The Universe of Dahl ( Dungeons and Dragons bullshit )

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¤ Dahl ¤

The universe of Dahl itself is a vast cacophony of nothingness and empty space speckled with numerous interdimensional planes that overlap in places and exist together in chaos, and balance. Its magic and machinations are slightly different from other worlds of the Dungeons and Dragons multiverse not changing how "spells work" but instead "where spells come from." There are no true Gods in all of Dahl, thus there are no divine, arcane or nature-based Gods for the mortals of Dahl to call upon for help. There is only the Truth, a metaphysical plane where all emotion, life, energy, and the souls of mortals are stored. Only a few mortals know of this fact, and that number of living mortals that know the secrets of Dahl can usually be counted by one person, on two hands.

Dahl: What is thought of as "Dahl" by the common people of the world of Amestleheim is merely its version of a material plane. Dahl's material plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. It is influenced by the Truth in the form of Divine Magic by nature in the form of Nature Magic, a subset of Divine Magic and finally by the mortals of Heim and any creature who can produce or use it in the form of Arcane Magic.
Amestleheim: Referred to by most common people by the simpler name "Heim." Amestleheim is Dahl's form of an earth-like world in which the mortal races, as well as monsters, creatures, mimics, constructs and other living-beings found in Dungeons and Dragons on the material plane inhabit. It has a twenty-four-hour day, one sun, four moons, one small, two of equal medium size, and one of a large size, and is surrounded by several asteroids that orbit Heim each too small to be considered moons themselves. The main continent of Heim is named Attigan and has three settlements. The main and first city founded on Attigan by Bregadoir Von Elric; Lys. Lys is the main political superpower being a melting pot for multiple races. The second founded by a forgotten high-elf; Darnassas is isolationist being primarily populated by high-elves, wood-elves, half-elves, drow, and other subraces from the elven hierarchy. Then finally the sprawling farming village of Laedthym provides most of the foodstuffs, livestock, and laborers for the other more developed cities.

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Solaire of Astora: The sun, of Amestleheim, simplified by the common people as "Solly the Bright" is the celestial body Amestleheim orbits it is a vast expansive star found in Dahl's material plane. For the most religious and even the common people it is thought to be the personification of light, heat, anger, wrath, and war. It is three times larger than the sun of the Earth, but also three times farther from Amestleheim than the Earth's sun is from Earth creating a similar ecosystem to that of Earth. It is worshiped like a God by clerics and paladins from the Warriors of Sol-light. It may just be the first thing in Dahl ever worshiped as a God, thus making the Warriors of Sol-light one of if not the first and most devout religion on Amestleheim. The Warriors of Sol-light are easy to anger and the primary antagonists that start and maintain decades-long crusades against monsters, races, and even the other religions of Heim.
Praise the Sun!

Praise Solaire of Astora!
In the brightest of day!
In the blackest of night!
Because of him, no evil can escape my sight!
Let those who worship evil's might!
Beware our power: Solaire's light!
Praise, Solly the Bright!"
When our work is done! We praise the Sun!

- Proverb of the Warriors of Sol-light.
Penumbra of Refrain: The smallest of the four moons of Heim which usually rests in the shadow of Perpetua creating a secondary shadow that trails over Heim anytime Penumbra and Perpetua are together creating a halo of darkness mainly at night with the white light from Penumbra being surrounded by the purple light reflected by Perpetua. It is made of a highly reflective white material creating a bright sheen as it bounces light back at Heim from Solly the Bright. It is thought to be one of three daughters birthed from Solaire of Astora and Perpetua of Night. The other two being Padraigin of Sky and Air as well as Peggy of Water and Mist. Penumbra is worshiped as the Goddess of Refrain and Music, thought of like a gorgeous song. This is because not only does she reflect back the light of Sol, but she follows her mother through the sky providing a gentle refrain of shadow within a shadow. She is also the Goddess most Bards may sing about as the patron saint of music. Her followers and devotees are known as the Song of Penumbra. Due to their access to the various Bards of the world who revere Penumbra as the patron Goddess of Music, the Song of Penumbra is the third most structured and devote religion only outdone by the Warriors of Sol-light and the Church of Night.
Sing o' she.

She may be the face I can't forget.
The trace of shadow after sunset.
She may be the song that summer sings.
Maybe the chill that autumn brings.
Maybe a hundred different things.
Within the measure of a day.
She may be the beauty of a song ceased.
May be the famine or the feast.
She may be the mirror of my dreams.
A smile reflected in a stream.
She may not be what she may seem.

- Hymn of the Song of Penumbra.
Padraigin of Sky and Air: A medium-sized moon tied in size with her "sister" Peggy of Water and Mist is Padraigin. Padraigin is made of a dark, obsidian-like material reflecting little to no sol-light making her extremely hard to perceive in the night-sky only viewable by reasoning the stars that are blocked behind her passage as she travels around Heim. The two moons orbit Heim closely together never far from one another. Padraigin is thought to be the Goddes of the Sky, and the force that controls the winds, and the air. She is tied to the emotions of anxiety, anticipation, and surprise, but can also be associated with calm, and gentle. This is because she is thought to control the winds, these can be light breezes, or gale-force tornadoes creating a highly unstable perception of her as a Goddess, she is also closely related to speed. Her clerics and paladins are referred to as The Wings of Padraigin.
Of Wings and Winds.

Since you've gone, I've been lost without a trace.
But I dream at night and I can only see your face.
I look around, but it's you I can't replace
I feel so cold and I long for your gentle embrace
I know your wings they cause the breeze
Your winds they shake the trees
Padraigin, hear my pleas.

- Prayer of the Wings of Padraigin
Peggy of Water and Mist: A medium-sized moon made of a foreign blue material causing it to reflect blue light back upon wherever it casts a shadow. Always close to her "sister" Padraigin, Peggy is thought of as the Goddes of Water and Mist. She is associated most closely with the sea, lakes, rain, rivers and other bodies of water. She is similar to her sister in ideals her followers or the perception of her relates to emotions such as nervousness, worry, and threat as well as calm, and calculated. This is because a tsunami can level a coastal city, as well as whirlpools and rip-tides, being deadly and dangerous things. Alternatively, rain can provide natural life and moisture to a droughted land. She is also associated with formlessness, shapelessness, and adaptation. Her followers are called the Tides of Change.
Empty your mind, be formless, shapeless like water. Now you put water in a cup, it becomes the cup; You put water into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now water can flow or it can crash. Water can take any form. It drifts without effort one moment then pounds down in a torrent the very next.
- Scripture passage of the Tides of Change
Perpetua of Night: The largest of the four moons of Heim, Perpetua is made from an oddly purple liquid-like substance. She is considered the ultimate representation and personification of night and darkness itself. Whereas Solaire of Astora represents light, heat, anger, wrath, and war, Perpetua of Night represents; night, cold, understanding, kindness and peace. She is most likely the first thing to ever be worshipped as a Goddess on Heim, so in the public perception, she is usually depicted as, a rival and lover of Solly the Bright. The religious followers of the doctrine are called the Church of Night and they have the second-most dominant religion on Heim outclassed only by the Warriors of Sol-light creating a supremely structured and nearly not outclassed religion.
Blessed be the Night

Blessed be the everlasting Night,
And blessed the endless slumber.
We are heated by the day too bright,
And withered up with care.
We're weary of a life abroad,
And we now want our Mother's home.

What in this world should we all
Do with love and with faith?
That which is old is set aside,
And the new may perish also.
Alone she stands and sore downcast
Who loves the pious warmth.

- Poem about Perpetua of Night
Nyre of the Divide: A river that bisects the Middle-district, the Von Elric Estate, and the Von Heim Estate. It has gathered a tiny religion that follows the river as if it were a God. Nyre is thought of as the God of Separation, relating to the sense of individuality, self-reliance, determination, change and the will to go on. His humanoid form is thought of as a blue-scaled dragonborn, but myths and rumors state that Nyre can also take the form of a blue-scaled kobold. He is worshipped primarily by dragonkin and even has a following that stretches up to Juvenile and Ancient Blue Dragons. Who were probably the individuals who founded the religion many centuries ago. Their following and devotees are deemed the "New Divide.
New Divide

I remember black skies! I can remember all your lies!
The lightning was all around me! The water washed over our bodies!
I remember each flash! That booming crash!
As time began to blur!
Like a startling sign!
That fate had finally found me!
And your roaring was all I heard!
Do I get what I deserve!?

So give me reason!
To prove me wrong!
To wash this memory clean!
Let the floods cross!
The distance in your eyes!
Give me reason!
To fill this hole!
Connect this space between!
Let it be enough to reach the truth, that lies!
Across this new divide!

- Scripture of the New Divide
City of Lys: The oldest, most substantial and earliest example of a city on Amestleheim is Lys. It was founded on Heim by the late, great Bréagadóir Von Elric known to some as the Deceiver with his wife Fírinne Von Elric, nee, Heim a woman of legendary beauty and grace. They became the first family of noble blood and birth from Lys. They were the family of nobles that started what became the magnificent city of Lys. Lys has three residential districts and various shops, in the center of the middle district is the river Nyre bisecting the city in twain. Additionally in the empty space between the three districts is the headquarters of the Protectors of Lys, a junction for the guard to reach each district. It is a central point with tunnels spidering out underground so that the Protectors of Lys can go out into the districts without being seen or known of.

Von Elric Estate | Vasslerune: To the west of the High-district is a walled-castle called Vassalrune and is the home of the Von Elric family the founders of Lys. It is separated from the Scattered Grove by the Nyre River. The Scattered Grove is a grouping of farmland and orchards for the Von Elric family to the north-west of Vassalrune and to the west of the Middle-district. The Von Elric family controls everything relating to Lys including the entire city but has liaisons to deal with the mundane.

Hup Estate | Hupperdook: To the east of the Low-district is the Hup Estate also known as Hupperdook. Hupperdook is a relatively tiny citadel owned by the Hup, and used to keep watch over the Low-district. It appears as a noble fortress with a moat and drawbridge but shows to their lower standing amongst the other nobles as it is much more modest and homely than the other nobles. The Hup is a family descended from High-elves but have by this point mixed their bloodline with various races creating numerous half-elven, and wood-elven offspring. They are the rulers of the Low-district appointed by the Von Elric family themselves. They have the right to collect taxes from the Low-district.
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Vailgath Estate | Venregard: To the west of the High-district is the Valigath Estate or Venregard as it is called by the Valigath drow. They are a noble family of Drow related almost directly to the Church of Night having high pull in the order. Their kin, usually ends up as high-ranking paladins or clerics in the Church of Night. A young female paladin, named Regina, and her brother Danavir are such an example being station in the Low-district to watch over the Hup for their older Valigath brethren. The Valigath live for generations and rarely pass on leadership to others without a fight. The Valigath are self-righteous, narcissistic and egotistical, believing themselves to be descended from Perpetua of Night herself. They have control of the High-district and hold the right to collect taxes from citizens of the High-district

Von Heim Estate | Hemilich: Finally to the north of both the Middle and the Low-districts is the Von Heim estate also known as Heimlich. The Von Heim is one of the first noble families in the City of Lys second only to the Von Elric. They were the kin of Fírinne Von Elric, nee, Heim. They are related to the Von Elric in the sense that one of their earliest kin married the "self-proclaimed" founder of Lys, Bréagadóir Von Elric. They are a family of humans, who live a modest life compared to their wealth. Most of the gold they take in from taxes is directly pumped back into the economy of the Middle-district. They are a kind, fair and just family who rarely give in to corruption and evil. They have control of the Middle-district and the right to collect taxes from the Middle-district.

Outer-Lys:

There is an extensive forest to the north, with trees as high as one-hundred meters tall, called the Pang-shu forest. To the south of Lys is a glorious lake, named Aoi-umi with waters so blue, and pure white sands stretching all around it. Rumors of a kind and beautiful Water Nymph spread all through Heim about the elegance and charm of such a lake. To the far west is an enormous hill with a small house atop it. The house is forgotten and old but just looking at it tells the story of a deep-love the house being covered in momentoes of exploration and adventure. It is a well-worn house built from love and respect that has somehow weathered years of idleness. Some people who visit it speak of a low drowning noise from the hill below like a creature is waiting below lost to deep slumber. Finally to the east rests a quiet little valley, surrounded by hills, with trees and grass greener than any other place on Heim flowers spread throughout the valley.

Pang-shu Forest: To the north of the City of Lys rests the Pang-shu Forest which is a massive grove of trees spanning on for miles in all directions. It is the home to many various forms of life including various temperate animals, as well as various monsters the most prevalent being goblinoids. The trees themselves range in size from ten or so feet high to as tall as three-hundred to four-hundred feet creating an extensive thicket of trees. There is a path cutting through the forest making travel easier but still rather difficult. Hidden away in the depths of the forest are numerous sections of deep caves in which goblinoids such as goblins, hobgoblins, and bugbear dwell.
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Aoi-umi: To the south of Lys is a boundless lake of the bluest waters, stretching out for three-hundred and fifty acres. Surrounding the lake is a series of dunes, consisting of the palest, golden, and white sands many have ever seen. When walked upon, day or night, the sand radiates a warmth just above body temperature enough to always be felt, but not enough to be uncomfortable. The waters of the lake are so clear and clean that someone standing at the shores can look down and see to the bottom, able to spot and see the fish that dwell in the lake as well as various sunken boats, and wreckage. At the deepest depths further, than any swimmer could naturally reach sits a huge wooden chest. Unbeknownst to the populace at large, a young Water Nyphm has taken this lake as her home and keeps the waters crystal clear.
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- > Household of the Celestial Trinity: The Household of the Celestial Trinity is a shared temple a place of rest and respite outside of Lys for those of all faith to meet to gain safety from an inhospitable world. It primarily includes the Song of Penumbra, the Church of Night, and the Warriors of Sol-Light but those of other faiths and even the faithless are welcome. The temple was founded on one principle, the belief that the Warriors of Sol-Light, the Church of Night, and the Song of Penumbra are "family" the same way that Solaire and Perpetua are thought of as lovers, and their youngest daughter is Penumbra. The temple firmly believes in peaceful coexistence between these three powerhouses religions separate from the mainstay churches and temples of Lys.
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Districts:

Low: The low distract is a walled section of Lys completely surrounded in enormous barracks and military posts acting as guard-posts stationed every two miles. These posts are watched over by the Protectors of Lys. The Protectors of Lys are the militaristic guard force of the Von Elric family, a pseudo-police-force to control Lys and the common people. It is a nesting place for the impoverished and downtrodden. Few shops can be found here, the main examples being bakeries, butchers, groceries, fruit vendors, a few speckled clothes merchants, carpenters, brick-layers, and maybe the odd apothecary or two. There is a single tavern in the Low-district doubling as a bar, an inn and a brothel.

There are no fine restaurants or theatres, and most forms of luxurious entertainment can't be found in the low district. The closest thing being Serenity's Sticky Lagoon, the inn, tavern, and brothel as well as the Church of Night branch 153 and the 107th Song of Penumbra. However, it is a hot-bed for religious indoctrination. What the low district has more than any of the other districts are churches and temples. They use poverty to convince the poorest people to believe in their Gods. They trade food, and shelter and what meager forms of entertainment, music, and art they can muster and create for the belief that those living in squalor give to their structured religion and their God.

The two most dominant religions among the Low-district are the Church of Night and the Song of Penumbra. This is due to the fact that the Song of Penumbra brings music, refrain, fun and respite to their followers which is something the poverty-stricken cling to. The Song of Penumbra trades the bare minimum in entertainment such as Bards that sing songs of Penumbra of Refrain, to events such as plays, and passion projects about the worship of Heim's tiniest moon. Bards are an unexpendable resource for the Song of Penumbra, which is why it is easily the third most followed religion behind the Warriors of Sol-light and the Church of Night. The people have little in the way of entertainment in the day to day droll of the world. As for the Church of Night, they promise food, and shelter to those who don't have it feeding the destitute in payment for their worship, prayer, and belief.

- > Bert and Boris's Butcher's Block: A tiny hole-in-the-wall butchery run by a hobgoblin and a bugbear respectively Bert the Hobgoblin and Boris the Bugbear. The Butcher's Block is the main place where the poor who do not need to rely upon the Church of Night for their food obtain their wholesale and individually packed meat. They also obtain their animal bone and cartilage for soups and stocks here and it is the only place in the Low-district where rations can be bought and meat and monster parts can be bought and sold. Additionally, it is the closest thing to a general store the Low-district has selling meager wares. It is a ramshackle shop dirty, and dingy built into the side of an old church formally devoted to a small religion about the Nyre river that bisects the Middle-district. It is a wooden structure, the roof leaks, the floor creaks and there is usually blood somewhere to be found. As you enter the shop, you are immediately met with the stench of meat, as you see a single countertop and an open walk-way and room leading up to it. Rumors about the two proprietors say they dispose of bodies, humanoid, goblinoid, or any other kind of sentient creature or monster-... for a price of course.
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Bert: A red-skinned hobgoblin with a hard and gruff, scratchy accent, he is 5'8" and roughly 155lbs. There are many scars pocking his body, including on gouge near his right eye which is glassed over and hollow and another across his throat which speaks of a near-death experience. He has a straight forward nature and speaks with a tone that denotes that he may have at one time been a soldier or a warrior of some kind but has since given up that life for a simpler and poorer lifestyle. He seems to usually wear a dirtied and bloodied apron, with a set of Studded Leather Armor underneath it may be a hint to his past. He seems to be the brains of the organization handling most of the sale of meat or monster parts as well as the purchase of monster parts or meat from adventurers. He doesn't take kindly at all to haggling and will up the price of merchandise or lower his offer to anyone, even the most persuasive bard who tries to alter his prices. He takes kindly to tips and is open to creating a report with certain return customers and tends to be kinder to them as repeat visitors.
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Boris: A brown-skinned bugbear covered in bright crimson red-fur across his chest, cheeks, arms, and legs standing 7ft tall and weighing 300lbs. If hair is found in the meat it is most likely caused by Boris. He handles the workload cutting, chopping and disposing of meat, or monster parts and is usually never seen unless sought out. He seems to have a gentle, kind and timid nature, and this is probably why Bert controls the business side of things. Boris is the kind of person who could be persuaded to give discounts, or even just give out food for free. Unbeknownst to Bert, at least in Boris's opinion, he gives excess meat out to local families so that they do not need to rely so heavily on the Church of Night. His mother a bugbear was slaughtered by the Church of Night instilling a fear of them in him so he is more willing to help those who may be persecuted by the Church of Night, and will fear those who work for the Church of Night.
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Relanth: A tressym belonging to Boris, basically an alley stray cat Boris feeds and allows to roam the shop when Bert isn't around. It is a pure black cat with feathery wings that can sometimes be seen flying around the Low-district. Relanth is a promiscuous tom-cat and it wouldn't be surprising if he had numerous spawn throughout the Low-district. His one blue eye and one brown eye are a dominant trait passed down to all of his kittens making both him and the kittens stand out.
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- > Serenity's Sticky Lagoon: A tavern, brothel, and inn wrapped into one, the only one found in all of the Low-district. The Sticky Lagoon is run and owned by a beautiful, slender, and strong high-elf woman named Serenity. A former cleric of the Warriors of Sol-light Serenity seems to in a late-twenties. In truth, she is four-hundred years old. She spent her youth crusading for the Warriors of Sol-light but found that she liked crusading the sheets about two-hundred years ago. Since then Serenity's Sticky Lagoon has been a staple of the Low-district.
The Sticky Lagoon, counter to its name is one of the cleanest, most well furnished, and high tier establishments in the Low-district. It is easily on par with something found in the Middle-district and has a dozen rooms for rent or pleasure. It is split into three sections, as you enter you find yourself in a tavern with a bar to the north, and several tables speckling the room. Next to the bar to the north-west is the entrance to the kitchen and the kitchen itself, to the north-east are the stables which usually have horses for sale and is the only place to buy or rent them in the Low-district. The whole place is guarded by a buff and brawny goliath woman who mainly focuses on guarding the tavern and the women as a bouncer of sorts. To the far south is the brothel side, where men and women alike can seek out the comfort of another. The Sticky Lagoon doesn't kink shame and has a vast repertoire of both ladies and men of the night at least one from every race one so one for anyone's flavor. A young half-elven man tends the bar and seems to be in his early twenties. He is Serenity's "favorite flavor" if you will. Serenity herself is hardly ever seen but can be sought out for work menial or more interesting through a quest board funded by herself and the Hup family.
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Serenity: High-elf and a staunch follower of the Warriors of Sol-light. Serenity is a tall woman about 5'8" weighing 125lbs usually draped in a fanciful dress covering most of her body leaving only her cleavage as visible. She has soft, white-skin and a diminutive appearance a counter to her above average height. However, hidden below her soft, demure exterior is the heart of a brave and valiant warrior and the skills, training, and strength to match. A former cleric of the Warriors of Sol-light, when Eva, the goliath bouncer cannot handle a rowdy patron Serenity can be seen leaving her pent-house suite to reprimand any man foolish enough to cause trouble in her "Sticky Lagoon" before tossing him out on his ass and barring him for life. She is willing to aid most women, without so much as a simple request, but to a limit. She will not go out of her way to aid them but is more than willing to set them on the right path, share information and show them where they should go. She is also a prominent leader of the area being one of the only just and fair tax-collectors for the Low-district.
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Simon: A young, immature, and naive half-elf was given the job to run the tavern and clean up after any mess the more rowdy patrons make. He is a tiny half-elf man, about 5'5" weighing 115lbs. Simon was taken in by Serenity from the dregs of the Low-district where she gave him a job and made him her "favorite little half-elf." He is rather clumsy, cowardly and nervous, easy to scare and the first to fright. However, those who use this fact against him are bound to get their comeuppance when either Eva the goliath bouncer, or Serenity the matron of the brothel hear of it. He is protected. In the strictest sense of the word. Any individual who finds themselves bold enough to mess with poor Simon will feel very poor the next morning when their arms and legs have mysteriously been broken and they awake to the fact that they have been left in an ally behind Bert and Boris's Butcher's Block. We can all only assume what happens to them after that. This has earned him the unwanted nickname of "Poor Baby Simon" as Serenity endearingly refers to him as "My Poor Baby."
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Eva: "The Brawn." Eva is a goliath with sharp-tribal markings that run down her face and neck spidering all across her body, she is 8ft tall weighing roughly 340lbs with rippling muscles and usually has a vicious scowl on her face. This is a facade built up due to her duties and couldn't be further from the truth. Those who get to know her each learn fast that she is the girliest of girls. She likes talking about clothes, hair, boys, girls, gossip and jewelry and can be distracted quite easily. Though when she has a task set before her like "guard the rooms and the other women." Nothing, no man, no woman, and no gossip will distract her from her duty.
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Quest Board: Working alongside the Hup family, the rulers of the Low-district, Serenity and her Sticky Lagoon offer various jobs of varying difficulty to new and seasoned adventurers. These are paid for either by Serenity out of pocket for tasks she is interested in or by the Hup family to maintain order and peace in and surrounding the Low-district. Things ranging from expanding goblinoid territories encroaching upon Outer-Lys to gnolls kidnapping and devouring travelers and merchants. To even rampaging Elementals, Archfey Cults, and Demon Lords. The tasks range from the mundane to the extreme with something for every type of adventurer the tiny little baby adventurers, and even the "big bois and gurls."

- > Branch 153 of the Church of Night: The one-hundred and fifty-third branch of the Church of Night is the division set to look over the Low-district. They are a corrupt lot and will extort from the poor. Regina is the head cleric of the Church of Night branch 153. They have the grandest building in all of the Low-district a grandiose and massive spire of obsidian and darkness casting a towering shadow over the poor district. They hand out food, and shelter to the poverty-stricken, giving out a daily allotment to any family who cannot meet the basic needs for survival. The Spire, as it is called, has a set of extraordinary stain-glass windows and on each is a relief of the purple silhouette of Perpetua of Night first the moon itself rising behind her more "humanoid form" which is depicted as a gargantuan drow-like woman with a mixture of onyx and purple skin as well as glowing white hair and bright white eyes.
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Regina: The head cleric of order 153 is a vile, and sadistic woman who also just happens to be a tax-collector and the governess of the Low-district. She is not above arranging the murder of citizens and taxing the poor into homelessness but none dare speaks out against her actions as she is highly protected by the Church of Night and is the first to harm those who try to go against her. She is a drow woman with purple skin, and a lanky body, with well-defined muscles and piercing blue eyes. She is roughly 5'6" weighing 130lbs. She is a mid-tier member of the Church of Night and a paladin who favors the use of a greatsword and a tower shield as well as full-plate armor making her hard to hit if any would try.
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Danavir: Is a drow man, a cleric, and the little brother of Regina. He seems to despise his older sister for her overbearing and twisted nature but is too weak, or frail to speak out against her. He would see her deposed if at all possible but does not have the power to do so. He is a low-tier cleric in the Church of Night and is kept in line by his older more domineering sister. He is a kind and gentle warrior and shows reserved courage when in combat, or when dealing with hostile individuals.

- > 107th Song of Penumbra: The 107th Song of Penumbra is the only place where entertainment can be obtained for the citizens of the Low-district. It takes the form of a massive, wood and stone chappel with hard wooden pews set out before a lavish and ostentatious stage. Various bards and choirs play the stage weekly, plays and presentations happen once a month, and it is all done for free. Free in the sense that you have to wait through a service, and pray to their God before you can revel in the splendor that they provide you. However, unlike the Church of Night branch 153 the leader of the 107th Song of Penumbra actually cares about his followers and the common men and women. Darius is the head of the 107th Song of Night and the final tax-collector for the Low-district.
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Darius: Is a human male, roughly 6ft tall weighing 200lbs, he wears a set full-plate armor and carries a warhammer as well as a kite shield. He is a vocal individual singing and prancing and preening. To think of this man as a paladin, he must first be thought of as a bard. He loves music, and he is the first to bang a tune on his shield in combat to inspire his allies. He is kind, and caring but isn't exactly a fair man. He gives entertainment freely, but expects the people to "pay the due price." The "due price" of course not only being their taxes but the praise and worship of Penumbra of Refrain. Even children and the elderly must sit through hours of prayer, and sing the praises of Penumbra to be allowed access to the viewing of the only form of entertainment in the Low-district.

Middle: The second walled section of Lys is the Middle District. There are fine restaurants, multiple inns, fine blacksmiths, enchanters, magic item shops, tailors, apothecaries and potion shops. A public library for the common people with storybooks, history books, and other tools for those who wish to self teach and a private library for the nobility with more restricted topics like spell tomes, spell scrolls, and other high-level knowledge. There are also parks, fountains, businesses places for recreation such as theaters and amphitheaters devoted to penumbra, grocers, a lock and canal through the Nyre as well as just about any shop an adventuring party may need.

The river is named the Nyre and has a small faction sized religion relating to it. It is worshiped as the God of the Divide and is known as the Great Separator. It is a small religion with paladins and clerics ranging in the thousands. The river is a fast-flowing current that tears through the land moving so fast that it has eaten through the rock and stone of the ground below. When it floods, it can cause minor destruction to surrounding shops and such but is usually repaired by the Von Heim family through their charitable donations.

Moody's Magic Shop and Evocation Emporium: The primary Magic Shop for the Middle-district with access to various magic items including weapons, armors, shields, potions, scrolls, spell tomes and books, wands, rods, and arcane supplies for spell components. It is run by a retired wizard "Moody." The shop itself is an outlandish sorcerer's spire that seems to rearrange itself by-weekly. The inside is littered with forgotten books, half-eaten food, half-drank potion bottles with strange substances in them as well as several cases that hold various items. When someone steps into the tower and looks up they will see a plethora of tomes, that move, float, sort and rearrange themselves as the bookshelves crawl up to the roof of the shop itself.

Moody: The owner and proprietor of the Evocation Emporium. He is a red-scaled Dragonborn in a draping blue robe with a pair of spectacles that hang low on his snout. He is a scatterbrained and forgetful man is quick to be persuaded and deceived and is willing to part with certain magic items merely out of curiosity. This is only really ever offered to returning customers as he grows interested in how his items and objects are doing once they go out into the world and will trade stories for coin or store credit if offered. Moody is an enchanter.

Sanguinar Arena: The Sanguinar Arena plays the same part in the Middle-district as the Song of Penumbra in the Low-district it is a place for entertainment and revelry. However, it tends to end up being more combat-oriented. The Arena is a massive sprawling stone, brick, and mortar colosseum in the heart of the Middle-district. Adventures, mercenaries, as well as performers and bards, flock to the Arena for a chance to fight and play at the venue. A bard or adventurer who gets to play in the Sanguinar Arena will see their fame and fortune skyrocket overnight.

Sanguine Depths: An underground compound below the Sanguinar Arena and the main base of operations for the Sanguinar family of Vampires the Sanguine Depths is a sprawling manor built into the very earth itself. It is a lavish estate house completely underground far from the light of the day. The interior is that of a noble household, extravagant and gaunt furniture and wealthy attire and art line the homestead with offshoot caves and buildings sprawling out below the streets of the city. The Sanguinar find themselves at direct odds with the Warriors of Sol-light, and financial allies to the Church of Night.

Cassius Sanguinar: The patriarch of the Sanguinar family, his true age is unknown but he is at least a thousand years old having been a figure in the public eye long before Serenity of the Sticky Lagoon took fame and prominence in the Low-district. He has white shoulder-length hair and wouldn't be caught dead without fine noble clothes taking immaculate care to keep his appearance both physically and in the public in the highest esteem. He is known for his long and lasting control of the Sanguinar Arena. It was only in the last two hundred-years that Vampirism was decriminalized and the Sanguinar Arena became more commonplace.

Valeera Sanguinar: The younger sister of Cassius, whereas Cassius is the brains, and the face of the family Valeera clings to the old ways. She is a Vampire who holds true to the stereotype of darkness, and gloom. She wears plain clothes as to not stand out in a crowd and rumors say she uses the Sanguinar Arena as a base for the "Picked Pocket" one of the more shadowy Thieve's guilds in the entire city of Lys. Where Cassius controls the public's opinion of them, Valeera makes sure no one speaks out against them, by any means necessary, and the commonfolk, nobles and other creatures of the night know not to cross her.

The Bizarre Adventure:

High:
 
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¤ Divine Magic ¤

Divine Magic is a structured and highly symbolic form of magic and works fundamentally the same as any other universe in Dungeons and Dragons except for one key factor that isn't known to the general populace or the world itself. There are no Gods. There is not a single word spoken by any God to be heard by any living or non-living creature in all of the vast universe, on any plane of existence. What there is, and where divine energy is drawn from is a collective zeitgeist, referred to only as "The Truth." Both by those who know of it, and by this guide as to give a name to the nothingness that is Divine Magic in the universe of Dahl surrounding the planet/world of Amestleheim, accumulatively referred by its residents to as Heim.

The magic of the divine is accessible to anyone, through any form of faith, and the energies appearance chances to represent who they are and what they believe in. Those with more faith, find it easier to access the energy, but with study, and belief and time even the least devout paladin or cleric can learn to bend and warp faith to their will. However, divine magic is directly correlated to the level of belief an individual has, making it easier for those who have a structured belief system to access it, additionally, the more individuals that believe a certain religion or set of beliefs, the easier it becomes for followers of that specific religion to access and use the Truth.

This causes a competitive and usually violent "Us vs Them" mentality with most religions never willing to work together. Religious crusades, religious persecution, misunderstandings, and divides between people are commonplace on Heim. The more centralized, and structured a religion the less difficult it becomes for followers to use Divine Magic, making it so that individuals of that faith feel vindicated for their beliefs while feeling others must be wrong. This leads to constant disagreements by many churches, temples, and places of worship, causing paladins and clerics to fight among one another endlessly.

This also creates a natural form of religious capitalism where each religion tries to expand their domain, their number of followers, and their power through knowledge, gold, the sciences and art, music, and any other form of entertainment or forward-thinking enterprises causing them to be less dogmatic, and regressive and more forward-moving to draw in the hearts and minds of the common people.

The Divine Gate: The Divine Gate is a metaphysical plane of existence adjacent to the others where a doorway through and into the Truth can be accessed and used. The Divine Gate itself takes the form of many things to many people, to some of faithlessness it is as simple as a wooden door-frame that they may pass through, to others of moderate and deep faith it appears to them as a massive entrance-way carved from stone, and earth adorned with numerous reliefs of their beliefs, their Gods, their Angels, their stories and plight. Even still to some of the most faithful who have ever existed, it can take the grandiose appearance of a gargantuan set of pearly gates barring all but those of the grandest and greatest level of faith from entry into the Truth.

Getting to the Divine Gate is a nearly impossible task. Simple plane shifting or use of the Gate spell itself cannot get a mortal to the Divine Gate. It takes a being of transcendent faith, working alongside others to even attempt entrance into the adjourned plane. Holy Relics held by the person of immeasurable faith and belief would need to be used as a complete and total focus for the casting of something like Plane Shift or Gate to even moderately attempt to get to the plane with an extreme Religion Save with a DC of ( 30 ) for this to work.

If the DC is not met the relic is immediately consumed, and destroyed and the caster takes 10d8 Psychic damage and cannot attempt to enter the plane of the Divine Gate for one week. Even on a successful attempt the Holy Relic is consumed and destroyed, instantly, so that it may never be used again to enter the Divine Gate. Other individuals partaking in the ritual also take 4d8 damage and are barred from trying the ritual themselves for two days. The only other known way to access the Divine Gate by a mortal is to give up all access to Divine Magic for the rest of their lives, giving up what they would want to obtain from the Truth to access the Truth and learn of its secretive and hidden nature.

The Truth: The Truth cannot be considered a singular entity, nor can it be acknowledged as a fixed point in space. It is nothing less than everything, and somehow at the same time, it is mere nothingness. In general terms, it is the state before birth and the state after death. It is a divine plane, separate from any other not accessible by anyone, in any form other than access through the Divine Gate itself. The Truth is the aggregate, and sum-total of every belief and every faith of billions upon billions of lives, those long dead, and those still living on the material plane. These metaphysical concepts are interwoven and mixed with the spirits and souls of every single creature that has ever lost their life and consciousness. It is every thought ever had, every prayer that was ever given to a God, and every hymn sang, every word spoke, every life ever lived, and every consciousness that has dissolved and returned to the Truth.

When a mortal meets their end, be it natural or otherwordly before they have a chance to be resurrected they must make a scaling Wisdom Save the default being DC ( 15 ) adding 1 for every year they have been dead. On a successful save they can obtain the smallest glimpses of the Truth. They will hear the prayers of others, feel the emotions around them, and those of creatures long past, as well as several brief flashes of their life as it begins to dissolve back into the Truth. On a failed Save they see and remember nothing of their time viewing or glimpsing the Truth. When an individual is resurrected via things like Revivify, Raise Dead, Reincarnate, Ressurection, or True Ressurection what the caster of the spell is doing, is focusing on the soul of the intended resurrectee and violently yanking it back from the Truth. For those freshly dead, this has the effect of binding their consciousness back together but for those individuals long dead, this has the effect of reassembling their consciousness from the Truth. This can cause them to have thoughts they never had before, feelings they can't understand or even memories that aren't theirs.

"Gods," "Godhood" and Ascension: As explained there are no Gods, in the sense of a pantheon of all-powerful, creator-like, deities watching over and ruling the planes from afar. The closest things to Gods are beings of intense and nearly limitless power examples include creatures like Archfey, Archfiends, Archdevils, Elementals, and various otherworldly beings. Some of these beings will mascarade as Gods, and deceive or even persuade others to put their belief into them instead of the Gods. This causes any of the thoughts, feelings, emotions, prayers, power, or energy that would normally aggregate into the Truth to instead be given to that otherworldly being.

This has the effect of increasing the strength of creatures like Archfey, and causes the formation of what most organized and structured religion would call "Cults." Objectively, neither method is any less "valid" as the Archfey in the above example would return to their follower or patron a temporary and powerful portion of their own might and strength. They are just different ways to obtain magic and power in the universe of Dahl.

Ascending to "Godhood" is something an individual can do once they obtain enough belief in them, that their power has grown to a near limitless amount. However, they will not understand this process as they go about it. Ascension rightfully ends with the same outcome with each individual. They are consumed by the Truth, literally, their body and mind dissolving into nothingness as their consciousness, thoughts, feelings, and magic is transformed into just another part of the Truth. Stronger beings produce more Divine Magic and thus create a more magnanimous and lasting Truth.

There is no way to exist in the universe of Dahl as an all-powerful creator or destroyer God. The moment an individual would "Ascend" to what they believe a "God" is or should be they just dissolve into the Truth. This fact is why not a single God exists in the universe. A creature in this universe can only be "Omnipotent" or "Omnipresent" when they are a part of the Truth which is everything and nothing.

So, as they ascend, they lose themselves and become nothing. Individuals who ascend, can never under any circumstances be resurrected. Individuals can in a way "accidentally" ascend and it has happened in the past and is done merely by gaining a level of power that becomes near limitless. It is a natural law of the universe of Dahl, growing to an inconceivable level of authority, always ends in Ascension willing or unwilling.

¤ Nature Magic ¤

Nature Magic is a chaotic and unstable form of magic and works similar to Divine Magic, however, the places it comes from are completely different. Nature Magic is related to things like forests, plants, animals, wild-fires, hurricanes, tornadoes, earthquakes, and other natural disasters. Nature Magic is naturally produced from the surrounding world itself and harnassed by individuals who understand this process such as Druids, or Rangers. For example, the planet of Amestleheim itself, as well as other such ecosystems or planes such as the Feywild, produce its own form of life and energy separate from the mortals that inhabit it and used by creatures such as Archfey, Nymphs, Dryads and other nature-based creatures and can be given to their disciples and followers.

Wild Gods: The prime example of this dichotomy is the numerous Archfey that have begun to take the moniker of "Wild Gods." Wild Gods are primal manifestations of life and nature. Beings creatures of two realms, the Wild Gods inhabit the physical world of Amestleheim or other plans such as the feywilds as well as places like feywilds, but their spirits are bound to the ethereal nature of the Truth like any other creature. Many of them appear in the form of gargantuan animals, such as wolves, bears, tigers, or birds. While others can take the form of humanoids, goblinoids or any other form they wish to take.

These creatures can gain their strength from the world, but the problem with this is the world only gives, so much and only what they have earned so this means some have begun to take more than they are given. They do this by convincing or deceiving mortals into believing in their power. The predominant force of will and strength in Dahl is the power of belief. They do this by either convincing others to believe in their power through valourous and great deeds or masquerading and taking the appearance of a religious God. The elusive Archfey grows in power with the belief of those mortals siphoning off the thoughts, feelings, prayers, and emotions from their believers. They give back access to their nearly limit-less and god-like magic to the mortal, creating a supply and demand relationship. This is no less valid than gaining magic from the Truth.

This concludes with the Archfey gaining a cult-like following and in truth usually ends in ascension as described in the Divine Magic section. However, strong and resourceful druids or powerful rangers can draw Nature Magic from the world itself. For example, taking the Nature Magic from a beautiful flower and using it through a spell such as Healing Word or Cure Wounds to apply that Nature Magic as healing energy. This usually ends in, a death for life scenario where they drain the life from a flower or a plant or any other Nature Magic endowed thing.

Balance of Nature: The balance of nature is a constant cycle, and it always needs to exist. When the cycle is broken, then nature stops existing. When an animal such as a rabbit eats a carrot, or some fruit or some other plant they kill the plant and take its energy. When that rabbit is eaten by another such as a wolf, that rabbit is killed and its energy is given to the wolf when the wolf dies it returns to the earth and the cycle continues. A process like a natural wild-fire even though it can burn down an entire ecosystem returns nutrients and magic to the earth which is then used elsewhere to regrow the forest.

Druids and Rangers, in a way, upset this balance when they mean to preserve it. The ranger who stops the wolf from eating the rabbit by killing the wolf is interfering with the natural flow of nature. The druid who stops a raging wild-fire to save the fleeing animals is interrupting the natural cycle of nature to subvert a disaster. However, when a druid, a ranger, or an Archfey follows the world's wishes and learns to preserve and maintain the cycle as a whole instead of disrupting it the world gives them back Nature Magic as a form of payment for their deeds.

In this way, creatures can "earn" their magic. The world will give them what they deserve and allow them to use it to their heart's content. In this way, they do not need to steal it, and instead can be gifted their magic. This is something skilled druids tend to learn quickly and early in their druidic career. Alternatively for rangers they can gain natural boons from nature such as an animal companion, a tamed creature or a raised creature that respects and admires them for their deeds.

¤ Arcane Magic ¤

Arcane Magic is the only form of magic not produced through belief, or nature, it is produced through study, knowledge, and action. It is related directly to Wizards, Sorcerors, Warlocks, and Bards, and the various applications all always revolve around the accumulation of knowledge. It is an energy produced by mortals directly and used for various spells and tasks. Whether it be the natural knowledge and talent of the Sorceror, the accumulated and accrued study and knowledge of the Wizard, or the stolen knowledge or talent of the Warlock or Bard.​
 
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Campaign Itinerary

Access only to the Low District until level 8.


Level: 1 - 3

Start and Introduction.

The adventure begins near, or in Serenity's Sticky Lagoon at level one.​
Describe the characters as detailed above in the City of Lys description. Serenity's Sticky Lagoon is always full to bursting, with loads of travelers, many a poor man trying to drink and screw away their woes, and even a few of the more promiscuous women. A motto of the Sticky Lagoon is "I scream, You scream, we all scream for our favorite flavors." Simon the half-elf barkeep tends bar, he is frequently anxious and can be intimidated or persuaded easily. Eva the goliath barbarian guards the stairs, various rooms, and the women upstairs. Serenity will almost never bee seen unless asked for.​
Description: The bar is the first thing entered, it is a tavern of high standing. It has taps, kegs, and various vintages of everything from wine, to whiskey to vodka to juice and milk for the non-drinkers. Hardly ever serves food, at best dishes like "Monster Meat Medly" or "Potatoes and Boar Stew" never anything that sounds too appetizing. Their real sell is the women and men of the night. They offer at minimum one of every race, for every fancy under Solaire of Astora.​
Normal ale costs 1 copper each, wine, whiskey, vodka or any specialty drink is 1 silver, a room for one night is 5gp, a room with a companion is 100 gold per night and is an extra 95 gold for each additional partner. The barstools, and the tables all seem to be well made and the walls are adorned with art, and tapestries, the rooms are all well furnished. For a place in the Low-district, it seems like it could easily be a Middle-district establishment.​

Options at this point for a first adventure, all can be done.
Quest Board: 1 - 3
Goblins, Hobgoblins and Bugbears! Oh My!
Level Requirement: 1 - 3​
Description: Upcoming adventurer's needed. The Pang-shu forest to the north has seen a surge in the population of goblinoids in the growing months. They are becoming bolder in their affront against the Church of Night and have begun to push inward toward the City of Lys. There have been reports of goblinoid attacks on merchant caravans and thus a stop must be put to it. The Hup family as a liaison to the Church of Night are offering fifty gold ( 50g ) for each goblin or nilbog slain, one hundred ( 100g ) for each hobgoblin and five-hundred gold ( 500g ) for each Bugbear. Any treasure or supplies found are permitted to be kept as spoils of war this includes stolen goods from merchant caravans.​
Regular Gnolls. Regular Gnolls!
Level Requirement: 1 - 3​
Description: Nyre of the Divide is a massive river that cuts through the Middle-district and Heimlich, the Von Heim Estate as well as Vassalrune the Von Elric Estate. It seems gnolls have begun not only defecating in the river by chucking the remains of their dead, as well as their enemies into Nyre of the Divide creating a problem for those who use it as a source of clean water. An adventuring party is to be conscripted to travel northward up the river and find the source of this occurrence. Once dealt with the party will be paid two-thousand gold ( 2000g ) to be split as they see fit. Seek payment from Serenity of the Sticky Lagoon, but funded by the Hup family via your tax gold.​
Imp-osters
Level Requirement: 1 - 3​
Description: Rumors of several imps running around the Low-district have begun spreading. They are causing mischief, stealing things, and causing trouble. Your job is to find any and gather information about what is bringing them here. Is it a calculated attack on the material plane from the Nine Hells? You are to be careful and quiet. Each imp slain grants a fifty gold ( 50g ) payout. Information on the occurrence earns a five-hundred gold ( 500g ) payout. Seek out the Hup family through Serenity of the Sticky Lagoon to arrange payment.​
Level: 3 - 5
A formal introduction to the Hup family directly with the party beginning to do work for them. Describe them as mentioned above in the City of Lys section a noble family of high-elf and half-elf. Seed out information that Simon is an illegitimate descendent of the Hup, with the chance at technically being high up in the royal family, if he weren't a bastard. The Hup eventually explains to the party that they are being watched closely by the Church of Night, but more specifically the Valigath.​
Enter lore drop on Regina of the Cold Steel and her brother Danavir the Quaint as well as the Valigath, the family of Drow who's estate Venregard is south of Hupperduke the Hup Estate. The Hup wants the adventurers to investigate the Church of Night branch 153 and learn what they can to provide that information back to the Hup.​
Follow up on the story threads they picked up be they the goblinoids, the gnolls, the devils or the Church of Night.​

Options at this point in the campaign.
( Main )
Do they bite? The Church of Night?
Level Requirement: 3 - 5​
Description: The Hup family has directly asked you to investigate the Church of Night branch 153, the party has been tasked with learning about Regina of the Cold Steel and her little brother Danavir the Quaint. Report any valuable information back to the Hup family. The Church of Nightbranch 153 can be found in the Low-district. You will be paid five-hundred gold ( 500g ) per participant individually. Additionally, you are free to kill or interrogate members of the Valigath family or their allies but do not be caught as you will be left to your own devices. This is as much a reconnaissance mission as it is a fight. Successful interrogation or murder will be paid handsomely four-thousand gold ( 4000g per proven event. Regina is level 8 paladin, accompanied by 2 Drow Elite Warrior and her brother Danavir a level 6 cleric at all times. Information gathering is crucial at this stage of the investigation so do not be found, do not be captured and most of all do not harm Regina, her guard, or Danavir.​

Serenity's Sticky Lagoon is always an option to find work.
( Side )
Quest Board: 3 - 5
O' Captain, My Captain!
Level Requirements: 3 - 5​
Description: The goblinoids have become more fervent in their expansion as the hobgoblins and the goblins themselves have begun to evolve and learn from their constant turmoil and strife. They are becoming more militaristic, organized and are beginning to understand basic, and even some advanced strategy with the Hobgoblin Captains taking reign over the Goblin Bosses and even elite bugbear tanks ( Bögge. ) Each Goblin Boss slain can be redeemed for one-thousand gold ( 1000g ) each Hobgoblin Captain or elite bugbear slain can be redeemed for two-thousand ( 2000g ) from the Hup family.​
Werewolf Did All the Gnolls Go?
Level Requirements: 3 - 5​
Description: Information on a pack of wolves, worgs and a werewolf cult has either been followed up on by the party or been given to them from Serenity. To the far north further than the Gnolls who were being controlled by the werewolf cult rests the Broken Fang Citadel a makeshift castle ran by Gareth the Bloodthirsty. He is a human man cursed with Lycanthropy and has been controlling the Gnolls from afar to do his bidding. His compound is surrounded by about a dozen or so wolves and worgs. Bringing his head back to the Low-district will be rewarded in a ten-thousand ( 10000g ).​
It's Where my Devils Hide
Level Requirements: 3 - 5​
Description: Either by gathering information from the Imps or standing around and doing nothing until someone else collected enough information for you, your party has learned about a plot to subvert the Hup family. This is being orchestrated by a legion of devils from the Nine Hells and shady deals and contracts that have been made. Your party now knows that to work their way up the chain of command they must seek out prominent lieutenants working in the Legion of Lady Midday. You are to seek out a Bearded Devil, Laxus in the Low-district as well as a Spined Devil, Jadel, in the Low-district and obtain more information from them. Either way, you are to exterminate the threat and bring the information back to the Hup family. They are willing to pay five thousand gold ( 5000g ) separately for the extermination of each named Devil above. Additionally, information brought back will be rewarded with an additional one-thousand gold ( 1000g ) per individual.​
Steal My Sol-shine
Level Requirements: 3 - 5​
Description: Residents of the Low-district are being kidnapped, and are disappearing at an alarming rate. Some are even being devoured and drained of their blood in their homes. There are spreading tales about Vampiric Mists, the remains of long since destroyed vampire roaming the Low-district. They may be working for a broader organization, or they may just be free-radicals. Whatever the case may be Serenity herself has set a bounty on any Vampiric Mist caught roaming the streets of the Low-district. Due to their vehement hatred of the undead, and vampires specifically the Warriors of Sol-light have thrown in their own lot to help fund this extermination crusade. Together they are offering one-thousand gold ( 1000g ) for each Vampiric Mist that can be caught, or dealt with.​
Level: 5 - 8
After gathering information and following leads the party will have learned of the corruption of the Church of Night Branch 153 specifically the corruption of Regina of the Cold Steel. At this point, they have a plethora of options depending on who they wish to ally with and what they want to do. They can ally with Danavir and take out his sister fostering an alliance between Serenity and Danavir to quell the corruption in the Low-district.​
They can perform quests from the quest board and ignore the situation or they can work alongside Serenity and take out the entire Church of Night Branch 153 including Danavir. The Hup family will already have strong ties to Serenity and will want to ally with her in whatever way they can. It is recommended that they level up through side activities before taking on the task of rooting out corruption.​

Options at this point.
( Main )
Make the Church of Night, See the Light
Level Requirements: 7 - 8​
Description: You have learned that the Church of Night Branch 153 is a corrupt and poisonous mass of cancer growing upon the back of the Low-district. You have a decision to make as Heroes of the Low-district, do you ally with Danavir and take out his sister putting him in charge of the Church of Night Brance 153? That way the Low-district keeps it's access to local charities and food-banks? Or do you ally with Serenity only and route out corruption completely and totally taking out any member of the Church of Night Branch 153 leaving nothing but a memory of what they used to be? You can compromise and ally with both creating a diplomatic alliance between Danavir and Serenity but even doing this means the party will need to deal with Regina of the Cold Steel and her entourage directly through confrontation. She is highly protected by the Church of Night meaning legal recourse is a fickle and impossible task. How will the valiant party handle their current predicament?​

Serenity's Sticky Lagoon's Quest Board
( Side )
Magic Dance
Level Requirements: 5 - 8​
Description: After the constant defeat of numerous goblin, hobgoblin, bugbear and their variant cousins the City of Lys has learned of a plot by the current ruling goblinoid The first of his kind to ever exist in the world of Heim, Jareth the Goblin King has evolved to be smarter, stronger, faster, and tougher than his less formidable kin. He is crafty and has learned to use innate goblinoid magics. His plot is a peculiar one, he has begun to kidnap the children of other races to raise as goblin-kin to use as pawns against their world. Since you are seen as powerful heroes, or at least what can be considered powerful you have access to this task. The payout is 15000 gold.​
I'm the Best that's Ever Been
Level Requirements: 5 - 8​
Description: The Protectors of Lys have learned of a plot to overthrow the Hup family in the Low-district, they don't know any names yet but they know a contract was made with Lady Midday and her coalition of devils. They know of two generals in her army possibly leading directly to her. One is Lady Midday's daughter Abbadon a Cambion not much is known about her but the fact that she is hidden somewhere in the Low-district assuming a place of power. It is thought she might be involved in the 107th Song of Penumbra. Second is a general who pines after Lady Midday's affection a Barbed Devil named Barbatos. Seek out both and exterminate the threat Barbatos is probably somewhere near Abbadon. The payout is 6000 gold for each of their heads, or some form of proof of their defeat. Additionally information you gather on Lady Midday will give an additional 2000 gold.​
Walking on Sol-shine
Level Requirements: 5 - 8​
Description: After the recent revelation that several Vampiric Mists had been preying on the Low-district it has come to light that numerous kidnapped or fed on residents of the Low-district have been converted into Vampire Spawn. They are more readily found In the poorer districts but need to be dealt with in a quick and precise manner. For each Vampire Spawn destroyed there is a reward of 2000 gold. There is believed to be a total of five or so currently traversing around the Low-district. Seek out Serenity of the Sticky Lagoon for information, and to arrange payment. Information leading to where and why these vampiric spawn are showing up in the Low-district will result in an extra 2000 gold payment.​
Oh, bother!
Level Requirements: 5 - 8​
Description: The curse of Lycanthopy has been spreading up and down Nyre of the Divide. It started with the spread of gnoll, and developed into a case of werewolves and a cult of sacrilegious worship. It has now evolved into a prominent devotion, with individuals willingly taking the curse of lycanthropy on themselves to gain power, and be closer to their god. It is thought that an Archfey is gaining in power, but these are merely rumors. Right now the City of Lys needs daring adventurers to travel up Nyre of the Divide and seek out a growing problem of werebear and bears that are spreading into and through the Pang-shu Forest. Each dire bear slain or captured will pay out 1000 gold, each werebear defeated or captured pays out 2000 gold.​

Access to the Middle-district as of level 8

Dark Tournament
The party has been given the privilege of being in the Middle-district on one condition. They must participate in the Dark Tournament as representatives of Serenity of the Sticky Lagoon. The Dark Tournament is a competition for the best of the best adventurers, fighters, and mercenaries across all of Attigan. The party must come up against several mighty fighters set in groups of four. Winners take all, there is prize money, magical items, and other loot to be earned. Alongside this, the party is still able to continue its daily activities as each tournament fight has three days of rest between them. There are four rounds spread out over sixteen days but other fights happen in between from other competitors. There are other things to follow up on as well such as a vampire infestation of the Middle-district, and other quests.​
Level: 8 - 12
Middle district level 8 - 14 Tournament arc​
 
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It's Your Turn to Roll!

"Your destiny is waiting, rise up don't think twice. Put your fate in your hands, take a chance, roll the dice!"

- It's Your Turn to Roll is a popular dice-based game originating from Lys. It is thought to have been initially started by drunken dwarves looking to settle the age-old dispute among all dwarven kind "No! It's your turn to pay the Gods damn tab, I got it last time you drunk tittywumpus."
- It is played between people of varying ages from children to the elderly, for fun and for gambling purposes. It is usually played in taverns, inns, back-allies or even in tournament based competitions for commodities such as gold, land, titles, job offers, and various other property that can be bet, lost and traded among individuals who wish to leave their destiny up to the fate of the dice.
- It is played between two players, but modified rules can be used for more than two participants: the rules are as follows

Turn 1

Each player rolls 1d6
They compare their die and the one with the higher die "wins" their opponents first die

For example:

Player one: 1d6 equaling a 3 on the die
vs
Player two: 1d6 equaling a 4 on the die

Player Two wins Player one's first die and can use it later. The player with more dice wins.

Outcome:
Player one: 0 dice
Player two: 2 dice

Player Two wins the pot

Turn 2


Both players roll 2d6, the player who won round one has one extra d6 added to their dice pool and can roll 3d6 instead.

For example:

Player one rolls:
2d6 equaling a 4 and a 6
and
Player two rolls: 2d6 + 1d6 equaling a 2, a 3 and a 4

They compare dice and "battle them" the higher die allowing the winning player to taking the other's die.

Player One throws out their die first. For this, a player can only 1v1 so the extra die is for a chance at multiple higher numbers.

6 vs 4 = Player One wins 1 extra die from player two
and
4 vs 4 = Tie no one gets a die

Player One has 3 dice, and player two has 2 dice.

Player One wins their bout and keeps the die they got from winning.

Outcome:
Player one: 3 die
Player two: 2 die

Player One claims the pot

Round three:

( tends to be the Final Round with the biggest pot )

Both players roll 3d6 + the die they have won last round.

Player one rolls: 3d6 + 1d6 equaling a 1, a 2, a 3, and a 4
Player two rolls: 3d6 equaling a 4, a 5, and a 6

Players battle their dice one final time Player Two throwing out their die first.

For example:

4 v 4 = Tie everyone keeps their die
5 v 3 = Player Two wins Player One's die
6 v 2 = Plyer Two wins Player One's die


Player Two walks away with 5 dice, Player One walks away with 2 dice.

Player Two wins the pot


Law of Surprise

The Law of Surprise is a custom as old as Heim itself, rumored to be the machinations of a group of Lawful Evil, Archdevils originating from the Nine Hells. It was thought of as a way to steal away children from their parents to birth tieflings, cambion, and other half-fiend or fiend-touched humanoids. The Law dictates that a humanoid saved by another is expected to offer to his savior a boon whose nature is unknown to one or both parties. In most cases, the boon takes the form of the saved man's firstborn child, conceived or born without the father's knowledge however it can also range to things such as:

"The first thing that comes to greet you."
When requesting "the first thing that comes to greet you", the price could be the likes of a dog, a halberdier at the gate or "a mother-in-law impatient to holler at her son-in-law when he returns home."​
"What you find at home yet don't expect."
When requesting "what you find at home yet don't expect", the price could be a lover in the wife's bed, a nice dinner that was unexpected, but usually ends in a child either newborn or still within the womb.​
"What you have in your pockets or on your person at this instant."
When requesting "what you have in your pockets or on your person at this instant" the price could be a few copper, silver, gold or platinum coins, a bundle of groceries, a deed to a property, or something as trivial as a newly purchased hat that the saved individual had just bought.​
"The first thing you find when we meet again."
When requesting "the first thing you find when we meet again" the price can be one that the caller truly doesn't want to obtain or a time when the Law is invoked by the saved instead of the savior. Either out of respect or not wanting to deal with any of the other Laws of Surprises such as the chance at a new and unwanted child the individual can merely ask for "the first thing you find when we meet again" knowing that as long as they do not meet the saved ever again they need not worry about payment.​
"Your very next windfall."
When requesting "your very next windfall" the price can be anything the saved person obtains in a scenario of luck or good fortune usually being a newly found monetary gain or a new item they acquire from an unexpected source but can be as simple as a stipend from whatever raise they get in their pay in the near future. Examples of a windfall can be the land or fortune obtained via a Last Will and Testament, a title the saved is given but instead is given to the savior such as a dukedom, or vassalage, as well as something as trivial as a prize from a contest of luck like a game of "It's Your Turn to Roll!"​
 
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Companions, True Familiars, Followers: When a creature completely and with undivided and pure devotion gives themself to someone stronger they are able to grow in strength and power through belief, faith, and an intrinsic bond. The belief and trust that is given to them from their superior or their faith in the strength and fortitude of their superior are able to empower them because it is where the magic in Dahl comes from. So in the case of an animal companion, a True Familiar or a follower, they are able to enter into a contract with their superior. In the case of sentient and intelligent creatures such as humanoid followers, contracts can be made to bind the "True Familiar" to their intended superior. In the case of animal companions, they can devote themselves through non-verbal action. A "True Familiar" differs from a regular familiar in that they can grow, change and evolve. In any case, the first step to growing in power or strength for any creature of this type is always a name.

Name: Names are one of the fundamental properties of the universe of Dahl. allowing creatures to share energy and bonds. Names are granted to unnamed creatures, or they are "renamed" by an individual with a high level of ability, aptitude or belief. By gaining a name, or a new name the creature bonds with the superior their essences being linked. This can allow them to gain higher status, abilities, or even become much stronger than before, even evolving at times. The stronger the name-giver, the more vast the jump in the evolution of the named, and the stronger the named can become. This is due to the shared divide of strength, power, fortitude, will, belief, trust, devotion, and faith giving actual tangible magic and energy similar to how emotions and beliefs are transcended to the Truth. A player character can only have one named companion, True Familiar or Follower and it must start at a challenge rating of 1 or lower.

Rites or Rituals of Devotion: Rituals of Devotion include how the superior and their subordinate share and divide their energy. To gain strength after their first naming a companion, True Familiar or Follower and their superior must undergo a rite of devotion. It is similar to the naming process where the subordinate devotes themselves and through this devotion gains in strength and power. It is similar to how a player character levels but differs in its process, as the superior usually a player character and their subordinate must spend an extended period of time ( 24 hours ) together in a special form of ceremony, meditation, ritual or rite ending in a transfer of power from the superior to the subordinate.

When complete the companion, True Familiar or Follower is considered empowered. A hit die is taken from the superior and rolled and that hit die is added to the companion, True Familiar or Follower's health pool. For example, a bard has a hit die of 1d8. Should he have a True Familiar after a rite of devotion his familiar is able to roll one of his hit die and grow in power reflecting the jump in strength from his superior. A superior can perform a new Rite of Devotion only once per level, the first Rite of Devotion being the only exception. The first Rite of Devotion doesn't add a new hit die to the creature's health pool.

The first Rite of Devotion costs 100 gold for the proper incense and equipment, and a Rite of Devotion is whatever the player character makes it. It can be a twenty-four-hour meditation session, it can be twenty-four hours of prayer, it can be twenty-four hours of heavy training but has to be twenty-four hours straight with no long or short rests spent. Every new Rite of Devotion after the first costs the player's level x100 gold. So for a 5th level player character, a new Rite of Devotion costs 500 gold. For a 10th level player character, it costs 1000 gold and so on. When performing the first Rite of Devotion for a new Companion, True Familiar or Follower they also gain any previous boons and hit die they would have if starting at Devotion Level 1 and they jump to the corresponding Devotion Level. Meaning a 5th level player character performing their first Rite of Devotion upon a new familiar causes them to boost up to a Devotion Level 5 and gain any relative boons or hit die relating to that jump in power.

Additional Boons and Buffs:


After their first Rite of Devotion, a companion, True Familiar or Follower gains the ability to attune to one magic item. This ability grows to two items when the superior reaches tenth level and performs a new Rite of Devotion and then again to three items when the superior reaches fifteenth level and performs another new Rite of Devotion. A creature can never attune to more than three magic items. After their first Rite of Devotion and again when their superior performs a new Rite of Devotion every other level, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 a superior can choose one permanent boon from the following list to add to their companion. This boon is a permanent increase in the subordinate's power.

A permanent basic Armor Class increase of +2 to a maximum of eighteen ( maximum of one per Rite of Devotion )​
One armor proficiency; Light, Medium ( requires 10 strength ) or Heavy ( requires 15 strength) each Is a requisite for the next​
One extra permanent hit die increase to their Health Pool ( maximum of one per Rite of Devotion )​
Plus one to a stat such as Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma ( to a maximum of 18 )​
Plus one to their proficiency bonus up to a maximum of +5​
Plus one new proficiency from the basic table​
Plus one "to hit" up to a maximum of +10​
Ten extra feet of movement speed ( to a maximum of 40ft )​
One new type of action similar to a Wolf's Bite, or an Imp's Sting, this can be a cantrip or an improvement to an existing action​
One new type of passive ability like a Wolf's Pack Tactics or a Imp's Shapechanger​
One new language up to a maximum of 4​
One new damage immunity or resistance up to a maximum of 3 each​
One new condition immunity up to a maximum of 3​
Telepathic link up to one mile allowing thought and emotion communication​
Ability to teleport back to superior once per day​
Ability to add darkvision to a creature that didn't have it​
 
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Lupin ( Imp )
Tiny fiend (devil, shapechanger), lawful evil

Appearance: Lupin is a two-foot two tall imp, who couldn't look more different from his former peers. He has shadow-black skin and vibrant yellow eyes, and wears fine clothes, handcrafted and tailored to him specifically, to perfectly fit his wings and body. From a beautiful deep-red mask to the specially made fingerless gloves, all of his clothes were lovingly crafted and picked, just for him. His other forms, just like his true-form, have changed drastically, as well. No longer does he become a rat, but instead an onyx-black snake with captivating sapphire eyes and a vicious bite. In place of the spider, he now can take the form of a winged-cat, midnight black as well, with wings that look as if made of shadows themselves. Finally, his raven form has changed to a stark white raven with glowing purple-eyes that shine in the darkness.

Personality: He is an extremely brilliant and mischievous sort, always happy to pull a prank, or quip off a joke, and is never offended if one returns the favor. He was once utterly broke and extremely abused, and so now he refused to ever be either. He will always take any chance he can to accrue more wealth, and if one were to try to take away what he already has, they will be met with the bite of his Blink Blade. After years of being made to follow the laws and commands of others, he has decided that only His laws mean anything to him, save for one person; Lycan, the Rogue he feels he owes his freedom to. Training side by side with the Rogue has hardened his mind, and he has set himself to be the monster that slays all monsters and will stare a Hell Hound in the eye as it charges, giggling.

True Familiar Information:

Devotion Level: 1​
Armor Class: 13​
Hit Points: 10 ( + 1d8 + Constitution modifer per new Rite of Devotion )​
To hit: 3 ( Dexterity ) + 2 ( Proficiency ) = + 5 ( to hit with light, finesse weapons, or action based attacks )​
Speed: 20 ft ( walk ) | 40 ft ( fly )​

Strength
Dexterity
Constituition
Intelligence
Wisdom
Charisma
6 ( - 2 )​
17 ( + 3 )​
13 ( + 1 )​
17 ( + 3 )​
12 ( + 1 )​
14 ( + 2 )​
Proficiency Bonus: + 2​
Proficiencies/Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5​
Damage Resistance: Cold; Piercing, From Nonmagical Attacks That Aren't Silvered​
Damage Immunities: Fire, Poison​
Condition Immunities: Poisoned​
Senses: Darkvision ( 120 ft ) passive Perception 11​
Languages: Infernal, Common​

Attuned Items:

Blink Dagger
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Weapon (dagger), uncommon (requires attunement)​
Melee Weapon, Simple
1 lb. --- 1d4 piercing - finesse, light, thrown (20/60ft.)
Enchanted with deadly intent, this weapon's versatility is limited only by the imagination of its user.
A finely crafted dagger roughly half the size of a normal dagger, perfectly balanced and ideal for throwing.​
The blade appears ethereal when inspected having a semi-translucent blue gloss.​
Blinkback: The round the wielder throws the Blink Dagger, before the end of their next turn, the weapon teleports back to its strap, sheath or the wielder's hand immediately after the attack is resolved so long as it is within 120ft of them. Teleporting the dagger back to the wielder's hand after the turn of attack requires a bonus action but can be done over any distance even miles, or across the world.​
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.​
Notes: Finesse, Light, Thrown​

Abilities:

Shapechanger:
The imp can use its action to Polymorph into a beast form that resembles a pure black cat with glowing yellow eyes and shadowy wings (20ft., 20ft. climb, 30ft. fly), a dark black snake with blue eyes (20ft.), and a terrifyingly pure white Raven with glowing purple eyes (20ft. 60ft. fly), or back into its true form. Its Statistics are the same in each form, except for the speed changes noted. Any Equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight: Magical darkness doesn't impede the imp's darkvision.

Magic Resistance: The imp has advantage on saving throws against spells and other magical effects.

Actions:

Sting ( Bite in Beast Form ):
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: ( 1d4 + 3 ) piercing damage plus ( 2d4 ) poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Invisibility: The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.​
 
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Gara ( Wolf )
Medium beast, unaligned

Appearance: N/A

Personality: N/A

Animal Companion's Information:

Devotion Level: 1
Armor Class: 13 (Natural Armor)
Hit Points: 11 ( + 1d8 + Constituition modifier per Rite of Devotion )
To hit: 3 ( Dexterity ) + 2 ( Proficiency ) = + 5 ( to hit with light, finesse weapons, or action based attacks )
Speed: 40 ft ( walk )

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
12 ( +1 )​
17 ( + 3 )​
17 ( +3 )​
6 ( - 2 )​
12 ( + 1 )​
13 ( + 1 )​

Proficiency Bonus: + 2
Proficiency/Skills: Perception +3, Stealth +5, Acrobatics, +5, Intimidation +3
Damage Resistance: Radiant; Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities: Cold, Poison
Condition Immunity: Frightened
Senses: Darkvision ( 60ft ) passive Perception 13

Attuned Items:

Abilities:


Keen Hearing and Smell: Gara has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: Gara has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.


Actions:

Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone

Furious Howl ( twice per day ): Gara, can use her action to frighten someone with her menacing presence. When she does so, choose one creature that she can see within 30 feet of her. If the creature can see or hear Gara, it must succeed on a Wisdom saving throw ( DC equal to 8 + proficiency bonus + Charisma modifier ) or be frightened of her until the end of Gara's next turn. On subsequent turns, Gara can use her action to extend the duration of this effect on the frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of the line of sight or more than 30 feet away from Gara. If the creature succeeds on its saving throw, Gara can't use this feature on that creature again for 24 hours.​
 
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Cú Chulainn: Cu Chulainn, is an example of a legend gaining enough renown for the humanoid who it was about to gain the status of a God in popular culture, this also during his life unknown to the general populace lead to his ascension; refer to the "Gods," "Godhood" and Ascension in the Divine Magic section for more information. This process of ascension, if witnessed by other mortals may have been the instigation to his lasting presence in culture and gives the only known description of what an "Ascension" may look like "And a light shone out so grand," "Solaire and Perpetua blotted the Moon and Sun," "The only way to save their champion, raise him up as one." Setanta, the name given to the mortal before his eponymous name Cu Chulainn was a barbarian who followed the path of zealotry a devout follower of Solaire of Astora.

Believed to have existed upwards of two-thousand years Pre-Lys as per the myth he gained the eye of Solaire and was given a task to slay a beast in his name and gain status and power through this deed making him a temporary "demi-god" of sorts. The Truth of these assertions are widely debated by scholars, paladins, clerics, and the followers of many Gods. What is known as fact is that Setanta fought against the Cu of Chulainn, a creature who would give Setanta his eponymous name. The Cu of Chulainn was believed to be the progenitor of the Shadow Mastiff a creature supposedly linked to Perpetua of Night a mighty beast of the night found on the Isle of Sky and Shadow off Attigan's main coast. He and the Morrigan are thought of as mortal and immortal enemies, up to and even past the felling of Cu Chulainn; "The Hound of Chulainn" and "The Queen of Ravens" being enemies in their mortal lives, and that feud extending to their "Godhood."

His form is said to be that of a goliath, but he is also rumored to take the form of a massive mastiff, some speculate that he may have suffered from Lycanthropy in life alluding to the "shifting and peeling" of his skin, his raging manner of fighting and his "wild" spirit. He is mainly worshiped in the northern hills, and mountains, the Isle of Sky and Shadow, and even in Laedthym, his worship predates the City of Lys and is widely accepted by the goliath, as well as other nomadic, or roaming peoples. He is one of the Gods known for war, rage, bloodlust, and is the God worshiped by barbarians.
The Tale of Cu Culainn

In the sudden snow of the northern hills
Was born a half-goliath child
With a fighting heart and immortal skill
And spirit fiery and wild

Through a prophecy, he was bound and doomed
To a short and a glorious life
And he bore the name Setanta 'til
A famous fateful night

With his hurley in his hands
His name would cross the land

Well Solaire wore the golden crown
Of Heim right on his head
But on the Isle of Chulainn the hound sat down
And from its body darkness bled

During the night lay Cú, the faithful hound
A huge and terrible beast
When a thief or enemy trod his ground
Their bones bеcame his feast

Well Sеtanta as a child, jumped it late at night
And the hound it leaped to shred
But he raised his hurley, pucked the ball
Right through the ghastly beast's head

He spoke remorse as the Moon doth cried
For Her lost and murdered hound
"I will be your Cú now from this night
'Til another, you have found"

So he lay near the shore
One eye watching on the moors
And the name Cú Chulainn
Was sung out loud that night
In a tale of rage and ruin and of might

And the name Cú Chulainn
So furious and wild
To remain in myth and memory
A legend of the isle

He trained on the Isle of Sky and Shadow
Bore an abandoned son
And met his battle brother Ferdiad
Many a tale they spun

Well he fought with the strength of many men
A beast who bloodied the fields
In a bloodlust battle frenzy
His skin would shift and peel

His son would find him as a man
But would not tell his name
So he took a spear to his own child
And doomed himself to shame

When the Raven Queen bit his Master's hand
To steal that golden crown
She sent out Ferdiad to fight
Cú Chualainn struck him down

Blood of son and brother fell
He wailed and cried farewell

When the father of fair Emer
Refused to give her to wed
Cú Chulainn tore his castle down
And left the whole place dead

They loved each other, man and wife
Despite his many affairs
Then he finally met the Morrigan and turned her down
This deed earned her vengeful glare

She weakened him and broke his strength
With trickery and lies
By feeding him the flesh of dogs
Three crones were Her disguise

The Queen of Ravens saw Her chance
To fight the Cú and win
When he battled next, three spears were thrown
And one tore through his skin

So he tied himself to a mighty stone
By his guts and belt, he hung
And so he still stood on his feet
'Til the last breath, it left his lungs

And a light shone out so grand
'Til that raven came to land
His spirit fiery and wild, a spirit left meek and mild
Solaire and Perpetua blotted the Moon and Sun
The only way to save their champion, raise him up as one

Adopted kin, now the Child of Sun and Moon, Cu Chulainn
The Morrigan, the Queen of Ravens, fled in vain

And the name Cú Chulainn
Was sung out loud that night
In a tale of rage and ruin and of might
And the name Cú Chulainn
So furious and wild
To remain in myth and memory
A legend of the isle

- Scripture of Cu Chulainn
The Morrigan: The Matron of Ravens, battle, and fate, especially with foretelling doom, death, or victory in battle. The once mortal enemy of Cu Chulainn, and now thought to be the envious and avarice wife of The Dagba the Morrigan is described as a tall and slender woman, with flowing black hair and pale, porcelain skin. She almost always wears a blank, porcelain mask. On the rare occasions she removes it, she is described as a beautiful woman with red irises in a crimson dress. In her mortal life, she was a ruthless warrior who was said to have loosed the three spears that were set to slay Cu Chulainn, and witnessing his Ascension she decided that she too would follow her mortal enemy into Godhood no matter how long it took her.

Another account of her origin stated that she was originally a sorceress who led a rebellion against a former god of death whose name has been lost to the world for millennia. In order to prevent her from becoming a tyrant in the same fashion as the defeated god, other deities elevated her to the status of the goddess of death, but with no power over the dead themselves merely ferrying them to their respected deity. Another story has her marrying The Dagda the druidic God worshiped mainly by those from the south and Laedthem for Godhood. How she became a God is debated but the fact of the matter is everyone believes it happened somehow.

"The Raven Queen is trapped by her fascination with the past. She sits in her fortress, amidst all the memories of the world she can collect, looking at the ones that please her most as though they were glittering jewels. The main one that fascinates her the fall of her most hated the Hound. Many great wizards have attempted to understand her motives, but like a raven she has always remained cryptic, keeping her cache of secrets just out of their reach." A recovered letter from a former Vassal to the mortal "Raven Queen" circa 1991 Pre-Lys is the only hard proof that the Morrigan existed and that she held unimaginable power. Her story is interwoven with two other Gods, The Dagda and Cu Chulainn. She is primarily worshipped in the same areas as these two, and more so on the Isle of Sky and Shadow than the other two.
Night of Ascension

The Morrigan dreams old dreams of flight
The Morrigan sees with another sight
The Morrigan builds with flesh and bone
And the Morrigan fills an empty throne
The Morrigan fills an empty throne
The Morrigan builds with flesh and bone
The Morrigan sees with another sight
And the Morrigan dreams old dreams of flight

The Morrigan knows your time and place
The Morrigan shows a shifting face
The Morrigan stands behind your skill
And the Morrigan sows and reaps at will
The Morrigan sows and reaps at will
The Morrigan stands behind your skill
The Morrigan shows a shifting face
The Morrigan knows your time and place

The Morrigan chooses when to rise
The Morrigan views without her eyes
The Morrigan sees with another sight
And the Morrigan dreams old dreams of flight
The Morrigan dreams old dreams of flight
The Morrigan sees with another sight
The Morrigan views without her eyes
The Morrigan chooses when to rise

- Bardic Song of the Raven Queen
The Dagda: The Dagda (Firbolg: An Dagda) is an important god in Firbolg mythology he is portrayed as a father-figure, king, and druid. He is associated with fertility, agriculture, manliness, and strength, as well as magic, druidry and wisdom. He can control life and death, the weather and crops, as well as time and the seasons." He is often described as a large-sized bearded firbolg or a massive hill giant both forms wearing a hooded cloak. He is said to own magic staff, club, or mace the lorg mór or lorg anfaid which kills with one end and brings to life with the other, a cauldron the coire ansic which never runs empty, and a magic harp uaithne which can control emotions and change the seasons. The Dagda is said to be the husband of the Morrígan and in popular stories and mythology is thought of as the reason she rose to Godhood in the first place one story saying she married him merely to ascend. An Dagda is worshiped by the firbolg to the east of Lys primarily in the Overgrown Hills and Father's Grove, as well as the settlers of Laedthym. This is due to the preconceived notion that he is a deity of growth, and fertility linking him to farming, and forests.
Doo ga An Dagda
( in Firbolg )


Para para pariya
Para para para para
Para para pariya
Para pariya

Doo maka, ma sizi, mala ma tama
Doo maka ma sizi mala ma tama
Doo maka ma sizi mala ma tama
Doo maaaaaaa
Doo maaaaaaa

Para para pariya
Para para para para pariya
Para pariya

Ah Doo tu samala vala
Dootu samala vaaaaaaalaaaa

Para mara pa zasa rama doo saaa
Para mara pa zasa rama doo saaa
Para mara pa zasa rama doo saaa

Ah Ama doo tu palama
Ah Ama doo tu palama
Ama doo tu palama
ta ala mata adiya

Mata pata
Mata pata
Mata pata
Maaaaaaaaaata, paaaaaataaaaa

- Fir Bolg folk song[TR][/TR]

Call of the Dagda

For the, for the harvest
For the, for the, for the, for the
For the, for the harvest
For the harvest

I hear you, my children, you have my blessing!
I hear you, my children, you have my blessing!
I hear you, my children, you have my blessing!
I hear!
I hear!

For the, for the harvest
For the, for the, for the, for the harvest
For the harvest

Yes, listen, none shall hunger
Listen, none shalllll hunnnnnger

For the voice of the Father, we sing, he hears!
For the voice of the Father, we sing, he hears!
For the voice of the Father, we sing, he hears!
Yes, we can listen

For the voice of the Father, we sing, he hears!
For the voice of the Father, we sing, he hears!
For the voice of the Father, we sing, he hears!
Yes, we can listen to his words
Yes, we can listen to his words
We can listen to his words
That is all he wants of his kind

He wants, we give
He wants, we give
He wants, we give
He wants, we give

- Common translation from Firbolg
 
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