Showing posts with label dawn war. Show all posts
Showing posts with label dawn war. Show all posts

Thursday, January 8, 2026

Dawn War: The Dawn Isles

 

The Dawn Isles are the numerous islands that dot the northeastern coast of the continent, but the term also function more generally as the name for the lands to the northeast. That is, anything north of Fairyland and east of Erathus. They tend to be somewhat craggy and mountainous, and, though most maps don't show it, the wilderness in that land is dangerous indeed.

Humans and the Elven races (that is, Fauns, Eladrin, and Elves) make up most of the population, but many of the nobles are Dragonborn. Dwarves and Tieflings are more likely to travel to the more metropolitan Erathus than remain in the small and quite literally insular towns of the Isles. 

Unlike the Three Kingdoms and Erathus, the Dawn Isles take a more neutral approach to divinity: there is a time to call on every god in turn. Their nobles often follow the strict codes of Bhamat or Erathus, while the common people most often turn to Primal Spirits and, indirectly, Melor. However, shrines to all of the gods may be found commonly, as well as euphemistic shrines to "the Bright Ones", the collective Lords of Hell.

There are three towns of notable size in the Dawn Isles: Ethonay, Temokulos, and Iamatou. Ethonay lies on the western shore of the mainland, closest to Erathus and distinctly in its sphere; Temokulos lies on the eastern shore, a strait away from its twin and rival, Iamatou. Around these, on the mainland and on the isles themselves, there are one or two dozen villages eking out a living in the wet, warm valleys. The people of this place are known to be artistic, tolerant, lying, impious, and fond of spice and ferment. They tell tall tales:

  1. The slimes found in the countryside have recently been driven to a frenzy by demonic forces
  2. There is an island of wise monks that can teach you Disciplines of Breath
  3. The isle of Yvoth lies half in dream
  4. The Lady of Ethonay slept with Erathus, and went mad because of it.
  5. Goblins are what happens to a child when a fairy steals it.
  6. Among the isles, you may sometimes find a prideful city that sunk beneath the waves ages ago.
  7. Pirates leave the captives they don't care to kill to a monster that ensnares their minds.
  8. The town of Tolann owes its wealth to a diabolic pact.
  9. There is a well of eternal youth hidden somewhere in the isles.
  10. There is a water dragon dwelling in one of the caves near fairyland.
  11. Sometimes fox-fey disguise themselves as Avandrite way-priests to trick (and perhaps eat) the unwary.
  12. There's a kind of fairy called Halflings, or Gnomes, who are so good at hiding that they always manage to slip behind a tree or stone when you would see them, and are known for thieving. 

DM Information
The dawn isles are what I intend to be the starting location of the campaign. They are a mix of Greek and Japanese influences. Between the main towns and in the isles is Flux Space, determined by the results of encounter rolls. When the party travels, roll a d6:

  1. Encounter (see encounter table)
  2. Spoor of encounter
  3. Dungeon
  4. Settlement
  5. Resource Depletion
  6. Weather Change

When players find a spoor, they can choose to follow it. When players find a dungeon or settlement, they can find their way back to it later (unless it magically moves around or is concealed). Simple stuff. 

Ethonay 

Ethonay is a strongly mercantile town with easy sea routes to Erathus, Fairyland, and the Three Kingdoms. It trades the luxuries of the Dawn Isles with the necessities of the rest of the world. At its heart is an impressive, domed Pantheon, with grand chapels celebrating, principally, Avandros, Erathus, Melor, and Bhamat, the patrons of peace and prosperity in the town. A chapel of similar scale for Pelora stands across the street. 

Desdemona, the Lady of Ethonay, is currently falling into tyranny that would make Bane cringe. This is due, in fact, to her recent pilgrimage to the Amethyst Citadel, where she was refused the rite of the Dragonborn due to the many criminals that take refuge in Ethonay from Erathus and other more stringent realms. It has not been terribly effective so far, but the underworld of the town is becoming wary of her increasingly random searches and increasingly violent interrogations.

As part of these reforms, Desdemona has put in place the beginnings of a compulsory education system, the Garden of Wisdom, into which her officials are starting to herd children. The purpose is not to give commoners knowledge of the facts of the world, but to remove them from Wicked Influences, such as parents and friends, and make them strong enough to Resist Evil and serve the Common Good. Attendance is still low, especially since the children keep getting stolen by Fairies (which gives the appearance, from the outside, that Desdemona might be killing them).

Temokulos 

Temokulos is pretty well known for producing adventurer types. It is also well known for picking the King by Lottery every year. The standard joke at every tavern is to give maudlin laments for a new adventurer, since they must be the poor, exiled king of Temokulos, chosen by fate and discarded by fate! The irony is that this system works so well that most adventurers leave out of sheer boredom, and being king of Temokulos comes with pretty much no downsides.

Temokulos primarily worships Avandros, though they have no temple to him in the white-washed town, only shrines at the indigo gates (including the large, though mostly ceremonial, Sea Gate). As such, it is generally held to be an auspicious place to set off on a Voyage, and has an enormous industry of expeditions into the isles and beyond. Common belief holds that Avandros taught songs to the sailors of Temokulos which charm windspirits and sea-serpents.

Gambling is, oddly enough, illegal in Temokulos, with the only exception being bets on the next king, which is wildly popular. This includes not only who the next king will be, but what they will do. The azure tiled House of Fate maintains the ledgers of these wagers. Of course, if you could in some way Influence the next king, or their policies, you could make a fortune, but doing that without alerting the Spies of the Noble Houses is fiendishly difficult.

Iamatou 

Iamatou is an island town, the twin of Temokulos. It is most notable as the eastern seat of the church of Pelora, from which the Archangel Daybreak attempts to orchestrate the conversion of the region. Aesthetically, Iamatou strongly contrasts with Temokulos: sailing the strait between them and seeing Temokulos' white houses and sapphire domes piled on one side and Iamatou's golden stone and soaring red spires on the other is considered one of the wonders of the world. Iamatou sees this as emblematic of their Strong Rivalry. Temokulos, alas, does not care.

Against the church of Pelora's influence wars the startlingly popular Dragon-King, the charismatic and half-monstrous* demigod of Tiamut. He is held to be a mediator and guardian against the Bright Ones; better by far to placate him and them than to let Daybreak turn the island into another battlefield. And he only occasionally devours his consorts.

(* The lower half, specifically) 

Iamatou, due to the sea currents around it, has numerous Sea Monsters wash up dead on its shores. These are the raw material it uses for its lucrative industry of Bone-carving and Scalemail. Iamotou scalemail is sold all over the world, being almost as tough as steel, but the best quality is found on the island itself.

Tyrnanokos 

Unknown to all, far in the east, is the hidden isle of Tyrnanokos, the land of the Young. It is the domain and grand experiment of the Witch-Queen Wee Jas, and the homeland of the strange race (found nowhere else) known as Halflings. The isle has a strong Enchantment placed upon it by its queen, that no one outside the isle can remember more than the vaguest details about it. Even looking right at it, the focus of sailors seems to slide off it, and they dismiss it as useless to visit. Hence, it has entered local legend, and remains undiscovered, despite being seen thousands of times.

The Halflings that inhabit it are indeed Half the size of a normal human. They also live Half as long. In this small time and small frame are compressed Great excesses of adventure, sorrow, love, learning, and all Human Things. They were made such by Wee Jas, and maintained by her. This land is their Paradise, tailored to their every need, not only for pleasure but also for pain and excitement. Most (but not all) Halflings who leave are often driven mad by the world, both its bustle and its boredom, and become Goblins.

Halflings are outside the normal Cycle of death and life. The spell Wee Jas maintains is so strong that even the Raven Prince has forgotten this place. This is by design. Here, it is Wee Jas who harvests Spirits, disintegrates them, and seeds them in the bodies of new mothers. Her Skeletal servants pluck spirits out of the dead and bring them to the Well of Power, where she stores their spirit-stuff and uses it to maintain her immortality, as well as the enchantment over the isle.

She intends to become the new Goddess of Humanity by, eventually, dipping herself in the Well of Power. Avandros has abandoned his children for the fairies, and Lolth hates them both; Pelora exploits them to high heaven; all the gods end their lives and destroy their spirits. But Wee Jas would see them Immortal. She would argue it is worth breaking a few eggs (which would be broken anyways) in the process. She is, in fact, incredibly amiable and beloved by her people. They even know of the Well, but accept it as part of the cycle of life.

The Well of Power is not yet sufficiently full. It might be in a Century, though there might be ways of speeding up the process. The well itself is pure crystal and must be kept carefully sterile. If even a bug got in, it would become a monster the size of a mountain. Those that do a great favor to the Witch-queen might be offered a single cup of Spirit (which would be a great deal of XP).

Dawn Isle Tables

Encounter table (2d6):
2. Storm dragon
3. Medusa guarding a bridge
4. Ogre Magi
5. 1d4 Avandrite way priests (might be foxes)
6. 1d6 Slimes
7. Recurring NPC
8. Goblins
9. Stymphalian Birds
10. Inevitable of Erathus pursuing fugitive
11. 1d4 Halfling questants
12. Divinity (1d4: 1. Pelora; 2. Avandros; 3. Sehanine; 4. Zehira)

Dawn isles villages (1d6):
1. Klerei, village with a prophetic serpent
2. Ra-ukki, ruled by a spider devil
3. Konkordia, half the year taken up by the Konkordian Games
4. Village with a master of the Discipline of River
5. Great Waytemple of Avandros
6. Tolann, Obscenely wealthy (but otherwise innocent) Hot springs village

Dawn isles islands (1d6):
1. Yvoth, of which half the island overlaps with the Gardens of Ynn
2. Time loop Atlantis, stuck on the day of destruction by Wee Jas as a divine distraction
3. Island of wise monkeys. Eating the food gives a permanent -1 INT, +1 STR or WIS. They know the Discipline of Breath
4. Island of the Lost, where things lost to the sea wash ashore
5. Island of lotus eaters
6. Big temple of Melor, run by giants

Dawn isles dungeons (1d6):
1. Hydra Den
2. Slime cave with rift to Shedakloh, the Pit of Slime, the abyssal domain of Jubilex
3. Minotaur labyrinth
4. Derelict shrine of the Bright Ones
5. Illusory dungeon, a trap by foxes
6. Horrible Goblin Drug Hole

Monday, August 18, 2025

How to Win the Dawn War: 20 Wanderers

 

From Etrian Odyssey
Never much been good at NPCs. Trying to change that. 
  1. Kayven
    Race, class, level: Human Commoner 0
    Description: Balding, middle aged man with a frown like Oscar the grouch. Seething. Nonsequitur. Boomer belief that if everyone followed his advice, they would be much better off.
    Wants: You to buy his books. "The Illustrious Tale of Kayven", "The Proverbs of Kayven", etc.
    Means: Subtle negging, followed by wild accusations of drug use, madness, witchcraft.
    Boon: Leaves you alone, maybe.
  2. Ailas the Old
    Race, class, level: Faun Ranger 15
    Description: Stout, grey faun in a stout, grey robe, with a stout, grey staff. Just visited wherever you were about to go, be it town, dungeon, hell... Don't worry, he was just poking around, plenty of danger and treasure to be found. Highly influential among Avandrites.
    Wants: Pleasant conversation and good food.
    Means: Pretend to doddering old mannishness (it doesn't work, you can see his level on the HUD)
    Boon: Information about where you are headed.
  3. COUNT CRUCIFER!
    Race, Class, Level: Vampire!
    Description: Obvious dracula. Extremely affable and ineffectual.
    Wants: To establish his Domain of Eternal Darkness!
    Means: Make vampire minions, charm and ravish men and women.
    Boon: Immortality and noble status in his hypothetical realm.
  4. Priest Oriel
    Race, class, level: Human Cleric (Party level + 1)
    Description: Blonde twink, mannerisms of Christian Character in a Christian movie. Just wants to help 🥺. Newly promoted to Priest, from Tutor. Unshakeable belief that the only reason anyone doesn't worship Pelora is just because they need to know more about her. If the party already has a Leader, will form a rival party with Grana, Inoven, and Ronas.
    Wants: You to accept Pelora's Light 😊.
    Means: Join beginning adventuring parties. Tell them about how great Pelora is.
    Boon: Healbot with some church standing, expositor.
  5. Grana of the Jagged Peaks
    Race, class, level: Half-orc Fighter (Party level + 1)
    Description: Large green woman in minimal clothing, acts like a cartoon hercules. Born and raised in the Kordlands. Crippling inferiority complex, easily goaded, extremely easily flattered. If the party already has a Defender, will form rival party with Oriel, Inoven, and Ronas. Within said party, unwitting catalyst of wild and ridiculous romantic drama between all members.
    Wants: To prove herself.
    Means: Join beginning adventuring parties. Get a strong rival.
    Boon: She has like 20 strength.
    Etrian Odyssey
  6. Inoven the Furtive 
    Race, class, level: Faun Rogue (Party level + 1)
    Description: A shit-eating grin in leather armor. If the party already has a Striker, will form rival party with Oriel, Grana, and Ronas.
    Wants: Hot chicks, money.
    Means: Join beginning adventuring parties. Shitty pickup artistry.
    Boons: Connection to the thieves guild.
  7. Wizard Ronas
    Race, class, level: ??? Wizard (Party Level +1)
    Description: Final fantasy black mage. Huge nerd. Says things like "curiouser and curiouser". Pokes his nose into everything, and then writes it down. If the party already has a Controller, will form rival party with Oriel, Grana, and Inoven.
    Wants: To find out
    Means: Join beginning adventuring parties. Experiment whenever he can.
    Boon: Loredump
  8. Dawn D'wore
    Race, class, level: Elf ranger 1
    Description: Anime french-rococo shepherdess in a miniskirt. Talks like a southern belle. You know her, she's on the box art! Danger magnet and absolute liability. Kidnapped and cursed preferentially.
    Wants: Adventure and romance, to be rescued from whatever situation she is in.
    Means: Join your party, get in situations.
    Boon: Double XP for any encounter she is in where she does not end up kidnapped, cursed, or dead.
  9. Yamash
    Race, class, level: Human bard 30
    Description: Long green hair, ageless beauty, unfathomably tired. The last purely human son of Avandros. Yamash was granted the Seek when his father took his current position. Has spent the last few Aeons seeking the Meaning of Life, to no avail.
    Wants: to die
    Means: seek novel experiences, with no moral qualms
    Boon: If you give him something new, he might do you one (1) favor with his ancient knowledge and absolute skill.
  10. Margaret, The Dam of Duer
    Race, class, level: Human noble 5
    Description: Fanciest, fattest, oldest lady, looks like queen elizabeth, carried around on a litter by several half-orcs. Says things like "Good heavens!" and "Sieze him!". Finds the players to be disgusting, charming little vermin. Upsettingly unfaithful to the duke of Duer.
    Wants: The most fabulous art objects in the world. Will talk about whatever she is after currently.
    Means: Send amoral mercenaries, buy with obscene wealth.
    Boons: Obscene wealth, opportunities to snatch artifacts before she does
    Final fantasy
  11. Gabriel the Fearless
    Race, class, level: Human Paladin 7
    Description: White haired young man in a black suit of armor. Quixotic, with an absolute morality resolved via hair-brained schemes. Gabriel is from the real world. His blessing upon arriving in this one was taking the class of Paladin without the oversight of any god, whom he immediately distrusted. This was granted by Bahamat, though in her waking state she finds him rather freaky. Cursed to become tiny under a full moon.
    Wants: Great Justice, to return home.
    Means: The Sword, teary eyed kindness
    Boons: Commiseration, mainly
  12. Daphne the Green
    Race, class, level: Eladrin Druid 11
    Description: Ethereal, veiled nymph-type, talks breathlessly. Like all druids, an indirect worshiper of Melor through his godlings. Extremely heretical, wants to tame and subvert the natural spirits and Melor himself through any means possible to provide prosperity and beauty to the world. As history has several recorded instances of Melor getting beaten up, she's rather hopeful.
    Wants: Dominion over the natural order, through control of leylines, spirits, killing and eating the avatars of melor, etc.
    Means: Pretense of innocence, send adventurers on seemingly innocuous quests
    Boons: Casts rituals and blessings, provides magic items
  13. Ulrike the Mage of Umbral Might
    Race, class, level: Tiefling Warlock 2
    Description: Like, 12. Godchild of Tiamut. Demands you tremble before him. The little black lizard on his shoulder is Obscura, his familiar, whose main job is to laugh at him.
    Wants: Respect, primarily. New age of darkness, secondarily.
    Means: Alternately terrorizing and helping
    Boons: Direct line to Tiamut, if you need that.
  14. Podo Podum
    Race, class, level: Dwarf Cleric 4
    Description: Jolly and santa-esque smith and cleric of Moradi. Nose like some sort of fabulous squash. His dream is to find the One Sword, the greatest relic of Moradi, whereupon he will start a cult.
    Wants: Relics and magic items
    Means: Showing up in dungeons, offering his services or trades for lesser magic items in exchange
    Boons: Healing, blessing, repairing. Dungeon merchant.
    MTG
  15. Faustus the Marvelous
    Race, class, level: Human Wizard 3
    Description: Young, yet worn out, stage magician looking guy. Underfed, crippling wizard school debt. Theatrical in a despairing way. His research was in customizing spells, and his abilities all have flavorful additions: lightning bolts crackling with fireworks, cloud of cards instead of cloud of daggers.
    Wants: Food
    Means: Performance, teaching.
    Boons: Customize spells!
  16. Alicia
    Race, class, level: Human fighter 1
    Description: Disheveled, manic young woman dressed as a jester. Seems at times painfully compelled to ecstatic interjection. Glitchy mess.
    Wants: Statues, frogs
    Means: Incoherent pleading, random violence
    Boons: Whatever she has in her pockets. Actions that break the laws of physics.
  17. Tringalor
    Race, class, level: Elf commoner 1
    Description: Enthusiastic, slicked back black hair, impeccable foppish fashion. Fashion designer and merchant, very fast tailor, hairdresser, etc. Character customization NPC.
    Wants: You to be better dressed, latest fashions in far off places.
    Means: Very insistent, yet open to your input
    Boons: Rapid makeover, sick clothes
  18. Balthazar the Bizarre
    Race, class, level: Human Wizard 16
    Description: Cryptic purple-cloaked archmage, pondering his orb, you know how it is. Appears randomly with a whole storefront wherever he is encountered. Enormous owl on his shoulder, really preposterously big.
    Wants: You to solve his riddles
    Means: Hee-hee-hee. Hoo.
    Boons: Magic items, sometimes with ironic twist.
  19. Lilian the Purple
    Race, class, level: Human Bard 4
    Description: Brunette in a lilac dress, smiling and quick witted. Lilian is from the real world, and leveled up just enough to keep herself safe and comfortable. Received a ring of invisibility from Sehanine, and has so far managed to keep from going full Gyges with it.
    Wants: To hear about what other isekai'd people are doing, maybe put it to song, to stay safe and comfortable.
    Means: Open conversation. She has a house with a simple teleportation ritual on it so she can return if things get sticky.
    Boons: Spread your fame, help you out
  20. Hannibal
    Race, class, level: Human warlord 13
    Description: What??? HOW???
    Wants: To conquer a new carthage.
    Means: Inexplicable elephants.
    Boons: Strategic brilliance.
    I feel I have to credit Loch for the last one

Saturday, December 21, 2024

Star-Crossed Lovers (How to Win the Dawn War)

As the party are travelling through any temperate part of the world, they hear a cry from a nearby hamlet. A woman runs screaming into the night. Her husband has turned into a monster.

The woman is Lissia, and what was once her husband is Huon. They are poor farmers, and their marriage was never happy. Huon was strict and demanding, and Lissia tries to remember how he used to be when they were young. She saw a shooting star last night, more immense and bright than she had ever seen, and even heard the crash.

The thing that was once her husband is stretched and lean. Chaotic black horns grow from its head, branching and knotting and kinking, covered in a bloody velvet. Its face is a mask of fractured and chitin-like bone, and its eyes glow with a weird light, like fungal gold. Two fingers on each hand have shriveled so that a triple claw is all that is left. If it is given a few minutes, it shall learn how to speak.

(Looking on it prompts a save (or Attack vs. Will) or take 2d6 psychic damage as alien thoughts worm their way into your mind from the newly grown symbols that are its mulitations)

It is, it will tell you, the star that fell. It wants... something. A pleasure unheard of in his far home. It can't go back, now. Earth is for fools and exiles. It meant to come in secret, but it has already been discovered. This man felt close, close to what it knew, what it wanted. So it took him. He took him. He did not mean to change him.

(If you ask him his name, he will not want to tell you. If you insist, he will let out a dread keening which calls to mind images of a burning theater, mushrooms growing in your stomach, and a deep red. Another save vs. 2d6 psychic damage.)

The star is the spawn of Gibbeth and Hadar, a prince of the dreadful parody of the world that is Dim Carcosa. Its main body is out in the woods, and very dangerous to look upon. It glows with the same feverish light as the creature's eyes, and causes the plants to grow quickly and strange, some leaves and flowers flapping away with a fairy-dusting of spores. Its consciousness has all but left it, overshadowing the spirit of Huon, enveloping and slowly digesting it like an amoeba. The spirit will be gone before sunrise.

Angels saw the falling of the star and are on their way to destroy it. They do not know about Huon yet. If the party makes use of the Cerulean Sign, the consciousness of the star will leave Huon and return to its main body. If its main body is destroyed, and its consciousness is exorcised, it will leave the world altogether (and then Gibbeth will eat it for being a disgusting pervert). If he is exorcised, the mutations Huon received will be reduced, but will still greatly disfigure him, and his spirit will be left in a pathetic state (though, he may be healed by divine intervention). Lissia will not leave him. They will probably live happily ever after, with the power dynamic significantly shifted.

If the star is not exorcised, something else will happen.

He will fall in love.

The memory of love left under all of Huon's superiority and meanness will grab hold of him. Humanity, as it turns out, is as alien, and as infectious, to the stars as any of their thoughts are to us. Huon (as he will, eventually, ask to be called) will fall in love with Lissia. What happens from there is so up to the players that I can hardly write about it. I will say, however, that it is not impossible for Lissia to love the Star-Huon (which, perhaps, says something a little worse about her than her modest peasant appearance suggests), and there are two or three gods who might take pity on their plight. But that is another story.

Monday, December 2, 2024

How to Win the Dawn War: Outsiders

More 4e

Outsiders are spoilers by definition. Players, don't read.

Arcana DC 15

Outsiders are creatures that come from outside the world. Angels (of Pelora) are not outsiders. Devils (of Ashmadeva) are not outsiders. Gods are not outsiders. Outsiders are evil creatures like Demons or Elementals who desire to destroy the whole world. Angels fight against them.

Arcana DC 20

Outsiders are creatures that come from outside the world. Generally, there are two types: Astral Creatures and Elementals. Demons are a kind of elemental, arising out of the Abyss where Tharizdun is imprisoned. They tend to be more intelligent than most elementals of comparable power, so a lesser demon would be smarter than a lesser elemental, and an archdemon would be smarter than an archomental (also known as a Primordial). Elementals are pretty easy to fight, since you can just beat them up until they crumble into dust/ash/water/smoke.

[Digression]

Demonic Cults are not uncommon, though certainly less common than Diabolic cults. Said cultists are often revolutionaries, cowed servants of some pseudo-immanent archdemon, or the foolish rabble that buy into the latest Tharizdun-based Heresy. They are very big into sacrificing the innocent and immanentizing the eschaton, as you might expect. The more advanced cults don't tend to go for the whole "plunge the curvy dagger into the beating heart" thing, prefering a ritual which vaporizes the sacrifice, body and spirit.

[/Digression]

Or at least they are easy compared to creatures of the Astral Sea (also known as the Far Realm, the Deep Heavens, etc.). Just looking at one can make you go mad, and often they are intangible or otherwise resistant to beating up. For some reason, they tend to be considerably tentacular. They may be combated with the Cerulean Sign, an arcane glyph that can stun or even banish them.

Angels, that is, proper Angels, also called Outer Angels, Primordial Angels (not to be confused with Primordials), and Birds (if one is speaking cryptically) are mainly concerned with fighting Astral creatures, not Elementals, which is normally the job of gods and their servants. However, some gods have a working relationship with the angels, and are able to request things of them. Namely, Pelora, Avandros, Ioun, and the Raven Prince are said to be on good terms with them. No one knows who created the angels. Some theorize they arose spontaneously, a creative and benevolent primordial counterpart to the Elementals. Others believe they appeared when the first Demons did, for similar reasons. They are faceless, glow brightly, have wings, and cannot lie.

There are other outsiders. Many have been spirited to a strange city, known as Sigil, which lies outside our world, between the Elemental Chaos and the Astral Sea. Wizards say it is the only other world in which people can survive for any period of time. Its only native inhabitant is the Lady of Pain, a silent and imperious presence who occasionally deigns to punish interlopers. They say she hates the gods, if it may be said that she feels anything, but may sometimes tolerate humanity.

Arcana DC 25

Outsiders are creatures arising from outside the world. Generally, there are three types: Astral Creatures, Elementals, and Angels.

Astral Creatures, also known as Stars or Elder gods are beings from the Astral Sea. They are creatures of thought and creativity far beyond what humans, or even gods, are capable of. They lie in contrast with the Elementals, beings of matter and destruction, though of course the Elder Gods have bodies (of a sort) and the Elementals have minds (of a sort). He Who Was, if Ioun is telling the truth, was an elder god, inventing by some eldritch process the many and varied concepts of our world. Ioun is one as well, and some hypothesize that Tharizdun might be one. Experience tells us that there are elder things much less powerful than the gods, perhaps servants or offspring of the greater elder gods.

The danger of the elder things is not mainly in their power, however. Just as He Who Was invented concepts like good and evil, colors and sounds, the elder gods invent concepts just as basic, just as obvious, yet totally alien. Further, in the words of Ioun, "The people of the starry city like to use fashion to express themselves". The appearance of even the lowest elder thing perfectly communicates the alien ideas that can overwhelm a weak human psyche like kudzu. The common idea that they are mostly tentacles describes only the one's least likely to fry your brain.

The Stars are generally too far away to be seen in any detail, however. Only with a powerful telescope is one in danger from the very nearest stars: Hadar, Delban, Gibbeth, and the rest. Light, almost a synonym of existence, appears to be one of the fundemental concepts of even the astral sea. Thus, all living stars shine with the light of their hyperreality. The stars, it is said, bring fevered dreams on moonless nights, which are blessedly forgotten by morning.

Birds, also known as Angels, are a mysteriously benevolent type of outsider. They may fly anywhere, and may be found everywhere: the freezing darkness of the Astral Sea, the depths of the Abyss, the city of Sigil... Every bird is an angel. Many birds that you commonly see are very little and weak angels, but they are still angels*. Some of them are in fact greater angels in disguise. The physical forms of birds were made by the gods, to reduce the memetic effect of angels on the world, apparently at the angels' own request.

(*The exception to this is chickens, which are in fact a type of genetically engineered bat. Ashmadeva made them out of spiteful humor.)

Various types of lesser birds have especial agreements with certain gods. Doves help Pelora spread peace. Songbirds help Avandros to inspire artists. Owls observe and collect on behalf of Ioun. Ravens, obviously, work on behalf of the Raven Prince (this agreement actually precedes the Raven Prince's godhood, which is why he is named after them.)

It was the Angels that developed the Cerulean Sign, in partnership with Ioun and the Lady of Pain. Its effect on astral creatures is something like a complex riddle, something like a legal document of protection, and something like pepper spray.

The Lady of Pain, is, of course, an elder god, just like He Who Was. Allegedly, she spoke with the Angels and asked them to defend the world. Sigil is her world, made after the death of He Who Was. Sigil is not the name she gave it (for she never speaks). It is the name people gave it, after the numerous heiroglyphics that cover the entire small world. It is also called the Stone Library, the City of Doors, the Maze, the Grey Market, and the Scarred World. The eponymous sigils are, apparently, fractal in nature: each "one" is made up of numerous smaller signs, and each cluster makes up a single discernable larger sign.

Commonly, wizards visit Sigil to study its glyphs and properties. However, to enter purposefully is much rarer than to enter by chance. Most of the people in Sigil entered by walking through an otherwise normal door, and will eventually exit the same way. If this is a purposeful act of the Lady, no one knows the reason.

Viewing the Lady of Pain does not have the same effect as viewing most elder gods. It has an effect, certainly (namely that, while viewing the Lady, it is impossible to recall seeing anything else. Some describe feeling like they were tortured for an eternity by the sight, but they are often none the worse for it). However, the ideas of the Lady were present at the beginning of the world, and are thus endemic to the human spirit. If He Who Was still lived, venture the scholars, then viewing Him would similarly have no maddening effect.

Next section is a major spoiler, and if my prospective players read it, the Lady will flay you.

Arcana DC 30

This is the heresy which all the gods detest

Tharizdun is called the chained god, and the father and mother of demons. To follow Ioun's example: When the Lady killed He Who Was, after his two sons emerged, his body became Tharizdun (who, perhaps, was god of Nothing). The children of He Who Was feared Tharizdun, or were ashamed, and he was banished, or imprisoned, or entombed in the Elemental Chaos. It was the dregs of this colossal impiety, this cosmic dishonor, that corrupted the Abyss and spawned the demons, not the evil of Tharizdun.

But the Angels fly even to the depths of the Abyss, and this is what the six-winged bird, the Angel of the chained god, has said: "He is returning."

"He has tested good and evil. He has tested war and peace. He has tested life and death. And He has found His answer.

He has spoken with Angels, and they have heard Him. He has spoken with Fire and Water, Air and Earth, and they have heard Him. He has spoken with His children, and they have not heard Him.

He is returning, and He shall end the War, and judge all things, and then shall go to the Eldest God and speak to Him a new thing, and there shall be no more Death. Let him who fears descend into His grave to speak and to strive. His fool is His herald, and shall reveal good and evil, and shall gather seven that He has lost. The great angel of the outer darkness shall watch the world until He comes. Let the Four, His sons and daughters, descend to meet Him before THE END."

Sunday, December 1, 2024

How to Win the Dawn War: World Axis, Axis World

A continuation of my Last Post where I had a bit of fun with the setting of Fourth Edition. Here's your basic as heck world map. Some notes:

  • The Iron Mountains are the divine domain of Moradi and the great stronghold of the Dwarves, but they really just get everywhere. If there's a mountain, they are in it. If there isn't, there's probably still dwarves below somewhere.

  • Deur, Amasca, and Sarbenne are known as the Three Kingdoms. They are all Peloran, and 4 of the Peloran heavens float around that general area. They always fight over who is the favorite. They each have one (1) town and one (1) castle.

  • Mount Baneflame, they say, leads directly to hell. There's still dwarves in it. They are one of the things that prevents demons from invading the world.

  • Pharis, Zebelli, and Vestrum are fantasy greek poleis. The free version of Inkarnate doesn't have greek stuff though.

  • Kordland is self-explanatory and badass.

  • Wug is a godless waste of a swamp. Can you guess what lives there.

  • The Amethyst Citadel is the only heaven depicted because it stays in one spot, normally. It looks like the picture on the back of the player's hand book.

  • Leviathan probably isn't that big.

  • How large is everything? As large as I need it to be. If I need a trackless desert between the Wilderwood and Amasca, there it shall be. People who complain get smote.

  • I have not taken names from any other source. If you see a name from some other piece of media, no you don't :).

  • Dang I should have organized it by alignment.

Stay tuned for next post, where I'll make sub-deviantart quality anime visual references for the gods, or forget to and stop posting for four months.

Wednesday, November 27, 2024

How to Win the Dawn War

In my quest to become the Worst OSR Writer, I have decided to run a game of Dungeons and Dragons Fourth Edition. 4e was released in 2008. That's 16 years ago! Clearly it has passed into the realm of "Old School" gaming, and is due for a Renaissance. 4e presents a good ludonarrative resonance, I believe, for a specific type of game. It does very badly at simulating medieval fantasy life, but does a great job of simulating cartoons about simulations of medieval fantasy life; that is to say, I hypothesize it does a great job with Isekai anime.

I always liked the 4e gods ("The Dawn War Pantheon"), even if I did not, in my youth, enjoy 4e, as I said in my previous post, which I shall now entirely disregard. However, I noticed that there is an issue when constructing a 4e Isekai game: Your main churchy gods of good, Bahamut and Pelor, are gods. The JRPG standard dictates that your benevolent good guy church must worship a goddess, or several. So a gender-swap is needed (and fits perfectly to patterns exemplified in, for instance, the Fate series). This set off a cascade of thoughts that might make the Dawn War Pantheon more interestingly boring (boringly interesting?).

The Pelor you wanted

In honor of 4e, I've sectioned this post into Lore DCs, a much beloved 4e staple. If you are going to play in my 4e game, read DC 10 and DC 15 only, the rest is spoilers. Content Warning for Divine-Typical freakiness.

The Pelor you got

DC 10

There are ten gods that rule the world:

Pelora, goddess of the Sun; Bahamat, goddess of Justice; Avandros, god of Luck; Moradi, goddess of the Forge; Erathus, god of Law; Ioun, god of Knowledge; Kord, goddess of Strength; Melor, god of Nature; Sehanine, goddess of the Moon; and the Raven Prince, god of Death.

There are seven lords that rule hell:

Ashmadeva, goddess of Evil; Lolth, goddess of Darkness; Vecna, goddess of Secrets; Bane, goddess of Conquest; Torog, goddess of Torture; Zehira, goddess of Poisons; and Tiamut, god of Greed.

The seventeen gods fought in a war at the dawn of time against the primordials, beings of elemental chaos that would have destroyed the world. They won, and now the world exists, and the gods fight within it for the spirits of mortals. Each race has its own god, who made it. Moradi made the dwarves, Sehanine made the eladrin, Avandros made the fauns, Bahamat made the dragonborn, and Ashmadeva made the cursed Tieflings. No one knows who made humanity. Most people think it was probably Erathus, or Pelora, or Melor, or the Raven Prince.

Whatever the case, pretty well everyone except the dwarves and the dragonborn mixed up together and that where you get halflings and half-elves and elves (though, "true" elves are born from the mixing of Eladrin and Fauns specifically)

There are a few other things, like how the orcs have no god, and only worship their warlord, but that covers most of everything.

DC 15

There are eleven gods that rule the world:

Pelora, goddess of the Sun, Life, and Family. She is the mother of men and angels, the god of six heavens, and by far the most popular god in creation. She is worshiped by the Church of the Sun, which teaches good old fashioned values, like love, honesty, and the ruthless eradication of the undead, demons, and devils. She is a little picky that you worship her only, but she is still friendly with the other gods. If you do well in her service, she will bring you to one of the heavens, where you will enjoy countless delights. There are many demigods of Pelora, and many saints and angels in her service. She also has avatars abroad in many forms, as men and women of all ages. You may recognize them by their golden hair, golden eyes, and unearthly beauty.

Bahamat, goddess of Justice, Nobility, and Dragons. She is the mother of dragons and the dragonborn, the god of the seventh heaven, the platinum dragon. She is worshiped by the Adamantine Order, the greatest order of knights and paladins in the world. Bahamat encourages strict discipline and paragon goodness. She is the greatest enemy of evil and chaos. She lives in the Amethyst Citadel in the northernmost parts of the world. She is served by the good dragons, the dragons of gold, silver, copper, iron, tin, mercury, and lead. They say there is a secret to becoming a dragonborn, known only to the Adamantine Order.

Avandros, god of Luck, Travel, and Pleasure. He is the father of fauns and elves, king of the fairies, and the patron of adventurers. Of all the gods who are, according to popular canon, good, Avandros is the most fickle. He is married (for a certain, non-exclusive definition of married) to Sehanine. Avandros possesses no divine domain of his own, sharing Sehanine's. Most inns (and brothels) are temples of Avandros, started by great adventurers who decided to settle down. Avandros is more often served by warlocks than by clerics, and is, of course, one of the two original granters of the Fey Pact. He travels the world in many guises. Fauns and Satyrs are his demigods, mostly male, and he sired almost all of them himself.

Moradi, goddess of the Forge, Craft, and Loyalty. She is the mother of dwarves. This, contrary to popular belief, is not a literal statement. There are female dwarves besides Moradi, and they are very important, the matriarchs of the mines, but they are both hidden from outsiders and look very similar to male dwarves. Moradi was instrumental in laying the literal foundations of the world, using sheer strength and skill to form bedrock from primordial chaos. Despite this, she's mainly worshiped only by dwarves, and really doesn't mind. Dwarves are her perfect creation, the completed form of the prototype known as ants. Moradin invented many things, from swords to weaving, but she is very selfless, and gave most of her inventions to other gods. 

[Digression]

Mechanically, Eladrin and Fauns are identical, except Fauns get a bonus to Dex and must choose between Charisma and Intelligence, and get a +2 to Nature and Bluff. Demigods of Pelora are mechanically just humans

[/Digression]

These are the gods that are known to all as the gods of Good. There are seven gods that remain neutral:

Erathus, god of Law, Civilization, and Technology. He is father of men. His divine domain is Erathus, the One City. To all knowledge, he has only one demigod, Erathus Rex, god-king of Erathus. Unlike most demigods, he is apparently immortal. I don't need to type all this up, just imagine Solomon David from Kill Six Billion Demons. That's exactly what both Erathus and Erathus Rex look and act like. Erathus built the Inevitables to act as their servants.

Ioun, god of Knowledge, Prophecy, and the Stars. They are the god of wizards, and the wizard of gods. Before Ioun came, there were no wizards, only clerics and warlocks, but Ioun taught the secrets of arcane magic to men. Ioun was not originally a god. They were, originally, a star, but they fell to earth. Ioun has no demigods, and has only one avatar, in which they appear as a robed and shadowy mage with a strange inner light. Their domain is the Tower of Art, surrounded by the Academy of Stars, of which they are the often absent headmaster.

Melor, god of Nature, the Ocean, and Animals. He is the father of monsters and spirits, and made Lakal, the World Tree. His domain is pretty much everywhere that doesn't have another god squatting on it. Melor has two avatars: Behemoth and Leviathan. Almost nobody worships Melor, unless they want an earthquake or tsunami or something. Druids and other primal types worship his children, the Primal Spirits. These aren't demigods, they are godlings, the children of Melor and the World Tree. His demigods, which he does not hesitate to sire, are the monsters that plague men. It is his job to protect nature, which often means crushing humans.

Kord, goddess of Strength, Courage, and Storms. She is the mother of Barbarians. Melor used to have three avatars, until Kord killed Anzu, the thunderbird, and ate it.

Sehanine, goddess of the Moon, Illusions, and Love. She is the mother of Eladrin and Elves, queen of the fairies. Sehanine's domain is the Lambent Forest, also called the Forest of the Moon or Fairyland, a dark forest dotted with glowing crystals. It is the home of the Eladrin, her demigods, mostly female, along with the fauns and the fairies. Within this forest is Melliora, the City of the Elves. While eladrin and fauns are the demigods of Sehanine and Avandros respectively, and elves are the children of those two races, fairies are the children of Sehanine and Avandros with one another, godlings in their own right, and numerous. In the Lambent Forest, these creatures mix, and lines become very blurred.

The Raven Prince, god of Death and Winter. He has no children. He appears as a young, handsome man to those who are dying, and they offer him a last prayer. Only few gods are known to have the power to take the spirit after death: Pelor and Bahamat might take the spirit to be reincarnated in their heavens, while Ashmadeva might claim them for hell, and Ioun might request them for study. However, these are only temporary, and everyone goes to the Raven Prince in the end.

Gruumsh the one-eyed is the warlord of the orcs and goblins. She is, or was, also the goddess of slaughter, one of the gods of hell. The story goes like this:

"Gruumsh was never a genial goddess, and once insulted Avandros during the Dawn War. Avandros took his bow and put out her eye. To spite him, Gruumsh took some elves and fauns and tortured them, corrupting them into her perfect warriors. Thus began the wars of elves and orcs. Gruumsh was so enamored with her "creations" that she devoted all her focus to them. They were very simple: they wanted war, and bloodlust, and victory. Humans were much more complicated, and had scruples about hearing lamentations of women and such."
"Before she knew it, she was so surrounded with idiot worshipers that she became an idiot herself. Her avatars and their warbands began to fight each other for fun, and now she is so weak that she is barely a goddess, possessing one avatar, the immortal warlord of the orcs. When she gets enough power, she immediately makes another avatar to spread more war, but her avatars just end up fighting again. An embarrassment to hell, they exiled her to the Fields of Blood on the mortal world."


There are seven lords that rule hell:

Ashmadeva, goddess of Evil and Tyranny, the Commander of Hell. She is the mother of tieflings and devils, and rules the lowest and worst part of hell. She (or rather, her emissaries) makes deals with mortals, conscripting their souls for hell's army in exchange for power.

Lolth, goddess of Darkness and Spiders, the Governor of Hell. She is the mother of the drow and the driders, and rules the borders of hell and the underdark. The drow pay their tithes to hell in food, blood, gold, and captives.

Vecna, goddess of Secrets and Necromancy, the Scholar of Hell. She is the spiritual mother of liches, and rules the Necropolis of Knowledge. As everyone knows, her greatest servants are her hand and her eye.

Bane, goddess of Conquest and Strategy, the Captain of Hell. She rules the Slaughter Grounds. She was once a mortal student of Gruumsh before the warlord fell from grace, so to speak, but she has now surpassed her master in every way. Some warlords of the mortal world pay tribute to her.

Torog, goddess of Torture and Biomancy, the Sergent of Hell. She rules the Hell of Hooks and Nails, where she experiments on mortal spirits. She is the god of hell most likely to kidnap the living, and it is held that merely saying her name will draw her to you.

Zehira, goddess of Poison and Conspiracy, the Spymaster of Hell. She rules the Lake of Sulphur from atop her tower, and her children are the Yuan-ti.

Tiamut, god of Greed and Dragons, the Treasurer of Hell. He is the father of dragons, who took form when his seed spilled upon the elemental chaos. Bahamat is his child, but she and her children rebelled and redeemed herself from her birth.

[Digression]

Heaven and Hell and the other divine realms are, for the most part, physical locations in the world that you can totally get to. The seven heavens are 7 cloud palace paradises*. Hell is below the underdark.

*Actually, one of them is the Sun. Relatedly, the Lambent Forest is technically on the Moon, despite the fact that you can walk right into it.

[/Digression]

But there is one more god, neither of the earth nor of hell: Tharizdun, the traitor god, the elder eye, the father and mother of demons, the chained one. He was imprisoned in the elemental chaos for a crime committed in the Dawn War, and longs to be free to destroy the world. His progeny afflict the world, and even the devils fight against them.

Spoilers past this point






DC 20

The Dawn War never ended. How could it? The Elemental Chaos is simply too vast, at least three times the size of the world, if not infinite. If you go to the edge of the earth and look over, it is just seething entropy further than the horizon. The gods are still fighting. Perhaps not desperately, for chaos acts against itself as often as it attacks the world, but they are not at peace.

The Pelor you got :(

Pelora has not had so many demigods without reason. I mean, she is certainly a horny bastard, but there's a purpose when her avatars solicit sex after healing your cancer. She is making an army. On earth, her demigods become her clerics, or get nepotism'd into another priesthood. If they become powerful enough, she spirits them away to her heavens to serve her as warriors and consorts.

There are three things called angels: Angels with a capital A, faceless, ethereal, terrifying embodiments of primordial good, who occasionally serve gods; Archangels, the godling children of Pelora and other gods who shall remain unnamed, and the angels of Pelora, the children of the goddess and her own demigods. Of the last, there are three kinds: Archons, who lead armies and, ahem, produce more angels with the goddess; Seraphs, who do battle with the forces of chaos; and Cherubs, who are either too weak, too young, or too old to perform active service, and therefore tend heavenly orchards or herd golden sheep to feed the armies. Don't get it wrong, Pelora loves all of them, and loves all people in general. Even in her divine supersoldier program, everyone is cared for tenderly in a literal paradise. It's just, there's a war going on, you know?

Bahamat thinks this is repulsive. Firstly the incest, but secondly, copulating with lesser races? Disgusting! Sure, we should protect the mortals, but there are better ways of going about it! Take, for instance, her dragonborn, produced by directly improving upon humans, rather than sullying the divine blood. Put them in a stone egg, expose them to the sacred fires for about a year or so, and they come out as though they'd never known the weakness of flesh at all. Bahamat and Pelora, despite their public alliance, are bitter rivals, and think each other as wicked as any of those gods that dwell in the Pit.

Avandros, Sehanine, and their fairy children are a little more lackadaisical about the war. They'll sometimes pop into the elemental chaos themselves, but only for a bit of sport. According to the other gods, they've grown far too puckish to care, and if they have any sort of plan, they haven't let it slip yet. Allegedly, they've taken to collecting odd bits of sentiment: dreams, love stories, adventures, children...

Moradi is long dead, or at least missing. Some say she went the way of Gruumsh, pouring too much into or getting too little out of her people, the dwarves. Others say she sequestered herself within them, each dwarf containing a minuscule shard of her power. Whatever the case, her clerics seem to still function, but are restricted to dwarves and those who are strongly dwarvish. The dwarves still produce legendary artifacts, deep within their mountain citadels.

Erathus and Melor have, together, the strongest claim for the creation of humanity, the greatest weapon of the gods. The spirits of men are like seeds taking root in the desert, holding the world firm and slowly imparting fertility and law. At their deaths, the Raven Prince, who was once a man himself but was raised to godhood for the purpose, disintegrates their spirit, scattering it like seeds to take new root in the bodies of new mothers. The greatest spirits produce thousands of seeds, but are also powerful in themselves as warriors against chaos. For this reason, the Compact of Spirits was made, to preserve for a time the greatest spirits in the heavens or the hells.

(Avandros, who is the main source of this information since it occurred before the arrival of Ioun, says that Erathus and Melor made humans during a brief and tumultuous, but passionate, affair. He is probably lying.)

Kord, The Raven Prince, Vecna, and Bane are the four gods who were once human. When Kord killed Anzu, Melor promised to share a third of his domain with her on the condition that she never do that again. Bane was given Gruumsh's vacant position by Ashmadeva. Vecna was a student of Ioun, but stole from them the secret of godhood. The circumstances of the Raven Prince's ascension are a very well kept secret.

There is, however, a fifth who was "mortal", so to speak, and ascended to godhood: Lakal, the world tree, was a godling of peace and beauty born of Melor and Pelora. The story is obscure as to whether she became a god before becoming a tree, and whether becoming the world tree was a punishment or a privilege. Despite her being truly a divine being like any god, she cannot answer prayers or grant powers. Because she is a tree.

Ioun, as is commonly known, was indeed once a star. What is not commonly known is that the stars are the bright guises of the entities of the Astral Sea, also called the Far Realm, beings of dreadful and incomprehensible thought. As a star, they were known as Caiphon, Ulthar, or Yoharneth-Lahai. They were curious regarding the world, and the great elder gods exiled them into it for their curiosity. The great, radiant bulk of their body lies beneath the Academy of Stars, buried by leagues of earth. 

(Ioun, of course, allowed Vecna's ascension. When asked, they said "[She] is the most intelligent being in this world, by far. Except for me, of course. But you'll have to grow up sometime.")

As for Gruumsh, one might wonder: is there such a thing as a good orc? In a sense, there is. But it is very rare. The Fields of Blood, you see, are impenetrably cursed. The whole expanse is haunted by millions of furious orc ghosts. Even the Raven Prince can no longer handle them, as they are so numerous that he might have to devote a century to the task at the expense of the whole world. When an orc is born in the Fields of Blood, dozens of orc ghosts latch onto their weak spirit and hold on with terrifying vigor, propelling the orc throughout its life in pursuit of sheer bloodlust. It would take an Archangel of Pelora to exorcise a single orc, and that might expend their power for a week.

Orcs born outside the Fields of Blood are not thus possessed, and are known as Half-Orcs (lacking half of what makes an orc). Many are known to lead very decent, even heroic lives, and they often devote themselves to Bahamat, Avandros, or Kord.

The duties of Ashmadeva and the rest of the gods of hell are, I hope, by this point obvious. Hell is the front lines of the War. Ashmadeva is the commander of the armies of hell, and Bane is her captain and strategist. Vecna and Torog search out new secrets and create soldiers to bolster the army. Zehira ensures the politics of the world do not interfere with hell's goals, and Lolth manages the home front, so to speak. Tiamut finances and, of course, makes dragons, the elite artillery of hell. (That thing about his "seed" is a lie he tells to stupid warlocks to piss off his sister. He makes them the old fashioned way.)

Devils of Ashmadeva (analogous in many ways to the Angels of Pelora), of course, get loose from time to time and cause havoc, so the good gods send them back to hell where they belong. Even if the gods of the world and the gods of hell are on the same side, you may be assured that the gods of hell are Evil. They are, to be certain, not Evil for Evil's sake. They are evil because they have no qualms, no scruples about the lives of humans or each other. They are utterly merciless, and have neither the time nor the energy for "happiness". Torture makes the troops fight. The goal of hell is to make carving a bloody path through the infinite fire-acid-claustrophobia of the Elemental Chaos the easy way out.

[Digression]

What is a Deva? A Deva is a member of the exceedingly rare constructed race known as the Imdeva. They possess strange bodies and spirits that may reincarnate fully formed in the domain of their patron, though they lose a great part of their spirit in the process. They tend towards extremes of good and evil. They were invented by the Sisters, Ashmadeva and Pelodeva.

[/Digression]

Tharizdun is truly said to be the father and mother of demons. The lie of Tiamut is truth in his case. It is commonly said that Tharizdun was an evil god seduced (literally?) by the Elemental Chaos, and his seed, the demonseed, grew into the Abyss, a tumor of evil beneath hell. But some say that he descended into the Elemental Chaos for some other motive. Some believe he was a god of Mercy, and sought to end the dawn war. Others that he was a god of trickery, and sought to turn the enemy against itself (and some say he succeeded). Others say he was a god of both life and death, and the gods were jealous of his power. Whatever the case, when he descended, the gods imprisoned him, and now there is no doubt as to his hatred and madness. The gods are silent on the truth.

DC 25

Here is a children's story that Ioun tells to his favorite students:

"Once, there was a man. We shall call him He-Who-Was, it is as good a name as any. He-Who-Was lived in a great city of light and darkness, where there lived many strange people who thought strange thoughts you would never ever think of. He-Who-Was thought many strange thoughts too, but they are things you might think of. He loved, above all things, multiplicity, and contradiction, and wonders, and he thought of things like law and chaos, good and evil, trees and cities."

"It happened one day that he met a woman, who we shall call the Lady. She loved simplicity, and logic, and was very strict. He-Who-Was fell in love immediately, because he loved contradiction, and she thought of all the things he couldn't think of. If he thought of colors, she thought of greys. If he thought of a billion, she thought of one. The Lady, it happens, loved him too, for he was only one thing, even if there was so many things in him. And He-Who-Was decided that they should move out of the city, and build a little place, a cottage in the wild places, away from the strange ideas of the city. It would be a place where there would only be the two of them, and their ideas."

"The people in the city laughed at him, because he went to live in the wild places and did not listen to their ideas, and they still laugh at him today. The beasts in the wilderness hated him, because he did not stay in the city, and brought his strange ideas to invade the wild places. But his cottage was strong, and far from the city, and the two of them lived happily."

"In time, He-Who-Was and the Lady had two daughters, twins. The Lady was horrified, and angry, because she wanted only He-Who-Was. She wanted one, and now there were three. She wanted the two of them to live together, and now there were four. Before she could think, she struck her husband, and tore him straight in two. To her shock, out of him came two sons, leaving the shell of his body behind. She could stay no longer, for the cottage was too full now of children and regret. She fled away, and built herself another cottage, even smaller and apart."

"The children were alone, and forced to keep the cottage against the wild beasts and hide from the strange city-folk. But the Lady was not heartless (though she would not like my saying so). So she spoke with the birds and sent them to watch over the children until they were grown, to feed them and warn them. And so, to this day, the four children (though there are more now) live in the cottage with the birds, and fight, and hide, and try to grow up, and the Lady lives apart, though now she so longs for her husband that she allows a few to enter her house."

"I tell you all this so that you might someday grow up too. And you may trust that I know what happened, because I saw it all. But don't worry about this story, because it is almost all lies."



Loch made this

god this post is so long.