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Paths of Legend: Resurrection
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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6343071" data-attributes="member: 6755061"><p>Where was I? Australia.</p><p></p><p></p><p></p><p>There are a number of old noble families who maintain influence primarily via wealth and social status. These families will often train their children extensively in order to give them a better than average chance of winning at the tournaments. The tournaments are open to all, but the old nobility often end up with an unfair advantage. </p><p></p><p></p><p></p><p>Representatives in the House of Commons are appointed by the lords of their home counties or baronies. However, it is a lifetime appointment which adds some stability that the House of Lords often lacks. The old representative must step or die before a lord can appoint a new one. Further, the individual appointed must never have held a lordship, military rank, a position in a city guard or any other position of governance.</p><p></p><p></p><p></p><p>Elves, dwarves, and halflings have nations across the sea on the sub-continent of Telgar. Azgund and its neighbor Turen set up colonies on Telgar several hundred years ago. Thune then swept in and conquered those colonies and the elven, dwarven, and halfling nations. Many members of those races thus ended up scattered by slavery, forced labor, etc, until the War of the Elements between Thune and Emiras, a "Arabian Nights" style nation that worships genies. That war proved disastrous for Thune and the peoples of Telgar were able to use the distraction to throw off Thunian rule. Non-humans in Azgund often keep to their own in ghetto style neighborhoods in cities or somewhat isolated villages in rural areas. Some individuals more fully integrate into Azgundi culture, such as Lady Devera de Sisan, an elven lord who has held her title for 65 years and hosts the grand fete that serves as the closing ceremonies of the Tournaments. </p><p></p><p></p><p></p><p>Prior to the Shadow War in the 1140s, there were no gods. The Healing Light came to power in the earliest days of Azgund as a philosophical movement that slowly solidified into a religion based, initially, around life, death, and rebirth. Over the centuries, the church has shifted focus to two primary principles - the preservation of life and the eradication of the undead. If there is an entity behind the Healing Light, the faithful do not acknowledge it.</p><p></p><p></p><p></p><p>The more conservative elements of the House of Lords (mainly the old noble families) have pushed through restrictions forbidding the establishment of any place of worship not affiliated with the Healing Light in any community that already has a temple to the Healing Light. This has spurred the Healing Light to aggressively expand throughout the country. The County of Guare, where the Grand Temple of the Lord and Lady of Shadow is located, has resisted the new law, using the reasoning that the Grand Temple was built before the restriction was put in place. Silvergard's Lord has adamantly refused to allow the Healing Light to build a temple in his domain, though he has also not given permission to the worshippers of The Ten to establish a place of worship. Many groups of worshippers of The Ten still meet, most in secret, a few openly, in places like taverns, bathhouses, and other public areas.</p><p></p><p></p><p></p><p>An uneasy peace exists between Thune and Azgund, mainly thanks to the Shadow War, which forced most of the human nations to cooperate to defeat the demonic armies that plagued the entire region. Thune is ruled by wizards, organized into Circles, delineated by the eight schools of magic. Thus an Abjurer of the 3rd Circle may hold a position similar to that of a magistrate in other nations. Non-wizards are second class citizens at best, indentured servants at worst. Every non-wizard must be sworn to a magical family, complete with an arcane mark scribed, imprinted, tattooed, or branded somewhere on the person's body. According to Thunian law, non-wizards do not own any property and have no rights, other than those granted by their magical family. All children are screened for magical ability and removed from their families before puberty if they show magical potential. Historically, Thune indulged in slavery until 1133 when an uprising brought the atrocities they were committing to the attention of the other nations. They have also had multiple conflicts with Emiras, sometimes resorting to demon summoning during numerous attempts to conquer the neighboring country. Thunian assassins effectively wiped out the Earth and Water Castes of Emiras during the War of the Elements. </p><p></p><p>Human nations in the region are situated in a semi-circle around a Mediterranean style sea.</p><p></p><p>The City of Light is an independent city situated on the tip of a peninsula that overlooks the connection between the inland sea and the greater ocean. A magical lighthouse guides ocean going vessels back to their home ports.</p><p></p><p>Turen is a forest kingdom, ruled by a Queen who is selected by a semi-secret cabal of druids.</p><p></p><p>Azgund, which has already been described.</p><p></p><p>Anovia is a new kingdom, established in 1152 when the County of Anovia seceded from Azgund, with two of its neighboring counties joining it. Queen Nineveh established a hereditary monarchy modeled on the old monarchy of Azgund. </p><p></p><p>Olen is an isolated former county of Azgund as well, situated in the northeast corner Azgund. Olen is a theocracy, separated from Azgund during the fall of the monarchy about 500 years ago. The militant branch of the Healing Light is headquartered there.</p><p></p><p>Emiras, bordering Azgund to the south, an Arabian Nights style culture.</p><p></p><p>Thune, an empire ruled by wizards.</p><p></p><p>Djihon Islands are the islands situated at the connection between the inland sea and the ocean, populated by barbarian tribes that worship an entity known as The Serpent. Pirates also make port in these islands.</p><p></p><p>The Drukkar Tribes occupy the vast wilderness north of Turen and Azgund and model their tribal culture on dragons.</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6343071, member: 6755061"] Where was I? Australia. There are a number of old noble families who maintain influence primarily via wealth and social status. These families will often train their children extensively in order to give them a better than average chance of winning at the tournaments. The tournaments are open to all, but the old nobility often end up with an unfair advantage. Representatives in the House of Commons are appointed by the lords of their home counties or baronies. However, it is a lifetime appointment which adds some stability that the House of Lords often lacks. The old representative must step or die before a lord can appoint a new one. Further, the individual appointed must never have held a lordship, military rank, a position in a city guard or any other position of governance. Elves, dwarves, and halflings have nations across the sea on the sub-continent of Telgar. Azgund and its neighbor Turen set up colonies on Telgar several hundred years ago. Thune then swept in and conquered those colonies and the elven, dwarven, and halfling nations. Many members of those races thus ended up scattered by slavery, forced labor, etc, until the War of the Elements between Thune and Emiras, a "Arabian Nights" style nation that worships genies. That war proved disastrous for Thune and the peoples of Telgar were able to use the distraction to throw off Thunian rule. Non-humans in Azgund often keep to their own in ghetto style neighborhoods in cities or somewhat isolated villages in rural areas. Some individuals more fully integrate into Azgundi culture, such as Lady Devera de Sisan, an elven lord who has held her title for 65 years and hosts the grand fete that serves as the closing ceremonies of the Tournaments. Prior to the Shadow War in the 1140s, there were no gods. The Healing Light came to power in the earliest days of Azgund as a philosophical movement that slowly solidified into a religion based, initially, around life, death, and rebirth. Over the centuries, the church has shifted focus to two primary principles - the preservation of life and the eradication of the undead. If there is an entity behind the Healing Light, the faithful do not acknowledge it. The more conservative elements of the House of Lords (mainly the old noble families) have pushed through restrictions forbidding the establishment of any place of worship not affiliated with the Healing Light in any community that already has a temple to the Healing Light. This has spurred the Healing Light to aggressively expand throughout the country. The County of Guare, where the Grand Temple of the Lord and Lady of Shadow is located, has resisted the new law, using the reasoning that the Grand Temple was built before the restriction was put in place. Silvergard's Lord has adamantly refused to allow the Healing Light to build a temple in his domain, though he has also not given permission to the worshippers of The Ten to establish a place of worship. Many groups of worshippers of The Ten still meet, most in secret, a few openly, in places like taverns, bathhouses, and other public areas. An uneasy peace exists between Thune and Azgund, mainly thanks to the Shadow War, which forced most of the human nations to cooperate to defeat the demonic armies that plagued the entire region. Thune is ruled by wizards, organized into Circles, delineated by the eight schools of magic. Thus an Abjurer of the 3rd Circle may hold a position similar to that of a magistrate in other nations. Non-wizards are second class citizens at best, indentured servants at worst. Every non-wizard must be sworn to a magical family, complete with an arcane mark scribed, imprinted, tattooed, or branded somewhere on the person's body. According to Thunian law, non-wizards do not own any property and have no rights, other than those granted by their magical family. All children are screened for magical ability and removed from their families before puberty if they show magical potential. Historically, Thune indulged in slavery until 1133 when an uprising brought the atrocities they were committing to the attention of the other nations. They have also had multiple conflicts with Emiras, sometimes resorting to demon summoning during numerous attempts to conquer the neighboring country. Thunian assassins effectively wiped out the Earth and Water Castes of Emiras during the War of the Elements. Human nations in the region are situated in a semi-circle around a Mediterranean style sea. The City of Light is an independent city situated on the tip of a peninsula that overlooks the connection between the inland sea and the greater ocean. A magical lighthouse guides ocean going vessels back to their home ports. Turen is a forest kingdom, ruled by a Queen who is selected by a semi-secret cabal of druids. Azgund, which has already been described. Anovia is a new kingdom, established in 1152 when the County of Anovia seceded from Azgund, with two of its neighboring counties joining it. Queen Nineveh established a hereditary monarchy modeled on the old monarchy of Azgund. Olen is an isolated former county of Azgund as well, situated in the northeast corner Azgund. Olen is a theocracy, separated from Azgund during the fall of the monarchy about 500 years ago. The militant branch of the Healing Light is headquartered there. Emiras, bordering Azgund to the south, an Arabian Nights style culture. Thune, an empire ruled by wizards. Djihon Islands are the islands situated at the connection between the inland sea and the ocean, populated by barbarian tribes that worship an entity known as The Serpent. Pirates also make port in these islands. The Drukkar Tribes occupy the vast wilderness north of Turen and Azgund and model their tribal culture on dragons. [/QUOTE]
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