Wednesday, January 10, 2018

The Setting

The following is the general setting material given to the PCs at the start of game. It has been edited slightly for general reading as opposed to character creation.

History

This is a return to the world of Andara, the ring planet from the Knights of Mist Valley campaign. About 800 years have passed since the final session of that game. The blog from Knights of Mist Valley (KOMV) is still up, so you are welcome to re-read it if you wish, but it will not be necessary to do so – the connections between that game and this one is more environmental than plot or story based. The following is some information and history that is more or less common knowledge and will answer some general questions leading from one game to the next.

Following the conclusion of the KOMV game, Andara was returned to its place in the multiverse. All existing and future native demi humans were ensouled in that moment, and all those Shard People spirits waiting in the halls of the Silent Lady passed on to whatever afterlife awaited them.

Many of the world enchantments fell, including the ones that made travel to the Shores of Eternal Night difficult. A new pantheon of gods was in place, 12 in number, and those gods encouraged exploration into the void. Several worlds were discovered, and a period of immigration began as vast numbers of various peoples journeyed to Andara from elsewhere. When those newcomers arrived they brought their religions with them, and found that their gods could answer prayers in Andara.

Roughly 500 years ago an extinction event known as the Godslayer War occurred. A leader arose among the giants, claiming to be the long missing God-King, and unified the various tribes. Some communities of men, goblins, and orcs joined the giants, and a massive invasion moved from the far side of Andara across the northern ice, and down into the continent now known as Chovus. The various countries and principalities of Chovus rallied, drew upon trade partners and allies from other places, and met the giants in an enormous battle just south of where the Cloud Cities exist today. The giants seemed determined to press into the area now known as the Lost Vales, but the Chovian Coalition met them head on before the giant forces could reach the mountains. What followed was two solid months of constant battle, day and night without rest along a 40 mile front through what is known as the Mardic Fields. Tales say even the Gods themselves took the field, some on one side and some on the other. The magics released over the course of the war changed the topography of the world, creating new continents and sinking old ones. But the focus was always on the Battle of Mardic Fields. In the end something happened – some say the God-King of the Giants was killed, others say he disappeared, still others say that a god sacrificed himself to destroy the most powerful of the invaders – but in that event, whatever it was, the giant forces were routed and fled back the way they had come.

The Chovian Coalition did not pursue, instead they went back to their homes. The battle virtually depopulated the continent, and lasted into the fall. Because of this there was no one to harvest the crops, and what followed was a period of pestilence, famine, and social collapse. For 100 years the only concern in Andara was food. The void immigration stopped altogether at the outset of the war and never resumed. It is now the year 497AC – the calendar starting from when the giant forces crossed the great escarpment during the invasion (AC = after the crossing).

As the peoples of Andara and Chovus in particular recovered, new kingdoms were formed and new lines drawn. Now the settled areas of Andara are thriving once again, although fully 2/3s of it is unclaimed wilderness and frontier.

Andara remains a dangerous and violent place, especially in the wild, but for the most part the various governments and rulers have avoided full scale war. Formal armed conflict rarely sees a force of more than 500 people, and those are the large scale battles and sieges. Recently, in the past 150 years, Voiddock has re-opened trade with the other worlds although it remains small and infrequent.

Society has returned to different areas at different rates; some are still going through what is equivalent to Europe’s Early Middle Ages, others are more similar to the Enlightenment, while still others are still stuck in nomadic tribal existence.

In the continent of Chovus, out of concern about the expansionist Guardus Empire, the Cloud Cities hosted an international summit regarding safety of the various lands. What resulted was the Chovian Accords, where signors agreed to honor a call to arms in defense of a threat from outside aggressors. The nine signors are: The Cloud Cities, Thienor, Lemia, Jethu, Ryganar, the Thanelands, Cornath, Pelon, and Eirador.

Religion

Religion in Andara is prolific and ever present. There are thousands of gods who are worshipped. Some are false but many are real. Theorists float the idea that there may only be about 50 or so actual gods; the rest just being alternate names and or aspects of the 50. Others don’t believe in divinity at all, merely believing that the “gods” are simply a more powerful race of mortals that resides on another plane. Regardless worship is everywhere. Some gods are local to a region or village, some are worshipped only by a small handful of the same family lines, and others have mighty and complex international churches devoted to them.

The standard PHB pantheon (St. Cuthbert, Pelor, etc…) is present in Andara – being brought over from the world of Nuestrasia – but none have large organizations or communities devoted to them. They remain small cults scattered throughout the lands. You might find a house of worship here and there, but most often you will find a shrine in a small village or alongside a country road.

Other religions or gods of note are…

Set – an evil god of snakes, knowledge, and death. The cult of Set is strongest in Kadus but small shrines have been seen even as far North as Jethu. Outside of Kadus most Set worshippers hide their devotion, and in some countries being caught in Set worship is illegal with penalties such as banishment or death. Set is Lawful Evil.

Bajol the Maimed – The Maimed One is a grim god of retribution, endurance, and penance. He has few churches but many shrines, mainly scattered in the North. The center of his worship is the Blue Mount Cathedral which is in the Scattered Isles. Few devote their lives to him – priests of the Maimed One are rare but not unheard of. Despite this many offer prayers to him, often in times of need or distress. The Maimed One is Lawful Neutral.

The Chovalian Church – the Chovalian Church is widespread but only loosely organized, and worships a collective of saints, martyrs, and angels rather than a single deity, however they address the Collective as a deity and it responds as one. Most large towns and cities have a Chovalian Church, and its priests are numerous and plentiful. The tenants of the Chovalian Church are community, compromise, and equality. The Chovalian Collective is Neutral Good.

The Church of Regius – An organized religion brought over from another world during the period of Void Immigration, the Regian Church has spread throughout the world and is one of the most prevalent religions. The Head of the Church is the High Revelator, and is based out of Nova Regia, the Holy City which is in the Kingdom of Fidelia in the Azil Continent. The Church is divided into three orders: the Order of the Word, the Order of the Cloth, and the Order of the Shield. Technically a monotheistic faith, the Regian Church refuses to recognize the existence of other Gods although a recent theological movement theorizes that some Andarian faiths are just localized recognitions of Regius. Even though it is monotheistic a set of three saints, Saint Corwin, Saint Anders, and Saint Ferrus, are actually followed as intercessors, and receive most devotion (from an outside surface perspective). Before the Godslayer War the Chovalian Church and the Regian Church had a number of holy wars, both religious and territorial in nature. In the aftermath of the Godslayer War there has not been another religious armed conflict, although relations between the two churches remain frosty. The tenants of the Regian Church are faith, tradition, and order. Saint Corwin is Lawful Good, Saint Anders is Neutral Good, and Saint Ferrus is Chaotic Good.

Meillos – Meillos is an elven God that was brought over during the Void Immigrations. He is a caring God who enjoys music, artistry, and contemplation. Even though he is specifically a God of Elves, unlike Corellion Larethian Meillos has accepted the worship of non-elves (even allowing non-elven clerics), and thus has a bit more distribution than his otherworldly counterpart. There is no organization to his worship, and no heiarchy making Meillotic worship a more of a faith than a religion. Meillos is Neutral Good.

The Three – The three are a set of three associated Saints that are worshiped in monasteries in Chovus and Ichan. They are Saint Evelyn, Saint Ambrose, and Saint Obadiah. No one seems to know the origin of the worship of the Three, but it seems that they are fairly recent – no monastery pre-dates the Godslayer War. Some speculate that the Three are either non-orthodox versions of the Regian Saints, or heretical Saints from the same. Both faiths deny any connection. When asked who the Three are saints of, the answer is the God of the Universal Church. As far as is known, no such organization is present on Andara leading many sages to believe it is a pan-religious concept rather than an actual church or religion. Saint Evelyn is Neutral Good and is venerated by farmers, ranchers and Hunters. Saint Ambrose is Lawful Good and is venerated by healers and scholars. Saint Obadiah is Chaotic Good and venerated by travelers and sailors.

Argoth – The Cult of Argoth is one of evil plotters and manipulators. Argoth himself is a demonic figure from across the void, who mainly seems interested in toppling social structures that see themselves as good. He espouses knowledge, enchantments, and coercion. Argothian faithful tend to be discrete, and there is a standing reward for knowledge of Argothian shrines and cabals from the Regian Church. Argoth is Lawful Evil.


The Faith of Tukkan – the Tukkan faith recognizes other gods, but seeks to subjugate all lands and societies underneath the worship of Tuk. Tuk is an ordered expansionistic god who insists on being in charge, and his faithful in turn seek to carry out that mandate. This has led to a number of wars and military actions that are ultimately – however they may appear on the surface - religious in nature. The center of the Tukkan Faith is the holy city of Tuktent in the Tukkan Caliphate. Tuk is Lawful Neutral.

Regions

The intial protion of the game will take place in the Twelve Kingdoms of the North, a collection of political entities that internally are contentious, warring amongst themselves, creating trade alliances, etc… Despite this conflict they have historically banded together against outside threats and thus remain independent of the Quella Empire and the Gardus Empire. Each of the Twelve Kingdoms have different views on religion, but collectively view the Tukkan Faith as an outside threat. The Twelve Kingdoms are: The Thanelands, Cornath, Ryganar, Thienor, Kingdom of the Scattered Isles, Pelon, Murto, Weikon, Urwan, Lemia, The Cloud Cities, and Jethu.

The Thanelands
The Thanelands is a dwarven kingdom nestled in the crook of extensive mountain ranges. Technically a clan system, each clan is largely independent, but the clan chief – called a thane – participates in a council of Thanes that meets seasonally to discuss law, trade, and diplomatic relations. Every ten years the council elects a High Thane from among their number.  The High Thane is not a ruler per say, but is more like the chairman of the council in function. More than 95% of the population is dwarven, and non-dwarves do not hold citizenship although they are protected by the common law to some degree.  Roughly 1/3 of the clans dwell underground in mountain halls. The Thanelands import lumber and food, particularly flour. Their chief export is iron, steel, silver, and gold. Thanesteel is famous for its purity and ability to hold an edge without breaking. The dwarves of the Thanelands are widely traveled merchants and thus keep good – if vague – relations with many other nations. The dwarven infantry of the clans is considered some of the best in the world.

Cornath
Cornath is a bustling trade kingdom with extensive coasts and mountain borders. The kingdom is a feudal government in reality but professes to be a confederacy. It is divided into a number of cantrevs, each with its own king owing allegiance to the High King in Saltwall. Over the years the various High Kings have consolidated power and essentially rule Cornath as a true monarch at best and a dictator at worst. Thus a cantrev king is roughly equitable to a real world medieval baron. Cornath is a cosmopolitan country where humanity makes up roughly 50% of the population, the rest being a collection of elves, halflings, gnomes, orcs, and lizardfolk. Dwarven citizens exist but are few. Cornath exports mainly cotton textiles and food crops, the chief of which are flour, potatoes, and beans. From a trade perspective Cornath feeds the north - although the truth is most countries are self-sufficient to a degree. Cornath imports metal goods, exotic spices, and raw wool. The Cornathian sword fighting is a distinct style that focuses on a two-handed grip and a heavy blade. There is no formal Cornathian army; instead each cantrev king has knights and warriors that owe him allegiance the sum of which makes up the cantrev’s warband. The High King has a war band of his own at Saltwall, which is carefully measured and regulated to be the equal of any two cantrev warbands (in theory). Their navy, while not quite at the strength of Pelon or the Scatter Isles, is notable for the versatility of their ship styles. It is said that the only difference between a Cornathian merchant ship and a warship is the mood of the captain.

Ryganar
Ryganar is a rough and rowdy land. The center of Ryganar’s economy is the cattle and horse herds that graze under the great escarpment. It is a dictatorship headed by the Premier, a position bestowed for life by the council of Horselords. The Premier and the Horselords operate as sort of a federal government, allowing the various towns and ranches to operate independently within the laws and framework established by the Horselords. The Ryganar Rangers are a group of gamewarden/detective/federal police that work directly for the Horselords, keeping the lands safe and tracking down rustlers and criminals. Ryganar imports most things on the market and exports beef, horses, and leather goods.

Thienor
Thienor is an elven kingdom located on the northern edge of the great escarpment of Chovus, and is dominated by the Thienor Forest. While other races abide within its leafy borders fully 90% of the population is elven. The culture is strictly feudal, with hereditary titles passed through generations of the same families. There has never been a non-elf in any title of rank or public office. Thienor imports metal and worked goods, and exports wine, fruit, and textiles. Thienorian trained musicians are world famous, and attending the College of the Oaken Grove is a dream of many an aspiring troubadour or sage. The King has only a small army of hereditary warriors, but the archery of the Elves of Thienor is legendary. Diplomatically the kingdom is seen as aloof and isolationistic, although they maintain favorable trade relations with Lemia, Ryganar, and the Cloud Cities. Outside of that they remain uninterested and uninvolved in international affairs. They did sign the Chovian Accords however, and have given every indication of intending to honor the Accords.

Kingdom of the Scattered Isles
The Kingdom of the Scatter Isles is made up of seven small islands and one large one between the Gulf of Tukkan and the Sunken Sea. The large island – called Mistfall – is the seat of government and is known for the massive and ancient library that lies in the shadow of the Blue Mountain which dominates the eastern half of the land mass. The Kingdom is a feudal monarchy, but powerful merchant guilds have as much authority as the nobility in most things. A hub of trade the Kingdom of the Isles imports everything and exports everything, but as far as true exports are concerned it is known for its pickled fish, jewelry, and silversmithing.  Above everything it is known for its diplomats. Given the Kingdom’s location its ambassadors are always hard at work trying to make all of its surrounding neighbors play nice or at least leave the Kingdom alone.  Its navy is not as extensive as one might assume, but what navy there they have is the best in the water. That navy wages an endless war against pirates which are of course bad for business.

Pelon
Pelon is a rocky island nation in the North Sunken sea, warmed by a current heated by undersea volcanic action. It is a constitutional monarchy known for its fencing, music, and bohemian culture. Pelon engages in extensive trade as the island has limited resources. It chief exports are wool, wine, olive oil, and china. It imports practically everything else. Rapier fencing is something of a national sport, and non-fatal duels are frequent occurrences. Both the men and women give a large consideration to fashion, and elaborate hair and beard styles coupled with ornate and overwrought clothing are a well-known stereotype. The majority of the population lives in the southern cities; once you head north the people are surprisingly pastoral. Diplomatically the Pelonians have imperial colonial designs but have not been able to gain real traction as of yet.

Murto
Murto is the most inaccessible of the Twelve Kingdoms of the North, located across the Ichan Wildlands on the eastern coast. Their culture is tribal and semi nomadic, boasting only three true cities. The rest of Murto’s settlements are really trading camps. Murto is known for their archers and their bird riders. A native giant bird, similar to an ostrich, is tamed by the Murto tribes and ridden as mounts. These birds are flightless but extremely fast runners. The Murto import weapons and metal armor, and export both leather and beef. The stringy Murton cow is the source of the Murto’s wealth such as it is, each tribe measuring their status by the size of their herd. It is also the only region where black pepper and coffee is grown making it a destination for enterprising merchants. Each tribal chief owes allegiance to the Kahn, the prime ruler of Murto. Interestingly enough the Kahn does not levy taxes, instead demanding service from each man and woman from the ages of 17 to 21. Each tribe also has 9 members whose service to the Kahn is semi-permanent.

Weikon
Weikon is a martial country to the east on the southern third of the Ichan continent, which is extremely martial and formal in culture. It is a feudal system dominated by the samurai class. Weikon has long held imperial designs on its neighbors, but the constant infighting between the various noble clans has never allowed it to unify long enough to accomplish them. It is a land of strict mores, birth castes, and powerful religions. Honor is a constant concern – personal honor, family honor, and clan honor. Its eastern most mountain range, Teeth-of-Sleeping-Dragons, is home to wild and barbarous bandit gangs and nomadic tribes. It is ostensibly ruled by an Emperor, but the truth is it is ruled by tradition and culture, which each local lord more or less supreme in his own lands. The Emperor is obeyed when he or his factors are around. The kingdom is known for its weapon craft and jewelry, but is largely self-sufficient and does not have a great interest in imports other than tea and paper from Urwan.

Urwan
Urwan is a large sprawling land that has no nobility or hereditary roles. It is ruled by the Dragon King, a near mythical person whose reign supposedly spans 500 years. Urwan is on the western coast of Ichan. The kingdom is divided into provinces ruled by a governor, and each province into territories ruled by a legate. Government positions are appointed from the Dragon King. Each Governor pretty much has free reign in his province, so long as the taxes are collected and the Dragon Kings wished met. This leads to a wide variety in how each area is ruled. Urwan enjoys robust trade and it exports tea, paper, ink, and rice. Family loyalty is down played, but territorial loyalty is fierce – many of the territories were once small kingdoms and the nationalism tied to those long-lost kingdoms lingers to this day.

Lemia
Lemia is the country that issued the proclamation, a feudal monarchy on the eastern coast of Chovus. Lemia’s ruler is known as the Condor; all their titles of nobility are derived from birds of prey. Lemia is a civilized society, neither as obsessed with fashion and appearance as the Peloni or as focused on magic as the Cloud Cities. The Lemian knights are world famous as heavy cavalry.  Lemia imports everything, and exports cured meat, beer, and armor. 

The Cloud Cities
The Cloud Cities are a collection of mountaintop city states in the center of the Chovus continent. It is known for its scholars and arcane practitioners. Many of the low level magic items, such as potions, that can be found for sale in various shops worldwide originate in the Cloud Cities. The largest and most prosperous of the Cities is Illmar, and the Illmarian University is known far and wide as a place of learning and knowledge. It is rivaled only by the Great Library of Mistfall. The majority of its peoples are human, but other races are quite common – no racial privilege is evident. Each city is completely independent, but most follow the same basic governmental set up. The cities are democracies, ruled by an elected council. Council members are elected for life, although the council can recognize a member as unfit (typically due to illness or senility) and members are allowed to retire. Outlying lands and the Valley Villages are also independent, often recognizing only the local sheriff or mayor as the highest authority. Even so the Cities provide the most direct trade opportunities so there is a symbiotic relationship present. The few times the Cities have been threatened all the communities rallied quickly into a unified defense, and in terms of international diplomacy the loud Cities typically act as and are treated as a single unit. It does not come up often both due to their remote location and their fearsome reputation as a nation of spell casters.

Jethu
Jethu is in the far north of Chovus, where summer barely warms the frozen tundra and the hill snow never melts. It is a country divided into tribes, some of which are nomadic and some which are stationary. The tribes of Jethu are all subservient to the witch council of Icevale, a matriarchal oligarchy made up of the oldest female practitioners of magic from each tribe. The Witches of Jethu never leave Icevale, but are feared and distrusted throughout the north. For all that, Jethu engages in both trade and international diplomacy where invited, working through ambassadors (of both sexes) and magical sendings. The tribes are fierce and prideful yet not uncivilized. Indeed there is a cultural program of education in place that ensures that all Jethui are trained in horsemanship, combat, survival, and at least two trades or skills. The Jethu import worked goods, lumber, and textiles. They export furs, hides, and icedraught – semi-magical liquor that always tastes chilled. Icedraught is unique to the Jethu and is highly prized, especially in the south.

Eirador
Eirador is a small isolated nation that does not engage in trade to any great extent although their tobacco is highly prized. Signing the Accords was their most significant diplomatic act; aside from that the other nations largely ignore Eirador. Eirador has a high population of gnomes and halflings. Not much else is known.

Quella Empire
The Quella Empire is a military dictatorship whose economy is depended on war and on slaves. Its aggressively authoritarian approach to “diplomacy” has earned it the enmity of most of its neighbors. It is not interested in trade, although a Quellan slaver can be found in the seedier parts of most port cities in the north. There is a standard bounty on anyone of Quellan nationality in Weikon, and most other governments view Quellans with distrust.

Gardus Empire
The Gardus Empire is a militaristic oligarchy run by a senate of upper class representatives, under the central authority of the High Tribune. At one point there was a military tribunal that shared power with the senate, but it was consolidated under a single man who took the title High Tribune as a symbolic nod. The Gardus culture is centered around the class system which has five sections: the Senatorial class, the Merchant class, the Freeman or citizen class, the Bondsman class, and the slave class. Each has its own rights and cultural obligations and expectations. The military is drawn from all five. The Gardus legions are numerous, well trained, and well equipped. If they did not experience the constant military pressure from the Quellans and the Tukkan Caliphate they might have conquered the North by this point.

Tukkan Caliphate
The Tukkan Caliphate is a theocratic empire on the Continent of Kadus. It is expansionistic but willing to trade, focusing most of its territorial aggression south and west on land. It is a nuanced culture of ritual and prestige, deeply patriarchal and mildly xenophobic.

Icelands
The Icelands is a collective name for the unclaimed Chovian frontier north of the great escarpment. Ice worms, the occasional giant, and reindeer traverse these frozen plains.  Settlements are not unheard of, but it takes a strong constitution to tolerate the harsh 9 month long winter and rowdy neighbors. Most do not travel here, except for in the south between Thienor and Lemia where trade roads are well marked.

Domelands
The Domelands are a lost land hidden under a massive magical dome. No one knows exactly what the area underneath is like, but the Dome appears to date from the Godslayer War. The records from before that time mention a Kingdom of Norhall, whose capitol shared the same name. Speculation over the generations has led many to believe that a vast treasure of some sort must be hidden in the Domelands; why else would the dome be there? In any case the dome is impervious to all attempts, magical and mundane, to breach it.

Lost Vales
The Lost Vales are in many ways just that – lost. The southern coast is unpassable marsh and rocky crags, and the other three sides are mostly hemmed in by mountains. It is known that there are still active communities in the Lost Vales with names like Mooncrest and Appleton but beyond that not much is known about the area. There are many tales, rumors, and legends surrounding the Lost Vales and not a few children’s stories use it as the setting.

Chovus Wildlands
The Chovus Wildlands is an unsettled frontier on the western side of the continent. Dragons, fierce tribes of beastmen, goblin warrens, and monstrous beasts make the hills, plains, and forests of the land their home. The occasional human community exists, mostly small hamlets of no more than a dozen families, but these are few, far between, and often gone with a sudden raid of beast or bandit. Speaking of, several bandit bands that harass the Cloud Cities, the Thanelands, or Ryganar make their home in the Chovus Wildlands prompting the occasional military campaign from those countries. The further west one goes, the more uncivilized it is. Travel through the eastern side is fairly common.

Voiddock
Voiddock is a city on the outer rim of the world, on the Shores of Night. It is roughly due west of Chovus. The city itself is modest in size and is constructed out of the remains of enormous wooden vessels called “arks” which are beached on the edge of the world. It has a population of about 4,000 that survives off of trade with other worlds and Quella. While voidships are infrequent at best, they come with enough regularity that they are treated as common enough to not raise eyebrows. Most of the goods traded are actually bound for other worlds; very few shipments actually get brought into Andara. There is a thriving society of sages who make Voiddock their home.

Never Thaw
The land of Never Thaw is the southernmost region of the Glacier Lands and lives up to its name. It is a harsh windswept region inhospitable to all but the hardiest life. No peoples call this land their home, although a few rugged individuals do have dwellings in the crevasses of the ice cracks. It is a sad subsistence level existence that no-one would choose if they thought they had other options available. The Jethu tribesmen sometimes cross the ice flows to hunt the silkseal, an extremely valuable and dangerous prey.

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