Difference between revisions of "The Rift Wars"
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− | + | Three mellenia have past since the world was cleft in two. Forsaken | |
+ | were the beings when the gods fell. The great rift defines all those | ||
+ | that live beside, within or over its cliffs. Those that were to | ||
+ | survive grew stronger and apart. First, the elves were to hold | ||
+ | sharpest of steel to throats of any that descent. But the passionless | ||
+ | technocracy of the elven rulers was implode from through their oen | ||
+ | bloody treachery. And as the elvish blood disappeared into the eddies | ||
+ | and lakes of the dyafice, whom should rise but the scattered and | ||
+ | nameless tribes of the uplands. It is now hawkish reign of humans | ||
+ | split into two warring kingdoms who rule along the rift's gearth | ||
+ | connected only by their devotion to Mek and the three unions of the | ||
+ | rift itself. Forgotten would be the pluralist temples of the ancient | ||
+ | Republic. Lost would be the confederacy of Kinds where all races were | ||
+ | heard unto the Chairs of the Republic. Now, are two states of war. | ||
+ | This is The Rift Wars. | ||
+ | |||
+ | Little is written of how the rift came to be but many prophecies | ||
+ | abound of its origin. For the church of men, the rift is evidence of | ||
+ | the wretchedness of the ancient Republic and the poverty of a society | ||
+ | once ruled by other kind. The rift avows the greatness of Mek, the | ||
+ | one true God. But sages tell of other tales. In the alleys and | ||
+ | courtyards of cities believers secretly pray to the old gods. In the | ||
+ | farm houses and ale houses of villages the downtrodden look up to the | ||
+ | heavens. Quietly though, beyond the reach of the Mekanites the fallen | ||
+ | gods answer their prayers. | ||
+ | |||
+ | However, a wondrous new power lingers in the third mellenium. It is | ||
+ | the battery of sorcerous energy the Mekanites call Thochthonism. | ||
+ | Coming in many forms, from the wild energy of the sorcerer to the | ||
+ | cloistered mastery of the wizard, Thochthonism is seen as threatening | ||
+ | Mekanite power in the two kingdoms. | ||
+ | |||
[[File:Threefirtrees.png]] | [[File:Threefirtrees.png]] | ||
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==== Magic (Toch'thonicism) ==== | ==== Magic (Toch'thonicism) ==== | ||
* [[Cursors]] - ''Nuer'' | * [[Cursors]] - ''Nuer'' | ||
+ | |||
+ | ==== DM ==== | ||
+ | |||
+ | Ben Hall | ||
==== Map ==== | ==== Map ==== |
Revision as of 21:01, 12 June 2016
Three mellenia have past since the world was cleft in two. Forsaken were the beings when the gods fell. The great rift defines all those that live beside, within or over its cliffs. Those that were to survive grew stronger and apart. First, the elves were to hold sharpest of steel to throats of any that descent. But the passionless technocracy of the elven rulers was implode from through their oen bloody treachery. And as the elvish blood disappeared into the eddies and lakes of the dyafice, whom should rise but the scattered and nameless tribes of the uplands. It is now hawkish reign of humans split into two warring kingdoms who rule along the rift's gearth connected only by their devotion to Mek and the three unions of the rift itself. Forgotten would be the pluralist temples of the ancient Republic. Lost would be the confederacy of Kinds where all races were heard unto the Chairs of the Republic. Now, are two states of war. This is The Rift Wars.
Little is written of how the rift came to be but many prophecies abound of its origin. For the church of men, the rift is evidence of the wretchedness of the ancient Republic and the poverty of a society once ruled by other kind. The rift avows the greatness of Mek, the one true God. But sages tell of other tales. In the alleys and courtyards of cities believers secretly pray to the old gods. In the farm houses and ale houses of villages the downtrodden look up to the heavens. Quietly though, beyond the reach of the Mekanites the fallen gods answer their prayers.
However, a wondrous new power lingers in the third mellenium. It is the battery of sorcerous energy the Mekanites call Thochthonism. Coming in many forms, from the wild energy of the sorcerer to the cloistered mastery of the wizard, Thochthonism is seen as threatening Mekanite power in the two kingdoms.
Contents
Adventures
Races
Player Characters
Cities and Towns
- Claviscero - The Second Union
- Bent Knee
- Velentia - Falling Fortress
- Lugusnon - Midlight
- Bante
Notable Characters
- The Crown Exceptor
- First Mekae - Armand Pressarian
- Muir Durilix
- Teroaro Mahakanika
Theocracies
Magic (Toch'thonicism)
- Cursors - Nuer
DM
Ben Hall
Map
The Five Dies
Dwarves: Tale of the 5 glyphs/dies - metal, earth, fire, water, wood.
"All of the sons disappeared due to the betrayal of two of the sons. The son of earth and the son of metal."
Elves:
5 Sons - If the elememts are ever separated then it would cause the fall of the republic.