BECMI Chapter 180 – A Brief Aside and Who’s Who of Stuff
Oops. I made an error and completely skipped chapter 178 because I accidentally posted an entire old chapter inside 171, and it blew my word count +2000 and I didn't go back to check.
So, I have to make it up somehow, which means… a little diversion of a chapter!
You may want to bookmark this chapter, because it is going to have a lot of character references and locations to it.
These are my personal notes and how I keep track of who is who. I watch them when I write every chapter.
==========
Edgina Bludevich-Jubvanyl Cold Reader of the Zanzyran library!
---Eye and Hand drifting about her, Scholar's Touch, Wizard Eye
Rank M and basically maxed out for traditional xp. The only thing improving is attack bonus and Caster Level.
Familiar Duum (uses a Lance of Duum! Hat of Disguise, Monocle of Eagle Eyes and See Invis, etc), Staff Dread, Rings Funf (TK, Protection, Sustenance, etc), Primus (Elemental Command), Haima (Regen, Evasion) (no 4th Ring as yet.)
Mother is Lady Keffe. Father is Boraz.
Comeback Inn is the Thisbean Inn. (From Blackmoor module 1)
Edge has a Portable Hole (holding a lot of technological gear, among other things) sewn into her Boots. Her dress is Morphing and has Deeppockets feeding into the Hole with Prestidigitation to move things in and out with a thought..
Her Tiara of Brilliance is Morphed to look like a Rose in her hair.
Rule of One; The Free Company
Elven Clan of Luswyr! (Speaker) Eryis, Nymthaiel, Rusafiel, and Yvryn! +5 More Clan Grunalf changed to Uainel; Clan Hulliwyl is the clan of the second group of elves they ran into, led by Cymbyr.
Elven Greeting: A fair morning and a free wind upon you. (reply) Open skies and a gentle sun!
Prince Ukker Denalan, and Revered Cruxin of Clangyr, +11 more dwarves, and +6 more encountered later. (Gomrig, Krodduk, Jorggo among them)
Revered Gomdul?
Dunven the First King of Rukheim
Heart of the Mountain, torhuv. Heart of the Volcano, chamhuv: talent names for Geomancy, and with a little pyromancy, respectively
Harnadin the Smith-Father (Patron of Moorish dwarves).
Shmvoxxayl the Skymother (Huge blue dragon, confirmed dead at this time)
Cirruluxul the daughter: blue dragon yellow eyes turned palest blue, blue-black hair, white mana burn patterns from Immortal power stayed with her into molting and size growth after dragonsleep. Age Rank 4/12.
The Northmen: Bjorn and Hargold Skifnerson (F/21+); Hammer Ogvier, cleric of Donner (20); Gruna, Igvild (rezzed); Lascarl, Husnef (cooks) 19 Northmen total (levels from 12 to 18); Bronk (former Int 6) (f/17)
---Humans, largely tall, burly, and blonde, blue or gray-eyed
--All at least Masters in one weapon.
--All Wishcrafted to at least 13 in all Stats, and 18 in at least Con and either Str or Dex.
Darryl Hornswain of Wahrsherz, 'Sir Horn' (sword Amber) F/7-22 (brown eyes, dark hair) LG; Hanvol of Absoglor, (brown eyes/hair) Mage/7-22 (Fire Elementalist), NG; Guyven of Federyn, Guy, rake/7 to /22 (blond, hazel eyes), CG; Oswald Brandybuck, 'Buck', Hyn/7 to Rank H, +Thief/8 stacking (hazel eyes, curly brown hair), NG:
Edge entered the Inn in 990, the adventurers entered in 985.
Benjamin Horst, Technician Second Class; Lich (now a Behemoth Gunner). Expert/8 to 14.
Technician Dani Saliaveli, Expert/6 to Ranger/10; double lasers, Apex scanner (now a Sniper)
=====================================================
Entelia Avom, Iendyl, F, aspiring aeromancer. (level 6)
Nico Bastionelli, brown-haired, blue-eyed, Alchemist, Wiz/6, Fuireze.
Messime Ievyndr, red-haired Sidheduiche elfin, aspiring Ruby or Gold Dracologist, Dragon Disciple (Elf/6).
Laurentine Fernucht, Frier, red hair, green eyes, robes (cover of Glantri Gazeteer); Wiz/7, with a fondness for transmutation magic.
Miklan McMikal, human fighter and potential Forsaken, black hair, green eyes, Caergard, a Kladelander (Brotherhood of the Claymore). Claymore Named Laird. Fighter/6-7, and a potential Forsaken.
Isadora McMikal, cousin to the Mick, also dark hair, green eyes, Caergard. Wiz/6
Chekwort, a lupin, Zanzyran Mountaire, Fighter/6, hired by Laurentine. Likes to use a Crossbow and Mace.
Hammel Guntervund, stolid nerdy engineer-type from Inclu, not a soldier, aspiring to Earth Elementalism. Blocky, solid, brown hair/hazel eyes. Wiz/5.
Owshiva (f), gray-silver, fine coat, gold eyes, Pennacles breed rakasta (vaguely Siamese cat fur pattern), F/5-6, hired by Nico
Rika Gulles (f), Archer/4-5, human, brunette, hazel eyes, hired by Entelia
Braun, big human axeman f/5-6, hired by Hammel. Brown hair/eyes, bearded, brawny.
=============
On Mystara and the Known World
Planet Megalith's name: Nown
World is often called Tera by inhabitants (basically = saying 'earth' in a formal way)
Continent of Brun for the Known World is changed to Olos.
========================================
Glantri to Zanzyr. A largely human magocracy dominated by the Immortal Thaum and based around exploitation of the Radiance there, which allows the development of magic not found anywhere else in the world. No clerics allowed, and no dwarves, while hyn are often subject to magical experiments. All laws blatantly favor wizards.
The Plaza Macedon in Zanzyr City: the center of the city, often walked about by the Princes and nobles from the nearby Council building between sessions. Situated where the Atoile meets the Wynxias, cut by many rivers, riven with political infighting allowed by the wizard-favoring laws.
Rivers: the Wynxias (going south through Darokin), the Rouge coming from the southeast, and the Atoile, from the northeast, both empty into the Wynxias which heads out through the Bleaklands from the northwest.
This is the location where the Barshund met its end. Its power core, altered by Immortal powers, is located directly below the city and forms:
The Core of Magic, The Furnace of the Spheres, the Core of the Radiance: alternate names for the Nucleus of the Spheres that generates the Radiance.
Neros Alpes (Black-stoned mounts, forming the southwestern mountains). Have many humanoid tribes, but not as many as the Bleaklands.
----------
from Etienne d'Ambreville to Grandmaster and Prince Nathanael Jean-Arc, Head of House Verdain, (the Immortal Thaum). His Principality of Neuva Vascovune, bordered by the Massif mountains to the north. (Green and White livery). Ascended year 836, and in doing so created the Day of No Magic (which signifies the end of the calendar year as the darkest day of the year).
Tend to be Lawful Neutral to Neutral in outlook. Their land has a major lycanthropy problem they really don't do much about.
The populace emigrated from another dimension (Earth!), along with House Caergard, and cannot return. They are very French in flavor, with strong interests in wine, cloth, perfumes, and similar things.
--------------
Belcadiz changed to the Zorozo of House Colorajo. Dark-skinned flamenco elves who emigrated from the southern continent hundreds of years ago. Used to rule all elves in this land, until the Sidhe clans chaffing under them split off. Their Princess is also the Master Witch of that School in Glantri. They tend to be Neutral to Chaotic Good in attitudes, and don't much like Sidhe elves now.
Zorozo act much like Spanish noblemen, and the house pursues mastery of dagger, rapier, and horsemanship. They act unnervingly human to many Sidhe elves, enjoying city life and busy, emotional lifestyles with much drama.
The clan is not descended from the Realm of Syluna and the Immortal Corellin, and so does not have a Lumina Tree, or feel the need for one.
--Professor Manuel de Ortagez (teacher and Alchemist at the Great School), Dante de Zorozo (student and fop)
--Tantrin, trade village at border with Bleaklands; Ryna, city across from Erendyl where the Rouge and Wynxias meet.
(Green and Gold livery)
----------------
Principality of Erendyl; the Sidhe clan elven principality in Zanzyr. Largely NG to LG.
Brittabelle Erewahr (blonde/violet)(Sword Lily, Bow Owl), High Cryptomancer, Elven Wizard/20, Attack Rank K, LG
---Duchess Highwall Elamassri, took over the neighboring dominion of the now-imprisoned human Duke Fenkrot who was an elf-hater, a superb political coup.
--Hlatal trees/treehomes are the big round trees evolved from oaks that are the preferred abodes of many Sidhe elves. Sentinel trees evolve from beeches and grow taller and slimmer, and can reach up to 600 feet high in true elven forests like the Sidheduiche.
--Patron Immortal is Ilsundal/Corellin, the elven Immortal who made the Lumina Trees at the heart of all Sidhe states, very tech-opposed.
--Captain Ditryll of the Princess' Guard
--Avanlilt Erewahr, Ambassador to Parliament.
--Brittabelle's Tower is Ehlamassara, where the clan's Lumina tree is located.
--New Trade City of Launcel on the River Wynxais and Bleaklands border.
-Earmithil, Captain of a patrol on the new trade road.
--Erendyl is the name of the main city of the Principality, as well as the Principality, sitting at the meeting point of the Rouge and Wynxias Rivers. It sees a lot of rolling trade come through from Fuireze and Skyhill.
--(Blue and Gold livery) Sidhe elves nominally have blond to silver hair, and blue, green, or violet eyes. They are emigrants from Sidheduiche, come here to investigate the Radiance. They prefer the longsword and the longbow in combat, and have the traditional elven love of forests.
---claermist, Elven white wine
------------
The Freir people of House Tilian (red hair, copper skin). Call themselves the first settlers of Zanzyr, and believe themselves the only ones entitled to rule the area, as they once did (and were soundly thrashed by those thinking differently). The descendants of the Delphan Followers of the Fire, come to Nown. Very magically talented family (a full 20% of even commoners!)
---Known for their orange to red hair, coppery skin, and orange to yellow eyes.
---Vaar, Student (Fire), Prince Mahar Tilian (yellow eyes) The latter is the High Pyromancer in Zanzyr, Wiz/29.
---(Orange and Yellow livery) Largely LN to LE in outlook, definitely human supremacists and fanatics about fire magic.
---------------------
Caurenze to Fuireze (Siricil), House Nerocuori, ruled by Prince Guilimani;
Nico Bastionelli, student (Alchemist)
---(Purple and Gold livery), tends to N to CE Alignment.
---This house is of Siricilan descent, with many contacts back in that Empire, and infamous for its decadence and treachery. The house lord ascended to his position by poisoning his parents and siblings to remove any chance of others gaining the seat. He is also the High Geomancer, and the Principality is known for gladiatorial games, cutthroat intrigue, poisons, and fine architecture.
--------
Aalban to Inclu (Prince Drakker von Jaggenfel of House Grafburg); Prussian-based, the Lord is the second strongest wizard in the country (Wiz/31), the High Dracologist, and the country's warlord. His Principality is very militaristic, makes a lot of gears and clockwork, and sponsors a lot of monster hunting. Wants a war with the Khan of Tukhman badly.
---(White and Purple livery), largely LN to LE in outlook, with large military enrollment.
---Herr Doktor, the best golem maker in the country. Has dozens of golems and other Constructs around his shop.
------
City of Blackhill to Skyhill
Principality of Aendyr (Alphatian/Delphan) to Iendyl and House Argencal
---Nicothe, female student (Air)
---(Blue and White livery) N to NE in Alignment.
---Family of pureblood Delphans hungry for more information on the Radiance, lazy spies for Delpha, and the house strongest in Aeromancy. The Prince is the High Aeromancer, extremely snobbish and very superior about etiquette. As a Wiz/28, he's quite strong in Zanzyr, and a nobody back in Delpha were his family to return, so he stays here. Has few friends in Zanzyr because of suspected Delphan ties, esp. his neighbors in Fuireze. Treat as decadent expatriate British nobles.
-----
House Caergard (Scots), ruled by the MacKlannister clan,
---Isadora McMikal (student); Mikal McMikal
---Kladelanders (Highlanders of the Claymore) are the largest organization of rebellious fighters in the country who bristle at the fact they cannot become nobles and the laws favor wizards so much. They are very repressed and hunted as insurrectionists, but have a strong following across the country and in the military regardless.
---(Green and Red livery) LN to CN and NE in Alignment, largely dependent on whether they are fighters or not.
---Prince Cannarl MacKlannister is the head of the clan, and a Lich of the Radiance, Wiz/31. He is also a Necromancer of the Fourth Circle, and very envious of Prince Morphail holding the High Necromancy.
---The whole clan is dominated by necromancers and haunted by no end of undead ghosts, spirits, and servants as a result. The fighters of the family bristle at the domination by their spellcaster kin, but can do little about it… or the undead around, because the clerics of the family were all chased away, too.
-They emigrated from the same world as House Verdain, but ended up collapsing the portal with their move, earning the everlasting ire of that House, who ended up losing some of their relatives left behind.
----------
Boldavia to Transyvia, Morphail to Mordai Bludevich-Jubvanyl, House of Bulgarov; Mordai is the High Necromancer, and a nosferatu/Vampire, possibly the single strongest vampire in the world. He is hundreds of years old, with his origins back in a kingdom of blood he founded back in the lands that are now Warsherz, and was chased out by the priests of the Hellenar Pantheon. He is one of the primary forces keeping clerics out of Zanzyr. He is also widely admired, inherits his own position every couple generations, and is feared for what would happen if he dies and all those vampires under him would become uncontrolled instead of relatively suppressed as they are now.
He is a finely mannered, handsome, and very powerful Dracula stand-in.
Edge's Father is Boraz, a dhampir son of Mordai.
(White and Black livery). While the populace is mostly N, the leadership of the family are all vampires, and so Chaotic Evil.
-----------
Principality of Shiangu; House Lhamsa (Prince Jughamya, High Justicar)
(Gold and Green livery) Largely LN to N in alignment, based on Chinese wu jen to a great extent. The Prince is the High Illusionist, and they are of Tukhman descent, chased out of the Khanate and opposed to his rule, but Prince Drakker continually attempts to paint them as spies for the Khan.
------------
Sim One pretends to be Edge's infant self, using Alter Self to appear alive and aging slowly.
Sim Two is in the Hall near the Inn with the Mirror of Mental Prowess and often looks like a Shadenelf priestess. She spends a lot of time opening Mirror-Doors for people to move back and forth quietly, and is also the main reserve Healer for Edge's Company in emergencies.
Sim Three is usually running errands, such as buying and selling stuff, both aboveground and below.
Sim Four watches over the Thisbean Inn full time.
Sims Five and Six are doing more Rune and other magical research for now, and also making magical items, Casting Permanent Spells, invoking Wishes/Miracles for Wishcrafting, and so forth.
Sim Seven is full-time accruing goldweight via Commune with Nature and mining with elementals and the like. She also keeps up on nifloid movements around the Inn.
Sim Eight is 'Ghost'. She backs up teams on combat operations.
Sim Nine is helping out Sir Horn with his deeds in Warsherz.
Sims Eleven through Forty+
Sims scattered every hundred years back to Darkmoor in ones and twos. Sims persist as they are until they find an opportunity to gain a soul, gain a life of their own, and then can live and die as an elf across the centuries. Most of them pass long before the current day. Since there can only be twenty Sims at one time, this means older Sims becoming alive frees up room for later Sims.
With knowledge of the Rune of Time to guide them, they both keep history on the proper track and interfere with it minimally, mostly recording history… although they can take actions that are lost in greater disasters, among other things...
---Lady Firerose, the 'First Fire Elementalist'. Dies of 'old age' soon after the Frier arrive in Zanzyr, her tomb is on their family land and forms the foundation of Zanzyran Pyromancy. Actually Ascends to become a mighty Fire Elemental (60 HD, although not an Immortal). The Frier, embarrassed at by being taught about Fire by an elf, try to suppress knowledge of her and the debt they owe her.
The story has been taken without consent; if you see it on Amazon, report the incident.
--Stalker: Job is to personally track and feel the Immortal Power of as many Immortals as possible so as to recognize them.
--Woodrose mostly wanders through elven and fey realms all over the planet, keeping track of events. Use Cryptomancy, focusing on plants and trees, and is considered a great guest of the Fey in Fey Courts.
Courtier Sim 2 Natasha works in the Licensing Bureau in Zanzyr City, and so has her finger on the pulse of who owns what and is doing what. She can expedite many matters, and form a terrible impediment to others, if desired.
Courtier Sim 1 Ellenesse works in the tax department in Zanzyr City, and so has her pulse on the flow of money in Zanzyr.
Courtier Sim 6 works for Duchess Elamassri Erewahr as castellan and Healer, adding a powerful supporter to the new noble and so is very popular with the community.
Courtier Sim 5, Shama, works as an aide to Belle's representative in Parliament, Avanlit Erewahr, mostly for Marked communication, divinations, and daily Astral Wards.
Courtier Sim 3 Illysa is a handmaiden for Princess Brittabelle. She Awakens the horses of the Principality, is a reserve Healer, helps with large projects using Cryptomancy, makes elven magical items, and serves as a model spellcaster for other Elves.
Courtier Sim 4 Eska runs Commune with Nature along the eastern border of Erendyl, and Awakens Hounds. She is very active in communication and coordinating military patrols there, backing up the teams, who appreciate her very precise directions to ambushing nifloids.
Darksimoor One stays with the Inn and is an information conduit to the King of Darkmoor.
Darksimoor Two stays at the Batrachian Basilica and manages the tech and magical defenses there, has instant communications with Darkmoor City, as well as being a back-up Healer and spellcaster, especially watching over the Teleportation Circle in case of the need to evacuate.
Wonabelle, First Belle Sim. Brown hair/green eyes, looks like a Hullivyl clan elfin. Makes Bows, serves as a back-up Healer and spellcaster for the eastern patrols of the Bleaklands.
--Sims have Contingent Amulets with False Life if injured and in danger of being destroyed, whereupon they retreat quickly to repair themselves with Mend Construct spells. Extended Alter Self spells allow them to appear perfectly alive to all appearances. Most modify their appearances away from their Prime so they can be individually identified (they are not used as bait or lures for their Primes.)
---------
Assay in Ch. 19.
Shadow elf to shadenelf/the Shaden, City of Stars to Sternvult; Isgael (secondary city)
Royal family is Ershultaen. The king seeks to conquer Sidheduiche for his daughter to rule, an elven land away from the influence of the priestesses of Gaebrel.
Rafiel to Gaebrel. The Immortal Patron of the Shaden, gave them their rules to live by and empowers the priests which give them a great edge in the Underdark. Also a Darkmoor technician empowered into Immortal status during the Doom of Darkmoor, and rebuilding a new Core of All Magic!
Bug Cavern – Schiders; Shaden food = curina
Gammathauma radiation = The Radiance
Betathauma radiation = atomic radiation that mutates.
Idhemong (Aengmor): the first Shaden city, lost in lava. Serves Tzentotl. Azcapan Empire does, too.
----------
Alphatia to Delpha/Delphan, yyota fruits. The fruits are a massive addictive hedonistic force that rotted out the core of the Delphans.
---
Thyatis to Siricil/Siricilan,
--Hattia/Hattian to Angru/Angrusi Peninsula (extremely Racist and Germanic, complete with Storm Soldiers, etc)
--- the Teuthonic (Heldannic) Order is based there.
--- Emperor Magni; Empress Mauria, handmaiden Jumana.
-- Alexei Kravimos up and coming gladiator, lover of Emperor's daughter
-Ladnasil – Third founding tribe and a Duchy of Siricil (replace Kerendas); the most cavalry-centered and progressive part of Siricil.
--Isle of Dawn to Isle of Kheper; island between Delpha and Siricil routinely fought over by them.
--Sea of Dread to Sea of Strife; Hinter tribes of the south being pacified by the Empire (original homeland of the three tribes of Siricil).
--Savage Coast to the Raker's Coast. (nations mostly covered in the Princess Ark series in Dragon Magazine).
-- Cyapri elves and the Emertaltan Rangers in forest on western border (origin of the Ranger Class for humans). Gaulithar Thallaniin, the Clanlord of the Cyapri.
---
Eislas (Norwold), the area of the Test of the Warlords module and later Companion modules set there. Yet another point of conflict for Siricil and Delpha… and Immortals. Also home to the largest Fire Elemental and Dragon Kingdoms on the continent.
---Seacall (Oceansend); free trade city that threw off Siricilan rule and is trying to remain independent.
---
Tukhman Khanate (Ethengar): Steppe nation of horseman nomads loosely based on Mongolia. Ambitions to found an Empire and rule the Known World.
---
https://pandius.com/jhibdon.html
---
Heldann Freeholds to Frokki Holds (the Teuthonic Order is subjugating them),
---The Gods of the Northmen: Grimr, Donner, or Vindler. (Odin, Thor, Heimdall) in Vairholl; the Aysener (Aesir), Nifl (Hel), Syr and Syrja (Frey and Freyja), Sonr Nalljar (Loki)
---
Alfheim to Sidheduiche (god is Corellin, who made the Lumina trees, and Feirlunl, his apprentice, who founded/made Sidheduiche), Lumina trees (Trees of Life), the Relarin Forest. Hlatal (House) Trees, and vrethmuir (Sentry) trees.
-- Current King is Lymeril (of Clan Eremyl).
===Castellan Removyl, Elf/8
---Ourphea, ancient Elven Homeland on another continent
-Founder of country/forest was King Feirlunl. Corellin founded Sylvuna and the Lumina trees, which Feirlunl brought with him when he left Sylvuna.
-- Clan Rokku (Chossum). Elven Merchants. Clanmaster Hydruis E/7
--Clan Eremyl (Erewan), noble, run by Belle's maternal great aunt, E/8
-- Clan Fydelea, The Faithful, fled from Sylvuna. Run by Nymlyph, EW/14.
--Clan Uainel (Grunalf), hunters and foresters, run by old Lyalirn Far-Rover, E/Rank D.
-- Clan Longstrider, many good magic points, trains most elven wizards. Run by Demonhunter (E/Rank E) and his spouse, Coolhands (EW/18, Colorajo elf)
--Clan Red Sword, the military. Led by Crimson Sharp-Tongue, Rank L. Olivander Trussoyl
-- Clan Feirlunl, historians, clan of the first king and founder of Sidheduiche. Clanmaster Dierluml, EW/8, Chief Librarian.
-- General Gelfernador, Rank F, close friend of the King.
--- Halliefrondel, EW/20 of House Longstrider, senior Wizard of the Realm, extremely isolationist.
---
Darokin to Federyn,
--(House Garond, House Ruhaldin, House Caliador (military, LG), Gimwall (Controlled by thieves' Guild of Marsenpur)),
--Corunglain → Absoglor, Federyn City, Wynxias River runs to the Chelphryggi Swamp (Hynpact and Rhodos, the latter is Federyn's only seaport)
---
Karameikos to Wahrsherz; basically conquered by a Siricilan noble who wants to become a king on his own. Occupied by an ancient people who they discriminate against. Goes by Archduke for now to play off being sponsored by the Empire of Siricil.
Hurgle is the Court Magus to Marquis di Stegwalli, the Black Wolf Marquis, cousin to Archduke Warsherz, who seeks to overthrow his cousin and take over the nation.
--Luln to Culm; Tribanks Fort (Vermuth and Sage Rivers), Ruge Lowlands (Ulesos River); Gargoyle Bridge
--Native People are the Hellenar of Hellena. Vaguely Grecian in style. Immortals are the Hellenar Pantheon. Their Old Empire is the Eonic Empire, long since fallen (remnants in the Hollow World).
--- Archduke's Capital of Glazieraum; Barony of Franklin in central area.
--- Fort Lumlriz, Forest nearby has the Vellibra elves, border is the Cyapri;
-- trade village is Corillinian;
-Lake of Misty Dreams watched over by a Ruby Wyrm living there.
Rockhome to Rukheim, Dwarf-priest Korgil, Captain Hrogi
--Clan Torkrest to Wurhelm, Clan Everast to Denalan, Clan Skarrad to Brukkel
Kagyar to Clangyr, Buhrodar to Gudspiel, Hurwarf to Dworxen, Wyrwarf to Wodxen
Sheikhdoms of Zakarum for Emirates of Ylaruam. Arabian nation of nomads and cities, united by their faith in the Prophet.
Broken Lands to Bleaklands: Humanoid 'homeland', the actual former location of the fabled land of Darkmoor. Extensive Underdark cave systems.
Nithia to Sythia. The Egyptian-themed country of great magic, fallen to entropy and corruption, and all knowledge of it wiped away by disgusted Immortals.
Minrothad to Chimaro: The leading seaborn mercantile power, sort of a Dutch/British mixture based on a few islands. Go anywhere and sell to anyone. Their Merchant Princes are a powerful sea-based secondary Casting Class.
Ierendi to Ojutalo: Tropical vacation island with a strong naval tradition.
Wendar to Oskvar: One of the great elven nations, threatened by assault from an elf-hating wizard of shadowy power.
--House Fenkroft: Human Elf-haters of Oskvar.
Hiawathan Clans (Atruaghin): Based on American Indians, with one clan more like the worst of the Aztecs. Live around and atop a plateau raised up from the surrounding nations to better isolate them from the influence of other peoples.
Northern Reaches: Austland (islands, Auggi); Humland (Vestland, Ruggi); Suderfjord Jarldoms (Croggi), Frokki Freeholds (Teuthonic Freeholds); People now called the Urtho. Followers of the Ayenser Pantheon and not much advanced for thousands of years as a result.
---
The Seven Shires: Hynpact connects to Tikasso;
Westshire; Hillshire; Heartshire; Northshire; Seashire; Eastshire; Treeshire:
Capital is Seven-Town, Ruug Mountains to north w Warsherz/Federyn;
Masters Krisnedge, Ondello; Mistress Bessana, Jezela : Masters are the druid-like Casters of the Hyn, but their magical powers work only within a hyn Shire territory.
--The blackflame of the hyn is a powerful and useful relic item they do not share or speak of with outsiders.
Pierro (Renardy): land of wine-obsessed lupins. Located on the Raker's Coast.
---Lupins are canids, humanoid dogfolk who look much like various dog breeds.
---rakastas are their feline counterparts, who look like humanoid cats or great cats.
===========================================================
DARKMOOR
==================================
Blackmoor to Darkmoor,
Empire of Thonia to Iberon, Iberish language is Common;
---Current Iberon Emperor, Alucius. He's batshit crazy and thinks he's a god.
The Palace of the Gods, the FS Barhund: the ship is nearly 3 KM long and up to a KM wide, with multiple floors and decks. Although it is built for science and exploration, it is still well-armed and defended, with manufacturing technology able to firmly establish a defensible colony if required. Primary power core of Anti-matter was destroyed, causing its crash. Running on a powerful fusion core now, that in the future becomes the Nucleus of the Spheres et al.
---Computer technician Dani Saliaveli Expert/8 retraining to Fighter (gunfighter) 10+ and rising
Captain Emeril, Captain of the ship afflicted with mental conditions arising from stress and conflicting obligations. A F/15 and later rising after cured of his afflictions and allowing his crew to join the rest of the world.
Security Chief Ferru (deceased): For some reason thought to take over a cult of frog-worshipers and start building himself a kingdom using future tech after he mutinied and fled the Barhund when the mutiny failed.
This world is designated Geos-14, a rim system in the frontier Jezebel Sector.
Ketcher Kociba, the Catcher; Spymaster of the north. Very intelligent and proficient F/14, middle-aged and trimly slender in build, dresses as a scholar and professor at the college where he works.
King Antius Darkmoor; -3054 years, LG Fighter/20+ of great intelligence and charisma; elected to the Kingship; Wields the Sword of Darkmoor (black longsword of great magical power).
Marfeldt to Skarvald; Barbarian hero of great power and resistance to magic via his magical Amulet, who also has no sense of self-restraint. Fighter/18-20.
Great Jordie (Cleric) NG Bishop of Darkmoor; Strongest cleric in the north. (C/18+)
the Azure Knight (Sir Leopold Antonix) (LG); F/20+
Marius the Bronze (NG black mage); Wizard/18+, the strongest wizard of Darkmoor proper.
Rimblefyr (CG plant mage); Wiz/15 Many druidic leanings, Elf-Friend.
Pious Godfrey, Paladin and Champion of the Realm. (LG, F/20+, BECMI Paladin) A great hero and friend of the king, who rules in his absence.
Meri Verdian, elfin agent of the Catcher: the Black Widow of the North. E/10+
Vaus, operating capital of Darkmoor. (Vestfold)
Maus to Nurmark, a trade city.
Regent of the Halls Under the Mountain, Himmelstern Karrackheim, (gods Harnadin the Smith-Father, Beroan)
--- reigns from Overstern, Kristall Bergs/Nacht Tarnes, under Mount Krynstyr: Dwarf/12, Rank E. Lord of the dwarves of the North and a great hero who is getting arrogant in his great success.
Ailissa Biergart, Baroness of the Lochs; LG Female human f/14+
---Batrachian Basilica of Immortal Wasnura (demon frog god)… located in the Great Vile Fen: Now taken over by Darkmoor as the most southeastern of its holdings, handles trade to the SE and supplies fish and swamp goods to the kingdom.
The Ei of Hazz.: Shadowy unknown and powerful ruler of an island of madmen and mindslaves not far from Darkmoor, pulled up from the Dark Sea in the last century. Known to use psychotech.
Duchy of Elb and the Khirifi, Like Australia, settled by criminals and those men fleeing Iberon. Fallen to the Khirifi because they couldn't fight together. Now part of Darkmoor.
Immortal Gulguz; An identity of the Immortal Surtr, who considers himself the master of all Fire. Commanded the Khirifi to go out and conquer Iberon. Sphere of Energy, but quite evil and unrestrained in what he will do for his Projects.
Cities of the North: Mon Burromos; the Pit of Souls; Moonraven, Isoford, Gulldeep, Port Wainren
The Korshwa horse clans: Nomadic Predecessors of the Tukhmen and Jennite horse clans in the modern age. Occupy lands to the south and west of Darkmoor.
The Iron Graf Brage Lukovar of Iberon. in Russof: the clever and reasonable LE F/14+ commander of the Iberon force sent to pacify the North.
The Cabal/Concordance? of the Arcane, headmasters Callivus Vyar: formed by the wizards who did not forswear Iberon in the North. Crafty and clever.
Innkeeper Master Lalo: the man who had built and controls the Thisbean Inn.
Daffid the Red (wiz/21+ Rob the Bald); lives in the Wyrmroosts, the most powerful wizard in the North, an Independent. He can actually Cast IX's!
Map Link: Map of Blackmoor
--Exudar IV video game. A popular video game played by the crew of the Barshund
---Vehrenschult Industries Model robohorse of the Azure Knight, 3400 years old. The Federation models might actually be based on it...
Elf tribes: Pale Ceruil and dark-haired Mealyn. The former are working with humans, the latter are isolationist. The Mealyn are the ancestors of the Shadenelves.
Waynder Equavus, the titular Lord of Elves in the North (very tall at 6', and Rank F), Blond, blue eyed, Rank F-I, working on Elven Wizardry as well.
---Weirwood Forest/Court, Paulo City for a trade city.
Going south, sites include the Ironspur River, the Forge, Forgebridge, Torwell, Torford Abbey and the Order of St. Gilavo, Baron Sheldus of Torwell
Vikings → the Ertobolle; Skrotti Halfhand (Axe Yangring), High Jarl of the Hafni Clan, CN F/18+
--- Klornnarg is the Capital of the Hukirt nation.
Egranzier the Manifold, a master Conjurer of Iberon. Three Entropic Artifacts
---Brother Tunnex the Sollux.
=================================================
SLA Tomes: Teach Extra Spell Like Ability/ Extended/ Widened/ Topped/Fastcast Provided to Brittabelle for teaching other Cryptomancers, although they could reasonably work with all the Secret Schools.
High Valence Runes: Expend an appropriate Valence to use a Rune at higher Effect than its normal base level.
Immortal Levels (36 of them!)Initiate Novice, Initiate 1-4, High Initiate: Learning the Ropes, sponsored by Immortal Patrons.
Temporal Novice, Temporal 1-4, High Temporal: Immortals starting their own independent Projects and personal works.
Celestial Novice, Celestial 1-4, High Celestial: Celestials are the main explorers and experimenters of the Immortals.
Empyreal Novice, Empyreal 1-4, High Empyreal: Powerful immortals with grand designs and ambitions.
Eternal Novice, Eternal 1-4, High Eternal: Usually old Eternals with solid foundations and deep accomplishments over great spans of time.
Hierarch Novice, Hierarch 1-4, Full Hierarch: extremely powerful Immortals, some of whom may never have been mortal, and have been around for literal ages.
Various Immortals:
Quarizon (=Ixion of Energy), Paras (high in Time), Ssa (=Ka)
Sophilisa, Time
Jillius, Merchant/Thief of Thought (Iberon)
Anapexsis of Time
Clangyr = Wulshar the Maker in Iberon, Matter
Yeggtru, Orcish Immortal of disease. (made the Zanzyran plague), Entropy
Tenya (Vanya) – War goddess and patron of Siricil, aggressive, chaotic, loves war, duplicitous. CN Matter
Tzentotl (Atzenoetl)-Elven god of bats/deception/evil, highly subversive in his style, Entropy.
Liisana (Varisia) – goddess of love and beauty, Delphan, oddly belongs to Matter
Gulguz/Surtr: Fire and war, CN (E) Immortal of Energy.
--------------------
The Darkmoor foundation team in the future (the Free Constortium):
Ketcher Kociba, the Catcher for King Antius of Darkmoor;
Alamos Moeuseur, lawyer who handled the finances for the Kingdom;
Prince Ukker Denalan;
Regent of the Halls Himmmelstern Karackheim;
Yedemil Feiahan of the Weirwood Court (blonde hair, green eyes elf), one of the rarer elven merchants and traders;
and Dani Saliaveli, Federation technician, gunfighter, and new entrepreneur.
Current quest items for Edge to be addressed:
Kill the Schiders and whatever is inside that Pyramid.
Investigate Aengmor and destroy it (the city in lava).
Reveal the hypocrisy of the shadelvar rulership and the open invitation to emigrate.
Reveal the falsehood of the soul gems and what Gaebrel is building in the central temple.
Reveal use of the Radiance by the priestesses eats at the field of magic.
Reveal the young mutant children are the price of the priestesses using the Radiance, and they grow up to become orcs and goblins and intermingle with them. They've been killing their children for centuries.
Thisbean Inn: Reach the end of the loop.
Save the people of Darkmoor if at all possible.
Wipe the faction employing Soul Eaters.
Recruit the aliens with their advanced technology and save them as well.
Stop the Northman raids.
Investigate the Ei of Hazz and its origins.
Leverage time in the past to help train in the future, and vice versa for Darkmoor, especially for gaining Weapon Mastery.
--- Preserve the knowledge of Sythia
Wipe out the proto-humanoids and find origins (Nifl)
--- Disperse Sims through history to record what is going on, forming the Twilight Library of the Black Rose.
-- Plot expansion into Norwold/Eislas for people of Darkmoor.
-- Establish Trading Company in Federyn to leverage cash and manpower there.
-- Locate Sama and Briggs
-- Remove all nifloids from the Bleaklands
-- Find a path to the Hollow World. Polar openings?
--- Kill all the antelids laying dormant in the Hollow World.
--- Break the Immortal magic there that doesn't allow cultures to evolve.
--- Attend the Great School of Magic
--- Learn the skills it has to teach, read through its library.
--- Graduate with high honors.
--- Find the Radiance Forge putting out the Gammathauma and shut it down, or put items into place to counter/offset its effects.
--- Eliminate House Bulgarov and its vampires.
--- Eliminate House Caergard and its lich and spirits.
--- Wipe the lycanthropes from House Verdain and Zanzyr in General.
--- Start the Human Ranger Tradition in Erendyl.
--- Introduce a dwarven presence in Zanzyr (Moorish Dwarves) that will expand into the Bleaklands and help claim its territory.
--- Reinforce the borders of Erendyl and expand its trade presence.
--- Raise a Pyramid in Erendyl that absorbs the Radiance and counteracts its power.
--- Finalize a full trade road to north Federyn… and then another straight down to the swamp and sea to the south.
Ranks:
10- Emperor
9 - High King
8 – King
7 – Archduke
6 – Duke
5 – Marquis
4 – Earl
3 – Count
2 – Baron
1 – Baronet
Required: Minimum Number of Followers equal to Digits of rank. So, Rank 1 = 2 to 9, Rank 2 = 10 to 99, Rank 10 = 1,000,000,000+.
Must have at least one person of the rank immediately below sworn to you.