Post by Samuel on Feb 17, 2010 19:21:19 GMT -5
(Contained within will be a collection of all the settings, and the beings who inhabit them, that have spawned from my mind. I will be updating this frequently, so check back often. Also, you can post your settings here )
Table of Contents
Locales
Races and Creatures
Factions*
People of Note (My characters)*
* Yet to be written
Locales
I. The Chaotic Core
In the center of the Multiverse, in the depths of the Far Realms, where the Elder Titans once trod, wading through the tides of monstrosities not meant for mortals to bear eys to, or even hear of, there exists a massive, planet-sized crystal. It is from this massive gem that life radiates forth. It is, to the denizens of the Multiverse who know of it, colloquially known as: The Source. Many are aware that it is sentient, in a way.
But many are not aware that it responds only to those who are heavily entwined in the threads of fate. Still, that does not stop people from worshiping it. Indeed, one can find many churches of the Source throughout the Material Planes. Why is this important? Well, a group of fanatical worshipers wanted to -touch- the Source. Speak to it. The Far Realms are a very dangerous place, though...mortals are not meant to tread there. Aware of this, the fanatics infused the section of the Far Realms where the Source resided with enough Law to make life there relatively safe. However, it is still dangerous to anyone who resides there.
In the Chaotic Core, one can see terrain changing almost every five feet. It exists in "patches". One can see samples of active volcanoes, patches of the mighty gas giants, pieces of grassy plains, shards of the towering mountains...and even living, breathing flesh exists on the pathways entwined around the Source.
Inadvertently, this made planar travel a tad more convenient--should a planeswalker get lost, all they must do is head to the center of the multiverse and then plan their next moves from there. Eventually, the Chaotic Core found a few structures being built upon it....
A. The Crossroads Hotel (Or, the WHAT THE FUCK!?!?! Inn)
This is a place that offers refuge to those who get lost traveling the planes. It contains beings from all times and all places. Lovecraftian monstrosities, paladins and knights, mages and cyborgs, it all exists within this massive structure...even, occasionally, Gods and Goddesses. Deities will sometimes make their presence known here for small amounts of time, though, extended stays are not unheard of. Some of these beings left a mark on the Inn with their very presence. Over time, this led to the Inn having a most unique property--those who found themselves in Death's cold embrace would come back to life mere seconds after their demise. This, combined with the influence of alcohol and various mind-altering drugs amongst the patrons in the lobby, lead to extremely random events... one must tread carefully in this place, even if safe from death, one could find themselves the recipient of unpleasant happenstance none the less!
B. The Plane Station
Also situated in the Chaotic Core is a structure dedicated to helping the lost find their way to their destinations. An omniscient being known as "The Conductor" opens portals and sends people through. This comes at a price, however, a small portion of one's power (experience). Adding up, The Conductor has, over time, garnered enough strength to attain a demi-god like status. What it will do with its taxed power, none know but it.
C. Source Wells
The Source itself, of course, has become a thing of interest to those who make their way to the very center of all existence itself. Initially, foolhardy and ambitious groups attempted to break a piece off for themselves... but, they found it unyielding. And thankfully, uncaring. They did not give up, however. On the Source itself, one can find several structures designed to tap into its powers of creation. These are known as Source Wells. The raw essence of all that is, was, and always will be, is of course extremely dangerous-mortals were not designed to handle it. The reason for its danger is clear once someone rips it from its home--it sporadically and randomly morphs itself into something, taking full advantage of its freedom; as usually it is the Gods who tell this power what to become, if the Source itself does not decide to use it.
It is, therefore, for those who are too weak to siphon it directly, contained within arcane contraptions, in small amounts, wherein it is infused with the essence of Oppression. Only a very learned magus in the field of Law Magic can do this, as, under the shadow of oppression, much like us, it has a tendency to rebel. Once this process is completed, the arcane container now holds a sliver of Destined Source. Once opened, the Destined Source becomes that which it was told to be.
Those who do have the power to control Raw Source have much power on their hands. These masters of transmutation often hide away in planes of their design, simply playing God with their power.
II. "Styx"
Journey now away from the Chaotic Core. Make your way into the Far Realms. Keep going until you come across a sliver of land...and you will find yourself between two Material Planes. One contains our world; Earth, and all the trappings of modern society within. The other contains Earth's sister world, a place of magic and fantasy. One can note very secure planar bridges. Look now upon the land itself....there are many extraplanar beings warring for control of this area, this sliver of land between the planes. So much death is abound on this segment of the Far Realms, that those who are aware of it have named it after the River of Death. Should one force take control, they would have the power from there to breach either plane... and eventually control both. Some have attempted to cheat their way in, and break into our world or the other.
These half-assed attempts to enter these material worlds have resulted in a very interesting phenomenon: A hole in the planar wall of one dimension is mirrored in the other. Then, the two link together, creating a temporary bridge between the planes. From here, one can enter the other--however, you are sent back within an hour if you don't find another Flux Point. However, the planes only have jurisdiction over beings originating from them. Extraplanar beings, once they force themselves through a Flux Point, are there to stay.
A. Elementia Fortress
Evil-aligned Elementals, once warring against one another, now find themselves allying in the name of common interest and survival. They are based in Elementia Fortress, and vie for control of Styx against the other forces, major and minor. However, they are not very organized, as, though they have banded together, their pact is tenuous at best. It is for this reason they are largely unable to gain ground. Elementia Fortress is little more than a glorified wall around the portals to the Elemental Planes. There is not much more to be said on this matter...
B. "The Nest of Horrors"
None can understand their tongue well enough to replicate it on paper. Beings simply referred to as 'monstrosities', that would not be out of place in a Lovecraft book, also seek entry into the worlds. A distant structure, presumed to be their base of operations, can be seen looming over their territory. No one has gotten close enough to take a good look at it, thus we simply call it the Nest of Horrors. These beings hold power untold, one would assume they would easily sweep across Styx and then make a foothold in the material realms. However, such is not so, as, so horrifying are these beings, the other forces will often temporarily unite when they make their presence known. They are pushed back as sporadically as they gain ground for this reason. No one knows what the Nest itself looks like on the inside. And I would hope we do not find out very soon...
C. Infernus
A coalition of infernal beings has stepped forth, deciding to take the indirect route into the worlds. Their towering fortress looms over their smoldering territory. These Abyssal beings are thankfully weaker, which explains their modus operandi of entry into the material realms. They rely more on subterfuge and assassination, creating dissent in the enemy ranks before attacking. However, their weakness in direct combat still proves to be their undoing. They cannot gain much ground in Styx... Infernus itself consists of a large main chamber, in which the Gate exists, and four spires, which each houses the current Infernal Prince of the four layers of the Abyss that united to make a stand in Styx. One cannot tell who the current leaders are--assassination is, after all, just as rampant within their own ranks as it is by their hand in the other factions'.
D. The Gatekeeper's Citadel
There are mortals from both planes who are aware of this massive conflict threatening to engulf us all. These beings, bravely marching to their graves, seek to take Styx in the interest of keeping both planes safe. Referring to themselves as the Gatekeepers, they employ both magic and technology, a combination of the best of both planes, to gain a foothold and push towards victory. Even with magic and machine working in tandem, they still have their work cut out for them. Being relatively new to the scene, they have a lot to learn about their enemies, and until they can get their foes analyzed and start exploiting weaknesses, the stalemate will continue. The Gatekeeper's Citadel is a city-fortress. Over the centuries it has grown, a testament to the tenacity of mortals. There are several districts, each devoted to producing the materials needed in order to continue our part in this massive ongoing war.
Now we finally venture into familiar territory. Move now past Styx. . . and into less headache-inducing areas.
III. Cities and Towns within the Material Planes
A. Sarbith
Sarbith was born in the agricultural revolution of hunter-gatherers. From a tribe of humans, it grew into a village. It stayed that way, relatively small, until an upheaval in the forests between the elves within produced a steady stream of refugees who found asylum in Sarbith, and eventually settled there. With the elves came an increase in population and size.
B. The Pathwatcher Headquarters
It was here that the elusive organization known as the Pathwatchers made their home. Built deep into a mighty mountain, protected by ancient and powerful magic, it is here the Pathwatchers find asylum from their enemies. It is here the Pathwatchers keep the secrets of the world locked away, lest someone abuse them.
Races and Creatures
Here, one will find a detailed list of the races and creatures I have come up with.
I. Storm Spirits
These mysterious beings were created by the old Storm Gods in order to aid them in their affairs. They were crafted from the essences of water, wind, and either light or shadow elementals.
The result were towering, fearsome beings that held grand power. Eventually they were given mortal bodies to walk in when interacting with other races or other spirits that chose to take such a form.
Storm Spirits can switch between their mortal and elemental forms at will. A Storm Spirit refers to its body as a "shell". One can distinguish a Storm Spirit in mortal form by several factors: Their eyes are always black, white, gray, purple, green, or blue. Their hair goes by the same conventions.
When not suppressing the following effects; there will be a perpetual mist around them, their eyes will appear fogged over, and the marks on their bodies will glow. They have ultimate control over their mortal forms, and can age and regress at will, and alter their appearance to any means. Their own life force sustains these bodies, there is not much need to eat. Since they are elemental beings of wind and water, there is no real need to drink or breathe, either.
A. Summer Spirits
Summer Spirits are promiscuous, mischievous, and carefree. Often they can be found in their mortal forms, enjoying food, drink, and carnal pleasure. These are the Storm Spirits that were forged with light. They can be distinguished by Winter Spirits often simply by their attitudes, but should ambiguity arise about their race, their mortal forms have lightning bolt marks all across their body, their elemental forms crackle with electric energy.
B. Winter Spirits
Winter Spirits are generally the opposite of Summer Spirits in attitude, often they go about with an 'all work no play' mentality. They are generally viewed as cold (no surprise there) and uncaring. However, if convinced to open up, one will find that these spirits enjoy intellectual company, and have a love for strategic games and books. There is sometimes the case of a chaotic winter spirit, so if one has trouble distinguishing them, one need only remember that a winter spirit is covered in a web of snowflake markings, and in elemental form often have a torrent of snow whipping about them.
II. Netherkin
Netherkin are elemental spirits from the Plane of Darkness, walking amongst us via stolen corpses that they borrow and warp. The skin of their borrowed bodies turns pitch black. Living shadow flows over any areas where tissue has rotted away, filling in the gaps. They are often neutral chaotic in alignment, here to see the curiousities of the mortal planes, and perhaps take souveniers back with them. They often do not get involved in mortal affairs, and have callous disregard for any rules or regulations.
Table of Contents
Locales
Races and Creatures
Factions*
People of Note (My characters)*
* Yet to be written
Locales
I. The Chaotic Core
In the center of the Multiverse, in the depths of the Far Realms, where the Elder Titans once trod, wading through the tides of monstrosities not meant for mortals to bear eys to, or even hear of, there exists a massive, planet-sized crystal. It is from this massive gem that life radiates forth. It is, to the denizens of the Multiverse who know of it, colloquially known as: The Source. Many are aware that it is sentient, in a way.
But many are not aware that it responds only to those who are heavily entwined in the threads of fate. Still, that does not stop people from worshiping it. Indeed, one can find many churches of the Source throughout the Material Planes. Why is this important? Well, a group of fanatical worshipers wanted to -touch- the Source. Speak to it. The Far Realms are a very dangerous place, though...mortals are not meant to tread there. Aware of this, the fanatics infused the section of the Far Realms where the Source resided with enough Law to make life there relatively safe. However, it is still dangerous to anyone who resides there.
In the Chaotic Core, one can see terrain changing almost every five feet. It exists in "patches". One can see samples of active volcanoes, patches of the mighty gas giants, pieces of grassy plains, shards of the towering mountains...and even living, breathing flesh exists on the pathways entwined around the Source.
Inadvertently, this made planar travel a tad more convenient--should a planeswalker get lost, all they must do is head to the center of the multiverse and then plan their next moves from there. Eventually, the Chaotic Core found a few structures being built upon it....
A. The Crossroads Hotel (Or, the WHAT THE FUCK!?!?! Inn)
This is a place that offers refuge to those who get lost traveling the planes. It contains beings from all times and all places. Lovecraftian monstrosities, paladins and knights, mages and cyborgs, it all exists within this massive structure...even, occasionally, Gods and Goddesses. Deities will sometimes make their presence known here for small amounts of time, though, extended stays are not unheard of. Some of these beings left a mark on the Inn with their very presence. Over time, this led to the Inn having a most unique property--those who found themselves in Death's cold embrace would come back to life mere seconds after their demise. This, combined with the influence of alcohol and various mind-altering drugs amongst the patrons in the lobby, lead to extremely random events... one must tread carefully in this place, even if safe from death, one could find themselves the recipient of unpleasant happenstance none the less!
B. The Plane Station
Also situated in the Chaotic Core is a structure dedicated to helping the lost find their way to their destinations. An omniscient being known as "The Conductor" opens portals and sends people through. This comes at a price, however, a small portion of one's power (experience). Adding up, The Conductor has, over time, garnered enough strength to attain a demi-god like status. What it will do with its taxed power, none know but it.
C. Source Wells
The Source itself, of course, has become a thing of interest to those who make their way to the very center of all existence itself. Initially, foolhardy and ambitious groups attempted to break a piece off for themselves... but, they found it unyielding. And thankfully, uncaring. They did not give up, however. On the Source itself, one can find several structures designed to tap into its powers of creation. These are known as Source Wells. The raw essence of all that is, was, and always will be, is of course extremely dangerous-mortals were not designed to handle it. The reason for its danger is clear once someone rips it from its home--it sporadically and randomly morphs itself into something, taking full advantage of its freedom; as usually it is the Gods who tell this power what to become, if the Source itself does not decide to use it.
It is, therefore, for those who are too weak to siphon it directly, contained within arcane contraptions, in small amounts, wherein it is infused with the essence of Oppression. Only a very learned magus in the field of Law Magic can do this, as, under the shadow of oppression, much like us, it has a tendency to rebel. Once this process is completed, the arcane container now holds a sliver of Destined Source. Once opened, the Destined Source becomes that which it was told to be.
Those who do have the power to control Raw Source have much power on their hands. These masters of transmutation often hide away in planes of their design, simply playing God with their power.
II. "Styx"
Journey now away from the Chaotic Core. Make your way into the Far Realms. Keep going until you come across a sliver of land...and you will find yourself between two Material Planes. One contains our world; Earth, and all the trappings of modern society within. The other contains Earth's sister world, a place of magic and fantasy. One can note very secure planar bridges. Look now upon the land itself....there are many extraplanar beings warring for control of this area, this sliver of land between the planes. So much death is abound on this segment of the Far Realms, that those who are aware of it have named it after the River of Death. Should one force take control, they would have the power from there to breach either plane... and eventually control both. Some have attempted to cheat their way in, and break into our world or the other.
These half-assed attempts to enter these material worlds have resulted in a very interesting phenomenon: A hole in the planar wall of one dimension is mirrored in the other. Then, the two link together, creating a temporary bridge between the planes. From here, one can enter the other--however, you are sent back within an hour if you don't find another Flux Point. However, the planes only have jurisdiction over beings originating from them. Extraplanar beings, once they force themselves through a Flux Point, are there to stay.
A. Elementia Fortress
Evil-aligned Elementals, once warring against one another, now find themselves allying in the name of common interest and survival. They are based in Elementia Fortress, and vie for control of Styx against the other forces, major and minor. However, they are not very organized, as, though they have banded together, their pact is tenuous at best. It is for this reason they are largely unable to gain ground. Elementia Fortress is little more than a glorified wall around the portals to the Elemental Planes. There is not much more to be said on this matter...
B. "The Nest of Horrors"
None can understand their tongue well enough to replicate it on paper. Beings simply referred to as 'monstrosities', that would not be out of place in a Lovecraft book, also seek entry into the worlds. A distant structure, presumed to be their base of operations, can be seen looming over their territory. No one has gotten close enough to take a good look at it, thus we simply call it the Nest of Horrors. These beings hold power untold, one would assume they would easily sweep across Styx and then make a foothold in the material realms. However, such is not so, as, so horrifying are these beings, the other forces will often temporarily unite when they make their presence known. They are pushed back as sporadically as they gain ground for this reason. No one knows what the Nest itself looks like on the inside. And I would hope we do not find out very soon...
C. Infernus
A coalition of infernal beings has stepped forth, deciding to take the indirect route into the worlds. Their towering fortress looms over their smoldering territory. These Abyssal beings are thankfully weaker, which explains their modus operandi of entry into the material realms. They rely more on subterfuge and assassination, creating dissent in the enemy ranks before attacking. However, their weakness in direct combat still proves to be their undoing. They cannot gain much ground in Styx... Infernus itself consists of a large main chamber, in which the Gate exists, and four spires, which each houses the current Infernal Prince of the four layers of the Abyss that united to make a stand in Styx. One cannot tell who the current leaders are--assassination is, after all, just as rampant within their own ranks as it is by their hand in the other factions'.
D. The Gatekeeper's Citadel
There are mortals from both planes who are aware of this massive conflict threatening to engulf us all. These beings, bravely marching to their graves, seek to take Styx in the interest of keeping both planes safe. Referring to themselves as the Gatekeepers, they employ both magic and technology, a combination of the best of both planes, to gain a foothold and push towards victory. Even with magic and machine working in tandem, they still have their work cut out for them. Being relatively new to the scene, they have a lot to learn about their enemies, and until they can get their foes analyzed and start exploiting weaknesses, the stalemate will continue. The Gatekeeper's Citadel is a city-fortress. Over the centuries it has grown, a testament to the tenacity of mortals. There are several districts, each devoted to producing the materials needed in order to continue our part in this massive ongoing war.
Now we finally venture into familiar territory. Move now past Styx. . . and into less headache-inducing areas.
III. Cities and Towns within the Material Planes
A. Sarbith
Sarbith was born in the agricultural revolution of hunter-gatherers. From a tribe of humans, it grew into a village. It stayed that way, relatively small, until an upheaval in the forests between the elves within produced a steady stream of refugees who found asylum in Sarbith, and eventually settled there. With the elves came an increase in population and size.
B. The Pathwatcher Headquarters
It was here that the elusive organization known as the Pathwatchers made their home. Built deep into a mighty mountain, protected by ancient and powerful magic, it is here the Pathwatchers find asylum from their enemies. It is here the Pathwatchers keep the secrets of the world locked away, lest someone abuse them.
Races and Creatures
Here, one will find a detailed list of the races and creatures I have come up with.
I. Storm Spirits
These mysterious beings were created by the old Storm Gods in order to aid them in their affairs. They were crafted from the essences of water, wind, and either light or shadow elementals.
The result were towering, fearsome beings that held grand power. Eventually they were given mortal bodies to walk in when interacting with other races or other spirits that chose to take such a form.
Storm Spirits can switch between their mortal and elemental forms at will. A Storm Spirit refers to its body as a "shell". One can distinguish a Storm Spirit in mortal form by several factors: Their eyes are always black, white, gray, purple, green, or blue. Their hair goes by the same conventions.
When not suppressing the following effects; there will be a perpetual mist around them, their eyes will appear fogged over, and the marks on their bodies will glow. They have ultimate control over their mortal forms, and can age and regress at will, and alter their appearance to any means. Their own life force sustains these bodies, there is not much need to eat. Since they are elemental beings of wind and water, there is no real need to drink or breathe, either.
A. Summer Spirits
Summer Spirits are promiscuous, mischievous, and carefree. Often they can be found in their mortal forms, enjoying food, drink, and carnal pleasure. These are the Storm Spirits that were forged with light. They can be distinguished by Winter Spirits often simply by their attitudes, but should ambiguity arise about their race, their mortal forms have lightning bolt marks all across their body, their elemental forms crackle with electric energy.
B. Winter Spirits
Winter Spirits are generally the opposite of Summer Spirits in attitude, often they go about with an 'all work no play' mentality. They are generally viewed as cold (no surprise there) and uncaring. However, if convinced to open up, one will find that these spirits enjoy intellectual company, and have a love for strategic games and books. There is sometimes the case of a chaotic winter spirit, so if one has trouble distinguishing them, one need only remember that a winter spirit is covered in a web of snowflake markings, and in elemental form often have a torrent of snow whipping about them.
II. Netherkin
Netherkin are elemental spirits from the Plane of Darkness, walking amongst us via stolen corpses that they borrow and warp. The skin of their borrowed bodies turns pitch black. Living shadow flows over any areas where tissue has rotted away, filling in the gaps. They are often neutral chaotic in alignment, here to see the curiousities of the mortal planes, and perhaps take souveniers back with them. They often do not get involved in mortal affairs, and have callous disregard for any rules or regulations.