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Let's make a WoD Fantasy Setting! [forum game]

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  • Hackthulhu
    replied
    New Content
    Far to the East of the great city of Tael Lies Arcaadie the God of Games, She is that which is and that which always will be and his wroth is great but her attention is fleeting. They walk along their domain with abandon, plintering and falling apart into various players, known as Arclets that are both Arcaadie made flesh and the High Priests of the Arcadiea (the realm under sway of Arcaadie) these players then engage one another in sport or games, to determine which Arclet is more full in the light of Arcaadie and which is lesser to be consumed by the victor, such that only the greatest of his parts may hold the full sway of Arcaadie and be the God of Games. To accomplish this task, The Arclets need pieces, and hence, will capture wayfarers who wander into the realm, for in the land of games, you are either a player or a piece.


    Modifications/Addings on
    Deep within the heart of Tael Story telles of the font of Cadmium, where the pure energies of the oil spray forth, while none alive admit to ever finding it, sages tell that the pure cadmium is not poison but rather a transformative force that brings a man insight into the ways of the gods. it holds all the power (or so the sages say) that we see from various refinements, Many a huckster has made thier fortunes by claiming to have a map to the font, but any who find it seem to be smart enough to keep the secret, for if the rules of Tael found that an outsider had discovered their secret...

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  • monteparnas
    replied
    When the Machine God was dismantled by the wrath of its brothers, one of their number was the first to know it was wrong. It was a little god of curiosity, low in wisdom, but eager to learn. It thought of the things it would never know, for the Machine God wouldn't be able to make them happen. And so, it searched the land for the parts of its mechanical brother, wanting to know how it worked, to learn whatever it still could.

    No one knows for sure what that little god learned. Why it decided to let its brother pieces alone. It did helped those scatered cogs to give form to mechanical agents, but it never involved itself much more on the matter. Instead, it took another path entirely.

    The cult of that once little god teachs it learned the most fabled secrets of Creation, secrets no other god was suitable to learn. And it started its way to transmute itself in something ever greater. And to that end, the god divided itself.

    Its cultists know of a very sacred rite. The rite to bring the god, or a piece of it, into the world of matter. With it, the god Azoth can be summoned on a specailly constructed body, a vessel for its own learning. The creatures born in this way are shunned, for other gods look down upon the "heretical" teachings of Azoth, and so poison the world against its manifestations. But Azoth is a patient one, and by these subjects it grows and learns, and when it's done, left behind is a new priest, purified and wise by its experience and ready to do the biding of the god among the people.

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  • One Tin Soldier
    replied
    In the great forests to the far East, before the rise of Senexis, there were once many tribes of beast-shifters under the patronage of the Wolf, separate yet allied in purpose. In these days, they lived differently from the nations of the West, trading little with the few travelers that ventured out away from their homes to those wild lands. Those travelers brought back lurid tales, of men who perched on mountaintops for days at a time, and women who ran naked and howled at the moon. (Those latter tales seemed to be told exclusively by sweaty men in red-lit backrooms and youths in excited yet hushed tones.) What the tribes kept secret from these travelers was their sacred duty: to guard the planar pathways that appear when the Moon shines upon those forests. The weird and terrible denizens of the Planes sometimes travel those pathways, either at the behest of their gods or to fulfill their own desires. Wolf demands of their people that no human or planar being be allowed to traverse those pathways without the blessing of a god, and all trespassers must be punished and returned to their own plane.

    Senexis changed all of that. As with many of the other tribes of beast-shifters, the Senexites brought them into their Solar Kingdom, spreading their "truth of the Sun" and forcing the holy duties of the Wolf's Children (as they came to be known) into the darker corners of society. Many of them took up the life of the warrior and the tax collector, roles that would allow them to continue their patrols of the forests, though with every generation more of their number would fall away and forsake their heritage.

    After the Cursed devastated the legions of the Kingdom, some of the strongest and most feared mercenary legions were led by the Wolf Warriors, feared for their brutality in combat and profane magics. They maintained a fierce rivalry amongst themselves, as those who still clung to the old ways butted heads with those who had adopted the culture of Senexis.

    When the Raven Tribe was massacred, the Wolves erupted into violence. Legions declared allegiances with both sides, and the long-simmering rivalries became outright wars. Many of the Wolf Warriors were wiped out in the fighting. Those who remained found themselves on the front lines against the forces of the Empire of Blood, combatting the undead menace. Common knowledge holds that, in the end, the tribes of the Wolf were wiped out.

    What the common man does not know (or, at least, does not believe) is that the wolf shifters live on in Korethon, in the ranks of their own upper class. Not every wolf-shifter was a warrior; some of them were leaders of man, or plied some other trade in service of their duty. When the undead legions swept down from the North, they found themselves in a position to organize resistance – with a nation of people who distrusted the fearsome Wolf Warriors and their ilk. In the interest of survival, they hid their true nature to better lead the people under their care. After the dead army had been scattered, they retained their positions of power, becoming nobility, merchants, and even priests in the upended order of the nation. Today, there is a secret society of shifters embedded within these families, trying to reclaim the duties of their ancestors in new ways.

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  • LostLight
    replied
    As you may noticed, I've just added a "no" to the setting- no god may permanently die. They can be mutilated, broken down, put into a deathlike sleep, lose their memory, be reincarnated, forgotten or even die temporary, but they can't just stay dead as long as the world didn't came to its end. I never liked the concept of killing gods anyway :P

    anyway, new material-

    The mountains of Durp Alla stand in the south of Korethon. Many believe them to be a barren, lifeless place were even beasts not roam. Nothing grows there- no tree or grass or flower, and there is not a single drop of water upon the face of the mountains. While the Durp Alla themselves are devoid of life, inside the mountains there is quite a rich community. The mountains are actually like a giant ant nest, filled with endless caves which are connected with each other like a great labyrinth. Those who enter into the depths of the mountain and pass the endless darkness discover great wonders- a land of shiny rocks and fungi who bring fluorescent light into the dark. There are also great fountains and underground rivers through the land, allow alien ecologies to prosper under the earth without ever seeing the light of day. The rulers of the underground land are called the Kumik-Laa, or the Unclean- a secret race of shapeshifting cockroach people. Once they were the Senexis's great sorcerers and alchemists who, under his command, made the great plague under the request of the Cursed. In order to avoid being punished for their part in the crime, they escaped with their subjects and families to the forbidden mountains and discovered there new life- but not without a price. While they escaped the wrath of their King, the Sun has turned its face from them forever and gave them to the ruler of the darkness- Jurik Manut, the Cockroach god. Once they ate the fungi and drank the water, they became his- and so it granted them its dark blessing of its own image.

    While the Kumik Laa look horrible in their beast form, they are actually a gentle folk. They rarely go outside, and the generations of living in the darkness has left them outside of the political struggles of humanity. They have no king or queen, instead working as one great hive. When someone gets lost in the mountains, they usually help him find his way- although it is not unknown for one of the Unclean to search after a human mate. While almost all of the Durp Alla are shapeshifters, there are still few humans among them- for the blessing of the Cockroach comes from it food and water, not from birth. Those are seen as blessed people, who have redeemed their souls in service for Kumik Laa (reincarnation is an important feature of their faith) and are allowed, if they wish, to leave the mountains and join the human communities. Those who stay serve as the Cockroach Priests who serve the nests and lead the Unclean in their constant war against the Great Worm who corrupts the mountains and its bloodsucking children.

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  • LostLight
    replied
    Originally posted by ZealousChristian24 View Post
    The nations of the known world, understandably, crave the city and its many advantages. But all stay their hand, knowing that to make a move is to be turned against by all the world. The Merchant-Council who rules Tael delights in this situation, and is all to willing to throw its weight around if angered. And so the laws of the city are made sacred, each faction doing its best to abide by the rules while secretly striving to command the city themselves....
    The nation which shows the greatest interest in Tael is the Theocracy of Thassalia. Like many other countries, the Theocracy is interested in Tael because of the Cadmium- yet they don't wish to use it for profit. Instead, they believe it is their sacred duty to get the oil under their control, for it is part of their god.

    According to the Thassalian faith, their god was a divine construct built by the makers of the world in order to maintain peace and bring harmony to the whole world. For centuries, the nameless and mindless god has kept working without flaw- until one day, a great war has started between the children of the makers- the gods. No longer they were united, for because of selfish desires they were divided into different factions and turned upon each other. Each of those factions wished the Machine God to join its side, but it refused- it remind loyal to the goal of the makers, and had to interest in childish games of control. As all of the factions were refused by the god, it managed to unite them once again- against itself.

    Fearing that the Machine has some secret agenda, the different factions attacked the god from the North and the South, the East and the West. They teared the flesh of the god and broke its body, shattering it into endless pieces which were scattered through the world. While as a god the Machine couldn't die, its pieces couldn't interact with each other. Each kept working, yes, but there was harmony no more for nothing regulated the operation of each of the cogs.

    The Theocracy of Thassalia was established around such a part, which has brought it prosperity and endless riches. During the time the Priests of the Machine were not in rule, the former Duke has used it for personal gain- but after the revolt the Archpriest has also became the Duke and declared independence from the powers of Korethon and the High King, using the piece of the Machine as a weapon against the armies of the former ruler. Since then, the veil wearing, rob covered priests of the Theocracy has spread through the land, searching after other piece of their god and converting whole nations to their faith.

    Until now, the Theocracy has already collected 147 such pieces of the Machine, and each piece has granted them greater power upon the land. Yet, considering the delicate situation of Tael, they can't openly attack the city state, and they fear of using their god against them for the Cadmium may hurt during the process. Instead, they have became a strong power in the city, establishing one of their temples there and calling the masses to convert and save their souls. While the masses are important, their plan is to convert the members of the Merchant Council- and they already have 2 members who openly admit their loyalty to the Machine and three others who has secretly converted. Their plan is gaining a majority in the Council, which would then add out of its free will to the Theocracy and allow it to draw the Cadmium- the Machine's blood- and add it to their construct. It may take a while, but the Theocracy believes it will succeed. It happened once, and it will happen again.

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  • Leliel
    replied
    Also, I didn't add anything, so:

    The world exists as a sort of "foundation" for the heavens, in a planar sense; there is the mortal world and its Shadow (plus whatever other worlds are contained within the cosmos), and it supports the higher Planes upon itself, not unlike a turtle upon which an island precariously steadies itself, if the island regularly fed and interfered with the turtle. The Planes are often said to be five and three in number, with the five being what humans regularly deal with and the three...not as much. The "center" of the five is the Realm of Thought, wherein there lies all that has been learned or forgotten, should someone be able to find it despite its riddling guardians and painful self-knowledge.. Going "East", we find the god's realms of the Forest Primaris and the Celestine Spires, where the deities of nature and civilization, respectively, primarily reside, and regularly send forth their angels into the world to bring their teachings and to purify it of what they see as sins. On the "West", we find the demons' realms, the Dead Temple where ghosts gather to remind the living of their duties, and the Fabled World, where living desires and beautiful nightmares act out courtly feuds and dramas that become new laws of Witchcraft in our world. For all the blandishments of the magic-hunting templars and mallei, though, neither of the magic bringing beings are always evil, though they are always ambitious and resentful of the divine bans against their dealings on the Mortal Coil.

    Of the three, there is the Dreamlands, where every sleeping mind becomes as a blind idiot god and yet a strange world unto itself, the Underworld where the dead journey while seeking a true afterlife and Chaos is allowed into the world to allow Change, and the Void from which the Chaos is born as its proto-substance is spat out into the world. Only fools, the truly suicidal, or a mix venture into the Void.

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  • Leliel
    replied
    Originally posted by LostLight View Post
    . All has changed when an ancient horror called as the "Emperor of Blood" rose in the North. Using a powerful necromatic spell, the Emperor has called the spirits of the dead and bound them to their own flesh, before using its own own blood to bind them to its service. For years the war kept going, as the army of the dead marched through Korethon, butchering anyone they met and forcing them to a cursed existence. Eventually, the Empire's army came to the capitol itself, where the Priestess of the Ten Suns fought one on one against the dark beast. The battle lasted for 10 days before the Emperor managed to stroke the Priestess down- yet in her finale breath, she cursed him and his children with the touch of her gods. Doing so, the sun burned the Emperor's flesh and shattered its shadow, together with the most of his army who escaped the land. While many thought it was the end for the legacy of the monster, it was just the beginning- for its greatest progeny has survived. With the ties who once bound them broken, the generals has attacked each other and devoured their sibling's heart, until only one left- the new Empress. She gathered those who survived the attack and established a new realm in the frozen North, where the sun almost never rose. For many years the new Empire has kept on a law profile, enslaving the poor mortals who lived there and made great farms to feed the vampiric population who were seen as unliving gods. As long as the King and the Council ruled, the Empire of Blood was seen as a distant threat- yet now, the High King has died without a known heir, and the Council is in disarray while the Empire is organized. Lately, few coteries of vampires were seen at the borders. The Empire is going to strike- and this time, it would devour the heart of Korethon and drink its blood dry.
    Of course, a some of the better scholars of history in the world can tell you that, while this is accurate enough, it makes the Empire of Blood's predecessor, Senexis, out to be a blameless place overcome by some barbarian sorcerer. They don't tell you about the genocide of the Raven Tribe.

    Senexis was a great and mighty empire back in the day, a former city-state that allied with several tribes under the patronage of a clan of beast-shifters. At first, it merely sought to maintain order within by focusing on conquest without, but over time, the Senexites grew to view themselves as the pinnacle of order and civilization, and by conquest of the world they would bring their enlightenment to others, a Sun for the fallen Iron Age of their myths. In time, the Solar Kingdom (really, an empire by definition, only ruled by someone who called himself a King) expanded to cover the entire continent a glorious civilization of marble and the then-remarkable iron. As his land grew, however, so did the Kings' pride; while the dynasties began as, as far as any human can hope to, a living example of civilization, in time they slowly went mad with power and inbreeding, vicious and bloodthirsty. One, known today only as the Cursed as his name has been struck from all available records as a final punishment, had his priests and alchemists concoct a plague to punish an errant general by sickening her troops. It worked better than anticipated; fully half of the Senexite legions were killed or rendered unable to fight by the plague, forcing the Cursed's successor Antigone the Voice to resort to mercenary legions. This worked, for a time, but eventually the demands of the Kingdom's constant expansion resulted in more and more mercenaries with no tie to Senexis other than pay and their own commanders, who grew increasingly reluctant to aide what were, to them, strangers who had conquered their homes and promptly forgot about them. To force them back in line, the last true Senexite King made an ultimatum of an eerie clan of ancestral worshipers and necromancers known as the Raven Tribe; to build a temple to the gods of the sun upon their burial mounds, with the traditional excavation of the ground beneath to allow the noonday light to touch the temple's foundations. Naturally, the Ravens refused, at which point the King launched a brutal progrom meant to show the mercenary legions that Senexis was still greater than even the most arcane and wisest barbarian clan.

    This did not go as planned. For one, fear bows head to hatred, and the mercenaries almost universally revolted, ripping apart the Solar Empire's prefectures and provinces to found their own kingdoms, many of which still live to this day. For another, among the few survivors was at least one of the shaman deathspeakers' apprentices, a young prodigy whose name he erased from all minds. Wroth with grief and hatred, he called upon forbidden gods of the underworld who tortured the dead rather than guide them to their final rest, vicious guardians and cruel demons of Sheol, mountain of sinful thoughts. Eventually, Owl, Raven's greatest enemy and shadow-god of bloodthirst and ambition, came to the young shaman, and asked him a single question:

    "If you would have your justice, and more besides, would you build the temple yourself?"

    The apprentice replied "I collapse every mound and rend every corpse if I could see the Solar King broken at my feet."

    Owl hooted and gave a toothless smile. "Then let all that you stride over be your temple, and all the ancestors your priests."

    The story of Senexis ends there. The Sun has long since bled out. But the blood remains flowing, nonetheless...

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  • ZealousChristian24
    replied
    In the merchant city of Tael, there is one rule above all others: "Don't Break The Peace." Tael is a powerful city-state, and for good reason. The city is a nexus of a number of important trade routes, positioned such as to allow the swiftest travel towards any of the major nations. But the bulk of the city's power comes from the Cadmium, the strange oil that flows from the Wells beneath the earth below the city, the only one in the known world. This miraculous substance is known the world over for the countless medicines and potions it may be refined into or used for, making it the cornerstone of the healing arts.

    The nations of the known world, understandably, crave the city and its many advantages. But all stay their hand, knowing that to make a move is to be turned against by all the world. The Merchant-Council who rules Tael delights in this situation, and is all to willing to throw its weight around if angered. And so the laws of the city are made sacred, each faction doing its best to abide by the rules while secretly striving to command the city themselves....

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