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Communal World Building

Gilladian

Adventurer
Orerry not Orrey, for anyone looking to research these devices: http://en.wikipedia.org/wiki/Orrery has some good info and pictures.

Also; in the list of Gods for our world, we need to remember Ontokoth - Not only is the main dwarven city named that, but it is the name of the God of the Dwarves; a stern taskmaster, he created the dwarves from the stone of Ontokoth mountain, and breathed life into them with his fiery breath. He demands great loyalty, obedience and faithfulness from his followers, but rewards them with long life and great strength of will, aids them in defeating their enemies, and provides them with access to the minerals and gems that provide their society's wealth.

Some dwarves claim to actually have beheld Ontokoth while working deep in the roots of the mountains, and that he is a living, breathing being (perhaps immortal, and immensely powerful but still a physical being); this has never been proved beyond all doubt, but those who have seen him declare that he is made of living stone, with steaming hot rock for blood, and that he can wade through the earth as if it is mere mud.
 

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DanotheSlender

First Post
Phyli-Ooann,(major deity/power/god) Lord of the skies, stormlord, and master of winds. Brother to Alcaban often worshipped alongside him by fishermen and seagoing merchants, and even pirates. The Elves venerate him as the bringer of cool breezes and have a festival midsummer in his name. Often associated with temperance and forethought, as well as swift action when required.

-appearance: Phyli-Ooan has been rumored to appear as a winged humanoid bearing a spear with banners flying in the wind, robed in clouds.

-Mythology/Religion: Preists of Phyli-Ooan garb themselves in flowing robes adorned with different color feathers, and some have the ability to transform into birds and ride the winds. The clergy also is famed for their aviaries (sp?) and their many carrier birds including pigeons and ravens. Farmers often house travelling clergy for their blessings to bring good rains to their crops. All natural beasts of the air are venerated by the church and there is a militant sect who use a black hawk as their sigil and often employ eagles and hawks in battle.

Alignment Neutral (good)
 

Electric Wizard

First Post
Isaura

Zusai, a vast wasteland east of the Djard Mountains, makes the Izabella Coast seem verdant. Rockscapes, dunes and tablelands stretch for days. Isaura is the Zusai's sole city. It is built above a vast subterranean lake. Every shaft drilled within the city's green walls finds water. The buildings are great mud brick terraces overflowing with gardens that feed the city. There are no streets here because millet and barley grow in the plazas between the towers and pyramids. Citizens travel between buildings via tunnels and arched bridges. Isaurans do not farm beyond their walls because they fear falling victim to Zusai's howling ghouls or the ghosts that haunt the rock spires.

Many Isaurans revere Aphes, a god of machinery. He dwells in the ancient buckets, ropes, wells, support beams and aqueducts that bring the city its water. He is a capricious deity (Chaotic Neutral) responsible both for the integrity of machinery and its failures. Mechanic-priests who die maintaining Isaur's water system are posthumously consecrated as sacrifices in hope that Aphes will show the city favor. He is portrayed as a mutilated, often crippled, man with his limbs intertwined with gears, ropes and pulleys. His priests use broken bits of machinery as holy symbols.
 
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Electric Wizard

First Post
Merrow

The River Ganzaga, which flows from the Land of the Falls, is dangerous because of its merrow population. Merrow are mermaids' less-romanticized male counterparts. While mermaids charm men into the water, merrow leave their waters to hunt women. They are larger than humans, and covered in slimy scales. Their eyes are bulging silver plates, and their maws open to rows of curved teeth. Their songs are terrible, and when they keen in chorus, they shake even the stoutest hearts. Women they drag to their lairs slowly transform. They grow gills, fins and scales until they finally become catfish. When the transformation finishes, the merrow lose interest and let them go. This is why pious fishermen release any catfish they may catch.
 

Electric Wizard

First Post
Monasteries of Krantaa

Dwarves who fall from Ontokoth's grace are forced to leave the Djard Mountains and settle in foreign lands. These exiles, known as hill dwarves, often travel with their brothers or sisters and establish homesteads near other settlements. The unfortunate dwarves who are rejected by their kin as well as Ontokoth are forced to wander alone. Many become negative dwarf stereotypes - arrogant, foul-mouthed, beer-swilling mercenaries quick to draw an axe.

But a few lonesome exiles find their way to the ancient monasteries of Krantaa far northeast of Tolno and live ascetic lives pursuing physical and spiritual perfection. The monasteries are carved into remote crags along the shore. Many blend so well with the surrounding stone that they are invisible to passing ships. Dwarves seeking initiation to these monasteries are forced to wait outside the gates for an entire week without food, water or shelter. The few who can endure the trial are invited inside to become brothers or sisters of Krantaa. At times, monks are sent abroad on pilgrimages or errands. Outsiders are mystified by their detached manners and amazed by their grappling and striking abilities.
 

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