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Post  Malazek Fri May 03, 2013 8:12 pm

The Five Realms

History of the Five Realms
Also known as the Great Kingdom of Nar, the Five Realms were once separate (albeit related) lands, marred by a shared history of conflict and sorrow. Past civilizations and bygone cultures have left their mark on both the land and the people who live there now.

Six thousand years ago, the gods walked the earth. Folktales speak of their epic victories and legendary exploits. After three thousand years of dominion, however, they all but vanished. Some say they left to go live among the heavens, some say they still visit the Five Realms from time to time, and still others say they never really left, at all. Either way, their descendants ruled the land for another thousand years, but eventually, they too disappeared … leaving behind a heritage of blood and ruin.

A thousand years later, the inhabitants of the Realms were little more than savages; clans of barbarians who continuously waged war against one another. Every few decades or so, a charismatic chieftain would unite the clans of one Realm and lead them in conquest against another. In fact, each of the Realms was conquered (and conquered by) each of the other Realms, at various points in history. Yet, even these massive hordes usually only held together a few short seasons.

Five hundred years ago, the realms were conquered by the August Empire – a foreign empire from the distant south. After two hundred years of occupation, however, the Five Great Kings united against their common oppressor. They were Morcar of Kelbany, Viggo the Broken of Danmar, Clovis the Narlander, Odo II of Daxony, and Dragomir of Arkonia. Together, they rose up and drove out the foreign invaders. Yet, the legacy of the August Empire is apparent, both in the ruins that dot the country side and on the faces of those who still bear their tainted blood. For all of the atrocities the August Empire inflicted upon the people, they also brought culture and learning to the Realms – but that was all but destroyed in the dark period that followed.

The alliance of the Five Kings did not last. Before long, the Realms were at war again. An age of savagery and barbarism followed, lasting another four hundred years. During this era, opportunistic barbarians from the east pillaged and sacked much of the August Empire. In the chaos that ensued, other subjugated lands broke free of August Imperialism, including the Fabled Lands of Ma’ag, Qeshmet, and Mavedia. Yet, the people of the Five Realms were too busy in-fighting to even notice, let alone to march against their vanquished foe.

One hundred years ago, however, Queen Leonora of Narland, once again united the Five Realms under a single banner – the banner of feudalism. So, while a King now rules from the Narland throne in Vilderoy, each of the Five Realms is led by a powerful duke or duchess from their own land – royal peers under the same feudal King.

The current monarch, King Guy III (called Guy the Loveless), seems content to let the dukes rule their own Realms, however they see fit. After the death of his Queen many years ago, Guy has become an aloof and uncaring king, disinterested in the affairs of his subjects or his kingdom. The only significant thing Guy has done as King was to enact a law that empowered the Craft Guilds. Meanwhile, the King’s brother, Prince Leon the Gray, Lord of the March, leads a small army of knights and other soldiers against the August lands of the south (now occupied by the armies of Ma’ag, Qeshmet, and Mavedia). Prince Leon’s war has been costly, however, and the people of the Five Realms have suffered for it. Yet, for all his warmongering, the people of the Realms still idolize and adore their wayward prince.
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World Background Empty Re: World Background

Post  Malazek Fri May 03, 2013 8:13 pm

World Background OLGMap2_zpse229e2ac

Lands of the Five Realms

Narland
Ruler: The Arch-duchess Adelaide, Sister of the King
The Narland is the homeland of the king and has been for a hundred years. The current Arch-Duchess handles many of the king’s royal responsibilities, in addition to managing her own fief. She is a fierce and outspoken leader, much like the lion displayed on the royal coat of arms.

Patriotism and piety run deep in the Narland. The people tend to be simple, hard-working folk. The barbarian class is extremely rare in the Narland, but paladins and clerics are more common here than elsewhere. Chivalry is important in Narland, and there are many knights and knighthoods. Lions, griffons, and manticores are a common motif in the heraldry of the Narland.

There are six counties in the Narland, each centered on the major cities (Vilderoy, Porthage, Arborharbor, Westhaven, Badlion, and Moledro) and each county is further divided into a number of baronies.
  • Vilderoy is the national capital. The king and royal family usually reside there, but they also maintain a chateau at Badlion.
  • Badlion is an important city in the history of the Narland. It is said that long ago Clovis the Great encountered a wounded lion drowning in the lake there. He saved the dying beast, which then served him until its dying day, thus earning a permanent spot on the royal flag.
  • Moledro is home to some of the best sword-smiths in the kingdom and sees a large number of visitors from the Fabled Lands of Ma’ag, Qeshmet, and Mavedia.
  • Arborharbor, Westhaven, and Porthage are all important sea ports for the kingdom.
  • The Elderwood is probably the oldest forest in the kingdom and is rumored to be the home of elves and other terrible monsters.


Kelbany
Ruler: The Duchess Bethany of Scion, Cousin of the King
In ancient times, the Kelbans were the most fractured of all the modern Realms. In fact, the ancient Kelbans didn’t consider Kelbany to be a single land, but rather ten distinct lands, each of which was dominated by a number of warring clans and factions. Since the time of Morcar, however, that is no more. The Kelbans are a single, cohesive people; distant kin of the Narlanders.

Long ago, the Kelbans and the Danmarians believed in different gods. The Kelbans believed in a group of gods descended from the earth itself, which included Manannan Mac Lir, Grannus, the Morrigan, Brigit, Arawn, and Lugh, among others. Even today, these gods are the most prevalent in Kelbany. Modern Kelbans have a healthy respect for nature and subsist primarily by fishing. Most are fond of lively music, strong spirits or ale, and a decent story. Druids and bards are more common in Kelbany than elsewhere. Barbarians in Kelbany hail from the northern half of the main island. Among the nobles, chivalry and knighthood are almost as common as they are in the Narland. Heraldry in Kelbany is a complicated matter, involving clan tartans as well as coats of arms. A white hart graces the flag of the Duchess and her family.

There are five shires in Kelbany, including three on the main island and two among the smaller islands. Each shire is further divided into a number of baronies.
  • Albry is the capital of Kelbany and home to the Duchess and her royal court
  • Lockshire and Dunwin are the seats of their respective shires and almost as large and important as Albry itself
  • The Isle of Kin is home to some of the best bowyers, fletchers, and archers in the Realms, rivaling even those in Arkonia
  • The Isle of Scion and its surrounding islands are less populated and used by the noble families for hunting. A monument as old as the gods themselves sits quietly on one of the islands.


Daxony
Ruler: Duke Aric von Eldridge IV
The current duke of Daxony is a powerful sorcerer and a direct descendent of Odo II. He rules his land with an iron fist and is rumored to covet the royal throne. Many Daxons agree with his ambitions and refer to their duke as “Kaiser” – the old Daxon word for “emperor.” The banner of the House of Eldridge sports the image of a hawk.

The Daxons are a proud people who value ancestry and heritage. Many can trace their lineage back several generations, predating the formation of the Kingdom; a few even claim to be decedents of mythical and historical forebears. Daxony’s most important industries are mining and metalworking, because they support Daxony’s large standing army. The Daxon equivalent of a knight is called a “ritter” – a heavily armored elite class of warrior, whether mounted or not. Sorcerers are more common in Daxony than elsewhere in the Realms, especially among the noble houses, but they are still quite rare.

The duke’s most powerful vassals are given unique titles. A burgrave oversees the city of Rindburg and its surrounding environs, while a landgrave rules over the capital city of Sturmgard and the bulk of the Daxon land. In addition, a margrave is in charge of the duchy’s defenses, including those in the Valley of the Tombs. These titles are roughly equivalent to “count,” but not necessarily equivalent to each other. Each borough is further divided into a number of baronies.
  • Sturmgard, the capital of Daxony, was originally constructed as a storm shelter for local villagers, but grew over time until it became the bustling city it is now.
  • Rindburg is a fortified port city and is Daxony’s only major access to the sea
  • The Sunless Forest is almost as old as the Elderwood, but far more dense. The canopy blocks out almost all sunlight, allowing only the hardiest undergrowth to survive.
  • The Valley of Tombs houses hundreds of burial sites, including the crypts and tombs of Daxon nobles and clan chiefs, as well as those of the last August officials to set foot in Daxony


Danmar
Ruler: Duke Gunnar Oaktooth
In many ways, the Danmarians maintain the same way of life as they did before the unification of the Five Realms; sailing, fishing, raiding coastal towns, and defending the northern borders. The current duke, Gunnar Oaktooth, has outlawed such raids within the Kingdom, but raids on foreign lands are still permissible. In fact, the Danmarians are far more knowledgeable about foreign lands than any of the other Realms. In addition, the Duke has sworn a vow to defend the Realms from giants; a dangerous but necessary oath, considering Danmar’s proximity to the Jotun Valley. The image of a wolf dominates the Danmarian flag, but bears and ravens are also common symbols in the heraldry of Danmar.

In ages past, the Danmarians and the Kelbans believed in different gods. The Danmarians believed in the Aesir – a group of gods who waged eternal war with the giants, including Odin, Frigga, Thor, Baldur, Tyr, Uller, Loki, and others. Even now, these gods are more prevalent in Danmar than others are. Danmarians value courage above all other virtues. Yet, there are no major knighthoods in Danmar (even though the rank of “ritter” is still bestowed as an honorary title). Barbarians and rangers, on the other hand, are far more common in Danmar than else in the realms.

There are four jarldoms in Danmar, each governed by a jarl. One jarl watches over the Boreal Headland and another sees to the defenses at the mouth of Jotun Valley. A third Jarl manages Port Drear and most of the coastal villages, while the last runs the city of Fjordheim and the lands closest to the mountains. Each jarldom is then divided into a number of baronies.
  • Fjordheim is the capital of Danmar and a major trade hub. It is also the home of Duke Gunnar Oaktooth.
  • Port Drear is the largest port in Danmar. Most goods heading to Fjordheim must pass through Port Drear on their way there.
  • The Boreal Headland is untamed backcountry teaming with dangerous wildlife. Only the most skilled and foolhardy woodsman ever hunt here.
  • Jotun Valley is the “backyard” of the giants. Anyone foolish enough to venture into it is likely to get eaten … or worse. The Danmarians man a defensive keep at the mouth of the valley, hoping to stop any giants who might wander out of it.
  • Vulcan’s Forge is the name of both a volcano and the abbey that rests in its shadow. According to legend, the artisan god, Vulcan, dwells in the center of the volcano. The abbey itself is the largest monastic settlement in the Realms and is ran and operated by the good Abbot Abelard Bonaventure.


Arkonia
Ruler: Duke Jutas the Beheader
The current ruler of the Arkonians, Jutas the Beheader, is a strict leader known for his harsh and swift judgments – as his epithet would imply. Yet, he has carried Arkonia through troubled times and his subjects are relatively prosperous, considering the current state of the kingdom. The banner of Arkonia bears the likeness of a horse, a common motif in the heraldry of the steppes.

Most Arkonians are horse-archers and nomads, roaming the Arkonian steppes. Horsemanship is a way of life in the grasslands. Arkonians can be divided into two main groups: eastern and western. While the western Arkonians call the Five Realms home, the eastern Arkonians do not. Yet, the two maintain close ties and trade between them is common. Knights are extremely rare on the steppes, but the city of Arkon hosts a small number of highly skilled and very exclusive knighthoods.

Arkonia is not divided into fiefs, like the other Realms are, but rather by tribal group. The duke rules from the capital city of Arkon, assisted by a count (a title borrowed from the Narland). Sometimes, the title of count is also bestowed upon the leader of a major tribal group, but generally the title of baron is used, instead.
  • Arkon is the only major city in Arkonia and host to a massive bazaar where goods from the distant east can be found and traded for. Foreign visitors from the distant east are also relatively common.
  • Smaller villages do exist on the steppes, offering the nomads a place to restock and resupply.
  • The Arkonian Steppes are a vast place, full of wide open grasslands with very few trees. Hunting on the steppes typically means small game. Nobody knows exactly how many nomads are on the steppes, or even how many tribal groups there really are.


Last edited by Malazek on Fri May 31, 2013 6:48 pm; edited 3 times in total
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Post  Malazek Fri May 03, 2013 8:22 pm

World Background OLGMapUmbraFallRegion_zpsf014d790

Umbrafall
Ruler: Vicereine Emberlyn Winter
Though part of the Five Realms, the city of Umbrafall isn’t a part of any one Realm. In ages past, it was continually under siege, as Daxons, Danmarians, and Arkonians all sought to control the strategic position. When Leonora unified the Realms, however, she settled the age-long dispute by declaring the city a royal holding of the queen. Since then, it has been governed by a Viceroy appointed by the reigning monarch. This city’s independence, however, is not without a price. In times of need, the king is simply too far away to lend support and the surrounding duchies are slow to do so. As a result, the inhabitants of Umbrafall have learned to be self-reliant and to defend themselves better than most citizens could be expected to.

Umbrafall takes its name from the shadows of the mountains, which darken the city several times through the day. The flag of Umbrafall bears the likeness of a massive serpent, wrapped around the silhouette of a mountain.

In recent times, Umbrafall has been flooded with visitors from other lands. Wide-spread poverty throughout the kingdom has driven many to seek long lost treasures in the ruins that dot the landscape of the kingdom. The area around Umbrafall presents many such sites, and rumors abound about fledgling “adventurers” striking it rich on their first times out. An actual “Adventurers’ Guild” has even been established, providing a place for such folk to trade goods and share information.

  • Serpentcoil Mountain is the mountain displayed on the flag of Umbrafall. The summit can be reached by means of a winding path that starts near the base of the mountain. Local legend says the path was created by a massive snake that once wrapped itself around the mountain.
  • Mount Toweridge gets its name from the mysterious tower that sits on the peak of the mountain.
  • The Angry Mountains, colloquially called “the Angers,” are part of the greater mountain range that dominates the center of the kingdom.
  • The Timberwyld is a dense forest, used by locals for lumber, hunting, herb gathering, and more. The forest is also home to a variety of dangerous wild animals, so most locals are careful not to venture too deep into the woods.
  • The Black Hills are thus named for their dark soil. At some point in history, the hills must have been used a burial ground, because ancient grave sites can be found all over the hills.
  • The Rude River gets its name from the unexpected surges that sometimes course through the normally calm waters. Many locals recount times when they were drinking or washing at the river and were struck by a sudden wave or rush of rapidly flowing water.
  • Lake Moldmoor is the only lake in the region, but it is filled with toxic mold.
  • Drakenville North and the Netherdrakes are two villages that were once a single town. For reasons long forgotten, the lower section of Old Drakenville was quarantined and given its new name. Sometime later, the center of the village was razed by marauders, forever creating a physical gap between the two.
  • Raven’s Hollow is a quiet village.
  • Archon’s Hold is both the name of a keep and the name of the village that has sprung up around it. Both take their names from the August magistrate that built the original keep and the lord there still bears the title “Archon” (though it no longer carries the same meaning).
  • The many ruins that surround the area draw in would-be adventurers on a daily basis.


World Background UmbrafallNames_zps0a9bd699


Last edited by Malazek on Fri May 09, 2014 6:30 pm; edited 1 time in total
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Post  Malazek Fri May 03, 2013 8:22 pm

Foreign Lands
Far beyond the vast steppes of Arkonia, lies even more steppes and the homeland of the “Western” Arkonians. Eastern and Western Arkonians share much in common, but they are not the same people. The Western Arkonians are more barbaric, speak a different native language, wear strange clothes and armor, and follow different gods. Yet, even more exotic cultures exist, beyond the borders of Western Arkonia.

To the south, lie the Fabled Lands of Ma’ag, Qeshmet, and Mavedia, as well as the remains of the August Empire. The old August Empire was vast, but many of its former lands have since been swallowed up by the Fabled Lands. Enormous monuments throughout the Fabled Lands stand in dedication to their unholy gods, including Osiris, Nergal, Set, Kali, Marduk, Rudra, Thoth, and others.
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Post  Malazek Fri May 03, 2013 8:22 pm

The Craft Guilds
The Craft Guilds have become a powerful force in the Realms. In order the combat widespread economic problems, the king has issued letters of patent, granting ownership and control of the tools and materials used by artisans throughout the Realms. With this authority, the Craft Guilds have regulated prices and standardized methods of training. Although poverty continues to stricken the land, things are slowly getting better.

Artisans are ranked as follows: apprentice, journeyman, master, and grandmaster … but only the latter two are actually members of the guild. A young artisan begins his career as an apprentice, working for an established master and learning the “arts” or “mysteries” of their craft. After a period of several years, when the apprentice has achieved measurable competencies, he can apply to become a journeyman. Supervised by a grandmaster, a journeyman travels for three years, learning from various masters throughout the Realms. At the end of his journey, the journeyman must submit a “masterpiece” work to the guild for evaluation. If accepted, he would be admitted to the guild and granted the title of master. A master artisan is allowed to set up shop, pay dues, and take on apprentices of his own. The title of grandmaster, however, is awarded by invitation only and is typically reserved for the leaders of the guild.
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Post  Malazek Fri May 03, 2013 8:23 pm

Cosmology of the Five Realms

Religion in the Five Realms is intricate and multifarious, combining animism and polytheism, with elements of totemism and shamanism thrown in. Gods that were once found only in Danmar or Kelbany are now worshipped throughout the Realms; yet other gods were introduced to the realms through contact with other cultures. Furthermore, minor gods and powerful nature spirits occupy a great many places in nature. The people of the Realms are wary about not offending such gods and spirits and occasionally say a prayer to whatever god seems appropriate to their current situation (for example, a blacksmith might frequently pray to Vulcan, but that wouldn’t stop him from uttering a few words to Odin or Uller if he happened to be out hunting).

Clerics in the Realms are generally warrior-priests who pay homage to all the gods; but a single god generally serves as their “patron” deity. (Clerics with the air, animal, earth, fire, plant, water, or weather domains might also traffic with animist spirits, though certainly their patron god is capable of granting such magicks).

Druids, on the other hand, are generally more attuned to the forces of the natural world, gaining their spells through contact with powerful spirits and local nature gods. (Clerics with the air, animal, earth, fire, plant, water, or weather domains might also have a patron deity who grants such a domain, but their affinity with certain types of nature spirits is enough to gain such powers).

Paladins are not true clerics, but they gain their divine powers in much the same way. Most paladins revere the god Tyr above all others, but still utter a prayer to Odin or Frigga, from time to time, as well. Similarly, rangers are not druids, but their reverence for nature puts them in good standing with same kinds of gods and spirits.

Monks in the Realms are extremely devout, but they are not clergy. Their powers are not gained through prayer or communion, but rather through contemplation, discipline, and mysticism. Some are hermits, living in isolation, but many belong to small monasteries throughout the Realms. The largest monastery is the Abbey at Vulcan’s Forge.

Religion in the Five Realms is not an organized institution. Although the priests from one town or village may correspond with the priests from other nearby towns and villages, no kind of national administration exists. Individual temples and churches maintain their own rules and hierarchy. Temples and churches in the Five Realms typically house shrines to all of the major gods (except maybe Balor), with the one shrine being larger and more glorious than the others. In smaller villages, these temples may be unmanned; in larger towns and cities, there may be two three such temples and they will all be adequately staffed. There are also quite a few clerics and druids who live on the road, however, travelling from town to town and maintaining only loose affiliations with the churches they visit.

A list of the most powerful and widely-recognized deities is presented below.



Odin, the All-Father (Neutral Good) Odin is associated with wisdom, magic, shamanism, and hunting. He sacrificed his eye to drink from Mimir’s well and is said to visit mortals while in disguise. He rides an eight-legged horse and is frequently attended by wolves and ravens. In some places, the Master of the Wild Hunt is said to be another of Odin’s guises.
  • Domains: Animal, Healing, Knowledge, Madness, Magic, Rune, Travel
  • Favored Weapon: Spear


Frigga (Lawful Neutral) Frigga is the wife of Odin and the mother of Baldur. She is “foremost among goddesses” and queen of the heavens. She is associated with womanhood, fertility, childbirth, and marriage and is the patron of daughters, wives, and mothers. She is also associated with textiles and is said to wear a cloak of falcon feathers.
  • Domains: Air, Artifice, Community, Healing, Law, Nobility, Protection
  • Favored Weapon: Dagger


Thor (Chaotic Good) Thor is the son of Odin and carries the dwarf-crafted hammer, Mjolnir. He is associated with strength, storms, and battle, as well the protection of mankind. In Kelbany, he is known as “Taranis.”
  • Domains: Air, Community, Destruction, Strength, War, Weather
  • Favored Weapon: Warhammer


Manannan Mac Lir (Chaotic Neutral) Manannan Mac Lir is the god of the sea and is said to command every creature who resides there. He is often described with a red beard and armor made of sea shells. Like Thor, Manannan Mac Lir has a profound hatred for giants, and uses one of two weapons against them; a sword that kills every time it hits or a trident that drains all the moisture from anything it touches. He also helps guide lost souls to the underworld.
  • Domains: Darkness, Death, Plant, Water, Weather
  • Favored Weapon: Sword or Trident


Grannus (Neutral) Grannus is a complex god representing agriculture, sunlight, truth, prophecy, music, and more. He is a patron of farmers and bards, alike, and his clerics are often referred to as “oracles.”
  • Domains: Charm, Earth, Knowledge, Plant, Sun
  • Favored Weapon: Scythe


Balder, the Brave (Neutral Good) Another of Odin’s sons, Balder is sometimes known as “the shining one” and is the fairest of all Odin’s children. It is said that his mother made every object on earth vow to never harm him. He is associated with bravery, charm, rebirth, and the sun.
  • Domains: Charm, Glory, Nobility, Protection, Repose, Sun
  • Favored Weapon: Greatsword


Tyr, the Left-handed (Lawful Good). Another of Odin’s sons, Tyr is a god associated with law, justice, truth, and war. He lost his right hand placing it in the mouth of Fenris the Wolf, so his fellow gods could bind it before it swallowed the sun. Tyr also watches over the Valkyries who escort fallen warriors to Odin’s fabled hall.
  • Tyr does not have many Clerics. His most devout followers are paladins
  • Domains: Destruction, Good, Glory, Law, War
  • Favored Weapon: Longsword


Uller (Chaotic Neutral) Uller is a god of mysterious origins. Early texts associate him with the elves and sometimes pit him against the other gods. Yet, now, he is clearly held in high regard by the other gods. Uller is the patron of archers and hunters and is associated with hunting, winter, and elves.
  • Domains: Animal, Liberation, Plant, Travel, Water
  • Favored Weapon: Longbow


Vulcan (Lawful Neutral) Vulcan is unrelated to the other gods, but often associated with dwarves and giants. As the god of artifice and fire, he is respected by man and god alike. It is said that he dwells in the heart of the mountain known as “Vulcan’s Forge.”
  • Domains: Artifice, Earth, Magic, Fire, Rune
  • Favored Weapon: Warhammer


Loki (Chaotic Evil) Loki is a trickster god associated with mischief, strife, and fire. He is related to the giants and has several monstrous offspring, a fact that frequently puts him at odds with the other gods. Yet, he is the blood brother of Odin, and is respected for his wit and cunning.
  • Domains: Chaos, Charm, Fire, Liberation, Luck, Trickery
  • Favored Weapon: Shortsword


Morrigan (Neutral Evil) As a goddess of war, the Morrigan has a hideous face that deprives all who see it of their courage. She is associated with the powers of perception and invisibility and sometimes takes the form of a crow. She is said to strike down her own followers if they display cowardice. Her servants include four demi-goddesses: Fen, Neman, Badh, and Macha.
  • Domains: Death, Knowledge, Liberation, Travel, Trickery, War
  • Favored Weapon: Javelin


Brigit, the Binder (Chaotic Good) Brigit a the goddess of poetry, music, magic, and fortune. She is the niece of Frigga and has hair of fire. Like Grannus, she is a patron of bards. She is even said to bless those who sing upon the battlefield. She is also known for her ability to imprison (or bind) evil spirits into special receptacles.
  • Domains: Charm, Fire, Luck, Magic, Rune
  • Favored Weapon: Quarterstaff


Arawn, the Dark One (Lawful Evil) Arawn is the god of death and king of the underworld. His wife and queen is the daughter of Loki and it is said he kills with but a glance. According to legend, he frequently hunts on an isolated island that only the dead can find.
  • Domains: Darkness, Death, Evil, Madness, Repose
  • Favored Weapon: Heavy Mace


Balor of the Evil Eye (Chaotic Evil) Legends describe Balor as a demon or a giant, and sometimes both. He is said to have a large eye on the back of his head and a body made of shadow and fire. Balor is an enemy of the gods and is not counted among their number. Mankind does not normally pray to Balor, except in their darkest moments. He is the patron of murderers and monsters. He is associated with gates, fire, curses, summoning, and darkness.
  • Domains: Chaos, Darkness, Death, Destruction, Evil, Fire, Madness
  • Favored Weapon: Whip


Lugh of the Longhand (Neutral) The grandson of Balor, Lugh was raised as a mortal boy and only joined the gods later in life. He is celebrated as a craftsman, a healer, a sage, and a poet; and his strength and cunning are legendary.
  • Domains: Artifice, Glory, Healing, Strength, Trickery
  • Favored Weapons: Sling


The Five Great Kings (Neutral Good) The Five Great Kings are sometimes worshipped as gods, despite their mortal heritage. It is said that the gods elevated them to the status of demigods for their epic deeds in life. They were Morcar of Kelbany, Viggo the Broken of Danmar, Clovis the Narlander, Odo II of Daxony, and Dragomir of Arkonia.
  • Domains: Community, Good, Luck, Nobility, Protection, Repose
  • Favored Weapons: Lance


Lesser gods and powerful nature spirits are numerous in the Five Realms; far too numerous to list. There are gods associated with specific elements, specific hills and mountains, specific trees and forests, specific rivers and streams, specific types of animals, and more. Accomplished druids can often name hundreds of these minor gods, if not more.
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