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DivineDragoonKain

dungeons and dragoons cliff notes

Oct 23rd, 2018
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  1. So the primary setting is part of the continent of Telgard. It's a big-ass continent with somewhere around twenty-five different countries, but we're only concerned with a handful of them in the northeast. I do not have a main plot worked out QUITE yet, but I know I want to touch on the following things:
  2.  
  3. - Character arcs going over topics and/or people close to each player.
  4. - Classic questing and dungeon crawling for loot/glory. I want to see some ADVENTURING.
  5. - Fun battles with powerful enemies and interesting setpieces/mechanics
  6. - Exploration of the setting and its history
  7. - Maybe some sort of campaign-wide player project, like establishing a base or a caravan or something, that was a suggestion of cast's that sounded nice.
  8.  
  9. Right now the best I got is that you nerds got hired by merchants to protect their caravan, but that's obvious really lacking as a consistent motivation. Do you goofballs want to be part of an adventurer's guild, maybe? Making a living delving ruins and selling historical artifacts to collectors and museums?
  10.  
  11. PLAYABLE RACES
  12.  
  13. Disregard stat bonuses. Pick +2's for any two stats you please.
  14.  
  15.  
  16. ----------------------------
  17. SOME HISTORY AND METAPHYSICS
  18. ----------------------------
  19.  
  20. Long ago, the world was neat and orderly. There was a place for everything, and everything was in its place. A world for fey, a world for men, a world of souls, a world of gods, and a great sea that connected them all.
  21.  
  22. But then the fey had to fuck everything up.
  23.  
  24. Those spirits of the Feywild who took shapes like man, mischievous and scheming, found peace at last, or so they thought. They merged their courts of green and blue, and of summer and winter, and gloam and forged a court of stars. They got it into their heads, the night of one particularly drunken feast, that they would visit upon their patron god, Corellon, and drag him to their festivities and make their celebration one to truly remember. And how it was...
  25.  
  26. No one's sure of the exact details of that fateful night, as even the fey who still live claim they were too inebreiated to remember, but something everyone is sure of is that the world broke. Not just one world, but all! The very planes had been sundered! Bits of everything were EVERYWHERE. The stuff of nightmares began to pour from the cracks in the firmament, and even the gods themselves were lain bare, unable to retreat from this horror. And it was Asmodeus, lord of devils, who attempted to take control of the situation and turn the chaos to his advantage and remake it all.
  27.  
  28. The ensuing battle was vicious and bloody, and at the end of it, gods, fey, man, and spirits primal forced together bits of Asmodeus's realm and the chaos in an attempt to corner the tyrant. The Nine Hells formed, and where the chaos touched Asmodeus's followers, something else was born, twisted, made something other. Demons spawned from that dread ichor. Asmodeus, in horror, turned his attention from the battle and forced a barrier separating his realm from this dark Abyss, which had already torn away chunks of the Hells and the other worlds to form profane places. Then, the Raven Queen swaddled them all in shadow, sealing demon and devil below her feet in what was left of her Shadowfell. The other gods built upon that, forming layer after layer around what was now the Underworld, though so few pieces remained that they could not hold it together with just the material. Shadow, chaos, fey energies.... bits of shattered worlds were mashed together, holding each other together like so much glue. In the end, one world was formed.
  29.  
  30. This was the Conjoining.
  31.  
  32. And after, the fey courts were forced into exile in the wee corners of what remained of their part of the world, warned against getting such lofty ideas again. And the gods found their nooks and crannies, and sat upon the world too to oversee it - but not to interfere overmuch, lest their work become undone.
  33.  
  34. ---
  35.  
  36. Magic is common enough, I guess, if by magic you mean slinging fireballs from your hands, calling upon divine power to smite your enemies, or invoking the spirits to spread foliage to ensnare someone. Ever since the Conjoining, there's always been a certain sort of power in the world that many are able to grasp with a little training, or sharp instincts. It's even in present in those you don't really EXPECT would be 'magical', like men with superhuman strength or a thief bending their very luck. Armies recruit individuals who launch flame, priesthoods have men and women who can heal wounds, with effort... But REAL magic, magic that gives you power over other things, that's a good deal rarer. The power to make a room silent, making a sword that can burst into flames no matter who holds it, the power to speak with the souls of the dead, to leap dozens of feet through the air, or to join two distant places together - now THAT'S Magic, with a capital M. That's the rare stuff. That stuff's not generally well understood by anyone. Of course, there are people who try and study it, but it's a lot more touchy-feely than the fireball stuff. You can't just write down your findings in a book and expect someone to be able to study it and use it off-hand. Those who DO study this kind of stuff tend to pass down their knowledge in close knit groups where things can be EXPERIENCED in person, and even then, sometimes results differ by individual. Stuff gets passed down, master to apprentice, sensei to kouhai and so it doesn't usually spread very far or quickly.
  37.  
  38. The dead typically don't come back to life - unless you're a Revenant, that is. The power to cheat death is an alluring one itself, and one a number of people have sought, to the ire of the Raven Queen's followers. If the power to Raise Dead in a more complete fashion exists, it's among the scarcest and most precious of secrets.
  39.  
  40. HJURAN
  41. ------
  42.  
  43. The Hjurans are one of the more widespread ancestries, though they don't have horns, fire breath, or anything similar. It's easy to recognize a hjuran, though if asked to describe one, you'd have a harder time. They can come in a variety of body shapes, however, in more exaggerated ways than other ancestries. Tall, strong and broad, average build, thin and lithe, squat and fat, pointed ears, rounded ears, long ears, short ears, eyes of almost any color, a number of different skin colors... Lacking in natural defenses, the only thing that comes to mind when describing them in their stubborn tenaciousness. You can find them nearly anywhere in the world, even the most inhospitable climates - and as the joke tends to go - it's probably because someone told them they couldn't.
  44.  
  45. A Goblin scholar once tried to classify different traits in Hjurans with different names, like Alf-Hjuran, Dolf-Hjuran, and the like - but found resistance from Hjurans he asked to study - after all, what's that matter? They're the same species.
  46.  
  47. Mechanically, Hjurans are all Humans, but can appear as humans, elves, dwarves, half elves, or anything in-between. The word 'human' exists in this setting, but doesn't refer to Hjurans - it refers to the sapient peoples of the land, no matter their ancestry. Hjuran are human, minotaurs are human, dragonborn are human, Illuminati are human. This also applies to terms like 'humanity' or 'mankind'. That's how it works!
  48.  
  49. DRAGONBORN
  50. ----------
  51.  
  52. The draconic peoples originally hailing from the archipelago north of Telgard. Centuries ago, many migrated to Telgard in search of adventure or fortune as population concerns became pravalent. Many city states were formed rapidly around charismatic leaders, and the labyrinths of minotaurs of eld were destroyed or built over to erase the legacy of the demon lord Baphomet (who proved to be very unpopular with a people whose chief deity was the similarly named Bahamut). The Dragonborn came from a culture of heroes claiming direct lineage to various gods, especially the Father of Dragons himself, which brought both the spirit of adventure and a degree of arrogance to those who became inspired by the tales. Attitudes are largely more tempered these days, with art, philosophy and debate becoming popular, and there is an increasingly large movement among the people to provide reparations to the minotaurs, who many feel were wronged in the initial settling of Ora Anguis.
  53.  
  54. There is a large population of Dragonborn throughout Telgard - Those who still felt the call to adventure left home in search of it.
  55.  
  56. GOBLINS
  57. -------
  58.  
  59. Mostly seen in urban areas and less in rural countryside, goblins tend toward the inquisitorial and the social - some of the world's brightest researchers, inventors and entertainers have been goblins, as well as factory owners and businessmen of all trades. Goblin-manufactured items have a reputation for being high quality at their best, and amusing novelties at worst. More disreputable goblins might use their people's reputation to sell snake oil They have no empires in this part of Telgard, but have integrated seemlessly into society nonetheless.
  60.  
  61. Of course, they're not all stereotypes, either. Lots of goblins buck the trends and become warriors and hard laborers - and any who underestimate them for their goofy appearance and stature often regret it. They're known to work well beyond what their small stature might suggest. And hoo boy, don't piss one of them off. You're not gonna like what happens next.
  62.  
  63. Goblins get an extra feature for picking this ancestry:
  64.  
  65. Too Big For Their Britches - You are treated as Medium-sized for all effects that would benefit you for being Medium rather than Small.
  66.  
  67.  
  68. HENGEYOKAI
  69. ----------
  70.  
  71. ILLUMINATI (MOTHS)
  72. ------------------
  73.  
  74. In the war before the Conjoining, the world was chaos. Energy of all kinds was in disarray. Elements were going out of control. Sources of primal, arcane, divine, psionic, and shadow energy converged in unpredictable ways. In some particularly concentrated areas, new life was born. In one case, will'o'wisps were infused with energies of radiance and fire, and became something new, something not undead, as the spirits were previously. Largely, these new life forms were ignored in the war against Asmodeus, but a handful of primal spirits took notice of these wisps and sheltered them from the battles. Near the end, however, the void-liquid of the Abyss had begun to seep everywhere, corrupting devils and other creatures alike. The wisps found themselves in danger as well, but being new and naive, they were fascinated by the nightmarish substance. One of the primal spirits then took it upon herself to save the wisps from the void, and took the form of a great Moth that fought against the tide, nature clashing with entropoy itself.
  75.  
  76. In the end, the spirit won time for the wisps, as the Abyss and Nine Hells were sealed away underneath the Underworld, but it was too late for the primal moth. She was living her last, she knew, and even had she survived, she might become twisted into something horrible. So the spirit gave her blessing and the last of her power to the wisps and shaped for them forms to inhabit, that she might protect them for all time. And these vessels were in the spirit's own image.
  77.  
  78. Thus the Illuminati were born. Since those days, their kind have slowly integrated into the new world and built dazzling cities across multiple nations - structures whose architectural style varies, but are almost always made with pyrite, glowstone, and precious gems - especially opals, and lots of hanging lamp-lights. It's often joked that they have a sixth sense for finding valuable gems, but the number of successful mines worked by Illuminati speak for themselves. It helps that their noses are sensitive to poisonous gases that many other races have trouble detecting. They're also able to call upon their elemental nature to create light, and often they'll carry these lights in flameless lantern containers that give off a shimmer of different colors, with adjustable crystals lenses that change the patterns of the light.
  79.  
  80. Despite their wings, they're largely flightless - only enjoying a brief period of flight in their younger years and rapidly becoming far too large to sustain it as an adult.
  81.  
  82. Fashion is often more important in their culture than social status or wealth, though wealth can also be used to amass fashion, so...
  83.  
  84. Size: Medium
  85. Speed: 6 squares
  86. Vision: Low-light
  87.  
  88. Languages: Common, Primordial, choice of one other
  89. Skill Bonuses: +2 Dungeoneering, +2 Diplomacy
  90. Radiant Soul: You have resist 5 Radiant and Fire. This resistance increases to 10 at 11th level and 15 at 21st level.
  91. Elemental Origin: You were inborn with elemental energies, so you are considered to be an elemental creature for the purposes of effects that relate to creature origin.
  92. Pure Light: You have the Light wizard cantrip. If you would have this cantrip from another source, you may upkeep two Lights at once.
  93. Ramoth's Protection: You have the Ramoth's Protection encounter power.
  94.  
  95. Ramoth's Protection
  96. //As you find yourself under attack, the light within you flares to confound your enemies and bolster yourself.//
  97. Encounter
  98. Immediate Interrupt, Personal
  99. Trigger: You are hit by an attack
  100. Effect: You gain a +2 bonus to all defenses until the end of your next turn.
  101.  
  102. MINOTAURS
  103. ---------
  104.  
  105. Minotaurs are descended of a people who made pacts with a powerful demon, the Horned King, Baphomet, in exchange for power. They took on a bestial form, similar to the demon's own, and a cursed power moved down their bloodline. Early on, many were overtaken by the curse's power and lost themselves to an inner beast, but many more rebeled against this fel power in their veins and sought peaceful lives of farming and mining. When the Dragonborn came to the land now known as Ora Anguis, however, all were driven out equally, as the dragonborn of the era saw them all as bloodthirsty monsters. Peaceful minotaurs found themselves scattered to the winds, to Graylight or the southern kingdoms, where they lived in exile. Over time, Baphomet's curse began to weaken in their line, and these days, minotaurs run the gamut of a wide variety of appearances. All have some manner of fur, horns, and hooves, but some noticeably lack the other bestial features or powerful builds of other minotaurs. The draw of losing oneself to vicious instinct has also been lost as the years have gone by.
  106.  
  107. As the views of the nation of Ora Anguis became more tempered and modernized, some minotaurs bravely ventured back to their ancestral home. They shared their stories and won the hearts of the common folk, who demanded the minotaurs be given due reparations. How each state has dealt with this matter has been different.
  108.  
  109. REVENANTS
  110. ---------
  111.  
  112. Sometimes, a death is wrong. It's overtly pointless, it's.... unsatisfying. Sometimes a person just wasn't MEANT to die. The mistress of death, the Raven Queen, is known to hate such unfulfilled deaths. On occasion, she may even right them with her divine power, creating a vessel from gravedirt and breathing back into it the soul of someone recently departed. Dust becomes flesh and within that flesh flows cold blood and a beating heart that feels empty, somehow. Memories become unclear, the life of one's past offered only in flashes, purposes half-remembered. All revenants feel the same sort of sentiment impressed upon them as they awaken; 'You are not done yet.' Their form does not resemble the one they had in life, typically, and it's unknown why this resurrection is so... incomplete. But finding one's purpose and reclaiming it with their own, half-living hands becomes the goal of many revenants with time. 'Finish your story...'
  113.  
  114. Revenants are undead, but paradoxically, they are also alive. They require food, water, and sleep, but do not reproduce or catch disease. Magics that affect the undead often find confusion with Revenants, if but for a moment.
  115.  
  116. TIEFLINGS
  117. ---------
  118.  
  119. It takes some gall to make a pact with Asmodeus, lord of devils, the Fallen Angel. Gall, or perhaps desperation. In the kingdom of East Khudal, one hundred and seventy-six years prior, the Brawl of the Bastards threatened to unhinge the seat of the region's political power and stability. Numerous factions vied for the throne, some fighting with armies, some with poisons. The ones that won, however, are the ones who entreated with devils. Queen Jenissa the Serendipitous entreated Asmodeus to grant her, her bloodline, and those of her closest followers, the power of the Nine Hells. Boasting incredible physical might and arcane power, her faction eliminated all other contestants to the throne. In exchange, they were to spread the tyranny of the Fallen Angel's influence across the very world. It was her daughter, Princess Kallista, that rebeled against her mother, consorting with lesser devils who sought to undermine Asmodeus's influence, and becoming the first Warlock who, with the aid of her subjects, would go on to defeat her mother and save the kingdom from eternal damnation. Kallista, however, was wiser than her mother, and tricked her fell patrons, the lesser devils that they were, into the kingdom's service.
  120.  
  121. Now the royal and noble bloodlines have through the years, become more diluted through the populace and Tieflings are abundant across the continent. They still possess a penchant for the dark arts, but no tiefling is held to account for Queen Jenissa's folly, thanks to the Dark Saint Kallista's courage. The tiefling and minotaurs share some degree of sympathy toward one another, both being descendants of those with cursed blood, though admittedly their bovine bretheren got the shorter end of the stick...
  122.  
  123. PANDORANS
  124. ---------
  125.  
  126. No one knows from whence the Pandorans come from - at the very least, it's not very widely known. These golems appear from a distance to be pale hjurans, though closer inspection may cause the facade to fall away. Many, though not all, have telltale marks that distinguish them from hjurans, though these vary: Glowing lines on their skin, ball joints, armor plates and screws, unnatural segmentations of the skin, or other things can give their true nature away. They appear to have been designed with myriad purposes in mind that vary by the individual - some outfitted for war, some possessing a nimble build, and others having a breathtaking beauty and a talent for social interaction. Pandorans are usually found in stone containers in odd corners of the world and often without explanation for how they got there - and the Pandoran themselves are usually not helpful either, often awakening as if for the first time, with only flashes of memory of their existence prior to their discovery. When found, they are usually fitted with a type of gem known as a Keystone that ensures their obedience to the possessor of a linked Keystone. These usually take the form of jewelry. Trading in these jewels is forbidden and more often than not they end up destroyed.
  127.  
  128. Their personalities tend to be somewhat muted compared to other ancestries, but they DO still feel. They seem to be modeled after life forms in other ways as well - Their flesh is warm, but metallic to the touch, and gruesome though the topic may be - many of their internal components mimic the appearance and function of those found in living species, including redundant or useless organs like the appendix - though these are all metallic as well. They bleed when cut, a red oil that smells of metal, thinner than blood. They eat, to gain energy, but often food prepared by a Pandoran for themselves is nourishing, but bland - some models can taste their food, and others can't. Despite their many resemblances to living life forms, their parts are somewhat interchangable - an arm can be swapped for an arm, a heart for a heart, if the 'surgeon' knows what they're doing. "Replacements" in this manner are rather difficult to obtain, but don't worry, it's not all gruesome black market stuff, some are found in caches similar to the ones Pandorans themselves are found in and sold legally.
  129.  
  130. The art of creating a Pandoran is just as lost to time as their origin.
  131.  
  132. Mechanically, they are Warforged, but Living Construct is changed so that they must eat and drink. They can 'sleep' to a degree, in a low energy mode that leaves them still aware of their surroundings. They may breathe, but this is primarily to speak, not because they need to. Pandorans still have have an advantage on starvation and thirst checks, rolling twice and taking the better outcome.
  133.  
  134. Nation: Ashenia
  135. Government: Theocratic Council (Three major religions hold power; Raven Queen, Ioun, Avandra), operating separate churches. Important governmental jobs are held solely by members of the clergy - ministers, judges, lawyers, clerks etc and laws are made with respect to the triumvirate churches. The seat of power is a small, walled city inside of the capital city, like the Vatican.
  136. Primary influence: Catholic nations, Italy
  137. Topography: Dark, dense woodlands, rolling hills, marshlands, aquatic trade routes via rivers leading into Northgard Sound and the Black Sea.
  138. Unique traits:
  139. - Intelligent undead are allowed to live in this nation, provided they submit to a rigorous background check and approval process, conduct themselves in an upstanding manner, and are not specifically seeking immortality for its own sake - something frowned upon by the Raven Queen's clergy. Mostly, these are vampires and revenants, but there are exceptions.
  140.  
  141. Nation: Ora Anguis (previously, Shan'hal)
  142. Government: Scattered city-states ruled by local kings. and a nationwide military power called Anguis Argenti that keeps the peace and answers to local lords, but does not participate in any internal power struggles.
  143. Primary influence: Greek, Roman empire
  144. Topography: Mountains, hills, bright and open forests, sparkling white coasts
  145. Religions: Full polytheistic - all Good or Neutral aligned gods enjoy temples in most major cities, though the relationships these gods have with one another can be different than other traditional interpretations. Most in Ora Anguis consider Bahamut to be the leader of the pantheon, and a famously lascivious one, taking on several lovers and legendarily, siring the Dragonborn race; as well as lending a penchant for interspecies mingling with all chromatic and metallic dragons. Erathis is often beseeched for inspiration. The Raven Queen is also an important figure here, seen as the ruler of the Underworld through which the spirits of the dead pass, and it is said somewhere in the nation, and perhaps others, are hidden doorways to that dark place. Evil gods are acknowledged but not worshipped, with the exception of Tiamat - the mother of chromatic dragons is seen as the only lover of Bahamut's to ever spurn him. To appease her fury, once a year the Festival of the Hydra is held across the nation in which effigies filled with offerings are burned in tribute.
  146.  
  147. Nation: The Barrens of Graylight
  148. Government: The Council of Bones, scattered self-ruling tribes
  149. Topography: Ruins, jagged coastlines, snowfields, volcanoes, secret coves and ice floes.
  150. Religions: A few pirates might revere Kord, or offer a prayer to Melora or Sehanine on occasion, but mostly there's a great sense of apathy about the gods here. The nomadic tribes favor Melora.
  151. Notes: Graylight - so named for the grey snow that results from mixing with soot and ash from the active volcanoes known as Mt. Ralgadin and Moradin's Forge, is a land with permafrosted soil, hardy tundra forests, and forsaken snow plains interspersed with frozen lakes that have claimed many a foolish traveler. Very few -want- to live here by choice, and that fact makes it a good hiding spot for pirates. Numerous crews, whose captains together form the cutthroat Council of Bones, dominate the coast, from which they sail to pillage merchant vessels from Ora Anguis or the west, or pillage the ruins of 'Avalonia', the so-called lost civilization whose true name is lost to history. Pirates striking out from Graylight will often feel safe on the return trip, as their experienced captains can navigate the ice floes along the coast with no trouble - and those same sheets give trouble to any that would pursue them. Rumors abound that the pirates live in massive cities hidden in their secret coves and drink from breakfast to bed. Pirates usually come from any ancestry.
  152.  
  153. Apart from the pirates, there are tribes of man that wander the southern reaches, closer to other lands. Most of these tribes are peaceful, if primitive, and comprised mainly of Hjuran, migrant Minotaurs, a handful of Dragonborn, and the scarcest bit of other races. Life here is hard, necessitating following mammoth herds for food and clothing, though some tribes live in old ruins or log cabins and trade resources with the nomads.
  154.  
  155. Nation: The Monarchy of Khudal
  156. Government: Hereditary monarchy with commoner representation in court through a chancellor.
  157. Topography: Rich farmland dotted in windmills, pine forests, sites of ancient battlefields, historical sites
  158. Religions: The Temple of Saint Kallista exists here, but we'll focus on that later. Most major religions enjoy a wide variety of temples and worshippers in the lands of Khudal, but lately the monarchy has had trouble with some of the churches of Pelor denouncing the nation's origins. Kord, Ioun and Corellon are some of the more popular choices in the country. Worship of most evil deities is heavily discouraged, but not banned, though temples and formal congregations of these deities are not allowed. Followers of Asmodeus, however, are tried and burned at the stake by royal inquisitors in service of Her Dark Holiness.
  159. The Temple of Saint Kallista: A 'religion' that follows no god, this institution praises the 'Dark Saint', Kallista, who stopped her mother Queen Jenissa from dooming the kingdom nearly two hundred years ago (See: Tieflings). The Temple records information about the history of Khudal, conducts inquisitions against followers of Asmodeus, and serves to educate and inform the public about diablery, the art of summoning and binding minor devils. The Temple does not teach HOW to do these things, only informs its members and others of the dangers and nature of these creatures. On the off chance that someone is foolish enough to try binding devils without oversight, however, the Temple has primers on what to expect from these creatures and hopefully how to avoid a grisly end for yourself and others. The most common cause of extralegal mishaps in this manner are young conjurers trying to call succubi. The temple does not mince words - devils are evil, and they often have little interest in your wants. The temple will, however, provide instruction for those who wish to enter a Warlock's pact with Kallista's patrons... Oh, and they hold great bake sales for charity.
  160. Other notes: As you may have noticed, devil summoning has a sort of history with the nation. The most famous diablerists in the monarchy are the royal family themselves, educated from a young age by mysterious tutors, and by Temple experts, both cementing their power and providing education on what to do if another national crisis were to occur. The royal family is also served directly by another of devils bound to them by Kallista herself back in the day, as a result of her tricking her patrons. Mostly imps in service as watchers and messengers, but a bearded devil stands in attendance of the monarchs, and a succubus is a courtier. These devils are loyal, if some begrudgingly so, but others revel in aiding Asmodeus's sworn enemies, delighting in raising the influence of their true masters.
  161.  
  162. Speaking of the royals - The ruler of the nation can be either the King or the Queen as this is decided by seniority, not gender, and they hold this power unchallenged, even by their spouse. Polygamy is legal in Khudal and while there will only be one King or Queen, many members of the royal family are all known for surrounding themselves with a wide variety of consorts. Consorts that are married to a member of the royal family (whether the rulers or not) gain the title of prince/princess consort and have greater standing and authority. There is no such thing as an illegitimate child of the royal family, and the closest thing would be an undocumented one - a rare occurrence and one that is not often recognized due to the havoc it could play on the order of succession.
  163.  
  164. Cuisine: Khudal is very abundant in rich and spicy foods. Common ingredients of various dishes include eggs, milk/cream/cheese, alligator pears, various peppers, and more. Eggs are a staple of the Khudalian diet - and not just chicken eggs. Pretty much any fowl or lizard has been at some point stalked for its eggs, to the point where at one point in the nation's history, wildlife levels began to drop and the easy preparation of cooking eggs in water out of their shells became known as poaching, after the poachers who popularized the practice. Mayonnaise was also invented here, as was the practice of making hard-boiled eggs, cut open with mayonnaise and mustard - the famous dish of Khudal, 'deviled eggs', after the region's penchant for the diabolic.
  165.  
  166. ???: Historically, the phrase 'I'm off to see a devil about a payment' was used by overworked Khudalians going home to sleep or about to sneak off to take an hour's nap. This colloquialism got shortened over the years, to "I'm off to pay a devil", and then "I'm off to devil". How and when just 'deviling' became used to refer to taking a nap is unknown, but it's also not common vernacular anymore and baffles outsiders who hear the turn of phrase.
  167.  
  168.  
  169. Other Nations: Still working on stuff, expect like two or three moreish with maybe one typical sprawling kingdom, and a proper republic.
  170.  
  171. THE GODS:
  172.  
  173. Avandra: The goddess of Change and Freedom, and the patron of many who toss caution to the wind - The temples of Avandra preach acceptance of others, positive spontaneity, and the spirit of ADVENTURE. Her followers are all about being in charge of yourself, working to change the world for the better, and having fun along the way. She's said to be in a loving relationship with Sehanine. Thought to be quite busy working on the far reaches of the world and making them interesting without accidentally unmaking all of creation again.
  174. Depiction: A young Hjuran woman with short, brown hair and a pith helmet, and a look of excitement on her face.
  175.  
  176. Bahamut: The Platinum Dragon. Honor, chivalry, justice. You know the drill. Nations particularly heavy in Bahamutian worshipers often protect their citizenry with law and steel, and his followers are known for getting a bit zealous at times. When you think of someone who aspires to become a knight, rescuing men and women in need, slaying evil dragons and protecting the world from darkness, this is the sort of god for them. He's known as the Father of Dragons, though most would only attribute Metallic Dragons to him. Ora Anguis, however, portrays Bahamut as a little more laid back, a god with many lovers, and the father of both metallic and chromatic dragons, though Tiamat is credited with the latter as well.
  177. Depiction: A Dragonborn with silver scales, in full plate with wings.
  178.  
  179. Corellon: A lot of artsy-fartsy things are attributed to the patron god of the Fey. Spring, beauty, the arts... but he's also the patron of good natured mischief, wine, and celebrations. Famously responsible for the World Break after one night partying too hard with fey buds. Because of this, many churches urge their followers not to forget the past and be at least a little responsible in one's celebrations. Some would probably say it's mostly the Spring Court of the fey he's associated with, some of those other guys can be pretty uptight and incomprehensible, though even Corellon can take a dark mood if addressed without proper respect.
  180. Depiction: A fey man with blonde hair, lazily sipping wine on a throne.
  181.  
  182. Erathis - The goddess of civilization. Envious of Corellon and Moradin's domains over creative pursuits, she reluctantly holds the leftovers of society - invention, expansion, and legislation. She tends to piss off Melora and Avandra because she sees the far reaches of the world as potential (free) real estate and doesn't get why everyone is so up in arms over exploration or conservation. Business and commerce are also her schtick, though she's usually not depicted as greedy, just overly practical minded and a bit tunnel-visiony. Tried to pursue Moradin in a relationship, but famously drove him off by talking about so-called 'Goldberg' machines for eleven hours straight.
  183. Depiction: A Hjuran with long, black hair and sunken eyes, wearing fine robes.
  184.  
  185. Ioun - The goddess of knowledge. Portrayed as a great librarian cataloguing all the world's lore, and known to be frustrated by the inability to document 'greater' magic, as in her opinion nothing should be beyond general study. As a result, some of her followers have tried to track down as much lost magical lore as they can and teach it in turn - though those who have tried to do so on an academic level have all failed. Fortunately, the more esoteric parts of arcane study isn't at all the extent of her domain, and there is so much more in the world to study. She'd probably be able to hold quite a conversation with Erathis about those Goldberg machines, but Erathis doesn't seem as interested in the physics of it all. Places of Ioun's worship often double as libraries, or public education facilities, and almost as many of her worshipers are able to wield arcane power in battle as divine. A rare few even manage both.
  186. Depiction: A sullen but focused librarian from no particular ancestry - she is the pursuit of knowledge among all people and differences of the flesh are meaningless.
  187.  
  188. Kord - The god of STORMS, BATTLE, COMPETITION!!! Kord is usually depicted as wild with something to prove, though he also governs martial skill and like prowess. Kord loves it when his followers take a stand for what they believe in, especially if they're willing to get to fisticuffs over it. Bar brawls, tournaments, war, you name it, he loves it - the reasons for a fight aren't as important to him, only that those who fight believe in what they're doing. He tried to win Avandra's attention, but when he found out she was with Sehanine, you know what he did? HE RESPECTED THEM! HE RESPECTED THEIR RELATIONSHIP! WISHED THEM NOTHING BUT THE BEST!!
  189. Depiction: Usually as a large, boisterous Hjuran, Minotaur, or Tiefling, with a big black beard and cutlass.
  190.  
  191. Melora:
  192.  
  193. Moradin:
  194.  
  195. Pelor:
  196.  
  197. The Raven Queen:
  198.  
  199. Sehanine:
  200.  
  201. The evil deities
  202. ----------------
  203.  
  204. Asmodeus:
  205. Tiamat:
  206. Vecna:
  207.  
  208. Demons and other figures revered as gods:
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