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1995-06-27
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!news.uoregon.edu!vixen.cso.uiuc.edu!news.ecn.bgu.edu!feenix.metronet.com!uunet!not-for-mail
From: Fraser MacKenzie <fraserm@dragon.achilles.net>
Newsgroups: rec.games.frp.archives
Subject: STORY: Fate's Fellowship - Ch 0:Introduction to the Known World
Followup-To: rec.games.frp.misc
Date: 26 Jun 1995 14:20:06 -0400
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Steve Could you post this mail message to rec.games.frp.achives along
with the next three. Thanks.
Fraser MacKenzie
http://www.achilles.net:80/~fraserm
\|/
_____________________________ (o o)
__________________| Fraser MacKenzie |_____oo0_(_)_0oo____
\ Optimization | fraserm@dragon.achilles.net |If only I could be /
\ hinders | Voice: 830-5807 |respected without /
| evolution. | Fax : none |being respectable.|
/ |_____________________________| \
/___________________) (______________________\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The characters contained in these writings and the writings themselves
are copyright 1995 by Fraser MacKenzie. Any resemblance to any persons
or characters either real or fictional is utterly coincidental. Copying
and/or distribution of these tales is permissible only under the sole
condition that no part of them will be used or sold for profit.
I wish to thank Eric Lindsey, Seng Ann Mah, Ron Trimmer, Max
Bullock, Charlotte Ashley, Tom DeSanctus, Bob Grob, Michael Clair
Haflidi Jonsson, and Drew Lahaise for their immense input without
which, there would be no story at all. ;)
Enjoy!
Fraser MacKenzie
fraserm@dragon.achilles.net
Note: You can FTP the chapters of Fate's Fellowship as they come
out from ftp.achilles.net in the directory pub/users/fraserm or
access them from my home page at http://www.achilles.net:80/~fraserm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fate's Fellowship
Chapter 0
Rathillien
The Known World
/ +++++++++++++++++++++ MMMMMMMMMMMM ++++++++++
/ ++++++++++++++++++++++ MMMMMMMMM ++++=========
/ ++++++++++ MMMMM +++====+++++++++
\ @ Nagandib hhhhh =MM Kortharn@===++++++++++@++
\ hhhhhhh=========== = ==========+++++++++Tintagel
| ======== * ========= +++++++++++++++
\ =hhhhhhhMMM Chaomonous ++++MMMMM++
\ =====hhhhhhhMMMMM++++++++.+++ ++MMMMMMMMM
Westmouth|*= hhhhMMMMMM++++++++++++.++++++ MMMMMM:::
|= hhhhhMMMM+++++++++++.++++++++++ MMMMMM::::
/ hhhMMMMM++++Aglorond.Forest+++++++++ MMM::::::::
/ =MMMM++++++++++.++++++++++++ MMMM:::::::::
/ =MMMMMMMMMM+++.+++++++++++ MM:::::::::::
__/ hhh Holt @ ====== . ++++++++ =::::::::::::
/@ + hhhh = . ++++++++ =:::::::::::
/Tyr +++ hhh = . +++++ =::::::::::
\ ++++hh _=__ . MM ++ =::::::::/
| ++ ____/ \ __ . MMM Burkden@ =::::::/
\__Agarn / \__/ \ .Lamyth MMMMMM -------=----/
/\ \___*/ \_*_______ MMMMMMMMMM /
\/ _/\ \ MMMMMMMM /
/__/ \_______/
_
|_\
_
|_| Modrake's Isle
N
W<|>E
S
----- = 100 miles
M - Mountains
h - Hills
+ - Forest
: - Marsh
- Plains & Grasslands
r - River
.. - Lamythian Highway
@ - Town
* - City
Nagandib: small port town that makes income by trading farm goods and
lumber from great northern forest. Relatively peaceful town, though it
suffers from assaults by pirates along the coast. Citizens mainly humans,
but with good size population of elves, from great northern forest, and
gnomes, from Perimal hills to the east.
Kortharn: is a small lumbering community on the edge of the Rutharnar
forest. The town is plagued by orc attacks from the Arthan Valley to the
north. Citizen are primarily humans, with a few dwarves from the
Crystalspear mountains to the west.
Tintagel: is an elven city located in the heart of Rutharnar forest.
Chamonous: is a militant city-state located on the bank of the silver
river, just north of Aglorond forest. The Chamonouian army serves somewhat
as police of the realm, able to move swiftly to put down any major
humanoid or human uprising via the silver river and Lamythian highway.
These same travel ways ensure the city's prosperity. It is the largest
city in the realm and contains a diverse mix of races. Chamonous is
a monarchy ruled by King Tirandys Grindark.
Westmouth: is another large city located where the silver river empties
into the sea. It is a republic, rule by 3 officials elected every 6
years. It has a large naval force which patrols the western sea coast
and the silver river.
Holt: is a large town located in the foothills of the Nekrien mountains,
on the west bank of the Wyndeep river. It prospers from the gold and
silver mines in the Nekrien mountains, but also suffers from kobold
attacks and a band of human raiders called the Darktide. It has a large
population of dwarves.
Tyr: is a coastal town known as a center of learning and culture. It has a
large university which caters to children of the wealthy from across the
realm. New inventions and breakthroughs in science are constantly coming
from Tyr. The town is a Pedocracy, ruled by a council of learned savants
and scholars.
Agarn: the fourth largest city of the realm, is a Theocracy ruled by
Iolanthe Greyharn, high priestess of Leota, goddess of Fate. Its wealth
comes from diamond mines on the Tri-canute islands off the west coast. It
is constantly beset by pirate raids.
Lamyth: is perhaps the merchant capital of the realm. It is the wealthiest
city, prospering from sea trade and trade along the Lamythian highway. A
common expression in the realm is "You can buy it in Lamyth." The city
is ruled by a council formed from the leaders of the major merchant
families. In addition to its profusion of markets and shops, Lamyth is also
known for its beauty. Like any place where there is lots of money to be
had, the city suffers from its share of corruption and theft.
Burken: is a small frontier town on the southeast coast. It is known as a
lawless place, where the forces of good are hard pressed to beat back a
tide of evil. It prospers from sea trade and mineral wealth flowing down
from the Xerpal mountains, on the Yulash river. A poorly kept overland
road stretches west from Burkden, through a pass in the Ebonbane mountains,
to connect with the Lamythian highway. Travel to Burkden is made
dangerous by orc tribes from the great marsh, to the east, and pirates
along the coast. Bands of goblins and hobgoblins are also known to descend
on the city periodically, from the Haunted plains to the north. Burkden
is ruled by Duke Haermond II.
Modrake's Isle: is a small island several leagues off the southern coast,
where is located Modrake's academy of magic. The school is run by one
Lycira Modrake, who recruits the best students from across the realm to
come to her school to learn magic. Some of the greatest wizards in history
have graduated from Modrake's academy. All graduate of the academy are
treated with respect throughout the realm.
Eissendale, home of the Halflings, is located in the white hills, in the
center of the triangle formed by the towns of Holt, Tyr with the city Agarn.
Most wood elves come from a town in the depths of the Aglorond Forest,
while high elves and gray elves tend to come from Tintagel.
HISTORY
~~~~~~~
The Omiroth were a race of men who lived well over 3,000 years
ago. Though the truth as to their origins have been lost to the
mists of time, legends say they came from another world, a race of
slaves escaped from their wicked oppressors. Scholars, however,
speculate that they came from an island nation in the Bashti Sea
that sank beneath the waves in a great cataclysm. Whatever their
origins, the Omiroth civilization rose quickly to become the
dominant power of the known world. Over a period of less than 100
years, they built an empire which stretched across the continent.
Though similar in appearance to ordinary men, the Omiroth were
gifted in the mystic arts. Magic was in their blood, so much so
that even the lowliest member of their race could shape powers from
birth. Their society was built upon the use of magic and it played
a part in their everyday lives. Legends speak of flying ships and
light without flames, great cities floating above the earth, towers
and buildings of impossible dimensions, roadways that took
travelers from one end of the continent to another in a matter of
minutes. In fact, the Omiroth are credited with bringing magic to
the world and thus are often referred to as the Fathers of Magic.
Most of the major magical artifacts of present originate from the
Omiroth.
The Omiroth were divided into 8 houses, based upon the form of
magic with which the members a particular house were the most
skilled. Each house then ruled a different area of the empire.
The largest house, Valantir, whose members showed proclivity for
invocation/evocation magic, ruled the central portion of the
empire. The house of Fandir, those skilled in alteration magic,
ruled the northwest corner for the empire, while the Emyris,
skilled in Abjuration magic, ruled the northeast. The smaller,
west central domain of the empire was overseen by the house of
Gothregor, those skilled at necromancy. The east central area was
controlled by the Irandan, or house of Illusionists. The southern
region of the empire was divide between the 3 remaining houses;
the Caineron who were skilled in divination took the southwest, the
Rendane who excelled in conjuration/summoning took the south
central region, and the Lordeth, or enchanters, took the southeast.
House School of Magic Standard
Caineron Divination Serpent coiled around emerald
Fandir Alteration Full moon surrounded by 4 stars
Irandan Illusion Gauntleted fist grasping sun
Lordeth Enchantment/Charm Leaping flames
Rendane Conjuration/Summon Crossed double-edge swords
Emyris Abjuration Rearing unicorn
Valantir Invoc/Evocation Snarling wolf's mask
Gothregor Necromancy Stricken tree
Each house ruled its domain from a large central city. Other
races of men and humanoids were given a place in the empire or
allowed to live peacefully in an area assigned to them. Early in
the formation of the empire, there were a few races who resisted
the Omiroth expansion. Most notably, the Kuo-Toa, a race of human
sacrificing fish-men who inhabited the shores of the continent, put
up fierce opposition to the Omiroth. However, they could not hold
long against the power of the empire and eventually the Kuo-toans
were exterminated, all but those who managed to escape into the
hidden depths of the earth. This event was known as the
Omiroth/Kuo-toan wars.
For many years afterward the empire ruled in peace. However,
as the power of the different houses grew, there came a division
among the race. Some say it came about when leaders of the house
of Fandir and the house of Emyris came together to make the Rod of
Hathir (now known as the rod of seven parts), and the other houses
opposed them. Others say that it occurred when Gothgregor made a
pact with the evil drow to help their house gain control of the
empire. Still others say the division was caused by the gods whose
wrath had been kindled by the growing arrogance of the Omiroth.
Whatever the reason, a rift grew between the houses and shortly
thereafter war ensued.
The battle between the Omiroth raged for over 10 years. Each
house used it's particular brand of magic in an effort to gain
control of the empire. Records of the horrors unleashed upon the
cities and people during this conflict fill volumes. Legends speak
of clouds of fire rolling across the land, earthquakes swallowing
cities whole, armies of magical monstrosities and undead waging
war. The very fabric of the land was altered in many of the
domains. The fertile lands of the Valantir were blasted to sand in
a great fiery cataclysm, an area known today as the wastes of
Valantir. The temperate domain of the Fandir was turned into a
stark wintery landscape, with heavy snows falling year round. A
large portion of the Rendane lands were turned into what is now
known as The Great Marsh.
The only house to escape devastation was that of the Caineron,
in the southwest corner of the continent. They foresaw the coming
of the battle with their divination magic and were able to prepare
themselves by sealing off their boarders. They refused to take
part in the genocidal war, withdrawing from the other houses. When
the war ended 10 years later, it was the house of Caineron that
picked up the pieces. Forging a truce with what remained of the
other 7 houses, the Caineron's reforged the Omiroth people.
Ashamed at what they had done to the land, these survivors migrated
to the northeast section of the continent, leaving the only
undamaged domain to the other races. Years later, rumors began to
spread that the surviving Omiroth had vanished from the world.
Some say, however, that they remain still and have recreated a
smaller version of their empire in the distant reaches of the
continent.
Eventually, the war of the Omiroth and the 50 years following
it became known as the Age of Chaos.
Legends of the Omiroth
The Nine Books of Magic are a set of texts reported to be the
foundation of magical knowledge in the realm. Between their covers
are said be all the known spells and magical lore passed down from
the fathers of magic. Legend has it that long ago other races of
the world petitioned the Omiroth to pass on a portion of their
arcane knowledge. Whether it was the result of some form of
coercion or their own generosity, the Omiroth agreed and set to
composing the 9 books of magic. Each house of the Omiroth
contributed 1 book to the set, with the exception of the house of
Fandir which contributed two. Within each was detailed the
formulae for the most basic magics known to that house.
Once the books were completed, the Omiroth entrusted them to
the Mystic Council, a group of 12 scholars from human and demi-
human races who became the first non-Omirothian mages. The
Council, in turn, established the Unseen University to teach magic
to other members of their races who showed the necessary
proclivities. The Nine Books were housed at the university up
until the time of its destruction in 350, during the Vasti Wars.
Even before that time, portions of the books were copied and
reproduced to insure the survival of magic despite their loss.
They are, however, the origins of all spells known in the realm.
Over the years the original 9 books resurfaced from time to
time, and each brought great power and distinction to their owner.
Finally, in 1135, a mage by the name of Terribend Modrake set out
to find the books and reform them as a set. After a lifetime of
searching and braving great peril, he succeeded in his task. Once
they were all together, he took them to a small island off the
southern coast and founded what is known a Modrake's Academy of
Magic. There the books have remained to the present day.
The books are described as being large, square and
approximately 2 feet on a side. They are fashioned of parchment
bound between slabs of wood and sewn to the white hide of an
unknown creature, which has been stretched over the boards to form
a cover. Each bears the emblem of the Omiroth house that created
it and varies in width. They are reported to be indestructible,
contained guards and wards that protect them from abuse and
mishandling by the unskilled.
DEITIES
~~~~~~~
All races worship the same gods. The following table gives the pertinent
statistics for all the gods in Rathillien. First, the name of the deity is
given, followed by their domain. Next is listed their alignment and last is
their sex.
Ardath Love, Beauty, Art CG f
Darius Wealth, Prestige, Business LN m
Everard Strength, Honor, Justice LG m
Ingemar Darkness, Evil, Nightmares NE m
Jarfax Stone, Metal, Mountains, Gems LN m
Leota Fate, Destiny N f
Melantha Nature, Animals, Weather NG f
Merlock Intellect, Knowledge, Magic N m
Mortimer Lakes, Rivers, Seas, Oceans NC m
Necrum Deceit, Treachery, Murder LE m
Perdita Hate, Envy, Jealousy, Lies CE f
Selena Peace, Mercy, Truth NG f
Silvanus Forests, Trees, Woodcraft CG m
Tarcell Humor, Riddles, Wine CG m
Valeska Death, Decay, Sickness NE f
Zada Luck, Gambling, Risk CN f
Valeska
~~~~~~~
All races pay homage to Valeska. This does not mean, however, that everyone
worships her or even likes her. In fact, in many circles she and her followers
are resented and feared. People recognize that she, as the embodiment of death,
will eventually have to be faced, but that does not mean they like it. Added to
this is the fact that not long ago, about 100 years, clerics of Valaska were
known fulfill her teachings by hastening death to the living. That is, they
killed in order to increase Valeska's domain. Over the past century, their
practices have changed for reasons that none other than the followers of Valeska
are clear on. Now they view that all beings should fulfill the natural course
their life and go to Valaska when their time comes. They do, however, view that
life prolonged by unnatural means is abhorrent and undead are the most evil of
all creatures.
Nowdays, clerics of Valaska serve as society's undertakers. The rituals
of death **for all races** are the rituals of Valaska. Again, they may be
feared, and even hated by some, but in general people accept her priests as
having a necessary place and give them grudging respect.
Racial Relationships
~~~~~~~~~~~~~~~~~~~~
As for the relationship between races, half-elves are generally looked
down upon by purebred elves. Thought not dispised because of their
parent's choice, they are viewed as tainted by their human half. There
is no hostility, but in general a current of prejudice runs between elves
and halfelves. This is not the case with humans and half-elves. If
anything, human like half-elves better than pure elves, viewing the
latter as somewhat arrogant and flighty. Again this is just a general
attitude and people fall in a broad spectrum within it.