Thursday, September 29, 2016

Soul Energy

content with wandering Pandemonium
Every living thing is said to have energy. Non-sentients that breath their last, don't pass on to another plane, instead they release a bit of life energy. Sentients on the other hand, their spirits depart for the outer planes. The destination is one of alignment and patron deity. If they don't fit any alignment, then they are waylaid in borderline planes like Acheron, Arcadia, Pandemonium, and Twin Paradises until someone convinces or steers them to a particular Soul Gathering Plane. It is in these non-soul gathering planes that the spirit is at risk of being captured by night hags and others that traffic in soul energy.

 Soul energy is what was in the mortal body, with the spirit just a vessel and to those who can see into their spectrum, nothing more than a ghostly semblance of the creature when it is alive.
 

- Io, from the book Wisdom of Io - "Path of Souls"

In the earliest days of creation, Io found that the sentients he was making were returning to the Elemental Chaos with death. He had the Wells of Afterlife created to capture spirits and use their soul energy to create a new being. This new being matched the alignment of the Well of Afterlife.

In the God Era, an astral deva named Polyxo experimented with soul energy at Quelmollendë. She intended to make a variant of the dwarves that was more accustomed to living in the deeper areas of the Underdark. Her experiments using soul energy to create new life forms were only a partial success. This was because the souls she used were destined for the Abyss. Normally, these souls would be the chattel of the plane, and rise as lemures or some other petty fiend. Polyxo re-purposed these chaotic evil souls, using them to create new life forms. For most of those created in this manner, the outcome was something degenerate, mutated, twisted, or prone to insanity. The Derro race were one of these.

Soul energy is also used for empowering magic items with sentience. This can be done either willingly by a good spirit for a good aligned item, or forcibly for neutral or evil ones. Some weapons steal soul energy to power themselves or to crush the soul into non-existence for truly evil ones. A soul destroyed in such a manner is very hard to remake for even the gods - those knowing this are aware then that gods are not so omnipotent as the masses are led to believe.

Sunday, September 18, 2016

Siolix

Green Slime
 In the Demon Spawn War, Siolix was a mining area controlled by the demon lord Zuggtmoy. It was not worked by the demons or any of her soldiers because early mining efforts led to many deaths from demons mutating into raging, uncontrollable and insane monstrosities. This is because the area is laden with veins of deep rock. Her adviser in charge of production decided to use slaves to tap the area's rich veins of gemstone, copper, and cassiterite (source for tin).

The mines were a deadly place for many, for once you had the sickness it could not be removed short of the skills of a greatest healer. The lucky survived and mutated, the unlucky became food for her green slimes, black puddings, or gray oozes.
 

 - Borri, from his book History of Me - "The Mines of Siolix"

The earth giants had the best survival rates in the mines, partially from their fortitude and the favor of Geb. Those that did survive, mutated into what has become the first fomorians. After the Demon Spawn War, Geb had the entire area sealed off. There are three entrances to the place, each a fortress garrisoned by huge earth elementals and other earthen loyal to Geb. The earth elementals periodically move through the rock surrounding the area, making sure nothing has dug in. In addition to the earthen is a channel of the Earth Seam which was redirected by Geb to form a continuous defensive loop around the entirety of Siolix. The two Earth Seam sinkholes of the area are connected to each other, so this part of the Earth Seam cannot be used to reach other places of the Underdark.

Siolix is a haven for puddings, slimes and oozes. They feed upon each other, but given the chance they will leave the overcrowded conditions and get a taste of what is on the outside.

Tuesday, September 6, 2016

War Spirit Shrine

War Spirit Shrine
The War Spirit Shrine is an ancient shrine dedicated to Ares. It was built in the Horgon Era by tungesti missionaries seeking to spread the word of Ares to lizardfolk tribesmen. The missionaries ended up being eaten by their host, but the shrine they built remained. Over the decades that followed, the shrine sunk into the marsh leaving only the upper part of its head visible. It gained power over the centuries as some turned to praying to the majestic edifice for strength, luck on the hunt, or whatever else they yearned for.

The War Spirit Shrine is sited near the heart of Ugrol. This area has a long tradition of producing powerful warmongering tribes. When wars broke out in the Troll Bogs, the Urgol marshes were a source of recruitment and clandestine activities. The warring parties would often see to it that the yuan-ti, trolls, and lizardfolk tribes got embroiled in their own conflict just so they would not end up as mercenaries of the other side. The source of the area's war mentality is believed to be a product of the shrine. In the Horgon Era, it was prayed to by any who could reach it, whereupon they were blessed with a boon that made them more keen to their surrounding, swifter, and stronger. After a time, those that had been there several times, became the voices of the war god Ares. They spread the word of the war god among their people and unleashed their shaman arts upon their enemies and those that questioned their god's orders. In the wetlands of Ugrol, worship of Ares is strongest in the temples of Nemegral.

The boon of the War Spirit Shrine is an enhancement to a number of abilities and skills. It is not an easy one to acquire for it requires a arduous trek into a thick, overgrown swamp with beasts and monsters lurking about. Once one prays at the shrine, they become ready to accept the war spirit. To activate the boon, they must battle the next creature they come across. The boon lasts 1 day for non-worshipers of Ares, and 2 days for those that have him as their patron deity.

see Boon of the War Spirit Shrine

Thursday, August 25, 2016

Geejudan

barbarian Shou monk ridding himself of lawful intent
Many people of Kalaran and Padimza have a culture based around Geejudan. In the most simplest terms this means one with boy, mind, and soul. The interpretation of this cultural ideal is open to the follower. It could take the form of flagellate monks that daily flail themselves to purge the soul of chaotic influence, or just the opposite with the entropic barbarians of Qibemjues who claim that when they commit rapine and slaughter, they are opening the way for the infinite energies of the Elemental Chaos. Between these two extremes of Law and Chaos, there are variations of the two, but one thing is for certain, nearly all Shou and Demacian of Kalaran practice Geejudan. It is such a strong value among these people that they fight wars over how it should be practiced.

A number of classes are based on Geejudan. These include, but are not limited to, kensai, samurai and shugenja. Followers of Geejudan with chaotic leanings, may also become wilders, wild mages, and frenzied barbarians.

Bow of Orulûn

Goblin Archer with the Bow of Orulûn
In the Demon Spawn War, forces under Baphomet battled those of Niruš for control of Aettein. The fighting in this sector was light compared to others, but no less brutal. Niruš main force was a division-sized unit comprised largely of mounted goblins. They were trained to fight mounted with bow, lance and light mace. One soldier in this force was a sergeant named Ezphus. In the many engagements of the Orulûn Division he is credited with hitting Baphoment in three different battles. This was done with a bow he handcrafted himself and so hard to pull that it required someone with the strength of a hill giant. Legend has it that he got his strength to pull it from a magical belt plundered from a marilith riddled with arrows. Baphomet studied the arrows in him and noted their custom nature. His agents then tortured some captives, finding out that they were those of Ezphus, and marking him for termination by Baphomet's babau assassins. They ended up catching up with them, but rather than have his trusty bow taken as a trophy he threw it into the river Jhernarth. Days later, his bow was found by friendly forces, but nothing of his body. The bow was given to General Niruš. In honor of Ezphus's deeds she imbued it with great magic. She did not keep it, but let it pass among the ranks with eleven more goblins employing it against the demons and dying in glory while unleashing a storm of booming arrows. Much of the Bow of Orulûn's history after that is unknown with it probably spending most of its time in some treasure hoard.

It reappeared in the Chaos War, with the goblins of Nemebhox harrying the southward march of the Horde of Chaos. In one of the skirmishes, both wielder and mount were struck down by a flaming boulder. The bow was taken as booty by a Giranakhar fire giant and not seen since.

The Bow of Orulûn is +5 mighty composite shortbow (+3 Str bonus) with explosive and exit wound enchantments. It is made from a laminated horn and etchings through-out. These markings were made by Ezphus with each denoting a confirmed demon kill while using the bow.

see Powers

Thursday, August 4, 2016

The 222

Gimâlthâr of The 222, Wizard Governor
The 222 were a group of mage initiates from the Khirêl Tâmândêth, better known to outsiders as the Arcanums. Each year at the Arcanums, the professors cull the freshmen class. They evict those lacking the skill to progress beyond a Prestidigitator. Those that had the state paying their tuition, are required to serve in the military until they pay them back. This is a very old practice dating as far back as Volgad and an honored tradition. It gives many the choice of not going on even if they have the aptitude for some may want to pursue other interests like becoming a merchant, farmer, or whatever.

In 868, two hundred and twenty two freshmen were blocked from continued learning at the Arcanums. They were sent off to basic training at fort Bânârmôn. They never reached the place, instead being waylaid at what became known as the Battle of Ahi Nute. This battle came about from a sever in the Elemantum Boundry Ward. This gap in the rift allowed a force of fire giants and their hell hound packs to break out into the Indûrbathuk valley. They snuck across the valley, sleeping by day, traveling by night, bypassing all Giruk strong points and utterly wiping out any patrols they came across.

It had been over a decade since the last opening in the ward, so the long period of peace led to some commanders and personal letting their guard down and thinking that the Throne's minions were as good as dead.

    - Îbelkazgôn, from Vol 2 of Giruk Battle Manuals - "Battle of Ahi Nute"


When the giants attacked Ahi Nute in the early hours of 16 War March, the 222 former students of Khirêl Tâmândêth were asleep or awake and preparing for the last leg of their journey to fort Bânârmôn. In the ensuing battle, what they lacked in basic training and arcane skill, they made up in numbers. The battle reports said they concentrated their magic missiles on anything that seemed to be a sergeant or better or showed toughness beyond the normal. Even with their numbers, they could not beat all the attackers with their small allotment of spells. Some of the 222 died from counter spells from enemy casters and tactical uses of the physical mirror spell which sent their magic missiles back upon them.

 In basic academy, you learn of the military tactics of the Artaxerteans and the Flaemeans. This includes things like their prevalent use of magic and battle mages and priests that accompany every Flaemis platoon and shamans and anti-paladins that accompany every Artaxertus one. You also learn that they follow the Thrones and will never yield except to betray you at first chance. The Thrones are what drives them, and they instill an appreciation of and use of magic that is found nowhere else among their kind across Midrêth and perhaps all of Bal-Kriav.

    - Zenîr-Kardas, of The 222 - "Battle Learning"


The 222 saved Ahi Nute from falling. Over the next two days, Giruk forces moved up the valley and reinforcements came to their aid from Izennâte. The fire giants and their hounds were wiped out and Ahi Nute relieved. The only ones left in the garrison were wounded soldiers and those defending them, 42 Arcanum freshmen of what had been 222. They were showered with such praise, honor and respect that they became something of a legend. Of the 22, half went back to the Arcanums to continue their studies and of these two went on to become wizard governors of Tamlêrran.

Monday, August 1, 2016

Progeny of Baltalas

Progeny of Baltalas
It is fortunate for the realms that the Progeny of Baltalas are few in number. In the Dawn War, they numbered in the hundreds, and all spawn of the primordial lord Baltalas. Those that got out of Muspelheim wrecked untold havoc with their streams of lava spittle and a strength that could matched an adolescent Atlas. A dozen of them together could form a bond whereby they had the heat output of a similar number of volcanoes. They could unleash so much ash, smoke and lava as to cook a world. For the primordials of the Dawn War, the main problem with these fiery monstrosities was their dim-wit and short memory. They would turn on their own side in the midst of combat, either out of choice, enemy convincing, or that it being an easier route to somewhere they suddenly thought of going. This made them unreliable except as something to drop off in enemy territory and let it run amok.

After the Dawn War, only two of these creatures have made it to Bal-Kriav. One was trapped in the Demon Spawn War when it was buried under tons of rubble. Geb and Bahamut worked together to bring down this terror which at the time had no name, so Geb named it Kerath after a crazy son of Thyrm. Because of this gesture, it is said that Thyrm became a forever friend of Geb. Kerath became trapped in rubble, and was then chained to the stone. These Kerath Anchors are one of the marvels of Adunamar and in some areas form the basis of passages from around the volcano Kerath that descend into the Underdark.

In 1421, a Progeny of Baltalas came through the Glothreth Rift and wrecked havoc in Glothreth. It then travelled west into the glacial wastes of Igas. This fiery humanoid, towering the height of three titans, required an entire Artaxertean army to bring it down.