The Heavenly Dynasty
Heaving heavy blades and heavier armor, the Centuria of Bladerun set about breaking up the protesting peasants. The monotony finally numbing them to the horror of their actions.
Shackled and hungry, the prisoners make their way out of the caravan. From this moment forwards, they were nothing but slaves to the Duchy and they were to stay that way...for life. Be it petty theft or actual murder, criminals are free labor in the eyes of the astray nobility
In the trampled fields of The Wounded Plain a band of soldiers give their respects to the honored dead, still smelling the blood soaking the soil and feeling the regret of their service to their Imperium.
The continent of Drei'ul is one of suffering, war weariness, and the constant entanglement of the divine in mortal lives. The Edesian Imperium, often referred to as The Heavenly Dynasty, dominates this continent.
History of Drei'ul
Every man, woman, and child knows of the overdeity, Arkhus the vanguard of balance and the weaver of fates, and his dearest children. The children he loved so much that upon their creation he gifted them the world itself, and every creature that lived upon it, both the good and bad.
Theocratic dukedoms that embodied each one of the pantheons quickly sprung forth, known now as:
- The House of Bladerun, worshiping the "Pantheon of the Body." Gods and goddesses that embody aspects of the mortal body, athletics, war, the hunt, and more.
- The House of Mystian, worshiping the "Pantheon of the Mind." Gods and goddesses that embody the aspects of the mind, arcana, knowledge, and those that unlock the secrets beyond the mundane.
- The House of Suaedevan, worshiping the "Pantheon of the Soul." Gods and goddesses that embody the aspects of the inner force that fills every living being. Entities of Healing and Growth, both spiritual and physical, are the most relevant here.
- The House of Gaiasphon, worshiping the "Pantheon of the World." Gods and goddesses that embody the wild aspects of nature, both gentle and harsh, and capture those aspects within their art.
These four houses form the entire government of the Edesian Imperium with each keeping a fragile, if not semi-stable, balance of power between each other. Each house has a history of bloodshed in their attempts to conquer each other, every soldier still alive may have their story to tell of the Age of Zeal, an era of crusades and bloodshed that lasted for 300 years.
The Imperium was only unified after a 60 year siege that tore the continent to its very last fibers. The city under siege wasn't even part of any of the houses, but a single barony that harbored people of all cultures that was wanted for its strategic value. Somehow standing its ground, this very city would become the very Throne Capital that houses Emperor Noble. The city is now called Yhaedale. This was 40 years ago, after 300 years of warfare the continent has had only 40 years to recover.
The Unification
With no more soldiers to bleed for the dukedoms, and their own communities in complete ruin, Yhaedale struck back. Its greatest captain, now Emperor Noble, set out on a campaign to take back all it lost and then some. It only took him 10 years to conquer and force all 4 houses to unify under his rule, where the other nations had been at it for 300 years. Noble, was the best ruler for such an endeavor, he carries the qualities of all four houses, as well as sufficient knowledge of the land's suffering and the capability to carry that into the coming ages.
A warrior without equal was to be named emperor, Noble the I, a warforged with presumed immortailty, he was and still is a worthy suitor of the throne of Drei'ul and if he wasn't unanimously voted upon by the nobility of the four houses, he would've taken the throne by force either way. Emperor Noble's power is unrivaled, in both political and military affairs as well as literal physical strength and skill with any weapon the earth has forged, not to mention magical and tactical superiority. No one is really sure how long he has lived, as he certainly wasn't made by any of the dukedoms.
Under his, seemingly, immortal rule the now named Edesian Imperium has flourished in the last 40 years.
- The Capital cities have been rebuilt and, with it, their culture. Merchants and nomads find fortune as traders, monster hunters find a particularly good market selling monster parts to the rising mass of artisans.
- Towns and villages have seen an increase in development, walls are built to keep out the lesser hostile threats, and those fortunate enough to find housing can live safe lives.
- Current technology allows for aqueducts and other safe means of transporting goods more efficiently increase quality of life for those living in the bigger cities. The outer settlements may not be so fortunate though.
However, the flaws shine brightest still.
- Out of the way settlements are left to rot, even those with great potential for development, and become havens to thieves guilds, smugglers, and exiles. Settlements forced to pay "protection fees" by a notorious smuggler's guild The Bratwurst Brigands
- Nobility, as always, breeds just as much corruption as it does actual noble intentions. Those that are hurt by the nobility corrupted by greed, deceit, xenophobia, or other genuine malicious plans find the strong walls of settlements to be mere prisons.
The Eternum
The Eternum is the pantheon of all the officially recognized gods and goddesses of the Imperium and the continent of Drei'ul. There may be other tribes or cult like families on the borders of the Imperium that worship powerful creatures or entities they consider gods, but they are branded as heretics by the Imperium and many paladins (Merciful or Wrathful) find the tenets of their oath to be partially devoted to culling these non-beleivers.
To the Imperium and the Eternal Church one must bow their head to the gods of your respectful house, be you lowborn or noble. A noble must participate in church services each and every week, something as simple as praying in the front, singing within the choir, or cleaning up the church after said services. Most of the time, though, a noble must also read scripture too.
The Six Eternal Tenets
These Tenets, as decreed by Emperor Noble the I, dictate the proper rules of honorable worship and laws enforced by the Eternal Church.
- One must worship a god only from their house of birth, change can only be made upon adoption into a different family of a different house. Failure to do so results in imprisonment for Conflict of Faith.
- Marriage can only be between those born under the same house, but can be of different faith. Failure to do so results in imprisonment for Conflict of Faith.
- Legal clerical worship may only be applied to those of noble birth that are not granted position in a seat of political power such as their parent's council. Failure to do so results in imprisonment and seizure of property under Dishonorable and Unworthy Worship
- Legal Oath-bearing worship may only be applied to major acolytes, servants under indentured servitude, and those of noble birth not granted a position in a seat of political power such as their parent's council. Failure to do so results in imprisonment and seizure of property under Dishonorable and Unworthy Worship
- To break one's oath, or assist in breaking another's oath, is to mark yourself for death and your immediate relatives for seizure of property.
- Murder of one of clerical or oath-bearing worship, unless under the conditions of a duel, results in a 5 year imprisonment before legal execution.
Arkhus, Vanguard of Balance and Weaver of Fates.
The overdeity, Arkhus. He who brings balance is a truly neutral entity who, despite his immense power, has no clerics nor paladins to his name. He is said to weave everyone's destinies the moment they are born, from birth to death. Adding more intricate threads for every decision a creature makes that influences its fate.
For one who seemingly has no other stock in the mortal realm other than to observe, he is credited with the creation of the entire world and possibly even the shadowfell and the feywild, however those last two are a matter of debate.
However, should a world ending threat arrive to destabilize the balance of the world, then and only then would he interact with the world and act.
Despite his silence, those that speak to the children of Arkhus claim that the gods and goddesses are truly loved by the overdeity, his silence seemingly saved for only the world at large rather than his children. There are some doubts however....
The Century Guard
"With honor and valor, we act as the overarching arm of Imperium as a whole. Where we go, civilization follows."
The dual guard and military force of the Edesian Imperium. Donning silver chain under velvet mantles and red and orange plate, The Century Guard is named for its 100 years of enlistment. Humans and other shorter lived races would be forced to serve for their entire lives, without a chance for retirement other than medical leave, yet due to conscription laws and indentured servitude The Century Guard is not elven or dwarven dominated, there is an equal amount of any wide-spread race. Their main purpose is to enforce the Six Eternal Tenets and the will of the Emperor. Texts, propaganda, and even novels speak of them being cut from higher stock, however in recent days they have been an excuse for cutthroats, ex-criminals, desperate souls, and other disheartened and discouraged spirits to make something of themselves or run away from their past.
To mark a high ranking guarsman, or otherwise known as a Centurion or Legate, would be to simply see if they have one or two eyes. To ascend higher into the chain of command, one must give up one of their eyes in offering to Viona, the ever vigilant war maiden. It is said she uses the extra sight to remain vigilant and watchful for signs of war on the horizon, or any threat to the balance of the world.
Higher ranking guardsmen have even shown traits of divine power, yet they aren't always Viona devotees. This is even true for those lower on the chain of command, known as Centuria, who have lost an eye in combat and survived, however rare it might be to.
Rank and File
While it may seem that longer lived such as elves, gnomes, or even the odd firbolg or two would be more inclined to the service of the Century Guard, but most races that live that long tend to be flighty and fickle with how they commit to something. Wanting to remain free to live how they wish, rather than be chained for 100 years and find out they don't like it.
Those that commonly fill these legions are...
- Humans are adaptable to many situations, using the teaching power of pain to fuel their creativity, cunning, and strength. Not to mention that, being one of the most common races in Drei'ul the guard is bound to be filled with them.
- Dwarven culture demands a disciplined life, and their crafts too demand experience and a wide perspective. 100 years of service, danger, travel, and rigid regimen can instill all that they would need to inspire their future forge work.
- Goliaths drive themselves ceaselessly because of the inevitability of their body and mind decaying as they age, they see the Century Guard as a way to force themselves to stay in their peak for the rest of their lives. They also contribute immensely to the fair play the Century Guard is known for, whether it be honorable duels between high ranking officers or allowing all soldiers to reach the highest peak of skill and prove themselves.
- Dragonborn are a naturally independent people and since they have little culture of their own to speak of in Drei'ul they see their rise and fall within the ranks of the Century Guard as their "proving grounds", whereas a young boy must do something great to "become a man" dragonborn too see a high standing as a rite of passage.
The Eternal Inquisition
When the Century Guardsmen are overwhelmed by such blatant heresy and blasphemy those within this institution, who constantly travel the road ceaselessly with little rest or permanent stations, are called in to root out corruption at the source. How the Inquisitor roots out perceived corruption is a personal decision, more often than not though most go to violent or sadistic extremes.
It is demanding work, as one must give up home and the comforts that come with settling down. It is not even uncommon for those who join the Inquisition to be unsatisfied, or more often than not horrified, with their work.
What makes it worse is that retirement is not possible for these paladins, but medical leave is possible, however a life spent seeing the worst that mortal kind can offer makes all veterans reluctant to enter back into civilian life.
Nomadic Civility
An Inquisitor spends their life traveling around the world and while they are free to do as they wish in their free time when they come upon a settlement they usually don't stay and relax for too long before they go, unless they sense something wrong and corrupt within that settlement. However by then, it is no matter of relaxation and respite but rather violence and investigation work.
Orders and Institutions
There are three main orders within the Eternal Inquisition,
- The Order of the Heretic Hunters, who makes it their business to make sure traditional laws of worship are being followed and legal doctrines of faith are acted out accordingly. They are the largest and most powerful order out of the three, and are commonly appropriated as those fighting against the Blackguard
- The Order of the Witch Hunters, whose job is to hunt down those who would make deals with extraplanar entities and invite them, or at the very least their influence, into the world at large and disrupt the cosmic order.
- The Order of the Lawbringers, who uphold law and order when it won't uphold itself. Either by subtle subterfuge and cunning tactics or straightforward action against corrupt systems of law. They target corrupt politicians, thieves guilds, and pretenders to seats of nobility by entering the mind of a criminal.
An Introduction into 'The Eternum'
- G: Meaning "of Greater Power"
- M: Meaning "of Middling or Intermediate Power"
- L: Meaning "of Lesser Power"
- D: Meaning completely bereft of all power, Destitute
The Pantheon of the Body
Deity | Domain and Alignment |
---|---|
Viona, The Goddess of War and Vigilance | War. Lawful Neutral (G) |
Hvaelger, God of Slaughter and Savagery | Nature, Tempest, and Death. Chaotic Evil (G) |
Bashur, The God of Athletics, Health, and Unity | Life and Peace. Neutral Good (M) |
Hanna, The Goddess of Labor and Craft | Forge and Order. Lawful Good (M) |
The Pantheon of the Mind
Deity | Domain and Alignment |
---|---|
Ytol, The God of Magic | Arcana. Neutral (G) |
Ghanis, The God of Intellect, Wisdom, and Knowledge | Knowledge, Lawful Neutral (M) |
Evarie, Goddess of Safety and Comfort | Twilight, Knowledge, and Peace. Neutral Good (L) |
Sanistra, The Goddess of Deceit and Disaster. | Death and Trickery. Neutral Evil (M) |
The Pantheon of the Soul
Deity | Domain and Alignment |
---|---|
Tranquila, Goddess of Healing | Life. Lawful Good (G) |
Necrosis , God of Suffering and Peaceful Death. | Death, Grave and Peace. Lawful Neutral (D) |
Ethos, Deity of Emotions and Art. | Trickery and Peace. Neutral (M) |
Requiem, Goddess of Forgiveness and Freedom. | Light, Life, and Peace. Lawful Good. (M) |
The Pantheon of the World
Deity | Domain and Alignment |
---|---|
Kai, The Great Spirit of Nature | Nature and Tempest. Neutral (L) |
Illumnaes, The Goddess of the Sun, Fertility, Truth, and Youth. | Light and Order. Lawful Good (G) |
Tenebreia, The Goddess of the Moon, Dance, Renewal, and "The End" | Light, Grave, and Trickery. Chaotic Good (G) |
Renahku, The God of the Underdark. Mutator God. | Death. Lawful Evil (M) |
The Eternum is the name for the deities who have been a part of Drei'ul since the beginning, named for the specific situation should a mortal ever rise to the station of a god (However heretical it may seem like the the Imperium, its something they must prepare for).
The Emperor has jurisdiction over all decisions that the church makes, a privilege of conquering each house, but chooses to mostly leave them to their own decisions as long as they provide divine counsel, battle priests and priestesses, and their own form of tribute; be it money or favors.
Beyond that, each god has their own archpriest who embodies their deity's will and enacts it with utmost authority. Each archpriest is beholden to no one but the Emperor, but archpriests who serve less powerful gods must, at the very least, heed the words of those who serve greater ones, especially if they share the same pantheon. It may be done out of respect, but few times will it be a mutualistic endeavor.
Viona, The Shield Maiden, The Backbreaker
"War and peace, offense and defense, killing and healing. The cycle of conflict turns evermore, and I am its steward."
Viona is the Goddess of War and Vigilance, patron of the Century Guard. She stands diligently at attention to combat those who would enact conflicts that would tear apart communities, rend cultures from the earth, or plunge the world into chaos. However, not all that is perceived can be stopped. Tempers rise, better men and women grow old, and ambitions burn too bright. When the horns of war bellow out, its her clergy that do the most damage in hopes to end the conflict quicker. However, its they who always stay behind for the rebuilding effort to make up for their sins.
She is known to stand high above upon Mt. Celestia, watching upon the entire world for signs of corruption and to personally combat against forces that would change the world permanently in a way that would imbalance it. Such as the evil gods, demon princes, archdevils, and even elder evils should they dare show their face to the daughter of Arkhus.
She is depicted as a stoic, calm, and stalwart warrior with a piercing gaze beneath her helmet, donning silver chain under steel plates. Beside her, in most descriptions, is her winged wolf "Fith" that she rides upon should she ever need to descend upon the Material Plane. She only bears one eye, the other having been lost in one of her many duels with her murderous and depraved brother Hvaelger. Despite being lost and torn out, the empty socket has one small pinpoint of golden light that supposedly can see through lies, illusion, and peer into the future.
Hvaelger, The Murderer, Beast-Father
"While you enjoyed your false peace, I have fought and bled and grown stronger. Now look at us. You, scared and hidden away behind your walls, and me, the one who comes tearing them down."
Hvaelger, and his clergy, are an influence of carnage, slaughter, and pure untamed savagery in the world. Caring little for civilization, peace, or order they live to fight and die in an attempt to purge those they deem undeserving of food, water, and life itself. They care not for comradery and union, and have been observed to regularly fight amongst themselves to be leader of their "packs".
His clergy will randomly attack settlements with the purpose of culling the weak. When the deed is done, they make encampments in the in those areas with the intention of being in the area when soldiers inevitably come to take it back, with the intention of more slaughter.
Theologians reason that shifters, otherwise known as beast-kin, were a direct creation of Hvaelger. Meant to symbolize savagery, but instead became peaceful folk who disobeyed him. To punish them, he created the curse of lycanthropy and ever since they've lived with the stigma of being progenitors of this curse.
He is described as a tall, muscular, man with rows of sharp misaligned teeth. His own jaw and nose extend outwards similar to that of a wolf's. Locks of mangy hair droop down from his head to his shoulders, doused in dry blood and bone dust.
Bashur, The Titan, 'Patron of Diplomats'
"Now, now, there's no need to fight. Couldn't we just settle this with a nice footrace? Here, I'll give you a head start as I clean up this mess."
Of all the war weariness and general squalor people face in these tumultuous times, the faith and clergy of Bashur are ones of pure light, hope, happiness, and determination. He is one of the gods that is part of the divine coalition called "Those that believe".
He encourages his clergy to use their churches as grounds for health, exercise, and bonding between rivals. Not only that, but urchins and orphans left bitter by their living situation can find a caring home in these sanctuaries. However, in times of great conflict they find themselves being conflicted. Peace is their business, acting as diplomats who broker treaties between warring nations, athletes who entertain and inspire new generations, and guides to bring about healthy children. However their pacifism in the face of heresy has gotten them a few sour looks from the Imperium at large
Bashur himself is a stark contrast in form and attire to the rest of Bladerun. He is depicted as a large, muscular, athletic man with a full, luxuriant beard accompanied by a full mustache and crown of olive leaves placed upon his head. He commonly wears a toga that covers most of his body leaving his right arm exposed.
Hanna, The Architect, Heart of the Forge
"Society was built upon the backs of those who use both hand and tool. The farmers, the crafters, the architects, and even the lowliest servant stands far above the richest swine."
Hanna Goddess of Labor, Crafts, and Architecture, a simple goddess. Laborer's depend upon her to safeguard their lives, as mere tradesmen, farmers, carpenters, and more can barely stand alone against both the magical and even the greed of the Imperium at times. They are not all powerful figures. rather mere men and women. That is the duty of her clergy, to safeguard those whose lives are at the mercy of the whims of the lazy and crooked.
She fervently detests any form of slavery and conscription so much so that these are basically the only times her servants will rise up in violence if their demands are not met. Her churches are dens of labor and craftsmanship, rather meditation and contemplation. People of all walks of life, dwarves, gnomes, elves, humans, and even the stray duegar (who are protected by this faith if they seek asylum) practice their craft until the point of perfection. If you need a keep built, the finest architects are ready and waiting. If you need armor to resist all the natural world, the smiths have already melted the ore needed.
Hanna is depicted as large, burly woman who outsizes even Viona. Her apparel is never the same, yet none of it is overly ostentatious. She is always seen with her famous chisel and hammer which are rumored to have the power to draw on the elemental planes to craft the finest trinkets and art works, even sentient items scattered across the realm.
Ytol, The Broken Hand, The Dual Mind
"Abjuration, to make your paper thin walls useful. Enchantment, for when violence isn't enough of a violation. Illusion, for when people only like your mask. Magic is part of life, it's what allows the mortal person to live in a world bigger than they will ever be."
Ytol, god of magic and guardian of the weave, is a purely neutral entity. Caring little for how knowledge of magic is gained as long as it is shared and never hidden from view. Evil liches and insane wizards whisper new discoveries of arcane rituals or creations of new spells to Ytol to keep his gaze off of them. His clergy are given an active role in uncovering arcane secrets lost in the ruins of forgotten societies or being hoarded by bold entities. However his role personally is to defend the weave, the source of all magic and the fabric of reality. Though he would never vocally admit it, there is genuine fear within him when a world without a working weave is spoken of.
He speaks only to mortals who intrigue him but even then is still loathed to do so any longer than what is needed. Despite his dignified appearance, Ytol speaks shamelessly sprinkling in curses and insults whenever he pleases. He cares not for mortals, nor their individuality, but is not outright abusive towards them.
He is described as an elvish man, yet actually bearing the features of old age, draped in black and blue robes that cover the entirety of his body. His left hand is always shown to be broken, twisted, and snapped out of place. Rumored to be that way because of the result of a failed ritual casted by an ancient cleric of his.
Ghanis, Tinkerer-Lord, Soul of the Machine
"Ancient schematics, dead languages, tomes of forgotten lore, all of them indicate a past of scientific enlightenment. Yet, all we can do is copy it...its disgraceful"
Much more kinder, patient, and professorial than his brother, Ytol, Ghanis is the god of intelligence, wisdom, and science. He whispers into the ears of sleeping tinkerers, scientists, and anyone willing to work with the untested sciences of the world, granting inspiration to his favored mortals. To those intrepid and troubled souls who feel lost in life, he has boundless philosophies and paths for monks willing to listen, reflect, and meditate upon them.
Rather than coveting knowledge of the arcane and how to twist reality to one's desires he simply wishes to study the understanding of working and harmonizing with the forces of reality, he wishes to embrace science and logical reasoning, and understand all philosophies and ideals. He encourages his clergy to follow intellectual pursuits of their passion, no matter how niche they may be, and at the end of their duties he pushes them to catalog their findings in numerous texts and publish them, so that generations to come may have easy access to what took someone years to find and decipher.
He is depicted as a humanoid being entirely made of golden clockwork gears and cogs and two warm pinpoints of light coming from where the eyes should be. Most of the time, the rest of his body is obscured by a cloud of mathematical equations.
Evarie, The Curious Cat, The Haunted's Solace
"I understand your pain and I come to help, but I cannot heal you. That is a feat you must accomplish on your own strengths, with help of course. Remain hungry, and you will overcome these adversities."
A healing hand to the traumatized and haunted souls of the world, those who find their bodies willing but their minds and souls flayed and fragmented can find hope, comfort, and rest within the clergy of Evarie, goddess of comfort and curiosity. On her other brighter and more prevalent side of herself, she embodies those that let their curiosity drive their lives. People are always growing and the desire to learn more nurtures that fact.
What separates her from the gods of knowle dge and arcana is the actual inclination towards doing good and sharing knowledge not for merely a collective, but wanting to improve the lives of individual people. Her good nature stems from the coalition she's made with Bashur, Reqiuem, and Necrosis called "Those that believe" which represent the gods that still believe in the natural good will of mortals.
She is depicted as either a halfling woman in midnight blue robes that cover her head to toe or whatever animal is the embodiment of curiosity at the time, which is undoubtedly the cat. The only reason she is mostly away from the mortal plane is to heckle her patient brother, Ghanis, and ask him endless questions to sate her curiosity. He doesn't seem to mind the endless onslaught of query either.
Sanistra, Dishonorable Duchess, Countess of Chaos
"Imaginary lines, laws, and taboos be damned! One must throw away traditional morality to achieve the perfection they desire."
Her will, that being the mistress of lies, includes the destruction of the powerful, strong, and influential, creating a cycle disasters and chaos to ever churn its way through the contours of nobility, causing instability in every corner of every sovereignty. Her clergy know how to thrive in the chaos they make, others rarely do.
Her clergy include ambitious nobility, spymasters, assassins, sabotage specialists, and basically anyone who benefits from weaving intricate webs of lies. There is little difference between clerics and assassins in her clergy, both take on active roles of enacting plans of intrigue and plotting the demise of the powerful and strong, they merely do it both in different ways. Her paladins, however, specifically act as honorable messengers of good, but cheat, lie, steal, and threaten their way to victory. Using the pretense of chivalry to get farther in life, however they always end up acting with violence rather than ending their plans with subtlety and charisma like the aforementioned clerics and assassins of her clergy.
She is depicted as a woman cloaked in reds and black, wearing a masquerade mask that covers her eyes and the rightmost side of her face, yet despite the leftmost side being exposed it is shrouded in shadow.
Tranquila, Malady's Bane, World's Cure
"From its first breath to the last exhale, life is precious and sacred and so is the consciousness that comes with it. Lets do our best to cherish it, you and I. "
Can be attributed as overprotective of her clergy, the healing will of Tranquila extends to the most grievous wounds and debilitating diseases to the least threatening of bruises and cuts. Despite this constant over communication with her clergy and the mortal world, Tranquila has been a bastion to those vulnerable to diseases and the scars left behind.
Her clergy not only includes the magical healers who can perform miracles at a moments notice, but also the alchemists and doctors who fight pestilence with both tonic and scalpel. Working closely together with scientists, anatomists, and alchemists to develop cures to maladies and diseases, her recent ambitions have been put on hold due to the surfacing of a disease known as Ghoulish Rot. A disease that refuses to surrender itself to healing magics of most powers, only giving into direct divine intervention.
Tranquila herself is depicted in dark teal hooded long cloak that shrouds most of her body's features, with bandoliers of potions, tonics, surgical tools, and tomes of medical knowledge that masters of medical knowhow would sell their souls for.
Necrosis, Lord of Vultures, Child in Agony
The House of Suaedevan has hidden all knowledge and clerical scripture that has even the slightest account of "The Child in Agony". However if you were to actually find one that knew of his existence you would be told of a being of primal evil, who gains a sadistic satisfaction from seeing others in pain as vengeance for his banishment from the heavens.
The very few that know of him and still worship him, do so out of love. Genuine, innocent, and caring love. He personally knows each and every one of his followers by names, background, and even their deepest secrets in which they have confided into him. Those that worship him in a violent manner don't serve him in the traditional sense of clerical worship. Those that empower themselves with the death domain are actually stealing his power rather than borrowing it, giving nothing back.
He is no evil god of suffering, rather he is the one who suffers. It is true that all diseases and all manners of hexes and curses exist purely because of him, but he has yet to bestow any curse upon perceived foes. His weak avatar wanders the world, taking others suffering from them. Whenever a mortal succumbs to such sickness, so does Necrosis tenfold.
Ethos, The Artistic Muse
"Black implies white, life begets death, these are the constants that we face in life. Emotions are not so simple, however, and are far less boring."
Ethos is an enigmatic entity, a deity of emotion and artistry. Deity, meaning neither god nor goddess, neither male nor female, rarely does it limit himself to a humanoid mindset. It doesn't control emotions, not directly at least, rather it embodies the nature of art and the natural world to evoke emotions. Where a pure, unspoiled, natural spring might evoke a sense of serenity, joy, and peace or a blasted wasteland of toxic soil will bring feelings of despair and weariness, that is Ethos' will entangling the world.
Its clergy work as artists, sculpters, models, dancers, or in any profession that entails an inner and outer beauty. Artists who revolutionize painting styles, scultpers who create new techniques, or dancers who can act out a play without using a single word, these are those among him who have its greatest favor. However, despite natural beauty being professed as the greatest not all nature is beautiful, nor not all that is beautiful is natural, Ethos is no nature god. The call for beauty and emotion can be so great and ever present in its clergy, that the journey can seem unhealthy to the uninitiated.
Ethos is neither described as male or female, but it does usually take on a beautiful humanoid form, or at least what is the beauty standard for the time. Much like eladrin and elves (who share similar properties with its androgynous nature) its form differs on which emotion it is feeling. However the last time it felt anger it is spoken that an entire county paid the price.
Requiem, The Chainbreaker, The Blind Mother
"Penance is no punishment, but a celebration! A warm welcome into the light that will embrace you even when you lie in your grave."
The most forgiving of all the deities, even the blackest of evils can find recompense for their crimes here. Even when the world wishes upon one the worst pains possible, Requiem will always allow them on final bastion to find their redemption. Though, that does not make it easy for them either, just possible.
Most of her clergy devote themselves to a much more nomadic life, helping oathbreakers restore their oaths despite the Imperium banning said actions. Those that do worship within temples find themselves acting as shoulders to lean upon for the troubled, offering confessions that are protected under a seal of secrecy. Yet, as much as she is a kind and, almost blindly so, merciful goddess there is one situation in which she takes up arms. She is a goddess of forgiveness and freedom, she will fight against any form of slavery with utmost wrath. Not only against literal slavery, but she will do what she can to free those bound by oppressive contracts or even break the bonds some races have with evil gods and entities.
She is depicted as a kindly woman, draped in flowing robes of green, white, and gold. Her hair is always flowing freely and unabated by braids or knots. She is always depicted as blind in some way, almost always simply blindfolded.
Kai, The Father Bear, The Great Spirit of Nature
"Mortal kind walk and talk as if they are so high and mighty, yet be it not for the 6 inches of topsoil and the fact that water falls from yonder sky, none of them would exist."
The embodiment, vanguard, and guardian of nature. Kai is the god of nature and its cycles, both its wrath and the gentle touch it can provide. Ranging from torrential downpours that sink ships to the generous abundance of a recent hunt. He does not outright detest civilization, but abhors its industrial pursuits to the point that he denies his clergy the use of metal tools and armor, only allowing simple nails and screws.
His clergy mostly include hunters and gatherers, who look to him to keep their families fed and healthy. Yet those who climb the highest in his favor are the druids and green knights who strive to protect nature from its despoilers. However, with The Six Tenets allowing only nobles to be clerics or paladins, his following is few in number. It is mostly filled with people either worshiping him through small prayers and actions or those breaking the tenets set in by the emperor. He is seemingly one of the weakest gods and he must hide himself from the world and his worshipers so as to not allow Hvaelger to find him and kill him, lest the god of savagery gain the domain of nature as well.
He commonly takes the form of animals related to the landscape he is appearing in. The few times he does appear as a humanoid, he does so naked, apart from a few vines growing upon his body.
Illumnaes, The Glimmer, Lady Light
"Now that you have finally stumbled upon the light, take a moment of reprieve and look up and down yourself. Look upon the wounds you have collected stumbling in the darkness, seeing this, do you truly wish to return?"
The most powerful deity in all of the four pantheons, save for Arkhus, the goddess of the sun, fertility, youth, and truth is as much as a vanguard of life as the one who takes it away. Her warmth can bring about safe tidings of childbirth for both mother and child and endure all the way to the exact point of adulthood, yet the same rays of light have once razed an entire country to the ground, leaving nothing but a sun blasted desert behind. Despite youth being her greatest domain, she too influences the raising of crops and the protection of what is true.
Her clergy fight zealously against the ever encroaching influence of Renahku and his mutated children in the Underdark. They do not dare approach the surface world with violence in mind, not while the sun's rays continue to grace the world, not while the Luminaries continue to haunt their every action. While being good intentioned at first glance, these crusaders are another dangerous obstacle for drow and duegar trying to make a living on the surface.
She is described as a woman of immense beauty and grace, with the rays of rainbow lights trailing her head wherever she goes. In clerical texts, when described to be visiting the material plane she always will appear to be in front of the sun no matter the perspective she is looked at, yet her body is never shrouded by the shadow.
Tenebreia, Mirror Mother, End's Mercy
"When the light of life sears your eyes, the noise of the day grinding into your ears, and the heat of the sun scorches your flesh only then will you come to appreciate the frigid cold and silence of the dark night"
Mirror to Illumneas, where the goddess of the sun represents the start of life at its loudest, Tenebreia, goddess of the moon, dance, "The End", and renewal is a mirrored reflection of natural life but represented at life's end. Her shining light, like the real moon, is a dimmer reflection of Illumnaes' protecting light. The goddess of the sun cannot protect the world forever, her light takes too much from her, and so she too must sleep and regain energy. When that happens Tenebreia comes to do her job, yet her light does not fully wash over the realm and the Mutated Kin are able to raid the surface world.
Her clergy are opera performers, dancers, singers, blade dancers, and those who take comfort in the night. They, while not all being the best fighters, strive to protect others against those who wish to do harm under the cover of night. Yet they are also the second most open-minded of any religion in the pantheons, showing mercy to those who would run away from battle. Being perpetrators of the end, they too strive to put those following the path of undeath (willingly or not) back in the grave so they may join the cycle of renewal.
Depictions of Tenebreia are far and few between, those that are concrete and seemingly factual speak of a pale woman who rests along the crest of the moon, draped in a long double exomis tunic that seems to shift colors according to her background.
Renahku, Mutator God, The Creeping Darkness
"The flesh is fluid, like raw stone it is to be molded until perfected! The natural form is arrogance incarnate! To believe oneself so great merely for what they were thrust upon the world as!"
A malevolent force that has been creeping its influence into the surface world for almost as long as it has existed. Renahku is the god of the Underdark, making the dark, cavernous world his domain and all that which lives under it his servants. His darkness does not merely blot out the light but it intends to mutate and corrupt that which is beyond natural. However much evil he has made, however much evil his servants have done, however much evil his darkness intends, that which is unnatural is not always evil. Flumphs are always a perfect example of this, yet drow and duegar that have escaped to the surface show they are just as capable of kindness as well.
His clergy mostly includes the drow, duegar, and even the occasional outcast mindflayer that dwell in the Underdark. Those within the faith include the mindset that the body they were given is the first step in a process to make themselves perfect. Mutating and twisting their flesh, bodies, and mind with forgotten arcana and alchemical techniques. Few archpriests look the same as their
He is given no description, nor is he depicted as one form. However, generally whatever form he does take is mutated and twisted beyond the original state.
The House of Bladerun
A house of honor, a house of blades. Spanning a frigid taiga coupled with the coldest mountains in the world the Region of Blades is a harsh place where knights of all walks of life collect to test their might, their ancestors that joined in this similar way would band together to create the House of Bladerun. Today, Bladerun faces civil dispute over traditional values as their Duke turns his attention elsewhere. Its people are prideful of their home and the loudest voices consist of rampant nationalism, yet among the muck you will find honest people willing to fight other's battles as long as their own battles are being fought alongside allies too.
Geography
A cold land composed of taigas, coniferous forests, cold and expansive hillsides, and large snowy mountains with harsh winters and unusually generous summers. The land is rich in ore and minerals needed for the belligerent population's need for armor and weapons, the mountains even being rumored to have ties to the elemental plane of earth. The land is fertile for the native plants, but grain is difficult to grow in the cold soil. Those that do make their living off farming are either near the border or obscenely patient. Large animals and mythical beasts provide most of the food for these hardy souls.
Honor, Duty, and Saga
To a warrior born and bred in Bladerun, honor and duty go hand in hand. You cannot find honor in failure here, yet you are not expected to succeed every time you try something. Those that wallow in failure find themselves ostracized from society.
There is an end goal, to all this attention directed towards honor and duty, and that is the common Blade-Born's drive to make a saga worth reading or carving into the stones of Ysgard. The only way to do that is to saturate your saga with bloodshed, suffering, heroism, and victory over a much more powerful opponent.
Following these traditions, with an even more rigid idealism, are The Sons of Sathris. Joining this family is impossible, unless you can prove your trace your bloodline back to the Saint of Sunset, Sathris. They are raiders, vagabonds, cutthroats, and most importantly hostile. They honor their Father's last dying wish, to cull the weak, to never grow complacent, and to break down every facet of society.
A Weak Duke
As due the process of the Bladerun royalty, the current Duke or Duchess is replaced by whomever beats them in a duel. As of recently in the last 7 years, a human now known as Halar Bladerun has beaten the last Duchess, a widely known orc chieftess, in a royal duel. While she was never widely liked (even by most civilized orcs) her defeat sparked anger in the rest of her kind.
Seen as weak by his peers, he focuses on diplomacy, charity, and internal development, sparing little attention to matters of warfare. While many children and beggars would thank him for a life that they never would have received under anyone else's rule, many more would rather see him dethroned for straying from traditional values that are stone deep and leaving warfare behind when giants, great wyrms, and more still roam their lands as always.
Vicious rumors have also spread that the original Duchess was drugged before the royal duel, now rampant "loyalists", stirred by rumors, cause trouble daily for the Duchy ranging from irritating to outright violent. Not only that, but with the defeat of the last Duchess, orc strongholds are no longer bound by a blood alliance and wreak havoc at their own discretion.
Language, Greetings, and Nomenclature
Bladerun has always had a stark cultural difference when compared to the Imperium, and in recent years the unification with the Imperium has tampered with and taken over the native culture. However naming, language, and common sayings still ring the same.
Since life is harsh in Bladerun and mere survival is a feat to be celebrated itself, most greetings and "blessings" of good luck revolve around that. Common sayings include
- "May you find sleep in unfamiliar places"
- "May your fields be filled with fragile yet numerous grain"
- "Forever shall your forests be filled with game"
- "Let warm winds guide you home"
- "Let your cattle be fat and hens be resilient"
- "May your sled be stalwart and the road ahead be smooth"
The native language of Bladerun is rough sounding, and can be attributed to real life Icelandic. Similar to giant and dwarvish in sound, yet the script uses an older version of the Imperial Common.
Monster Ridden Lands
All lands have their monsters, be them myth or real, and every nation has their militias and safety protocols. However Bladerun is a special case, every man and woman knows how to use an axe to some degree and every child knows to slip into safe crawl spaces too small for giants and other large creatures.
The roads are unsafe, hill, frost, and even maddened stone giants roam the countrysides. Packs of dire wolves hide in untamed forests where hunters must roam. Great wyrms are even rumored to be hiding within the mountains and frozen swamps, waiting for the perfect time to strike and show themselves unto the world. Even if your find a watchtower and a sphere a safety on the road, nothing is stopping a hungry wyvern from picking off a soldier or two.
All of this, while certainly troublesome, has been fueling the Blade-Born drive for heroism and victory over stronger opponents. Great hunts and tales of lesser men fighting and conquering great beasts (with varying truthfulness) are all excerpts of simple hunters rising above the challenge and making their lands safe.
Culinary Pursuits
Not all magical beasts are simple meals, most need special preparation to be considered safe eating, and with a hungry horde of men and woman at every corner there is little time to find safer meat. So, in time, Blade-Born cooks have found clever ways to make their meals safe and delectable, ranging from dire elk that normally tastes like stone, manticore which is full barbs, wyvern which is slick with lethal poison and venom, and chimera which usually either tastes delectable or awful with little in between.
Merchants
If there was, or will ever be a time, that bloodsport isn't available to the majority of Bladerun then mercantilism would be the next beast trade. With rare monster parts and a surplus of blades and armor meant to withstand harsher years there is certainly an opportunity for money to be made by cunning souls.
However one thing is stopping simple everyday traders from hopping the borders in times of relative peace, and that is because of a reason so simple that its almost comical. Most caravans use sleds pulled by yaks, dire elk, goats (for the smaller races) and giant horses. With snowy trails being evident and abound in Bladerun, even packed ice trails in the summer, that seems to be the cheapest and most practical way to travel across the snowy nation. However, it is most certainly not anywhere else. Swapping between animals that can resist heat rather than cold, and buying a whole other land vehicle with wheels is an expensive endeavor few can overcome.
That means only foreign businesses or imperial caravans can profit, while smaller businesses must stay cunning and flexible to outdo their substantially bigger rivals on the playing field.
Ancestral Guidance
Kin is a word tossed as much as honor in these lands, friends and family (found or blood related) mean everything to the common person. So much so, that before the unification with the rest of Drei'ul shamans and clerics would commune with ancestors within burial crypts of honored warriors and heroes. So as to pass on the knowledge and wisdom that would otherwise be forgotten. However, this was confused with ancestral worship and has since been banned by the Imperium at large. Most of Blade-born culture has been suppressed one way or another in recent times.
Candlewood Thicket
Where most of Bladerun is subjected to the blistering cold of winter, with short yet generous summers, the Candlewood Thicket is a realm apart from the usual chill of Bladerun. Within each of the dark oak trees of the thicket glows a dim and warm fiery light, which brings comfort to those who wish to meditate under the waxy leaves of these trees.
Sometimes, trees will seem to have knotted holes within their hearts. These holes are taken as ho,es by Candlewick Drakes, playful draconic cousins to the psuedodragons that are made comapnions by many spellcasters. These drakes revel in silent and cozy comoforts, and steal books for personal reading use. They always return them once they are done with them however, having perfect memories they can always return to them at their leisure or forget them entirely if they want to read it again. They subsist off of candlewax, or even the waxy leaves the fill the thicket. To tame one for personal companionship is a battle of literature and poetry against a surprisingly good adversary, yet simple in its rules. They always start with a base philosophy for their conversation, and continue to build upon it with the intended challenger. If they can keep up with the Candlewick drake and manage to stop it in its tracks or teach it something new, the drake will join the challenger as a companion.
Sathris' Abode
Hidden within stone walls girded with thick steel, an impenetrable fortress city that houses the foundations for the faction known as the Son's of Sathris. Said to be Sathris' base of operations during his crusades against civilization, his descendants of his long and diverse lineage and bloodline would fight to the very end to see it free from outside ownership and influence.
No one that currently lives can willingly and truthfully attest to the inside machinations of the city, yet there a few accounts of escaped prisoners and conscripts that give a description of intense and rigorous training sites tempered by an Azer workforce, who constantly keep the city up and running without a hitch.
The environment around it seems to also be a place of constant bloodshed, as its proximity to Noble's Palace forces the Century Guard to be on constant vigil for any Sathrisian incursion. More often than not, there is an ongoing war campaign between the two belligerents.
The House of Mystian
Enlightened minds gather here, testing their theories and honing their skills against bitter rivals. Rich and grandiose cities built upon the spines of the tallest mountains of the world, connected by steam trains and bridges of floating islands. Journeymen and adventurers make their way here for knowledge on monsters, the arcane, and of the untested sciences of the world. Today, the people of Mystian are going through an age of automation and automatons. Traditional Century Guard are replaced by much stronger and much more obedient Mechanical Watchmen, and laborers find their jobs being taken away. Lowlanders who are unlucky enough to be born below the mountains find their lives being seen as trivial and their sacrifice non-existent.
Geography
High upon the tallest mountains in the world sits climate controlled cities built into them with the greatest elven and dwarven architectural feats available to the modern world. Like Balderun, its political rival, its lands are mostly infertile but thanks to developments in arcanical greenhouses provide a meager amount of fruit and grain that barely supplies their people can be grown, although those without jobs are left to rot or making deals with unscrupulous guilds to gain a food supply that comes from even greater places of suffering.
The Lowlands, meaning any of the lands below the mountains in Mystian territory, are great and large wetlands, plains, meager hills, and deciduous forests that provide the lumber and most of the grain needed for the growing population.
Hierarchy of the Intelligent
Since this house demands a great deal of mental acuity, those without the proper education or cursed with a slow mind are shunned and treated as the outcasts of society, sometimes even being exiled to the Lowlands. The most unfortunate are picked off by evil and mad wizards that are either powerful in the arcane or politically, usually both, and ignored by law enforcement.
Below the mages, wizards, and prodigious spellcasters are the alchemists, artificers, scriveners, and industrialists that are the lifeblood of all mechanical and industrial pursuits in Mystian.
The most honored of intellectual minds, and those that reach the highest point of the hierarchy, are graduates of The College of Arcane Mastery. The greatest school on the earth for both the arcane and science, which covertly chooses its students rather than let them apply. They are an enigmatic guild as, while they have a HQ stationed in Mystian territory, the school itself teleports around the world when a new discovery is made, or a new student is enlisted and needs to be "picked up".
Crime Syndicates
Those that find safety within gangs and criminal guilds are trained in a monk like fashion, or take on the brutality of a pugilist, to brute force their way out of situations that could be hardly talked out of in any case. In fact, to the constructed guard force, intimidation is not a viable tactic as few of the clockwork creations feel fear or pain.
However, those that find safety within criminal company usually find themselves unable to leave, either out of debt or oath. This can happen subtly or be told bluntly, as most leaders will simply tell you of your debts and who is in charge emboldened by the fact that most commonfolk can't deal with the military alone.
The infamous and comical sounding thieves' guild, The Bratwurst Brigands make their riches here among the turmoil and find safe housing free from the Imperium and Eternal Inquisition in the hard to navigate cities that take massive amounts of effort or sway to get into in the first place.
Separate and Divide
Those that embrace automation and the arcanical industrialization are called Mechanists, and include artificers, the higher class citizens, and wizards. Those that oppose the reforms are called mockingly as "The Redundant", they actually seem to like the name or rather keep it out of spite.
Small skirmishes throughout the cities are more common than one would think, however they are almost always one sided. That being the side of whoever has the most spellcasters (usually Mystian). Subterfuge, blackmail, threats, and bribery are how the Redundant fight this "war".
Above the Rest
Among the more brutal realities of Mystian, there is no lack of awe inspiring feats as well, it would not be too naive to say that these arcane feats grant comforts equal to or a little less than what we have today in real life. Horseless carriages, flying machines, and more. More importantly, as mentioned previously there are floating cities alongside the massive stone bridges that connect steam train stations and mountainside strongholds.
These cities, upon closer inspection, are actually flipped over mountains held up by crystals of elemental air and fire. Almost like a real life hot air balloon, the air and fire are used to create magical lift for extended periods of time. However the technology on how to make these flying cities is all but lost on Mystian, they still know how to maintain them to a degree.
Despite having lost the technology that allows flying cities to exist, Airships are still very possible. Most of the time its cheaper to move to different cities by train, however there may be discoveries of great arcane matters somewhere else out in the world and land travel is much too dangerous. So what better to carry an entire team of mages, scriveners, artificers, and bodyguards than an Airship?
The Lowlands
Called "The Muck" by most Highlanders, The Lowlands are home to farmers, laborers, and simple serfs whose jobs have now only become more backbreaking and dangerous ever since the unification of the Imperium.
Arcane and mechanical inventions that increase just how much grain, lumber, and ore you can pull out of the ground come at a steep cost. They are dangerous to use, and many Lowlanders must face the reality they could lose their lives trying to just work everyday if they are not careful. It doesn't help that they aren't given the same educational privileges as the Highlanders, meaning they barely even understand the tools they are using, only going off of what their fathers and mothers told them.
Another large problem is the unsustainability of these machines. They rot and purge the landscape, smother it with soot and dust, and create large holes in the ground that are perfect for hungry subterranean monsters to climb out of.
To make matters worse, the Lowlands are territory to the Blackguard. Who gain constant supply of soldiers and initiates due to the horrible life conditions Mystian provides for them. Not to mention to influx of food they can steal from Lowland towns that still remain loyal.
Language, Greetings, and Nomenclature
There isn't much of a different way to greet someone in Mystian, however manners and politeness are a key factor to all conversational and diplomatic relations with a Mystic.
Mystian does have a native language of its own, however how to speak it has been lost to the ages as it was discarded due to no longer being useful to use in that manner. It must've been a monotone and quite emotionless language, as the native accent for Mystics is seemingly monotone as well and hard to grasp emotion from.
The script, however, is another story as its convenient, simple, and efficient to use in educational and scientific texts. Its still commonly used by mages, artificers, and scriveners and is the language most commonly seen in libraries and academies.
The House of Gaiasphon
Sworn to defend nature from its despoilers, The denizens of Gaiasphon enter their conflicts according to how it affects the natural balance of the world. Fueling this drive is the Fey Ancestry that many hold (This is all the more true among the nobility which holds a bloodline much closer to the original denizens of the feywild). However, unlike the unpredictable laws of the fey they emulate, a Green Knight of Gaiasphon will never let a single action of theirs leave others with questions. They are direct, lacking subtlety, only the most vile oathbreakers raised within Gaiasphon territory would tell a lie of any kind. In fact, it is common to call the deceitful De'tamoir in these lands as that is the only thing they hate more. The word means "Bastard of the Shadowfell", a place contradictory to every fiber of Gaiasphon's being.
Geography
A land fettered with rolling hills, verdant plains, thick jungles, and dense forests of all kinds. Cool winds coming from Bladerun supply the lands with an ample amount of rainfall. So much so during spring that elementals and rain spirits make their home here exclusively.
The land on which the House's capital stands, The World's Spine, contains the same rolling hills as does most of the country with a few forests but karsts, thin and tall rocky towers, dot the landscape like barbed spines. The land is commonly reserved for farming, as it is a great honor for a denizen in Gaiasphon, and many would detest to mining and other industrial pursuits the other houses strive for. The forests are full of forage, and magical beasts that should be left alone.
Preserve Life, Relish Nature
Nature is well respected here, it is what the most primal version of every race came from and was nurtured by. The primordial fluid that formed the very basis of all that is good and evil in the world. Those that live within Gaiasphon, the Sphonic peoples, live and breath in the name of defense of nature. However, its not everyday that nature comes under horrible threat that wouldn't balance itself out in time, so in times of peace they focus on themselves, their children, and the generations to come. Patience is the greatest Sphonic virtue, the second being honesty.
To those foreign to Gaiasphon, it would be momentarily confusing to see the patience and honesty instilled in almost every man and woman. When asked about something so simple as directions, a person whose not even particularly kind will give simple directions to their location and even any places of interest or relation to where they want to go. Contesting nobles here, while insightful to trickery (mostly because of invading fey), would settle their rivalry with contests of honor and repute rather than blackmail, bribery, or deceit.
Pave the Way for Stability
Nature, as this house sees it, is the epitome of stability and normalcy. Once studied and observed, nature acts in a constant pattern and can always be depended on to act as predicted as long as not too many variables are introduced. Many find comfort in this, and seek to emulate nature's stability within humanoid society so as to build lives knowing they won't be randomly upturned. Out of all the places in Drei'ul, currently Gaiasphon offers a stable childhood at the least.
Those of the Verdant Ascendancy find themselves spearheading this ideal. Stalwart and loyal friends who will fight for your cause and die for your children, if you can afford them. While monetary payment is welcome, their form of currency is in actions, favors, and most important of all repute. A noble of high repute can call upon Green Knights in their darkest days, and find hundreds of souls willing to die for their cause.
De'tamoir
Meaning "Bastard of the Shodowfell", it is a name given to the deceitful but meant for those who break their oaths to join the ranks of the shadowfell. The opposite of honest, stalwart, and steadfast in every way, they will use the societal expectations of truth against their enemies to the fullest extent. Acting mostly covert, rarely does one openly cause terror when paranoia is a much more fulfilling and useful feeling.
However, the main cause for concern towards the shadowfell is its corrupting influence, and how it twists nature to be deceitful and deranged. The shadowfell is an emotionless place, bereft of all hope and passion, and seeks to expand that aspect on the world at large should its corrupting influence break through the planar veil.
A Green Knights duty, first and foremost, is to seek out these cultists no matter where they are or where they go. Be it in their hometown, or in the depths of the shadowfell itself. However, as said before, patience is key to the Sphonic and rushing headfirst into battle won't accomplish anything.
Careful Exploitation
While metal is not necessarily banned or taboo in Gaiasphon, in fact many Green Knights use it without shame and farmers and tradesmen aren't against it either, but the chance to use tools made of obsidian, stone, or even ironwood rather than materials born from fire and smoke is valued highly.
Armor made of leather, bone, ivory, and obsidian is enchanted to have magical features to help overcome its weaknesses compared to traditional metal armor. Normal everyday people and those of The Verdant Ascendancy couldn't afford it too often, but its still available and gifted to talented warriors. To help with the fact, lighter materials like obsidian, leather, or even silk are easier to enchant for the same reason gems and crystals are commonly used for arcane focuses. They conduct magical energy easier.
Druidic Influence
Thanks to the affinity with nature the Sphonic people have, and the many druids who grant their blessings upon its people, nature's influence seeps into the everyday lives of the people who live in the towns, cities, and villages.
Aarakocra born here might live a bit longer, and more commonly be born with the features of finches, blue jays, eagles, or even peacocks. Tieflings may be born with vibrant verdant green skin, with designs of vines growing throughout their body, and horns that resemble trees and grow small flowers upon them. Elves may be reincarnated here as eladrin more often, and find their connection with the feywild more pronounced. Gnomes and firbolgs can speak much more easily to small animals here. Its complete random, unless a druid specifically picks a family or child to bless with nature's touch. At that point however, they would be choosing that child or children for a goal in mind or as "Chosen Ones" to a druidic or shamanistic prophecy.
Small Folk's Paradaise
While humans are still abundant here, they are not that dominating race. Halfings, gnomes, hill dwarves, elves, and dragonborn make up a large population of the Sphonic states.
Considering the rest of the Imperium, this is the safest place for smaller races and many smaller folk in other nations can attribute their lineage to come solely from these lands.
Their reason for their departure? Bards. Rather, smaller folk were the first bards Drei'ul had ever seen and that continues to be a trend for them (skalds, however, are largely bigger folk).
Tales of old still sung in Gaiasphon speaks of its golden fields of grain, vasts and friendly forests, and druidic prophecies all because of the bards that came from here that were nurtured by the safety these lands provided.
The Banished
The Banished are a talk of controversy in Gaiasphon, where most tribesfolk in the Imperium are friendly if not indifferent, the Banished are entirely hostile even to the point that druids of inexplicable age, patience, and wisdom had to step in and place a curse on their forefathers.
The Banished act with utmost violence to both those within the shadow and to the commonfolk of Gaiasphon. They believe all this acceptance and tolerance of industrial corruption within the other houses has made them bystanders to nature's destruction. They take no prisoners, however they do allow foreigners to come and switch sides. They have thrown away all relations they once had to their god, Kai, but despite that they fight fervently agaisnt the Blackguard as well.
Their leader, an enigmatic individual who doesn't even speak to them often, The Wendigo is said to have a death mark on Faylen Dortumal, and leaves a bloody trail of Green Knights in his trail. His current bounty for both the Imperium and The Verdant Ascendancy range from 100,000 gold coins dead and 500,000 alive.
The House of Suaedevan
More so here than anywhere on the Edesian continent, piety is the foundation upon that which this nation was built upon. It is so valued here that normal currency is not an official form of payment here, proof of your unerring faith in the gods is. Although what you get in return might not be worthy of a High Priest, they are charitable people nonetheless. Giving what their land will allow of them.
As virtuous as one can be, cultural scars run deep and this culture shuns the use of arcane magic tenfold compared to how Gaiasphon detests shadow magic. Those that openly use the occult (Pact Magic, Blood Magic, and Sorcery) are not given any mercy, and targeted on the spot. Only the divine is allowed here, on these god-given lands.
Geography
A scorched land of wind, sand, and sun. However, during flood seasons the rivers provide prosperous bounty for all (Even if it merely is just simple grain). Dry grasslands hug the border between Gaiasphon and here, kept from vibrancy by huge chasms in the ground that collect most of the rainwater before it soaks into the ground.
Monks and other reclusive types find solace here in the quiet and isolation, upon the sandy dunes. However, those that band together to find safety or group fervor in prayer commonly build entire abbeys within the cool cracks in the earth. Carving entire metropolises into the stone, filled with gardens of cultivated mushrooms, libraries of clerical lore, and churches for every god and goddess of the soul.
Rebuke the Sickness
Necrosis, The Child in Agony and god of sickness and death, is the only god they truly detest. As he is the forsaken son of Arkhus, for when he came into the world he brought only sickness and disease (Albeit not entirely intentionally). Not only that, but the very soil he stepped upon remained corrupted and started to fester. That poisonous land is known as Necrosis' Pestilence.
Those that find word of worshipers of Necrosis call upon the Eternal Inquisition to make quick work of them, and if none are to be found they would rather burn down homes and churches to make sure any pestilence is removed, and any worshiper is killed within the fire.
Any knowledge about Necrosis is hidden, censored, burned, or claimed fake by scriveners and monks who spend their lives collecting lore and information on the gods. Perhaps this is the reason why people do come into the worship of Necrosis, however rarely (he only having an estimated 20-30 worshipers). Perhaps its the curiosity that drives them
Immense Cities
A city is not merely a place where people come together to divvy up labor and form a community, but a place where views of faith can be shared and built upon. So when people come together to make a settlement, they plan to make a place of worship and prayer rather than just survival and trade.
To simply be satisfied with a small town is seen as lazy in terms of faith, and the most populated cities are the most holiest. That being said, most settlements are of immense size and extreme architectural greatness to house every single soul and few villages exist. It is easy to get lost in these cities without guides, and those born within them rarely explore it all, save for their home district, in their lifetime. They are often tight packed and fresh air is always needed, especially so for people who were born under the earth. Some come up and see the light, never to return to their subterranean burrows.
Trade and treasure seeking is not exactly what one comes to Suaedevan for, the one thing that is priceless to choice individuals is clerical lore. Clerics of all pantheons come here to find out more about their faith and deity, finding secrets about their god that can dissuade them from their faith or make it stronger.
The Great Pestilence
Skirting part of the Suaedevan coast is a great antediluvian horror of ages long past. Where upon, once sacred ground, stepped Necrosis, god of suffering and death. The land upon which he walked wilted and mutated until only a twisted reflection of it was left.
Upon his first footsteps upon the land, disease came forth. Plagues wiped out ancient races that remain obscure from history to this day. However, the most notable loss was that of the first temple (or at least rumored to be) which according to most clerical texts was said to be unharmed during the corruption. The Child in Agony made this his dwelling, however, and no longer did it serve any god, not even himself.
Henceforth the temple was renamed "The Temple of the First Sin".
Chainbreakers
Devout sons and daughters of the Chainbreaker herself, Requiem, goddess of forgiveness and freedom. While there are many sects within this faith the Chainbreakers are among the most well known of them all. Zealous souls hellbent who travel into the most desperate and vile parts of Drei'ul for the sole purpose of freeing slaves and servants from their bonds.
Bold and aggressive pacifism is usually there go to for how to solve a dilemma, however few times can you rely on the morality of slavers and masters. Sometimes violence really is the only lasting answer.
Watcher paladins, church sanctioned assassins, and most importantly unarmed fighters gives this sect its identity. Watcher paladins are the answer to after the question has been solved and their sole purpose is to stop the enslavement before it happens, few have eyes deep down in the underdark. Assassins do what must be done, spread fear among the slavers so they might seem weak. Taking out their leaders like a virulent disease. However, capture is an all encompassing threat, unarmed fighters can never truly be unarmed as their very body is a weapon. Few slavers would even dare amputate such precious and strong cargo, and so the Chainbreaker is now a threat on the inside. Whittling down their will and resources one by one.
Science of the Body
Tranquila's influence and healing will spreads not just through healing magic, not everyone has access or the funds for healing so her followers must be flexible to follow her will.
While Mystian would disagree, Suaedevan has some of the greatest academia regarding the medical sciences of the world and commonly distributes it to those willing to barter with a price of equal or greater value, however currency is of no use to most of the monks within this nation so few buyers would truly understand how to barter with a Tranquil monk.
There are more proactive souls than that however, and that would be the Guild of Tranquil Hearts, or more often called The Merciful Few. They roam the world, going to meager hamlets to large and tightly packed towns to heal the sick and stop plagues before they happen using little if not no divine magic. Their secrets are kept close however, it is said not even a succubus or incubus could tempt them out of these incorruptible souls.
The Merciful Few also take on the macabre job of administering lethal mercy, to those in too much pain or those too dangerous to be kept alive and let spread their sickness, be it literal or a condemnable ideal.
Piety over Ownership
There is no system of currency that flows within Suaedevan, one must only show their faith to exchange items of need. The greater the value being traded, the greater the show of faith must be. A peasant must show his holy symbol, clean and polished, to fill his family's stocks for the week. A Paladin must brandish her blade and recite her holy vows from memory to acquire a proper weapon to cut down the enemies of the gods. A cleric must convert an entire church and know each an every on of the convertees personally to gain a rare and beloved magical item known only as a Candle of Invocation.
There is little bias for what deity you show faith unto, but if you do come from foreign places it is expected of you to tell what you have done for your deity with the gift of travel and health. In most cases however, you aren't required to tell what deity you worship, merely that you are pious and faithful.
Important NPCs
In a burgeoning time like this, it is important for a beginner adventurer (and player) to know of different people in the world, to perhaps revolve their character around them or gain an insight into a famous person of each culture, and how they have gained their glory.
Storolf Skorrisson, Bloodied Hand of the North
Great Kings (or Dukes in this situation) need great followers. Named "Halar's Dog" Storlof is commonly known as a warrior without equal, so it is to great confusion to most why he does not simply take the throne for himself.
Instead, he serves Halar's faithfully, and even the two short-lived Duke and Duchess before Halar. He has singlehandedly caused the destruction and decimation of hundreds of communities, while being a savior to a hundred more. Many don't know if they could call him a hero or a villain. Those that draw his ire never see it coming either, for he is mute in both voice and movements. His Great Zweihander slips silently out of it's sheath, his plate armor seemingly does not clang against him, nor does his footsteps seem to produce sound of any kind.
Many orphans can attribute their situation to Storolf, and almost all desire vengeance. Your character could be in a similar situation.
Issalei Xergos, The Scorched Archmage
Greatly respected by her students and faculty, feared by all else. Issalei is a motherly figure to her students while remaining an authoritative figure. Her research has paved the way for countless innovative arcanical comforts that have increased the quality of life for a commoner tenfold. She is the only Archmage who has gained the position of Archmage by merit, rather than being born into it. She is so talented she has singlehandedly created a handful of spells herself, such as Issalei's Scorched Hand or Issalei's Shadow Cloak
A desired professor by all means, yet she wasn't always a cherished soul. She was once a blood mage, turning to the crude and dangerous art in the name of progress despite how it had harmed her. She is the sole reason why an ancient art of bloodletting was revived, the order known as The Bloodhunters. She changed her ways, as an accident almost had claimed her life. Her skin was scorched so severely that to this day she hides every inch of her skin, wearing a metal mask to hide her face. While many novice mages would look up to her, there are those who still face the horrid effects of The Bloodhunters and would rather her dead.
Faylen Dortumal, The Truest Soul
In a land where honesty and order are expected of you, to be praised for your honesty and discipline is no small feat. Faylen came from rags to riches, being born of lowborn stock she joined the Verdant Ascendancy in a last ditch effort to find a home.
Thence forth, as her legend goes, she soon become a great beast tamer. Bears, wolves, and even wyvern would hear her beck and call. Becoming a revered cavalier, she carved through waves of shadow spawn and shadow fey that had once threatened the country's capital.
Painted as a hero in stories that comfort children as they slip into a peaceful sleep, a noble figure in bards' symphonies that could make a statue cry..... but rumors tell of a violent crusader for whoever is unfortunate enough to face her in combat. Saying her depravity and desire for victory could outmatch Storolf in his bloodlust. Many choose to not believe these rumors.
Penance, The Beggar Saint
A man of cloth, Penance can trace his fiendish blood to his cambion father and oathbreaker mother. He, however, was not cut from the same cloth as them. Shedding all but the simple dirty brown rags of his clothing, and the rusted bronze incense decanter he uses to cure the sick, Penance embodies charity in all that he does.
What makes him different from regular monks and saints is his martial training and oath of pacifism. The Path of Mercy is his calling, and he shares it with whomever desires to learn it. So long as they make one oath, to solemnly swear to never take a life. Evildoers whom have stood against him soon become his students, whose hearts were calmed by his practical but effective approach at faith.
The Heretical Nation of Hakain
When the world was new, and the gods began claiming their domains, a prosperous nation had spoken out in the new kingdoms being built entirely upon the faith of the gods and nothing else. For this, their once thriving sunlit wetlands were scorched from the earth and sharp dagger-like mountains was raised to separate them from the rest of Drei'ul. Whats left to this day is a sun-baked mesa that with meager streams running in between them, and angry and scared tribes.
Geography
Dominated by deserts of black and red sands, with small splotches of great forests composed of petrified trees. Hugging the coasts are the mesas that nurture what life is left (or rather what is survivable for humanoids). Tribes, which commonly go by what heretical deed their ancestor did (more out of spite than anything), split their villages in half. With those who live outside in the heat, watching for danger, and those who live inside the rock and stone conferring with long dead nature spirits.
Duneizgad, the Rusted King
A Rust Dragon is one that, while perhaps in a past life a virtuous metallic dragon, is an irredeemable stain on the world that lives in equally irreparable places in the world. Their minds are twisted and truly alien to the mortal mind. Hakain has many rust dragons to share, however one remains the true "King" of all of Hakain and self-proclaimed ruler of all dragons and dragon-kin.
Duneizgad, the Rusted King, whose lair is as unknown to the world as his age. To those that have tried to best him, they always manage to come home in closed caskets with a singular claw mark in the middle of said casket. It is unknown how this happens to be. However what is known is that to plunder his lair, means to unlock treasures, secrets, and unimaginable power from ages long since past. That temptation alone pulls many daring souls to plumb through the secrets of the Heretical Nation. Some going missing along the way, coming back in the very same caskets as mentioned before.
Respect for the Northerners
Now without much to call their own home, these tribes commonly find themselves raiding to survive. Most of the time, they stand against Bladerun. Most pity them for having to leech off a nation known for its military superiority.
Yet, despite their despair, lack of supplies, and low (but slowly growing) discipline they still have posed a direct threat throughout the years. Holding their own in skirmishes while avoiding total war, holding onto the their unity to survive in this harsh world. This has earned the Bladerun's military's immediate respect, and the respect of its peoples.
To Bladerun, these tribes are the only source of warriors that have stood up bravely against Bladerun (When the other houses failed to provide such a challenge), using adversity to overcome hardship and tragedy.
This is the same for Hakain, to them Bladerun is the only nation in the world (as they see it) who don't define themselves completely on faith, but both Honor and Duty as well. This respect is so high at times, that caputred warriors will be treated as kinsmen. Invited to feasts, and allowed to host prayer sessions to their own gods (As long as no inquisition is nearby).
Bladain Baronies
These baronies, located just west of the mountains meant to keep the Hakain away from the rest of Drei'ul, are disputed territory between Bladerun and Hakain. Bladerun felt it was their divine right to rule these lands and continue administering the overdeity's justice in keeping the nation out of the rest of Drei'ul, and Hakain simply needed its fertile soil.
As tensions rose and settlers from both nations came, war was inevitable. Until the unimaginable happened. In the matter of 5 years, intermarriages and blood alliances have both made the baronies neutral territory and its become far too complicated to simply just declare war on one barony, as that may cause all of your allies to go against you as well as their own allies. While total war against its two parent nations is common, here its unheard of between different barons.
A character raised here would almost have an alien perception on the Hakain raiders and the Bladerun armies. Seeing them both as brothers and comrades to be cheered on, however never truly grasping the concept on why the fight or how hard they fight.
Language and Script
The spoken Hakain language is fluid and almost sung when spoken, with breaks between each word being sparse. Those that learn it as a second language find that they take on a tediously repetitive rising and falling inflection within their voice. However that is after they are fluent, which takes years for foreigners and plenty of painfully twisted tongues.
The script is a much different story however, and is completely alien to the modern Imperial Common. A mixture of letters and iconography that is hard to draw for the uninitiated, yet very expressive and versatile to use. An adept reader could glean the same amount of info out of a few lines of Hakish script that you would get from a paragraph (3-4 sentences) of writing in Imperial Common.
Guilds, Orders, and Factions
This page explains the most prominent and powerful organizations that a character could be apart of. However, if none of them take to your liking ask your DM about making your own faction, there are plenty of powerful people with grand ambitions so it would make sense that not all of them can be named here.
The Blackguard
Their doors are open to the downtrodden whom are left without hope and direction due to the emotional trauma of becoming an oathbreaker. In a god ridden life where you must bow your head to the gods or be burned by the inquisition, their objective is clear. To one day tear down the walls of the pantheons, and free mortal kind from divinity. For a blackguard there is no re-institution of faith, no taking on any new oaths. You are to embrace your new blasphemous magics. However in their pursuit they are known to be overly violent and possibly even harboring darker magics than mere hollow divinity.
The Verdant Ascendancy
A Green Knight's duty is to embrace truth and to show oneself in true light, no shadows left behind. These family orientated (not always by blood), jovial, and adventure seeking warriors are to combat the ever invading forces of the De'tamoir, the Shadowfell, and to keep the stability of the natural world intact. However, in times of relative peace they strive out to reach the corners of the world, offering their services and protection to whomever they deem worthy.
As only nobles, and official Century Guardsmen, are allowed to be paladins and clerics these intrepid souls seek out nature to offer them power and magic not too dissimilar than that of druids and paladins of the ancient oath.
The Sons of Sathris
Following the traditions of Bladerun, yet never being truly part of it, they are raiders, vagabonds, cutthroats, and most importantly hostile to anyone not within their fold. They honor their Father's last dying wish, to cull the weak, to never grow complacent, and to break down every facet of society. Their duty bound fervor even brings them to go head to head with duegar and drow, bitter enemies of their Father. Joining this family is impossible, unless you can prove your trace your bloodline back to the Saint of Sunset, Sathris.
There have been rumors of them even using blood magic to bolster their forces, and making dark dealings with entities like Hag Matron-Mothers in exchange for power over life and death.
The Eternal
Otherwise known as "The Eternal Inquisition" this nomadic war band forever marches "eternally" around the continent of Drei'ul searching for heretical texts, blasphemers, and blackguard. Known to be paranoid, woe to the settlement that is said to be affiliated or to even home heretics. Little remains of places like those. Those that travel with adventurers are usually separated from their band and try to contact them with great deeds of their own.
However, sometimes this separation is something they've been wanting and waiting for a long time, either to prove themselves without being held back or to run away from their service.
The Century Guard
The ages passing have replaced traditional warlords and knighthood for disciplined and unified legions of Centuria and Centurions, sworn to uphold the Six Tenets and the almighty and far reaching will of Emperor Noble the I. They mainly are Crusaders, Cavaliers, Crown Paladins, Conquest Paladins, and Champions. At least, those that have proven themselves better than their peers.
Each individual Century Guardsman serves for 100 years, no less and no more (unless they enlist themselves two times over). That time spent in utter discipline can be backbreaking and mentally overtaxing for some, what seemed like an adventure soon became a struggle to survive. A character here may simply want to see home again, or rather joined because they didn't want to see home again.
Chainbreakers, Children of Requiem
The Chainbreakers, a specific sect of the Church of Forgiveness rather than the entire church at large, are a collection of zealous and passionate anti-slavers and freedom fighters. They travel to the darkest places of the world to shed light wherever they go, so as to expose the misdeeds of those that would shackle and enslave for their own profit.
It is not uncommon for many Chainbreakers to have once been slaves in the first place, either to the duegar, drow, neogi, or even to a hidden organization within the Imperium itself (Where conscripted labor is entirely legal, however frowned upon).
Guild of Tranquil Hearts
Otherwise known as The Merciful Few, this guild actively travels around the world to places that don't have access to medical supplies or even experienced practitioners. However, they also dispense a more macabre mercy to those in too much pain or those too dangerous to be kept alive and let spread their sickness, be it literal or a condemnable ideal.
Not relying entirely upon divine magic to heal others, they rely mainly on their knowledge of medicine and the body to complete their deeds. Alchemists, monks of mercy and long death, and clerics of life make up the majority of this guild.
Making an organization from scratch
Ask your DM for help when making an organization from scratch, as its their duty to make sure it fits in with the setting and tone of the campaign.
There are only a few questions you must ask yourself before getting a workable idea of what your organization is, however it must be clear and concise enough that others would be able to grasp an idea from it that is similar to what you had in mind.
Does the Public Know?
Is your organization a secret, kept from the public? Is it a splinter group of a well established organization, meant to do dirty jobs for them without getting their hands dirty if its discovered? Is it against the Imperium or does it align itself with it? If it is secret, then why? There are many things to be gained by publicity. How does it keep its covert position?
What is its Purpose?
A powerful sovereign with a vision of what society should be like. An enigmatic figure, which is seemingly malevolent/benevolent, whose agents' loyalty is bought with money. A high noble who wishes to strive higher in the Imperial heirarchy.
Everyone has ambitions, but some burn brighter than others. To what end does your organization work for, does its agents even know why they do what they do, who is your leader?
How does it reward?
Even loyalty has its limits, and people need to feed themselves. What is commonly given to agents that do well, what is the punishment for agents that fail or even betray this organization? Do they pay in gold, perks, favors? Few are powerful enough to pay in all three, but it is possible.
Who answers the call?
What are the ranks of your organization filled with? Are they quiet assassins that spread fear in a single night, are they loud and boisterous brutes that act as bodyguards and enforcers, are they adventurous spellcasters that plumb into forgotten catacombs to seek knowledge?
This is one of the more important questions to ask, as it defines what your character might be and what class they become.
Enemies and Allies
The world is harsh and cruel, but less so with people watching your back. However, when a person grows closer to another they become easier targets for backstabbing. Does your guild fancy allies? Do they make many enemies? An enemy doesn't have to be an entire guild in of itself, it could be a coven of hags, a powerful magical creature, or even a specific sect of the church.
Credits and Thanks
All pain splotches and water color stains belong to /u/flamableconcrete on their website giantsoup.com
Any help to find the original artists would be greatly appreciated, as not all links led to their art pages.
Artwork in Chronological Order
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KJ Yu (Artstation): Battle 2 https://pbs.twimg.com/media/Dpyg2ibUYAAnQBJ.jpg
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Currently looking for Artist: Imaginary Castle Art https://i.pinimg.com/564x/2f/73/1a/2f731ae53a7b691919074c40c1073fd3.jpg
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inetgrafx (Deviatnart): Speedpaint: Church Interior https://www.deviantart.com/inetgrafx/art/Speedpaint-Church-Interior-26409094?q=favby%3Alzfrusnckop%2F50668111&qo=13
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Currently looking for Artist: Roman Legion Wallpapers https://i.ytimg.com/vi/EW8fI6N6szs/maxresdefault.jpg
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Andreas Rocha: Burning Village https://i.pinimg.com/originals/f2/95/eb/f295ebe02992ca2caac9dbded6aa8350.jpg
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Asim A. Steckel (Artstation): Healing https://www.artstation.com/artwork/qWXwa
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Eddie Mendoza: Valhalla https://cdna0.artstation.com/p/assets/images/images/002/210/900/large/eddie-mendoza-valhalla.jpg
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Robert Crescenzio (DeviantArt): Floating City https://www.deviantart.com/robertcrescenzio/art/Floating-City-595371706
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Patrick Bettag (Artstation:) Murky Village https://www.artstation.com/artwork/thornwall-establishing-shot
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xpe (Deviantart): desert castle https://www.deviantart.com/xpe/art/desert-castle-428283242
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Currently looking for Artist: Persian Warrior https://i.pinimg.com/originals/d4/85/f6/d485f63b0f7dc3fcec402719b54a5eb8.png
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Kristina Boyoko (Artstation): dark fantasy wasteland
https://www.artstation.com/artwork/rRl1yE
- Miro Petrov (Artstation): Viking Concepts https://www.artstation.com/artwork/nekl4