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, were the elves who held a steel blade to the throats of any who dare question their reign. But their oppressive technocracy was to implode through their own bloody spite and treachery. Their time, the time of the Ancient Republic came to be known as the First Duration.

But as noble elvish blood seeped into the eddies and lakes of the dyafice, whom should rise but the scattered and nameless tribes of the uplands. A human conqueror and now God, Mekzig. But before long, the humans too learnt nothing from the fall of the Ancient Republic as they too came to dominate all who dwelled along the rift's gearth. In their hearts, they looked up to their one true god, and down toward any other religious beliefs with brutal intolerance. Forgotten would be the pluralist temples of the ancient Republic. This time, the present age described by sages as the Second Duration is a time of war. 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.


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Adventures

Races

Player Characters

Cities and Towns

Notable Characters

Theocracies

Magic (Toch'thonicism)

DM

Ben Hall

Map

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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.

Wood: Glyph1.jpg

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