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<blockquote data-quote="Tuerny" data-source="post: 193724" data-attributes="member: 674"><p><strong>Ral-Auth</strong></p><p></p><p>Well since its relavent....</p><p></p><p>First a little background:</p><p></p><p>My campaign setting is set in the world of Vadaris, which is basically a name that I created years ago to use as the world for my settings years ago. It has evolved greatly since then. My modern setting is based around the idea that, rather than a traditional planet that is found in most settings, the world is actually a unique plane. </p><p></p><p>The plane itself is composed of hundreds (if not thousands, have not decided yet) powerful spirits known as "great spirits." Each of these spirits serves as an embodiment for the natural landscape. Whether or not an individual spirit mirrors the landscape or the landscape mirrors the spirit is irrelevant. That is just how it is. In some cases spirits have been killed or warped. When that happens the landscape usually becomes hellish and chaotic, as bad as any of the Infernal Realms. </p><p></p><p>In addition to the great spirits there are countless lesser spirits representing such varied things as music, disease, animals, and lesser geographical features (forests within a vast plain, a stream, etc.) </p><p></p><p>Mortals tend to worship the great spirits using various animistic traditions (which I represent using Mongoose's shaman class). Some regions basically ignore the spirits due to either hostility or because they are unaware of the spirits existance. In either case they usually rely (whether they are aware of it or not) heavily on their god(s)' influence to keep any anger a great spirit may have towards them in check. Such regions have a greater than usual problem with monsters though, as a result of the spirit's hostility.</p><p></p><p>Most regions tend to follow a combination of abstract gods and more concrete spirits. My main campaign setting at this point, the Kopi of Ral-Auth, follows such a model, with a pantheon of gods that represent abstract fundamental concepts of the universe such as existance, law, chaos, and the cosmos. Individual worshippers seek to achieve Ascension through various paths, some of which are inividually defined, others of which are based on established political groups. </p><p></p><p></p><p>All of this stuff has a definite effect on the feel of the setting. Powerful temples devoted to providing paths to ascension for the elite Scoli caste while the more common ecstatics (shamans) provide spiritual guidance for the masses while helping to insure the economic power of the nobility. Add to this a matriarchal society (I have not decided exactly why it is matriarchal yet though. I am assuming it is a combination of the fact that most early magic users in this society were women and that said magic makes differences in size less relevant), a hostile great spirit living the great sore in the earth known as the Mist Crater, elves formed from combining humanity and dragons on a genetic level (as the last in a series of such experiments by the dragons), and a collection of arcane societies that hunt down sorcerers for being abominations against the gods and it makes things fairly interesting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tuerny, post: 193724, member: 674"] [b]Ral-Auth[/b] Well since its relavent.... First a little background: My campaign setting is set in the world of Vadaris, which is basically a name that I created years ago to use as the world for my settings years ago. It has evolved greatly since then. My modern setting is based around the idea that, rather than a traditional planet that is found in most settings, the world is actually a unique plane. The plane itself is composed of hundreds (if not thousands, have not decided yet) powerful spirits known as "great spirits." Each of these spirits serves as an embodiment for the natural landscape. Whether or not an individual spirit mirrors the landscape or the landscape mirrors the spirit is irrelevant. That is just how it is. In some cases spirits have been killed or warped. When that happens the landscape usually becomes hellish and chaotic, as bad as any of the Infernal Realms. In addition to the great spirits there are countless lesser spirits representing such varied things as music, disease, animals, and lesser geographical features (forests within a vast plain, a stream, etc.) Mortals tend to worship the great spirits using various animistic traditions (which I represent using Mongoose's shaman class). Some regions basically ignore the spirits due to either hostility or because they are unaware of the spirits existance. In either case they usually rely (whether they are aware of it or not) heavily on their god(s)' influence to keep any anger a great spirit may have towards them in check. Such regions have a greater than usual problem with monsters though, as a result of the spirit's hostility. Most regions tend to follow a combination of abstract gods and more concrete spirits. My main campaign setting at this point, the Kopi of Ral-Auth, follows such a model, with a pantheon of gods that represent abstract fundamental concepts of the universe such as existance, law, chaos, and the cosmos. Individual worshippers seek to achieve Ascension through various paths, some of which are inividually defined, others of which are based on established political groups. All of this stuff has a definite effect on the feel of the setting. Powerful temples devoted to providing paths to ascension for the elite Scoli caste while the more common ecstatics (shamans) provide spiritual guidance for the masses while helping to insure the economic power of the nobility. Add to this a matriarchal society (I have not decided exactly why it is matriarchal yet though. I am assuming it is a combination of the fact that most early magic users in this society were women and that said magic makes differences in size less relevant), a hostile great spirit living the great sore in the earth known as the Mist Crater, elves formed from combining humanity and dragons on a genetic level (as the last in a series of such experiments by the dragons), and a collection of arcane societies that hunt down sorcerers for being abominations against the gods and it makes things fairly interesting :) [/QUOTE]
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