The World of Khanesh

Nebuchadnezzar

First Post
After the Divine Silence, a withering spiritual emptiness marred the minds of the Khanesian people. The elves were convinced that some fault of their own drove the gods to silence and were thus driven nearly insane by grief and guilt. Few elves had strength to carry on after the cataclysm, most succumbed to the grief and took their own lives. The silence in forests where elves used to dwell is one of infinite sadness.

Mardukia, the empire of man, crumbled as the ruling clergy's prayers for spells went unanswered. The tyrannical priest-kings could no longer claim a right to rule by the will of the gods, nor could they cow the populace with magic. Chaos ensued. People stormed the temples and desecrated the altars of gods they had feared throughout their lives. The few clerics who did not flee were hanged or beaten to death in public executions. Those who still revered the old gods joined their former oppressors in death. The haflings, who had been enslaved by the mardukians, broke free of slavery and waged a short, but brutal war against humanity. The capital Bel-Marduk was left abandoned after a horrible black mist enveloped the city. Giant humanoid shapes of darkness prowl the streets, radiating an unnatural chill which keeps the city cold despite the scorching sun. Nightmares came to torment the mardukians in their sleep. It was a sense that something truly horrible was coming to pass, an impending doom.

With the elves gone and Mardukia being in a state of anarchy, the primal aspects of evil made their way into the world. Creatures demonic and devilish saw an opportunity to take advantage of the spiritual vacuum left by the passing of the gods. The demons had learned their lesson in the War of Fiends, this was not to be a full-fledged invasion. Demons disguised with magic acted as prophets, spreading the word of how ordinary people could turn to the abyssal princes for advice and favours. It was not long before every demon prince had a cult of his own in most cities, cults which grew in power and size. The devils were even more subtle. They knew most goodly creatures would fight the demonic taint, and that they too longed for spiritual consolation. It was not the intention of the devils to announce their arrival by spreading word of devil-cults. This would make the demons, not to mention the forces of good, strive to destroy them. Rather they tricked a former cleric of Corsentius to believe himself a prophet of good. The devil lords appeared to this broken cleric, one Ahmut Zhad, each wearing the guise of a true deity. Hiding behind false names, the devil lords explained that the gods of old had been challenged and destroyed by a new pantheon, and that he was the one who would lead the creation of a new faith. People both good and neutral would follow what they believed to be true gods, but instead their faith would benefit the lords of the Nine Hells and their souls would be forfeit. Also, the dogma of this new faith would state that demons are first among foes and ought to be destroyed. People would lose their lives fighting demons, thinking they die for a good cause and clinging to the thought of a blissfull afterlife. In truth their souls are damned to torment in the Nine Hells, their heroic deaths serving only the cause of the devils.

No one knows what happened to the gods, the Divine Silence remains a mystery. But beneath the cold, dark streets of Bel Marduk are horrors far worse and far more dangerous than devils and demons. Just before the Divine Silence the people of Khanesh had a dream. In this dream there was only a deathly chill and a whispering voice repeating a single, omnious message:

"We bear tides from the stillborn yet to die - mankind will shrivel and elves cry"
 
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An entry from the Khanesian Gazetteer

The Grieving Forest: Before the Divine Silence, this forest was called Myrewood. It was home to the elves who tended and protected the forest alongside their fey allies. Elven druids used their magic to enchant the trees so that they grew quicker, lest the woods would shrivel away and die like most of the other great Khanesian forests. Rangers prowled amidst the ancient trees, slaying monsters and guarding the borders to Mardukia. Elven civilization thrived in the deepest parts of the forest; craftsmen carved new homes in the bellies of hollow trees. Powerful wizards and bards of great renown founded new arcane universities and expanded on old bardic collages. Clerics continued to appease the gods and provide spiritual support. Isolated from Mardukian conflicts the elves grew in magic, knowledge, and military might. Myrewood was also spared from any widespread destruction during the War of Fiends while Mardukian cities were razed and pillaged.

But then came the Divine Silence. Panic spread across Myrewood as elven clerics no longer were able to read the will of the gods, nor receive spells. To understand how important religious matters were to the elven people is to understand why they reacted to the Divine Silence with such emotional intensity. Religion was an integral part of the elven civilization, even more so than in Mardukia. The Mardukians viewed the gods as distant and aloof, their whims and desires catered for by tyrannical priest-kings and their clergy. The elves considered the gods as loving family, as parental guardians. All elves felt the tingling warmth of divinity flowing through their bodies. Sometimes a deity would whisper words and messages to an elf, much like an elf would pray to the deity. The whispers could comfort an ancient elf on his death-bed, give advice to elves who strove between right and wrong, and hope to elves troubled with loneliness. Each deity gave advice in situations which corresponded with their portfolio. At every stage of an elf's life the divine whispers would guide him, much like family.

Without the gods to guide them, the elves were like children cast out into darkness. The whispers grew silent, the world became cold, gray, and lonely. Some elves burned much of their own forest in senseless anger, even slaying animals and fey- creatures. The realization of what they had done filled them with grief. Panic turned to desperation which again turned to despair. The despair knew no bounds, it was an endless abyss from which most elves never returned. Nearly all elves commited suicide, mothers and fathers first poisoning their children before taking their own lives together. Myrewood changed name when a Mardukian explorer gazed at the forest from a height during rainfall. The drops of water on the leaves resembled tears, prompting the explorer to rename Myrewood the Grieving Forest.

The forest itself is vast. It stretches from Khawum in the west to Kiziath's Teeth in the east, always bordering Mardukia. Only due to the forest has the desert and arid wastes of Mardukia been contained, a containment which now seems uncertain. Nearly all the elven druids are gone, leaving the magic nourishing the trees weak and fading. The few elven druids left are teaching their craft to those willing to learn and are of a good heart. Some Mardukians fleeing from the chaos in Mardukia have settled down in such druid-circles, training themselves as rangers or druids. They are badly needed, for the woods crawl with monsters of all kinds. The ruins of elven cities are still filled with magic, as the elves were advanced in the arts of arcana. Many of the emerging Mardukian wizards sponsor expeditions into elven cities to recover magical items and spellbooks. Recently an adventuring company returned from Shelesi, the ancient elven capital. How they exactly returned is yet unknown, as they are in no state to travel. They cannot even stand, shaking and twitching with such intensity that they have to be tied-up to their beds. All constantly repeats with a quivering voice a single message: "I bear tides from the stillborn yet to die - mankind shrivel and elves cry". Strangely enough, identical messages have been uttered by explorers who have visited the capital of Mardukia, Bel-Marduk. No one knows what it means, but there is a feeling of dread across Khanesh, a feeling that something horrible is coming to pass ...
 
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So are the gods stil MIA, or have they returned? Or have new ones taken their place?

They are still missing, no one knows what has happened to the gods or where they are. Khanesh was composed of great theocratic empires, the Divine Silence spelled disaster for them all. Another important consequence of the Divine Silence was the planar-isolation of Khanesh. Magic that deals with the planes (plane shift, summon monster, gate etc) doesn't work as they are supposed to. Entering Khanesh from another plane is extremely difficult, leaving Khanesh for another plane is impossible.

The reason for the Divine Silence and the planar-isolation is that all of Khanesh has become the cemetary plane for a trio of atropals (see the Epic Level Handbook). The deities have sealed any entry into and out of Khanesh due to these stillborn undead godlings. That is at least the idea I'm working with, but I won't ever make it clear in any gazetteer or player's guide. If I would be so lucky that a few other DM's use this campaign, they should be free to choose another reason for the Divine Silence.
 


So what does a cleric worship, in Khanesh...?

There are no clerics in Khanesh. However, there are individuals able to draw upon the sparks of divinity in their very souls.

SPARK OF DIVINITY [Soul]
Your soul contains a small spark of divinity from which you can draw divine energy.
Prerequisite: Wisdom 10+.
Benefit: Select three orisons. You can cast these orisons once per day with an effective caster level 1.
Special: You may only take this feat as a 1st-level character.

FIRST CIRCLE OF THE SOUL [Soul]
You have learned to draw upon the spark of divinity in your soul.
Prerequisite: Spark of Divinity, Wisdom 11+.
Benefit: Select a 1st-level cleric spell. You can cast this spell once per day as a spell-like ability with an effective caster level 1. If the chosen spell has an XP component, you pay the XP cost each time you use the spell-like ability. If the chosen spell has a focus, you must have the focus to use the spell-like ability. If the chosen spell has a costly material component you use an item worth 50 times that cost to use as a focus for the spell-like ability.

SECOND CIRCLE OF THE SOUL [Soul]
You have developed the power of your soul even further
Prerequisite: First Circle of the Soul, Wisdom 12+.
Benefit: As First Circle of the Soul, except you choose a
2nd-level cleric spell with an effective caster level 3.

THIRD CIRCLE OF THE SOUL [Soul]
You have developed the power of your soul even further
Prerequisite: Second Circle of the Soul, Wisdom 13+.
Benefit: As First Circle of the Soul, except you choose a
3rd-level cleric spell with an effective caster level 5.

(The chain of feats continues to Ninth Circle of the Soul)

WIELD POSITIVE ENERGY [Soul]
You can channel positive energy through your divine soul.
Prerequisite: Non-evil, Spark of Divinity, Charisma 13+, Wisdom 13+.
Benefit: You can turn undead once per day at -2 your character level.
Special: A character cannot wield both negative and positive energy.

WIELD NEGATIVE ENERGY [Soul]
You can channel negative energy through your divine soul.
Prerequisite: Non-good, Spark of Divinity, Charisma 13+, Wisdom 13+.
Benefit: You can rebuke undead once per day at -2 your character level.
Special: A character cannot wield both negative and positive energy.

EXPERT CHANNELER [Soul]
You have enhanced abilities at channeling either negative or positive energy.
Prerequisite: Wield Negative Energy or Wield Positive Energy.
Benefit: You can rebuke or turn undead thrice per day at your character level.

MASTER CHANNELER [Soul]
You have greatly enhanced abilities at channeling either negative or positive energy.
Prerequisite: Expert Channeler.
Benefit: You can rebuke or turn undead five times per day at +2 your character level.

I'm working on a prestige class, Soulweaver. A Soulweaver is one who has reached great potency in harvesting the powers of his soul. He gains bonus feats with the soul descriptor and the special ability soulpower. Soulpower gives the soulweaver a bonus to his Charisma while using feats with the soul descriptor. The bonus is +1 at third level, +2 at fifth level, +3 at seventh level, and +4 at ninth level.
 

Hmmmm....

As great as this idea sounds in theory, in practice this has a very detrimental effect on the party's ability to heal themselves. Expect a very high casualty rate in this game, as almost any party will quickly exhaust its healing spells. If your players enjoy this, then fine, but otherwise, I strongly recommend coming up with some alternative class to help the players with this. (Although, of course, said class unless given strong alternative abilities, will find itself living under the same stigma that the original cleric class did...)
 

As great as this idea sounds in theory, in practice this has a very detrimental effect on the party's ability to heal themselves. Expect a very high casualty rate in this game, as almost any party will quickly exhaust its healing spells. If your players enjoy this, then fine, but otherwise, I strongly recommend coming up with some alternative class to help the players with this.

I am aware that it would be harder for the players to heal themselves if the cleric class was removed. There are still the bard and druid classes, both with the ability to heal. Despite this I'm still thinking about using the thaumaturge from Armies of the Abyss. Or perhaps allow the cleric to choose a demonic lord or prince as patron deity. This would fit nicely as the legacy of the Fiend Wars, in that the demons set loose on the world brought with them the worship of their demonic nobles.

The emphasis on chaos also fits with the state of Khanesh, as anarchy still reigns supreme in many areas. Rule of law is very uncommon, found only in the larger cities. Most villages and towns have no written laws and as such judge spontanously according to the will of the crowds. The rich and powerful are of course exempted from such laws; they make their own. And even the collective decision whether to find a person guilty or innocent in the provinces is undermined by individuals taking the law in their own hands.

All characters can worship and become the cleric of any demon lord, no matter if the cleric's alignment greatly differs from that of his patron. Most demon lords conceal their nature so that they appear benelovent. But the spells received from demon lords eventually corrupts even the most strong of heart. In game mechanics this means that a cleric slowly changes alignment to chaotic evil as he advances in level.
 

That sounds interesting... though it would be nice to see what the effect of having all those people worshiping them has on the Demon Princes...

And yes, I knew about the bard and the druid. However, while they are good, they will never take the place of cleric for healing ability. A cleric, after all, is always ready to heal, while a druid must give up spell slots, and a bard has far fewer spells to cast period...
 

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