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Tor-eal (1000 years after the Devils win the Blood War)
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8070587" data-attributes="member: 7023887"><p><strong><u>Elves:</u></strong> What happens when your gods die and your heaven is destroyed? If a people knows that their creator and afterlife's paradise are gone, and that death will truly be the end of their souls, what happens to the race? How does that people deal with such a calamitous event? The elves of Tor-eal are an answer to this question, as that, briefly, was exactly what happened to them. </p><p></p><p>Before the Catastrophe's end, the elves of Toril were special. When the non-drow, non-shadar-kai races would die, they would return to the heavenly paradise of Arvandor, where they would reside for a time until they would stay until Corellon would return them to the Material Plane or Feywild in a new form. When an elf would enter their trance, they would see visions of their previous lives and time on Arvandor. This system all changed with the Catastrophe.</p><p></p><p>Unknown to most of the elves at the time, when the Catastrophe began, and the Drow were freed from Lolth's grasp, Corellon was able to reclaim the souls of the drow. Some of the drow that died during the 79 years of the Catastrophe were reincarnated as other elves or drow, and some of the elves that died during the Catastrophe were reborn as drow. For the first time in several millenia, some drow could see visios of previous lives in their trances. Unfortunately, this time period didn't last long. </p><p></p><p>When the gods sacrificed themselves to protect the Inner Planes, each god devoted part of their essence to create the magical barrier that bars travel and communication too and from the Inner Planes from the Outer Planes. Though most of the gods' energies were devoted to this act, most gods were able to devote part of their power to another purpose of their choice, and some groups of gods contributed to the same purpose. Mystra chose to devote power to reform magic, Gond chose to inspire his followers and artificers in Lantan, Bahamut chose to allow Chromatic Dragons and Metallic Dragons to be any alignment, and so on. Almost all of the Seldarine united in the act of reforming the soul cycles of the elves. </p><p></p><p>24 hours after the gods died, the elven soul cycle was reborn. The Seldarine chose a new system, revolving around the paradise of Evermeet. They took Evermeet, and turned it into a major demiplane of the Feywild. They made it only be accessible by the souls of half-elves and elves, where they would go after death. Now, after death, the soul of an elf will journey to Evermeet, where they will stay in paradise until they choose to leave the island. When they leave, they choose a subrace of elf that they will become in the next life. Within a year of their leaving Evermeet, they will be reborn as any individual elf, born from a pregnant elf of the same subrace as their choosing. When an elf enters into a trance, they see visions of their time in Evermeet. This process is known as Metesence, and all elf subraces, except for Shadar-Kai and Dhaer, undergo this cycle. The elven religion, culture, and subraces were devastated by this change at first, but it slowly became the new normal of the elven life cycle. </p><p></p><p>Though their souls were saved, the elves were still in trouble. The Dhaer were dominated by the Duergar, who discovered how to steal their souls and bind them into Soul Cubes, which they would use to keep the whole race under their control. The Shadar-Kai were also not members of the Metesent Cycle, as the Raven Queen had complete control of their souls. The elven race as a whole was shattered across the planes, each subrace dealing with their own individual crises, often relying on their neighbors for support instead of their elven cousins. The Eladrin were splintered into supporting different sides of the Faerie War, the Shadar-Kai were busy combating Vecna and his Vezyi servants, the Wood Elves were battling the Minotaurs with their fey, firbolg, and centaur companions, and the Sea Elves were being driven from the seas by the Sahuagin. During all of these disastrous events, if the whole of the elven race had been united and supporting each other, they would have been able to be united, instead of being fractured and furthering their diaspora. </p><p></p><p>When the elves failed to unite together during the fallout of the Catastrophe, it resulted in uncountable amounts of elven deaths. The price was too high for independence, but the elves still failed to unite. They are still scattered across the multiverse, with the various subraces still as diverse and unconnected as possible. </p><p></p><p><u><strong>Dwarves:</strong></u> Like the elves, the dwarves experienced the deaths of their pantheon. However, the dwarven subraces were not as numerous and widespread as the elven subraces, and their societies were more resilient than the elven ones, so the outcome was not too intense for the dwarves. After the deaths of the dwarven pantheon and the end of the Catastrophe, the dwarven response was confusing. The dwarven gods had aided the dwarves in their fights against the Duergar during the Catastrophe, but the aid was not too necessary or extremely useful in the first place. When the Catastrophe ended, overall, the Dwarves were a bit relieved. Orcs and Goblinoids were no longer completely out to get them, but the goblins weren't super friendly, either. Chromatic Dragons weren't evil at default, but Metallic Dragons could be evil just as easily as Chromatic Dragons now. The Duergar lost their deities and devil servants, but they didn't take a significant enough blow to cripple their society, similar to the Dwarves. The changes were not completely bad or good for the Dwarves, they were just changes. A problem had developed, though. With the Duergar being able to take over the Underdark during the Catastrophe and enslave whole races of people, they were still strong and would still attack Dwarven Strongholds, who had weakened defenses after the Catastrophe. The Dwarves had to find solutions to the Duergar problem, and different groups of them found different resolutions to this issue. </p><p></p><p>The main group of Mountain Dwarves left their previous mines and strongholds that were subject to duergar raids, and went up to the surface, dwelling on the side of mountains. There, they would build strongholds on wheels, connected to the mines below, which they would disconnect from when they needed to escape from raiders. They would then roll down the mountain with their treasure and other supplies inside the rolling stronghold, and return back to their previous mine if the Duergar left, finding nearly no supplies to raid. This group of Mountain Dwarves focuses primarily on the art of artifice, and have designed traps in their rolling strongholds just in case a group of Duergar or other invaders were to somehow break inside. This group is still known as Mountain Dwarves, but they also have the nickname of "Cliffrollers". These dwarves are often Artificers, Transmutation Wizards, and many other types crafters and creators. </p><p></p><p>The second, smaller group of Mountain Dwarves also left their previous mines and strongholds, but left the Material Plane as well. They travelled to the Elemental Plane of Earth, near the volcanic vents of the Elemental Plane of Fire, which they would harness the heat of for their forges. They dwelled underground in stone-carved tunnels and decorated caverns. This group is not well-known outside of the Elemental Planes, and are even mostly hidden inside of the Elemental Planes. The dwelled near the new home of the Goliaths for centuries before they discovered each other. They are now known as Ertdwef, a twisted version of Earthdwarves, and their society revolves around mining. They are often Conjuration and Transmutation Wizards, Land Druids, and heavily armored warriors. </p><p></p><p>The Hill Dwarves took their own approach. The subrace instead decided to make an agreement with the Celestials. The Celestials helped guard their strongholds in exchange for the Hill Dwarves supplying them with weapons, armor, and other tools. This group, over the course of a millenia, mated with the Celestials and Aasimar who moved into their homes, and are now a taller, stronger race of celestial and dwarven heritage. They now venerate celestial power, the art of forging, and the brute strength of divine warriors. This new race of celestial-touched dwarves are known as the Kelderr, and are truly separate from the rest of the dwarves. They are now often Forge Clerics, Paladins, and Celestial Warlocks, other followers of the divine. </p><p></p><p>Throughout the various dwarfholds, clergy is less common then before, except among the Kelderr. Instead, arcane magic is no longer as taboo as it was before, and is accepted across the dwarven races. Artificers, Wizards, Eldritch Knights, and other casters of arcane powers are increasingly more common. Most of the Arcane casters focus around fire, which they use for forging weapons and armor, as forging is still an essential part of the dwarf culture. Though they are more accepting of most types of magic, among the Cliffrollers, Ertdwef, and Kelderr, psionics is mostly banned. Those who practice it are suspected of corresponding with the Duregair, and are often banished from their stronholds.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8070587, member: 7023887"] [B][U]Elves:[/U][/B] What happens when your gods die and your heaven is destroyed? If a people knows that their creator and afterlife's paradise are gone, and that death will truly be the end of their souls, what happens to the race? How does that people deal with such a calamitous event? The elves of Tor-eal are an answer to this question, as that, briefly, was exactly what happened to them. Before the Catastrophe's end, the elves of Toril were special. When the non-drow, non-shadar-kai races would die, they would return to the heavenly paradise of Arvandor, where they would reside for a time until they would stay until Corellon would return them to the Material Plane or Feywild in a new form. When an elf would enter their trance, they would see visions of their previous lives and time on Arvandor. This system all changed with the Catastrophe. Unknown to most of the elves at the time, when the Catastrophe began, and the Drow were freed from Lolth's grasp, Corellon was able to reclaim the souls of the drow. Some of the drow that died during the 79 years of the Catastrophe were reincarnated as other elves or drow, and some of the elves that died during the Catastrophe were reborn as drow. For the first time in several millenia, some drow could see visios of previous lives in their trances. Unfortunately, this time period didn't last long. When the gods sacrificed themselves to protect the Inner Planes, each god devoted part of their essence to create the magical barrier that bars travel and communication too and from the Inner Planes from the Outer Planes. Though most of the gods' energies were devoted to this act, most gods were able to devote part of their power to another purpose of their choice, and some groups of gods contributed to the same purpose. Mystra chose to devote power to reform magic, Gond chose to inspire his followers and artificers in Lantan, Bahamut chose to allow Chromatic Dragons and Metallic Dragons to be any alignment, and so on. Almost all of the Seldarine united in the act of reforming the soul cycles of the elves. 24 hours after the gods died, the elven soul cycle was reborn. The Seldarine chose a new system, revolving around the paradise of Evermeet. They took Evermeet, and turned it into a major demiplane of the Feywild. They made it only be accessible by the souls of half-elves and elves, where they would go after death. Now, after death, the soul of an elf will journey to Evermeet, where they will stay in paradise until they choose to leave the island. When they leave, they choose a subrace of elf that they will become in the next life. Within a year of their leaving Evermeet, they will be reborn as any individual elf, born from a pregnant elf of the same subrace as their choosing. When an elf enters into a trance, they see visions of their time in Evermeet. This process is known as Metesence, and all elf subraces, except for Shadar-Kai and Dhaer, undergo this cycle. The elven religion, culture, and subraces were devastated by this change at first, but it slowly became the new normal of the elven life cycle. Though their souls were saved, the elves were still in trouble. The Dhaer were dominated by the Duergar, who discovered how to steal their souls and bind them into Soul Cubes, which they would use to keep the whole race under their control. The Shadar-Kai were also not members of the Metesent Cycle, as the Raven Queen had complete control of their souls. The elven race as a whole was shattered across the planes, each subrace dealing with their own individual crises, often relying on their neighbors for support instead of their elven cousins. The Eladrin were splintered into supporting different sides of the Faerie War, the Shadar-Kai were busy combating Vecna and his Vezyi servants, the Wood Elves were battling the Minotaurs with their fey, firbolg, and centaur companions, and the Sea Elves were being driven from the seas by the Sahuagin. During all of these disastrous events, if the whole of the elven race had been united and supporting each other, they would have been able to be united, instead of being fractured and furthering their diaspora. When the elves failed to unite together during the fallout of the Catastrophe, it resulted in uncountable amounts of elven deaths. The price was too high for independence, but the elves still failed to unite. They are still scattered across the multiverse, with the various subraces still as diverse and unconnected as possible. [U][B]Dwarves:[/B][/U] Like the elves, the dwarves experienced the deaths of their pantheon. However, the dwarven subraces were not as numerous and widespread as the elven subraces, and their societies were more resilient than the elven ones, so the outcome was not too intense for the dwarves. After the deaths of the dwarven pantheon and the end of the Catastrophe, the dwarven response was confusing. The dwarven gods had aided the dwarves in their fights against the Duergar during the Catastrophe, but the aid was not too necessary or extremely useful in the first place. When the Catastrophe ended, overall, the Dwarves were a bit relieved. Orcs and Goblinoids were no longer completely out to get them, but the goblins weren't super friendly, either. Chromatic Dragons weren't evil at default, but Metallic Dragons could be evil just as easily as Chromatic Dragons now. The Duergar lost their deities and devil servants, but they didn't take a significant enough blow to cripple their society, similar to the Dwarves. The changes were not completely bad or good for the Dwarves, they were just changes. A problem had developed, though. With the Duergar being able to take over the Underdark during the Catastrophe and enslave whole races of people, they were still strong and would still attack Dwarven Strongholds, who had weakened defenses after the Catastrophe. The Dwarves had to find solutions to the Duergar problem, and different groups of them found different resolutions to this issue. The main group of Mountain Dwarves left their previous mines and strongholds that were subject to duergar raids, and went up to the surface, dwelling on the side of mountains. There, they would build strongholds on wheels, connected to the mines below, which they would disconnect from when they needed to escape from raiders. They would then roll down the mountain with their treasure and other supplies inside the rolling stronghold, and return back to their previous mine if the Duergar left, finding nearly no supplies to raid. This group of Mountain Dwarves focuses primarily on the art of artifice, and have designed traps in their rolling strongholds just in case a group of Duergar or other invaders were to somehow break inside. This group is still known as Mountain Dwarves, but they also have the nickname of "Cliffrollers". These dwarves are often Artificers, Transmutation Wizards, and many other types crafters and creators. The second, smaller group of Mountain Dwarves also left their previous mines and strongholds, but left the Material Plane as well. They travelled to the Elemental Plane of Earth, near the volcanic vents of the Elemental Plane of Fire, which they would harness the heat of for their forges. They dwelled underground in stone-carved tunnels and decorated caverns. This group is not well-known outside of the Elemental Planes, and are even mostly hidden inside of the Elemental Planes. The dwelled near the new home of the Goliaths for centuries before they discovered each other. They are now known as Ertdwef, a twisted version of Earthdwarves, and their society revolves around mining. They are often Conjuration and Transmutation Wizards, Land Druids, and heavily armored warriors. The Hill Dwarves took their own approach. The subrace instead decided to make an agreement with the Celestials. The Celestials helped guard their strongholds in exchange for the Hill Dwarves supplying them with weapons, armor, and other tools. This group, over the course of a millenia, mated with the Celestials and Aasimar who moved into their homes, and are now a taller, stronger race of celestial and dwarven heritage. They now venerate celestial power, the art of forging, and the brute strength of divine warriors. This new race of celestial-touched dwarves are known as the Kelderr, and are truly separate from the rest of the dwarves. They are now often Forge Clerics, Paladins, and Celestial Warlocks, other followers of the divine. Throughout the various dwarfholds, clergy is less common then before, except among the Kelderr. Instead, arcane magic is no longer as taboo as it was before, and is accepted across the dwarven races. Artificers, Wizards, Eldritch Knights, and other casters of arcane powers are increasingly more common. Most of the Arcane casters focus around fire, which they use for forging weapons and armor, as forging is still an essential part of the dwarf culture. Though they are more accepting of most types of magic, among the Cliffrollers, Ertdwef, and Kelderr, psionics is mostly banned. Those who practice it are suspected of corresponding with the Duregair, and are often banished from their stronholds. [/QUOTE]
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