323, the Living Alliance of Elves and Halflings saw victory with the fall of the Imperial Noric Dynasty and the ascendance of the Council of Five, comprised of three gnomes and two dwarves. Halflings were expelled from the gnome’s new state, granted their freedom through exile. Elven borders were drawn and they were left to live in peace. Orcs, many of whom had remained loyal to their gnome masters while others joined the Alliance, were formally granted freedom, either to live among the gnomes or to return to their mountain brothers. Most remained in the cities, long since divorced of the culture of their fellows. Despite their freedom, many returned to the lives they’d led in slavery: bodyguards, arena fighters, and physical labors. Others returned to the old ways of sorcery, a gift from their time as the servitors of dragons.

Timeline

Year designations:
DT - Durin Tor (Memory Forgotten)- Pre-Noric dynasty. Only dwarven histories recall this time at all. Years count down to NA.
NA - Noric Ascendant - Rise of the Noric dynasty and the Empire. Years count up from DT.
NF - Noric’s Fall - Counting began in the year 1323 NA. Years count up from NA.

DT 316 - Winter fae gift several gnome families with power over death. Three years later, Summer fae bestow their own gift on others.

DT 120 - Dragons invade the Snowlight Mountains with orc, ogre, and kobold servants. Dwarven race splits. Many seek refuge with gnome families just beginning to form a greater kingdom.

NA 0 - The Winter Gnome Noric establishes the Noric Empire. Immediately enslaves local halfling tribes. Dwarves not enslaved. Some scholars suggest slow aging made them unsuitable for slaves (unlike the shorter lived orcs and halflings). Others suggest too many friendships to make the adaption simple. Still others suggest even Noric wasn't sure he could ever conquer the indomitable dwarven spirit if he tried.

NA 217 - Dragons abandon Ilthryn Dahl. Reasons uncertain. None seen since. Gnomes immediately begin conquering orc tribes in Grunedahk foothills.

NA 230 - Elder Dwarves send first emissary to their so-called exile cousins. Emissary is whipped, beaten, shaved, and sent home. It will be 700 years before the elders allow an exile or any other outsider to approach their mountains without being killed on sight.

NA 378 - Gnomes discover the elves, called "Least of the Fae." Gnomes show great deference for their honored "cousins." Elves suspect the gnomes of ties to the Sidhe, so-called "Lords of the Fae," whom they had waged war against millennia before. Many believe gnomes a weapon that the Sidhe never implemented before being the war ended.

NA 386 - Gnomes confirmed as Sidhe-touched. Gnomes discover Elves warred with the Sidhe, as well as elven predilection for sorcery or their more common pursuit of a unique magic called psionics.

NA 1213 - Hobs discovered, brilliant tacticians, powerful warriors, and gifted in the art of psionics, learned apart from the elves. Individual bands sell their services to the highest bidder, which end up on both sides of the Fey-Touched Wars.

NA 1323 - End of Noric Empire.

NF 2319 - Present year.
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Old Sep 19th, 2015, 04:54 AM
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Races

Race
Racial Paradox - Each race exemplifies two paradoxical values or characteristics. These values may be more polarized in one subrace than another or more balanced in both.
Language - This is here just for fun and for any inspiration it might give in naming or should you wish to make up words for a language in-game. The section begins with the most common sentence structure (English is often Subject > Verb > Object, e.g. I kicked you, or every sentence in this post so far.)
Note: Gnomes never enforced their own language as the imperial tongue. They adopted what has come to be known as common, which remains to this day. No one actually remembers where common originated, but it has absorbed aspects of almost every language it’s touched, and all races still use it, though some more isolated tribes of halflings and elves, and all but the most extroverted elder dwarf clans, speak almost unrecognizable dialects.
Subraces - I will include a brief summary of each subrace. More information may be available upon request.
Interrelations - How members of each subrace interact with each other.
Relations with Other Races - Exactly what it says on the tin.

Dwarves
Racial Paradox - Stability/Innovation
Language - Subject > Object > VerbCharacterized by long vowels, short words (dwarven was traditionally inscribed on stone), and dentals (T’s, D’s, N’s). Exile Dwarves typically translate their surnames into common. Elder dwarves consider it a vile practice.
Elder Dwarves -
When dragons invaded the mountains, the dwarven race split, several running to seek asylum with the gnomes in their fledgling empire. The others delved deeper into the earth, burying themselves far below the surface, far beyond the reach of the dragons. The elder dwarves have kept their society exactly as it was millennia ago, locked in a rigid system of castes, with the constant vying for power and advancement leading to vicious backstabbing. Literal backstabbing is rare, however, as the murder of a fellow dwarf is considered the highest crime. Accidents and suicides are, nonetheless, not uncommon, and many elder dwarves believe the latter preferable to being shamed publicly. Suicide remains an honorable death among elder dwarves, and a family is freed from all debts and dishonor incurred by the deceased.
Few elder dwarves have ever met someone not of their race. Those that do, have occasional skirmishes with the mountain clans of orcs or dealings with nomadic halfling tribes. Far more often they interact with exile dwarves. The rare elder dwarf who leaves the cavernous deeps typically joins his exile kin, whether or not exile was the reason for his departure.
Exile Dwarves
As elder dwarves delved deeper into the mountains, others chose to flee the dragons through exodus to the safety of the gnomes. The gnomes welcomed the dwarves with open arms, finding their ingenuity useful. The exiles were quickly adopted into gnome society, weaving it with their own to create their own culture within the Noric Empire. Today the exiles are a thriving and integral part of the Trine Republic. They are responsible for the majority of innovations in the republic, but also run many of the city’s simple pleasures, taverns, inns, even restaurants. Exiles are content with simple lives without much change, except in the new ways they find for doing things. Three different dwarven taverns will each have something slightly different, whether their tables are better organized to maximize serving efficiency, their ale has been fermented with a secret ingredient, or they store their casks in a way that better keeps them chilled. Exiles rarely appreciate having changes imposed upon them by others, however.
Interrelations -
The exile dwarves are commonly thought to be the backbone of progress in the gnomish lands. While this is true, this is only due to secret and continued dealings with their elder cousins. The two exchange materials, plans, and innovations frequently, despite their personal sense of superiority. Exile dwarves are commonly thought of as addle-brained to abandon the mountain and many elders accuse exiles of abandoning the dwarven life, but the elder dwarves are nonetheless dependent on their cousins for what resources they cannot find within the depths of the earth. Exiles view elders as dishonest, manipulative, and two-faced, accusations which elders only deny out of a sense of personal appearance. Despite their differences, the two races maintain a cordial relationship, and often rely on each other before any others.
Relations with Other Races -
Elder dwarves despise mountain orcs, who tend to still revere dragons. They treat nomadic halfling visits with a mixture of anticipation and dread. They are not particularly hostile to any of the other major races, perhaps due to their rare interactions, but they tend to view themselves as slightly superior to all others.
Exiles get along well with gnomes, and even orcs to a degree, though old hatreds occasionally flare up. They have no opinion for avenging halflings and elves as long as they are left alone by them. Exile dwarves are perhaps the most prepared for nomad visits; most keep an emergency store of whatever goods they carry for just such a visit.

Elves
Racial Paradox - Duty/Choice
Language - Object > Subject > Verb. Characterized by it’s musical nature. Sibilants (S’s, Z’s, Sh’s) and Liquids (L’s and R’s) are common. Typically open (Ah, Aw, Uh) vowels.
Lake Elves (Elves of the Still Waters) -

Tundra Elves (Elves of the Hidden Depths) -

Interrelations -

Relations with Other Races -


Gnomes
Racial Paradox -
Language - Characterized by excessive nasals (N’s and M’s), long vowels, and longer words. Gnomes love trapping their friends and enemies in word games, and meetings of the Council of Six often devolve into word games between the gnome representatives, much to the irritation of the orc and the . Many gnome names use approximate consonants (L’s, R’s, W’s, Y’s), a carryover of a naming tradition honoring the fey, but gnome words use them far less.
Winter Gnomes -

Summer Gnomes -

Interrelations -

Relations with Other Races -


Sharr (Halflings)
Racial Paradox - Practicality/Spirituality
Language - The sharr have a blended linguistic structure, taken primarily from the elves and gnomes. Nomadic sharr names occasionally use approximate consonants; avenging sharr almost never do.
Nomads -
When the sharr were released from slavery, they split into two peoples. The majority settled onto the plains, breaking into hundreds of clans. These clans travel in close proximity to each other, cycling through cities and open plains as need arises. They are excellent traders, and often, according to accusations across many cities, skilled thieves. Away from the cities, they prove themselves exceptional hunters, and a devoutly spiritual folk. A nomad may ask the blessing of three spirits on a hunt, one to guide his blade, one to guide his eyes, and one to guide his prey to him. Or he may ask for no blessing and make his own skill an offering before the spirits. The former brings joy to the spirits by allowing them to participate in the act, but the latter is not judged; his gift may, in fact, prove himself worthy of joining the Gheve.
Nomads are ruled by the Zhenil, a council that serves as a clan of its own. The Zhenil are comprised of a representative of each clan. Every ten years, the clans converge in the center of the Nalthin Plains to meet with their representatives and, often, replace them. Serving as a Zhenalith, as such representatives are called, is considered an honor, but rarely does a nomad elect to serve for more than one term. The rare exception is typically considered for elevation to the Zhenil Sharr, ten halflings who work to create laws and settle the most important disputes or punish the most severe crimes. Most laws are created simply for the preservation of the nomads, a preservation that allows activities other races find suspect. Laws have arisen to combat these activities, but they explicitly forbid being caught by non-halflings only. If a crime is never discovered, for a nomad, it was no crime.
Outrider Halflings -
Outriders, also called avengers, retreated to the forests and swamps during their exodus. There they cut themselves off from the remnants of the Noric Empire, hunting any dwarf, orc, or gnome who enters their land. They bond with the local beasts, using them as mounts in hunts and in their travels. Outriders live in small clans or families, and most children abandon their clan at adulthood to seek out a mate. It is not uncommon for couples to begin their own clan, and outriders live with very little government, instead accepting a universal oath that they never wrong a fellow halfling. No other law exists.
Every outrider makes a bond with a beast mount at his coming of age. Nearly all choose a predator, due to the danger of their homeland, the usefulness of a fellow hunter, and the prestige of bonding with such a dangerous creature. Some outriders have lost their lives attempting to bond with particularly dangerous or exotic creatures. At the same time, most choose a patron Paitu, formally dedicating themselves to the struggle against Noric’s Remnant (as they call the dwarves, orcs, and gnomes of the old Noric Empire). While this formal dedication exists, it remains impractical to be actively hostile at all times, and most halflings content themselves with verbal rejection of Noric’s Remnant, keeping to their forests, and taking advantage (in ways great or small) of any Remnant they do find. Others perform frequent raids on settlements within the Trine Republic.
Interrelations -
Nomads and outriders, despite their differences in viewing the other races, get along well. In fact, it is quite common for them to intermarry or for a nomad to leave his people to join the outriders or vice versa. Outriders typically join the nomads if they do not find affinity with a Paitu or do not share their fellows’ antipathy for the Remnant, most often finding a mate in a nomad clan before leaving. Nomads usually join the outriders due to being personally wronged by a Remnant race, or due to a desire for home.
Relations with Other Races -
Nomads get along well enough with all races. They let go of old hatreds long ago for the simple goal of survival. Now they migrate around their plains, stopping at Trine cities, elf settlements, dwarf caverns, and orc mountains without prejudice or distinction. The other races are not always as friendly to them, as nomad clans can drain local resources quickly, sometimes without legitimate purchases.
Outriders, in contrast, despise all members of the Trine Republic. This hatred carries over to the Elder dwarves, with whom they have no contact to understand their difference. Outriders do, however, accept mountain orcs, remembering that the orcs of the Noric Empire were slaves, rather than willing participants, even if too many of them choose their chains. Of all the races, they get along best with elves. Many outrider clans have melded into dusk elf settlements, though the outriders remain strongly independent. Tundra elves typically share their obsessive hatred for the Trine.

Orcs
Racial Paradox -
Language - Subject > Verb > Object. Fundamentally, Orcs are a self-driven people; this infuses even their language. Characterized by harsh gutturals and short words. Orcs believe in swift communication, and would rather remain silent than waste an orc word. Only three words in the orc language are longer than two syllables: war (granoktar), death (dalrokok), and a word roughly translated “honor before clan and spirit” (matrodkar). The mountain orcs find the use of the word by city orcs offensive, whereas the cityborn (called “Grok” by mountain orcs) view their closest companions as makeshift clans.
Mountain Orcs -

City Orcs -

Interrelations -

Relations with Other Races -


Gnolls
Racial Paradox - Conflict/Community
Language - Verb > Subject > Object. Gnolls are creatures driven by action, theirs and then others.
Subrace 1 -

Subrace 2 -

Interrelations -

Relations with Other Races -
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Last edited by LoveBug; Jan 2nd, 2016 at 06:49 PM.
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Old Sep 19th, 2015, 05:02 AM
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Race Mechanics

Dwarves - Elder or Exile (+2 Con/Wis, -2 Dex; Enduring and Insightful, but Ponderous)

Elders - Deepest Caverns
Does not take Ancient Enmity
Replace Defensive Training with Craftsman
May take Rock Stepper
May pick Xenophobic
May pick Wyrmscourged

Exile - Among the surface folk
May replace Greed with Craftsman
May exchange Stubborn for Magic Resistant or Hardy
Must pick Sky Sentinel or Wyrmscourged


Elves - Dusk or Tundra (Arctic) (Autumn and Spring?) (+2 Dex/Cha, -2 Con; Graceful and Alluring, but Frail)
Are of the Fey and Humanoid types (Susceptible to effects for either type). Exception: The Smite ability works only on Greater Fey.

Dusk Elves - Swamps and Lakes
May return Darkvision
Return Silent Hunter
Take Spirit of the Waters (No Weapon Proficiencies)

Tundra Elves - Frozen tundras
Must select Cold for Elemental Resistance (Fire if desert)
Must return Darkvision for Low-Light Vision
Take Fleet Footed (Fast Movement instead of Run, No bonus to Init?)
May take Silent Hunter or Eternal Grudge in exchange for Desert Runner
Eternal Grudge is Gnomes and Undead instead of Dwarves and Orcs


Gnomes - Winter or Summer (+2 Con/Int, -2 Str; Hearty and Shrewd, but Weak)

Winter - Dread Gnomes
Fel Magic - Uses Wisdom or Intelligence (chosen at creation)
Take Eternal Hope (Fae Blessing)
May take Darkvision

Summer - Normal gnomes
Take Eternal Hope (Fae Blessing) - Applies to Compulsion effects.
Illusions bonuses apply to Evocation instead


Sharr - Nomadic or Avenging (+2 Dex/Wis, -2 Int; Agile and Instinctual, but Disinclined toward Reason)

Nomads
May return Wanderlust
If so, may replace Halfling Luck with Adaptable Luck
If so, may replace Fearless with Shiftless

Avenging
Replace Low Blow with Outrider
Replace Underfoot with Halfling Luck or Halfling Jinx
Warslinger works with any slings


Orcs - Mountain Clan or City-born (+2 Str/Cha, -2 Wis; Muscular and Magnetic, but Lack Will)
No Orc Blood, otherwise Half-Orc template

Mountain Clan
Bestial does not replace Orc Ferocity
May exchange Orc Ferocity or Bestial for Toothy or Sacred Tattoo


City-born - Arena Bred template
Skilled does not replace Darkvision
May pick Scavenger
May exchange City-Raised for Chainfighter

Gnolls - (+2 Str/Int, -2 Cha; Athletic and Reasoned, but Less Self-guided)

In progress
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Last edited by LoveBug; Apr 10th, 2016 at 10:26 AM.
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Old Sep 19th, 2015, 05:08 AM
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Deities and Religion

The Triad

Serene Rebirth, The Everbearing, Warden of Adversity ~ Struggle, overcoming, growth through adversity, redemption, rebirth

Silent Comfort, The Everwandering, Keeper of the Way ~ Death, comfort, journeys, truth, family, stability in change

Selfless Vigil, The Everseeing, Guardian of the Sleeping ~ Protection, nobility, sacrifice, justice, wisdom, waves


Their Mirrors

Severe Rot, The Overbearing, Warden of Adversity ~ Struggle, succumbing, stagnation in adversity, corruption, mutation

Subtle Gloom, The Neverwandering, Keeper of the Way ~ Death, torment, the lost, deception, blood, decay in change

Spiteful Ward, The Everwatching, Guardian of the Sleeping ~ Tyranny, dishonor, indulgence, revenge, madness, waves

Halfling Religion

Halflings honor a plethora of spirits that they believe serve the Three Gods, but which they find in every aspect of the world. These spirits are divided into three houses, one subject to each member of the Triad. Silent Comfort governs the house of the Gheve, halfling ancestors who have been gifted and charged with their continued time on Ildran Thal. Silent Vigil rules the Rava, ancient spirits of wisdom, peace, and growth from the time before the halflings were enslaved. The Paitu are spirits of aggression and struggle, believed to be born in the house of Fire’s Wake during the time of slavery and influential in the halflings rebellion. Most nomads primarily serve the Gheve and the Rava on a daily basis, reserving only their reverence and gratefulness for the Paitu’s role in their freedom. Avengers venerate both Gheve and Rava, but almost every avenger devotes primary service to a Paitu. Spirits rarely manifest themselves, but are often invited to possess individual halflings, for it is the only way for such spirits to yet feel physical pleasures and sensations. In return, the spirits offer their wisdom, magic, and skill. Holy symbols often take the form of talismans attuned to a particular spirit, or one of the Triad, as representative of a particular house.

Halflings cremate their dead. They believe this releases the spirit to join the Gheve or pass on. Some gnomes snidely remark that it is more likely the practice arose because it was impossible to keep graveyards while on the move. Others note that this may be to prevent the practice of raising their corpses to undeath, something which their gnome masters had done all too frequently.

Halfling priests claim the dark triad exist only because of the weakness of mortals. Those spirits who served the false deities during their lives were rejected from the houses of the Gheve, the Rava, and the Paitu. Eventually those spirits came together to actually become the three Mirrors. Halflings will suggest that this creates the division and confusion often rampant among Mirror churches. Gnomes argue that such a contrivance is unnecessary, and the lack of unity can be attributed to the persecution and necessary secrecy and separation the churches have endured, breaking any possibility of coherence or overarching goals.

Elven Religion

Elves have always held an affinity for water, and thus tend to devote themselves primarily to Selfless Vigil. As a god of sacrifice and wisdom, the elves have organized their society around these tenants. Every elf, during childhood, is free to pursue any desire they wish. They dally with different professions, explore their sexuality (almost all elves are naturally attracted to both genders), try different fashions or styles, and some even change their names. At adulthood, it is expected that they will set aside these dalliances, acting with maturity and experience to make their choices as to how they may best serve the people.

Nearly every elf makes a pilgrimage once a century (many do so more frequently) to Salaszhin, a holy lake whose name is roughly translated as "Pool of the Forgotten." There stands a temple to Selfless Vigil. The elves cannot tell you why the lake is important, nor what it is there that Vigil might guard, but they have come to use the holy sanctuary for any number of functions. Most significant, on each child’s hundredth birthday, they make their Choosing in Salaszhin’s temple. There they adopt who they are to be, and sacrifice all whims and desires that may conflict with that duty. Many elves bring marks of their adherence to that duty when they return each century. Others use their future visits to meditate and reaffirm their choice, sacrificing whatever hindrances they have allowed in the intervening years that pull them from their duties. In other times, the site is used for funerary services. The most honored elves, those whose sacrifices were great, have their bodies committed to the lake. No one is certain what becomes of the bodies - Salaszhin remains pure and no corpse has ever been found within - but it is said that Silent Comfort bears the souls of those thus buried immediately to Selfless Vigil’s side where they are granted special reward. Any unworthy so given to the waters are said to be cursed, banished from the afterlife.

Elves claim that the Mirrors do not exist at all. If that is the case, no answer is given as to where clerics of the dark gods gain their magic, as it resembles the divine more than the arcane or psionic. Many gnomes claim this view is heretical, and of necessity implies that divine magic itself cannot be granted by the Triad, but simply a sourceless power like psionic magic.

Gnomish Religion

Dwarven Religion

Orcish Religion

Gnoll Religion
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Last edited by LoveBug; Apr 10th, 2016 at 03:32 PM.
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