Showing posts with label gods. Show all posts
Showing posts with label gods. Show all posts
Monday, 11 July 2011
Pantheon: Gudmund
Black Staff, Wanderer, Hand of Fate, Second Witness
God of Fate and Magic
Symbol: A black staff or rod
The legends tell us that Gudmund, son of Arkon, betrayed his brother Trond. In punishment for his crime, Arkon sentenced his son to wander the lands until he had made penance. There are many lesser tales of the lonesome Wanderer throughout Eria and the North, but the most important is that of the Second Witness.
Tuesday, 25 January 2011
A Goddess from the Second Age
In the Second Age, the Erian Empire maintained a large pantheon of gods and goddesses, and Xuul was among the most powerful. She ruled over fertility and fate, and the cult of her followers grew to become extremely influential as the empire slid further into corruption and sectarianism. She was eventually slain by Ares Demagos, later St. Ares the Godslayer, in the Battle of God's Demise. The sword that delivered the killing blow was thereafter named Deicide.
More on the legend of Xuul:
Temple of Man Supreme
Empire of Man
Deicide
[Picture source: Keith Thompson]
Monday, 11 October 2010
The Captain's Prayer
Written by captain Gryff Galan's player
Arkon, Hunter, Father of All
I am Awake, I Heed your Call
I Sail my Ship to Port Forlorn
To Meet the Babe, The Eclipse-born
I Bring my Hope, my Blood, my Flesh
To Start the Line, Long Lost, afresh
My God, Father, I Pray, Stay close
We Need Your Light, as Darkness Grows
Bestow on Us, Your Strength, and See
How Brave and Noble Man can Be
I am Awake and in Your Hall
Arkon, Hunter, Father of All
[Artist: Guido Kuip]
Arkon, Hunter, Father of All
I am Awake, I Heed your Call
I Sail my Ship to Port Forlorn
To Meet the Babe, The Eclipse-born
I Bring my Hope, my Blood, my Flesh
To Start the Line, Long Lost, afresh
My God, Father, I Pray, Stay close
We Need Your Light, as Darkness Grows
Bestow on Us, Your Strength, and See
How Brave and Noble Man can Be
I am Awake and in Your Hall
Arkon, Hunter, Father of All
[Artist: Guido Kuip]
Monday, 20 September 2010
The Tower of Heavens
This is one of the first handouts ever (dating back to 04 or 05) in this world, and the computer I used when I wrote it has long since gone past the pale, and all data on it is forever lost in the mists of time. It is perhaps the single most important document in the long and exceedingly complex world-building that is the Book of Worlds, as it offers an outline of the very hierarchy of creation. I've long intended to make it available here, and at last the stars are right.
The Tower of Heavens is a small, machine-printed book, printed on the world of Cordomar. Each of the paragraphs on the handout below summarizes a chapter. Note that for some reason the chapter about Man is not written, even if the index lists it. There have been many theories about the significance of this omission.
The Tower of Heavens is a small, machine-printed book, printed on the world of Cordomar. Each of the paragraphs on the handout below summarizes a chapter. Note that for some reason the chapter about Man is not written, even if the index lists it. There have been many theories about the significance of this omission.
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All notes are by Håvard, except the name on the bottom of the second page. That is my hand, but I have absolutely no idea what, where or who Thelan is...
Saturday, 12 June 2010
Dìs
That is not dead which can eternal lie.
And with strange aeons even death may die.
Over the last chapters, the god of death, or more accurately, the death of the god of death, has figured quite prominently in the Chronicle, so it is only natural that I post a few pictures.
Memento mori.
The High Order of the Knights of Angermar
From Cults and Secret Orders of Our Age, by Gayr Martell, Baderborn, YE 989
Garendir kwa Erhendor / Who yields not wins
The arcane order of the Knights of Angermar (KoA) is first recorded by Stefen Doerdrach in his Cultus Obfuscatis in YE 311. He describes the order as "They are hid amidst the right Nobele Folke of the North & verily they seeke all the Might and Prosperitie they can howsoever attaine."
We also find the Knights in a Letter of Ban signed by the Cabal of Pure Thought's High Council of Magisters in YE 571, and in Livonian protocols of court from the last three decades of the sixth century of Enlightenment.
The order's rituals build on the worship of the old god Bolgen, a warlike and savage deity worshipped by the primitive tribes of the North in the Second Age (Deities & Demons, Dr. Hugarth Brox). In antiquity, worship of this god often demanded human sacrifice, and several accounts accuse the Knights of such horrid practices even in our enlightened Age.
The Arcane elements is believed to have been introduced to the order in the fifth century of Enlightenment, when the renegade magus Heyerman Exacrest Bannerburn became its Grand Master. Graf Wazenstam writes, "Bannerburn, after having fled from the Ordo Hermetica, quickly aquired infamy when he proclaimed himself Arch Magus of the Alemani. For a time, he terrorized the peasants east of Geistwald, until he was chased out by the Knights of St Invictus."
Apart from these sources, little except rumors have reached the Erian lands about this occult order. Still, I have myself spoken to a gentleman traveller (whom I will not name) who claimed to have spoken to a Livonian professing himself a Knight of the Axe of the Order of Angermar. Thus it can be assumed that the KoA has survived to this day, and that the order still maintains its lithurgies and guards its secrets, hidden amidst the nobility of Livonia.
---
Storyteller's note:
See also:
The legend of Brōdar
Bolgen
Also, a cookie to the first who can tell me what the picture originally portrays.
Friday, 2 April 2010
In Praise of the White Justicar
by Arcus Woller of Mannswerk
Storyteller's note: I have long been thinking about trying my hand on a sonnet, hence these limping iambic feet. If you now feel like critiquing, please click on the comment-button just below this line.
The Age of Reason is now coming to its end,
war and wizard's fire sweeps the realms
Our faith must that which is corrupted mend;
and raise up to the heavens our solemn psalms
For justice and for law the white one stands;
cloak'd in the robe of Morpheus the dark
All souls must to duty pledge their hands,
For the call to arms has gone up: Hark!
With sword and steel and cleansing fire,
in their darkest dream the guilty dies
O brethren! we all must aspire:
Live a life of law -- be ware the evil lies
The dark bog will drown complacency;
be humble, live your lives in piety
Storyteller's note: I have long been thinking about trying my hand on a sonnet, hence these limping iambic feet. If you now feel like critiquing, please click on the comment-button just below this line.
Sunday, 28 February 2010
The Legend of Brōdar
This is the story of how Arkon's son, Brōdar, lost control over his anger. The legend is told by Reigald.
Brōdar Stormrider was the strongest of Arkon's sons. He loved nothing so much as a good fight, and often he rode across the heavens on great storms looking for anyone who dared challenge him. He was also deeply loved by his brothers, for he was the youngest of them. Brōdar was also famous for his anger. When he lost his temper, even the giants tried to get out of his way, so violent was his rage. The only one who could calm him when his blood was up was Aeilìn, his wife.
One day the giant Râgor Liesmith came to Aethelingagard disguised as a handsome young warrior. He introduced himself to Aeilìn and swore himself to her service, as was often the custom of young heroes in those days. Aeilìn was beutiful beyond words, and it is said that not among men, elves or gods could a maid more fair be found, then or after.
For a long time Râgor kept his secret. He served Aeilìn faithfully and well, and thus he gained her trust. He was given great gifts as rewards for his loyalty, and he even stood guard outside Aeilìns bedchamber when Brōdar was away.
Then one day Râgor left Aetelingagard and returned to his own kingdom. Here he sat on his throne in the mountain and boasted of how he had slipped between the thighs of Brōdar's fair wife. His disguise he hung behind his seat so that all who visited his great hall could see how he had made a cuckold of the mighty Stormrider.
It did not take long before the word reached Aethelingagard. Brōdar flew into a rage such as the world has never seen, neither before, nor in the ages that has followed. He bellowed and roared so that even his brothers hid from him. He called up a storm so great that the very earth shook as it passed above. Thus he came to the kingdom of Râgor. He roared for the giant to come out of his mountain and meet him, but Râgor had fled when he heard him coming. In his anger, Brōdar smote the mountain asunder, scattering the rocks far away (the rocks formed what you today call the Stormcrow Mountains).
Brōdar searched for Râgor for many days, but the cunning and deceitful giant had hidden well. In his search Brōdar's anger only grew. He split open mountains and tore lands asunder, killing anyone who crossed his path. Finally Aeilìn came to her husband. She sang soothing songs to calm him and stroked his hair and cheek, but so dark was the anger crafted by the Liesmith that Brōdar could not see the truth. Blinded by the lies, seeing only the leering giant between his wife's legs, he slew his beloved Aeilìn.
When Aeilìn fell to the ground Brōdar saw what he had done, and the veil of deceit and rage fell from his eyes. He reached into his soul and ripped his anger out of his flesh and cast it from him. This is how Bolgen came into the world.
Brōdar journeyed then to the realm of the dead to beg the release of his beloved. Alas he was denied, for the regret of the living has never been enough to allow someone to leave the Ashen Lands. The King of the Dead saw how beutiful Aeilìn was, and he became enraged by her murder. He sentenced Brōdar to wander the lands of the living until he was the last man in the world. Then, and only then would he be allowed to die.
Since then, Brōdar has been wandering the world, cast out by his father, Arkon, and shunned by his brothers, for they all loved Aeilìn dearly.
Brōdar Stormrider was the strongest of Arkon's sons. He loved nothing so much as a good fight, and often he rode across the heavens on great storms looking for anyone who dared challenge him. He was also deeply loved by his brothers, for he was the youngest of them. Brōdar was also famous for his anger. When he lost his temper, even the giants tried to get out of his way, so violent was his rage. The only one who could calm him when his blood was up was Aeilìn, his wife.
One day the giant Râgor Liesmith came to Aethelingagard disguised as a handsome young warrior. He introduced himself to Aeilìn and swore himself to her service, as was often the custom of young heroes in those days. Aeilìn was beutiful beyond words, and it is said that not among men, elves or gods could a maid more fair be found, then or after.
For a long time Râgor kept his secret. He served Aeilìn faithfully and well, and thus he gained her trust. He was given great gifts as rewards for his loyalty, and he even stood guard outside Aeilìns bedchamber when Brōdar was away.
Then one day Râgor left Aetelingagard and returned to his own kingdom. Here he sat on his throne in the mountain and boasted of how he had slipped between the thighs of Brōdar's fair wife. His disguise he hung behind his seat so that all who visited his great hall could see how he had made a cuckold of the mighty Stormrider.
It did not take long before the word reached Aethelingagard. Brōdar flew into a rage such as the world has never seen, neither before, nor in the ages that has followed. He bellowed and roared so that even his brothers hid from him. He called up a storm so great that the very earth shook as it passed above. Thus he came to the kingdom of Râgor. He roared for the giant to come out of his mountain and meet him, but Râgor had fled when he heard him coming. In his anger, Brōdar smote the mountain asunder, scattering the rocks far away (the rocks formed what you today call the Stormcrow Mountains).
Brōdar searched for Râgor for many days, but the cunning and deceitful giant had hidden well. In his search Brōdar's anger only grew. He split open mountains and tore lands asunder, killing anyone who crossed his path. Finally Aeilìn came to her husband. She sang soothing songs to calm him and stroked his hair and cheek, but so dark was the anger crafted by the Liesmith that Brōdar could not see the truth. Blinded by the lies, seeing only the leering giant between his wife's legs, he slew his beloved Aeilìn.
When Aeilìn fell to the ground Brōdar saw what he had done, and the veil of deceit and rage fell from his eyes. He reached into his soul and ripped his anger out of his flesh and cast it from him. This is how Bolgen came into the world.
Brōdar journeyed then to the realm of the dead to beg the release of his beloved. Alas he was denied, for the regret of the living has never been enough to allow someone to leave the Ashen Lands. The King of the Dead saw how beutiful Aeilìn was, and he became enraged by her murder. He sentenced Brōdar to wander the lands of the living until he was the last man in the world. Then, and only then would he be allowed to die.
Since then, Brōdar has been wandering the world, cast out by his father, Arkon, and shunned by his brothers, for they all loved Aeilìn dearly.
Friday, 26 February 2010
The last chapter
Picture hosted by matthieu.zecto.com
The Seven Seekers, and their status:
Princess Ylvana Eclipseborn, alive and well. She never doubted that her dear Gryff would come and get them.
Tomas Parlay, alive, but suffering from chest rot, a form of consumption.
Brother Augustus of the Black Friars, alive and well.
Reigald Galdgrimson of the Enæìdūn, very much alive.
Thorgrim of the Enæìdūn, also alive.
Doctor Misterio, rescued earlier from captivity at the hands of the Ministerium. Lost in madness.
A servant boy, dead.
Aboard the ship, both parties wanted to hear of the adventures of the others, and so great tales were told. Princess Ylvana told of the adventures of the Seekers's, familiar to, but not neccesarily similar to Parlay's account. They had found the portal, and Misterio had calculated that the Moon of Emmeroch would indeed shine upon the plateu only a few days after their arrival. The servant boy had snuck away from the camp one night, and they never saw him again.
When the gate opened, the Seekers had followed the same path taken by the Cabal, and they had indeed come into the forest. There they had been captured by the Elves. On the escape of Dr Misterio, neither the princess or any of her compannions could shed any light. He had vanished from their prison one night, and they were suprised to hear that he was alive and on the ship.
The Great Matter of the chapter was the option presented by Huron the White. Burn the Five Forts, and thus break the seal that kept the elves from crossing into the lands of Man. Drake and Van Zaar wanted to summon the Dragon [Storyteller's note: Three times they may call for the Dragon] and put terror in the hearts of the Presbyterians, they did not however want to break the seal -- burn one fort perhaps, but they didn't want to let the Great Hunt loose on Pendrell. Captain Galan wanted to go all the way. Here he found support in Brother Augustus, "Let him who wants to avoid his enemy walk softly; he who walks to battle shall go forth boldly, with fanfare and bared steel." The debate surged back and forth for a long time.
Brother Augustus also pulled the captain aside and informed him that as a priest he had the authority to perform a wedding. He also spoke warmly of why he felt that the marriage was a Good Thing. Ylvana agreed.
The rest of the Cabal now wanted to call upon Octavian. [Storyteller's note: The relationship between Gryff and Octavian has been a matter of some controversy. There are those who are convinced that the two have a bond deeper than friendship. While this has been confirmed once by the player (and that candedness may be blamed on Single Malt), it has been denied more often.] So, as so often before, Gryff Galan sat in the light of the Elfstone and sang Octavian's name. He found him, deep in the Underdark, beneath Mount Guthûrgoth, in a dark, dead end. His retinue, numbering three Deciples, five Apprentices and three times seven Proxima when they set out, now numbered only one Deciple and two Proxima. Octavian himself lay mortally wounded on the hard stone, wrapped in his cape. It was a very moving scene when Gryff came to him in his mind.
Octavian told Gryff that they had indeed found what they were seeking, but in the battle that followed many had lost their life, and more still had perished in the aftermath -- something old and sinister had been stalking them. Even now, all the Hermetics could do was to keep the darkness at bay. And their light was faltering.
Of course, our heroes could not sit idly by while the brave Hermetics faced a nameless terror in the bowels of this mountain of madness. So it was that the Pius Cabal mounted an epic rescue operation, preparing a great portal-spell and calling upon no fewer than two gods to aid their efforts. [Storyteller's note: two rhymes were written, one for the spell, and one for calling on Geminon]
When the door opened into the dark subterranean chamber and light shone on the survivors the darkness reacted. Drake was unable to hold it back at first, and it was like a great, primordial hatered had become aware of their presence. Arkon's Gateposts guarded the portal, and as the light seemed to go out, Geminon, in the guise of a great Corinthian swordsmaster strode into the cavern, and drawing his sword he walked to face the Dark. Drake mustered his strength and wove a powerful ward. Enæìds now ran to the exhausted Hermetics and pulled them to safety. The portal was closed, and the connection severed. Octavian was safe.
Safe, but not out of danger yet. Drake has been studying the Arcana of Life for a while, though at this point he was still only an Apprentice. He has also been dabbling in Mythos matters (amongst other things, he stood face to face with Shaitan, the Drowned Man, in the dark storm) and when he examined Octavian's wound he found it poisoned. Something dark was deep in the wound, and it meant to kill him. Having consulted both Banzel and the ship's surgeon, dr Toombs, he believed himself capable of saving Octavian's life, although his left arm and shoulder had to be cut off.
This was Drake's Deciple-test. Assisted by the surgeon he cut deep into the flesh, so deep that they saw things no man is meant to see in any living human. Van Zaar, having offered to love Octavian on behalf of the captain, never left the patient while they cut. The captain sat in his quarters, praying to Arkon with Ylvana. At length Drake closed the wound and proclaimed the operation over. He had saved Octavian's life, and become a Deciple of the Arcana of Life. He then went on to promptly cure Parlay of his chestrot.
In the elated state of mind that followed, the Cabal decided to go to Five Fort Vale and call upon the Dragon, and leave it to the Dragon to decide what the Dragon would do. The marriage between the captain and the princess should also be performed there. Thus the Cabal again left the Pius by means of great magic.
The Vale lay peaceful in the hour before a bright winter dawn. The five forts, arrayed with some great and unknown design along key points looked peaceful and serene. The captain had scryed the valley earlier, and discovered that the forts lay upon ancient Hallows, and that apart from the structures themselves, there were no other apparent defenses.
There, on a hill overlooking the valley, by a caern built by Galan when he went hiking in the Vale three years earlier, Brother Augustus bound Gryff and Ylvana in wedlock. Then the Prince called the Dragon's name. Once. Twice. Three times. And then it came.
Coming out of the sun rising behind the mountains the Dragon flew over the Vale and landed infront of the Cabal. "You called," it said. The magicians now found it difficult to answer. Some tried flattering the Great Wyrm, others tried appearing powerful, most bowed their heads and felt insufficient. The Dragon looked at them like an enormous cat who is deciding whether or not to play with them. In the end the Prince had to speak. [Storyteller's note: His player wasn't at the table this evening, and so in effect they pawned the responsibility off on an NPC. Tsk-tsk.] He said: Break the Seal.
The Dragon took flight and circled higher and higher over the peaceful valley. Lazy as a bird of prey deciding which of these fat sheep it would devour first it soared in great circles, high in the air. Then it dived out of the sky. Like a star falling to the earth, a great comet, trailing bright fire it struck the first fort. Stones were shattered, and flames rose high in the air. Then it took flight again, only to gain altitude before again throwing itself on another fort. Now bells started ringing in the valley, and leaving the second conflagration the Wyrm flew low over the farms and villages, spreading death, fire and fear beneath its enormous wings.
The third and forth fort fell. Screams and bells ringing frantically rose to where the Cabal stood aghast. Some of them cried out to make it stop, and some might have wept. From the forest on the oher side of the River Manshield sounds could be heard, as if the forest itself was awakening. Landing infront of the last of the Five Forts, the valley burning around it, the Dragon seemed to have gotten warmed up. Spreading its wings, it seemed to draw in air, then it breathed a vast cone of fire. Fanning it with its wings it continued to breathe, whipping the flames to such a great heat that even the stones melted.
Then, as a horn could be heard from the forest, calling the Hunt, the Dragon took flight for the last time. It passed over the Cabal, standing in shock and awe on the hill, and flew off into the rising sun.
After this, the Cabal returned to the Pius, and then to Rederhafen, where they were dubbed Knights Arcane of the Order of the Golden Dawn.
Storyteller's note: Dragons kick ass! I've always loved them. And when my players leave it to an NPC to input the launch-data... Well, if my memory serves me, the Prince confessed some sympathy with the Elven Prince…
I must confess it felt extremely liberating to unleash such destructive power on my world. I want to go again ;)
Monday, 8 February 2010
The Pantheon of Argos
In the Second Age, the Mythic Age, Man turned his back on the gods; some were forgotten, some were slain by heroes, some wandered off into oblivion, and some withdrew from the affairs of the world. A few of the old gods remained, worshipped in the far reaches of Argos, guarding their followers from the dark things that lurk in the deep.
The Third Age, the Age of Reason, was a time where Man was his own guide and protector. Craft and reason were the ideals that led the growth of civilizations, magic and mystery were pushed to the fringes of mortal society, and the wonders and dangers of the old world were forgotten. The halls of the gods stood empty.
With the ancient bulwarks against the Deep left unguarded, dark forces moved to awake their fell master, the Lord of the Locust. Then came the time when destinies converged. Among the Orc a great leader was born. In Eria two men found themselves thrust into the center of history and a great dragon was freed from its bondage. A wizard sailed out of the North in search of an ancient artifact. The Age of Reason was ending, and magic was awakening again.
Over the following generation the few old gods who remained returned to Argos, and new ones ascended. In this changing world Man now must find his place again, or perish together with all of Creation -- that which sleeps is awakening, and those who stand against it are hard pressed. Older and Younger Gods alike are again mustering, and the ancient struggle is renewed. The Game of Gods is not yet ended.
The gods of Argos are divided into a few different groups. There are the Older Gods -- those few who were worshipped before the Age of Reason, and the Younger Gods -- those who have ascended to divinity after the Awakening. Not all gods have the best interests of Man heart, though. The gods of the Court of Stars serve the Exarch, and their goal is to bring about the End of Days, to see the oceans swallow the land and darkness engulf all.
The system used to define these gods are White Wolf's Scion, tweaked to be compatible with the Storytelling System, and adapted to fit the Book of Worlds.
Note that this is a draft, contents may be amended and/or edited without warning.
The Third Age, the Age of Reason, was a time where Man was his own guide and protector. Craft and reason were the ideals that led the growth of civilizations, magic and mystery were pushed to the fringes of mortal society, and the wonders and dangers of the old world were forgotten. The halls of the gods stood empty.
With the ancient bulwarks against the Deep left unguarded, dark forces moved to awake their fell master, the Lord of the Locust. Then came the time when destinies converged. Among the Orc a great leader was born. In Eria two men found themselves thrust into the center of history and a great dragon was freed from its bondage. A wizard sailed out of the North in search of an ancient artifact. The Age of Reason was ending, and magic was awakening again.
Over the following generation the few old gods who remained returned to Argos, and new ones ascended. In this changing world Man now must find his place again, or perish together with all of Creation -- that which sleeps is awakening, and those who stand against it are hard pressed. Older and Younger Gods alike are again mustering, and the ancient struggle is renewed. The Game of Gods is not yet ended.
The gods of Argos are divided into a few different groups. There are the Older Gods -- those few who were worshipped before the Age of Reason, and the Younger Gods -- those who have ascended to divinity after the Awakening. Not all gods have the best interests of Man heart, though. The gods of the Court of Stars serve the Exarch, and their goal is to bring about the End of Days, to see the oceans swallow the land and darkness engulf all.
The system used to define these gods are White Wolf's Scion, tweaked to be compatible with the Storytelling System, and adapted to fit the Book of Worlds.
Note that this is a draft, contents may be amended and/or edited without warning.
- Arkon (Older God)
Aka.: St Markus, Hunter, Huntsman, Old Mumblebeard, Progenitor
Symbol: The all-seeing eye
A tall warrior, his long beard and hair gone silvery white ages ago, dressed in varnished mail. He has the relentless gaze of a bird of prey.
The legends of Arkon are many, but the one most often told is that of the dragon. As is the nature of legends, it has been told and retold and told again, each teller adding some and leaving some out. At the core of it is the tale of a great dragon, and a dark, endless winter that gripped the world in its merciless embrace, and of how spring again came to the lands after the wyrm had been locked beneath a mountain.
In the olden days he often walked the lands, sometimes disguised as an old man, other times as a hunter. Now he rarely sheds his true visage, nor does he often journey into the realms of mortal men. In stead he sits, in his great hall in Aethlingagard, watching the dark, keeping his hearth burning; it has been said that should the last embers of Arkon's fire go out, an endless winter will fall on Argos.
In the younger days of the world, the benches of Arkon's hall seated many gods, and laughter rang between the rafters. Now his line has all but ended, and so he sits, alone, watching the fire.
Associated Powers: Epic Presence, Epic Intelligence, Epic Manipulation, Epic Stamina, Epic Strength, Epic Wits, Death, Guardian, Magic, Mystery, Prophesy, Psychopomp, War
Abilities: Craft, Occult, Investigation, Weaponry, Stealth, Survival
Rivals: Alaÿna
Symbol: The all-seeing eye
A tall warrior, his long beard and hair gone silvery white ages ago, dressed in varnished mail. He has the relentless gaze of a bird of prey.
The legends of Arkon are many, but the one most often told is that of the dragon. As is the nature of legends, it has been told and retold and told again, each teller adding some and leaving some out. At the core of it is the tale of a great dragon, and a dark, endless winter that gripped the world in its merciless embrace, and of how spring again came to the lands after the wyrm had been locked beneath a mountain.
In the olden days he often walked the lands, sometimes disguised as an old man, other times as a hunter. Now he rarely sheds his true visage, nor does he often journey into the realms of mortal men. In stead he sits, in his great hall in Aethlingagard, watching the dark, keeping his hearth burning; it has been said that should the last embers of Arkon's fire go out, an endless winter will fall on Argos.
In the younger days of the world, the benches of Arkon's hall seated many gods, and laughter rang between the rafters. Now his line has all but ended, and so he sits, alone, watching the fire.
Associated Powers: Epic Presence, Epic Intelligence, Epic Manipulation, Epic Stamina, Epic Strength, Epic Wits, Death, Guardian, Magic, Mystery, Prophesy, Psychopomp, War
Abilities: Craft, Occult, Investigation, Weaponry, Stealth, Survival
Rivals: Alaÿna
- Aziz (Younger God)
Aka.: Gahalar, Servant of Man, the Last Prophet
Symbol: An open hand
Aziz was the servant of Franko da Cola, and as such he witnessed things too horrible for any human to bear without losing his soul and sanity. Even so, through the endless love and devotion of the young boy, not only did he survive, but he also saved his master.
When Franko, on one of his many journeys, was about to be slain by a fallen Daeva imprissoned in one of the hells, Aziz threw himself before the demon and begged it to take him instead. The Daeva thus spared Franko, and through entering the body of Aziz escaped his prison and came to Argos. Here Aziz eventually managed to cast the Daeva out of his body.
Grishnak's Army of Light was eventually defeated by the combined forces of Aziz's followers, the fearless Mujaheed, and an army of Nightmares led by Morpheus and Gilgûl. In the final battle, the Battle of the White Tower, Aziz took the blow intended for Morpheus, thus allowing the Dreamlord to strike down the Daeva. Aziz lost his life.
The followers of Aziz believe that when he is most needed, he will return to Argos to save mankind again.
Associated Powers: Epic Presence, Epic Composure, Love, Magic,
Abilities: Academics, Craft, Emphaty, Medicine, Seneschal, Socialise
Rivals: Alaÿna, Caracalla, Shaitan
Symbol: An open hand
Aziz was the servant of Franko da Cola, and as such he witnessed things too horrible for any human to bear without losing his soul and sanity. Even so, through the endless love and devotion of the young boy, not only did he survive, but he also saved his master.
When Franko, on one of his many journeys, was about to be slain by a fallen Daeva imprissoned in one of the hells, Aziz threw himself before the demon and begged it to take him instead. The Daeva thus spared Franko, and through entering the body of Aziz escaped his prison and came to Argos. Here Aziz eventually managed to cast the Daeva out of his body.
Grishnak's Army of Light was eventually defeated by the combined forces of Aziz's followers, the fearless Mujaheed, and an army of Nightmares led by Morpheus and Gilgûl. In the final battle, the Battle of the White Tower, Aziz took the blow intended for Morpheus, thus allowing the Dreamlord to strike down the Daeva. Aziz lost his life.
The followers of Aziz believe that when he is most needed, he will return to Argos to save mankind again.
Associated Powers: Epic Presence, Epic Composure, Love, Magic,
Abilities: Academics, Craft, Emphaty, Medicine, Seneschal, Socialise
Rivals: Alaÿna, Caracalla, Shaitan
- Dìs (Older God)
Aka.: Death, Charōn, Moros, Thanatos
Symbol: A death-mask
Clad in a black cloak and a white death-mask, Dís is easily recognized by anyone who should lay eyes on him -- after all, everyone knows death. Occasionally he choses to appear in a different guise, sometimes a ravaged maiden or a putrid corpse.
Of all the gods, Death is the one who is most involved in mortal affairs. The Stygian Empire on the Dark Continent is ruled by the Necrophants, an order of arcane clergy who are in direct communication with their deity. When the Dark Horde had conquered the northern colonies it turned on the Stygians -- the prophesy says that when death dies the Exarch will rise again -- and for almost a generation now Death has been locked in combat with the dark gods and their followers.
Recently, Dís has been slain by the Dark Triumvirate. It is still too soon to know what the outcome of this foul act will be. What is certain is that already souls are becoming lost on their journey to the Underworld.
Associated Powers: Arete, Darkness, Death, Epic Composure, Epic Intelligence, Epic Resolve, Guardian, Magic, Mystery, Prophesy, War
Abilities: Craft, Medicine, Occult,
Rivals: Alaÿna, Caracalla, Shaitan
Symbol: A death-mask
Clad in a black cloak and a white death-mask, Dís is easily recognized by anyone who should lay eyes on him -- after all, everyone knows death. Occasionally he choses to appear in a different guise, sometimes a ravaged maiden or a putrid corpse.
Of all the gods, Death is the one who is most involved in mortal affairs. The Stygian Empire on the Dark Continent is ruled by the Necrophants, an order of arcane clergy who are in direct communication with their deity. When the Dark Horde had conquered the northern colonies it turned on the Stygians -- the prophesy says that when death dies the Exarch will rise again -- and for almost a generation now Death has been locked in combat with the dark gods and their followers.
Recently, Dís has been slain by the Dark Triumvirate. It is still too soon to know what the outcome of this foul act will be. What is certain is that already souls are becoming lost on their journey to the Underworld.
Associated Powers: Arete, Darkness, Death, Epic Composure, Epic Intelligence, Epic Resolve, Guardian, Magic, Mystery, Prophesy, War
Abilities: Craft, Medicine, Occult,
Rivals: Alaÿna, Caracalla, Shaitan
- Geminon (Younger God)
Aka.: Al Azwad, the Black Man, Lord of Crossroads
Symbol: Two identical masks
Dark and cunning, he appears as a tall, thin man with a narrow face and a sharp goatee, dressed in black (always the latest fashion). He is suave and well mannered, although sarcastic. He came into being when Franko da Cola and Sir William Blackstaff slew the great dragon; ripped from the flesh of Franko, born of magic and dragonfire.
His agenda is known to no one, save himself, but amongst the Younger Gods he is the most active. Geminon walks behind the scenes, giving advice and nudging mortals in the right direction as he sees fit.
Geminon is one of the Trinity, the remaining two being Morpheus and Shaitani. The three are rivals, sometimes enemies, but rarely do they interact directly.
Associated Powers: Chaos, Epic Presence, Epic Manipulation, Magic, Mystery, Psychopomp
Abilities: Academics, Emphaty Investigation, Occult, Politics
Rivals: Alaÿna, Caracalla, Morpheus
Symbol: Two identical masks
Dark and cunning, he appears as a tall, thin man with a narrow face and a sharp goatee, dressed in black (always the latest fashion). He is suave and well mannered, although sarcastic. He came into being when Franko da Cola and Sir William Blackstaff slew the great dragon; ripped from the flesh of Franko, born of magic and dragonfire.
His agenda is known to no one, save himself, but amongst the Younger Gods he is the most active. Geminon walks behind the scenes, giving advice and nudging mortals in the right direction as he sees fit.
Geminon is one of the Trinity, the remaining two being Morpheus and Shaitani. The three are rivals, sometimes enemies, but rarely do they interact directly.
Associated Powers: Chaos, Epic Presence, Epic Manipulation, Magic, Mystery, Psychopomp
Abilities: Academics, Emphaty Investigation, Occult, Politics
Rivals: Alaÿna, Caracalla, Morpheus
- Gilgûl (Younger God)
Aka.: Lord Justice, Warmaster
Symbol: Sword and scales
A tall, gaunt shadow, clad in a white full-plate armour, wielding a great sword. Gilgûl seldom speaks, but when he does, his voice booms as if it comes from within a cavernous hall.
Though a young god, he is a most ancient entity, summoned into this Age by the wizards of the Ordo Hermtica to bring Franko da Cola to justice for his soultheft. However, the man Franko had ceased to be by the time Gilgûl came into being, and the god Morpheus had ascended to the throne of dreams. When this new age ends, Gilgûl will bring the Dreamlord to justice -- for even a god cannot escape his judgement.
Now ascended to godhood, Gilgûl has assumed the mantel of command over the Legions of Nightmare, and he now holds the Dreamshell. Every night his provosts press the dreams of the guilty into service in the great war, every night the guilty dream of desperate battle and violent death.
Associated Powers: Arete, Epic Strength, Epic Resolve, Justice, War
Abilities: Brawl, Empathy, Intimidation, Weaponry, Persuasion, Politics
Rivals: Alaÿna, Caracalla, Shaitan
Symbol: Sword and scales
A tall, gaunt shadow, clad in a white full-plate armour, wielding a great sword. Gilgûl seldom speaks, but when he does, his voice booms as if it comes from within a cavernous hall.
Though a young god, he is a most ancient entity, summoned into this Age by the wizards of the Ordo Hermtica to bring Franko da Cola to justice for his soultheft. However, the man Franko had ceased to be by the time Gilgûl came into being, and the god Morpheus had ascended to the throne of dreams. When this new age ends, Gilgûl will bring the Dreamlord to justice -- for even a god cannot escape his judgement.
Now ascended to godhood, Gilgûl has assumed the mantel of command over the Legions of Nightmare, and he now holds the Dreamshell. Every night his provosts press the dreams of the guilty into service in the great war, every night the guilty dream of desperate battle and violent death.
Associated Powers: Arete, Epic Strength, Epic Resolve, Justice, War
Abilities: Brawl, Empathy, Intimidation, Weaponry, Persuasion, Politics
Rivals: Alaÿna, Caracalla, Shaitan
- Morpheus (Younger God)
Aka.: Morfæus, Lord of the Dreaming, Prince of Nightmares
Symbol:
Tall, gaunt, gray-faced, typically dressed in flowing, dark robes, Morfeus is the first of the Younger Gods. The man Franko da Cola was a Corinthian witch-hunter who, after having suffered a shipwreck ended up somewhere on the Forsaken Coast around YE 990. What happened there has been swallowed by myth, but only two survivors, Franko and William Blackstaff, made it back to civilization; some stories says that Franko freed an ancient dragon in the North and some that he unlocked some great magical secret. Blackstaff made it back to the world after crossing the Wild on foot, while Franko reappeared on the Dark Continent as the vizier to the Kahn of the Orc.
In the years between the shipwreck and the Ascendance, Franko gained enormous power and accomplished monumental feats of magic. After he became a god, his miracles are many, there amongst the gathering of the Dreaming, but perhaps most spectacular: the War of Light. Here Morpheus joined forces with the Prophet Aziz and defeated the fallen Daeva Grishnak in the Battle of the White Tower. Still, perhaps the greatest of the miracles of Morpheus is the construction of the Dreamshell, a vast fortification of the world of Argos against the coming of the Eldren.
Recently, the Dreamlord has disappeared. Rumors say that he has gone mad, and that he now wanders the Dreaming aimlessly. In his stead, other gods have taken control over various aspects of the Realm of Dreams.
Morpheus is one of the Trinity consisting of himself, Geminon and Shaitan.
Associated Powers: Arete, Epic Intelligence, Epic Manipulation, Magic, Prophesy
Abilities: Academics, Occult, Intimidation, Investigation
Rivals: Alaÿna, Geminon, Shaitan
Symbol:
Tall, gaunt, gray-faced, typically dressed in flowing, dark robes, Morfeus is the first of the Younger Gods. The man Franko da Cola was a Corinthian witch-hunter who, after having suffered a shipwreck ended up somewhere on the Forsaken Coast around YE 990. What happened there has been swallowed by myth, but only two survivors, Franko and William Blackstaff, made it back to civilization; some stories says that Franko freed an ancient dragon in the North and some that he unlocked some great magical secret. Blackstaff made it back to the world after crossing the Wild on foot, while Franko reappeared on the Dark Continent as the vizier to the Kahn of the Orc.
In the years between the shipwreck and the Ascendance, Franko gained enormous power and accomplished monumental feats of magic. After he became a god, his miracles are many, there amongst the gathering of the Dreaming, but perhaps most spectacular: the War of Light. Here Morpheus joined forces with the Prophet Aziz and defeated the fallen Daeva Grishnak in the Battle of the White Tower. Still, perhaps the greatest of the miracles of Morpheus is the construction of the Dreamshell, a vast fortification of the world of Argos against the coming of the Eldren.
Recently, the Dreamlord has disappeared. Rumors say that he has gone mad, and that he now wanders the Dreaming aimlessly. In his stead, other gods have taken control over various aspects of the Realm of Dreams.
Morpheus is one of the Trinity consisting of himself, Geminon and Shaitan.
Associated Powers: Arete, Epic Intelligence, Epic Manipulation, Magic, Prophesy
Abilities: Academics, Occult, Intimidation, Investigation
Rivals: Alaÿna, Geminon, Shaitan
- The Warlord (Younger God)
Symbol: Crossed warhamers
Of all the gods, bar perhaps Dís and Caracalla, the Warlord is perhaps the one who is the most directly involved in the affairs of men. He first came into the world when the last free city in the Colonies fell to the Dark Horde. As a young warrior, mortally wounded, screamed his rage and defiance at the overwhelming forces that overran his home, his soul found its higher purpose. It filled him with great strength, and even if the city fell, scores of his enemies were killed before the flesh gave in.
Since then, several warriors have given their bodies to the god of war in a desperate moment, and thus the tide of battle have turned.
Associated Powers: Arete, Epic Stamina Epic Strength, Fire, War
Abilities: Brawl, Craft, Firearms, Intimidation, Weaponry
Rivals: Alaÿna, Caracalla
The Dark Gods: The Court of Stars
The gods of the Star Court have one thing in common, apart from their blood (Caracalla is the son of Alaÿna and Franko da Cola; Shaitan carries a part of the soul of Franko), namely their allegiance to the Lord of the Locust.
Of all the gods, bar perhaps Dís and Caracalla, the Warlord is perhaps the one who is the most directly involved in the affairs of men. He first came into the world when the last free city in the Colonies fell to the Dark Horde. As a young warrior, mortally wounded, screamed his rage and defiance at the overwhelming forces that overran his home, his soul found its higher purpose. It filled him with great strength, and even if the city fell, scores of his enemies were killed before the flesh gave in.
Since then, several warriors have given their bodies to the god of war in a desperate moment, and thus the tide of battle have turned.
Associated Powers: Arete, Epic Stamina Epic Strength, Fire, War
Abilities: Brawl, Craft, Firearms, Intimidation, Weaponry
Rivals: Alaÿna, Caracalla
The Dark Gods: The Court of Stars
The gods of the Star Court have one thing in common, apart from their blood (Caracalla is the son of Alaÿna and Franko da Cola; Shaitan carries a part of the soul of Franko), namely their allegiance to the Lord of the Locust.
- Alaÿna (Older God)
Aka.: Aleastra, Alanya, Alyssa, Mother, Queen of Sorrow, the Succubus
Symbol: Cresent moon
Alaÿna can appear in a number of guises, ranging from the 30 foot tall, dark skinned demonesse the Orc revers as Mother, to the sensual, voluptuous, fiery-haired temptress that lures mortal men to their doom. The form she favours the most in this Age is that of an impossibly beutiful woman with sharp features, the ears of an elf, and dark eyes that will destroy the willpower of those who gaze into them.
In the dawn of days the Succubus was a great elven queen of one of the most illustrious houses. After the Fall, she became the goddess of the Orc, and today she has decended onto Argos; together with her son, the demigod Caracalla, and the great Khan of the Orc, Ghurandakh, she rules the Last Empire on the Dark Continent.
Associated Powers: Blood, Chaos, Darkness, Epic Dexterity, Epic Manipulation, Epic Presence, Epic Wits, Fertility, Moon, Mystery, Prophesy
Abilities: Craft, Empathy, Expression, Intimidation, Occult, Persuasion
Rivals: Arkon, Morpheus, Geminon, Shaitan
Symbol: Cresent moon
Alaÿna can appear in a number of guises, ranging from the 30 foot tall, dark skinned demonesse the Orc revers as Mother, to the sensual, voluptuous, fiery-haired temptress that lures mortal men to their doom. The form she favours the most in this Age is that of an impossibly beutiful woman with sharp features, the ears of an elf, and dark eyes that will destroy the willpower of those who gaze into them.
In the dawn of days the Succubus was a great elven queen of one of the most illustrious houses. After the Fall, she became the goddess of the Orc, and today she has decended onto Argos; together with her son, the demigod Caracalla, and the great Khan of the Orc, Ghurandakh, she rules the Last Empire on the Dark Continent.
Associated Powers: Blood, Chaos, Darkness, Epic Dexterity, Epic Manipulation, Epic Presence, Epic Wits, Fertility, Moon, Mystery, Prophesy
Abilities: Craft, Empathy, Expression, Intimidation, Occult, Persuasion
Rivals: Arkon, Morpheus, Geminon, Shaitan
- Caracalla (Demigod)
Symbol: Shooting star
Incredibly beutiful, dark eyed, with a magnetism that will capture and enthrall anyone who encounter him, Man, Elf or Orc. He wears nothing but the finest clothes, of the finest fabrics, and he bears himself with the grace and refinement of a prince. Not truly a god, but his lineage makes him more than human, by far.
Of the Star Court he is the one who has the closest connection to the physical world, he is both the High Priest of the Cult of Shaitan and Prince of the Northern Shores. While the other two are fettered to their Umbral realms, Caracalla, being half human, has full access to both the physical and metaphysical worlds. Why be a child amongst gods when you can be a giant amongst men.
Associated Powers: Epic Appearance, Epic Manipulation, Chaos
Abilities: Occult, Socialize, Persuasion
Rivals: Alaÿna, Shaitan, Morpheus, Dís
Incredibly beutiful, dark eyed, with a magnetism that will capture and enthrall anyone who encounter him, Man, Elf or Orc. He wears nothing but the finest clothes, of the finest fabrics, and he bears himself with the grace and refinement of a prince. Not truly a god, but his lineage makes him more than human, by far.
Of the Star Court he is the one who has the closest connection to the physical world, he is both the High Priest of the Cult of Shaitan and Prince of the Northern Shores. While the other two are fettered to their Umbral realms, Caracalla, being half human, has full access to both the physical and metaphysical worlds. Why be a child amongst gods when you can be a giant amongst men.
Associated Powers: Epic Appearance, Epic Manipulation, Chaos
Abilities: Occult, Socialize, Persuasion
Rivals: Alaÿna, Shaitan, Morpheus, Dís
- Shaitan (Younger God)
Aka.: the Drowned Man
Symbol: Abyssian glyph
Tall, gaunt, with the skin of a corpse long submerged, dead-eyed, long, black hair that seems to flow as if under water -- the Drowned Man is a truly horrifying sight. When he appears in person, he usually wears a heavy sea-coat, and around him, sprays of cold seawater whips at his surroundings.
Once he was Franko da Cola, but the part of that soul that was swallowed by the Deep was severed from its main corpus and ended up in the possession of Alaÿna. Somehow it was given form and substance, and through some unknown, though unquestionably most sinister ritual. Shaitan's ascent to godhood is shrouded in mystery, but none who have encountered the Drowned Man will deny him.
Shaitan is one of the Trinity, the remaining two being Morpheus and Geminon. The three are rivals, sometimes enemies, but only rarely do they interact directly.
Associated Powers: Arete, Cheval, Darkness, Magic, Mystery
Abilities: Academics, Craft, Occult,
Rivals: Alaÿna, Caracalla, Morpheus, Geminon, Dís
Symbol: Abyssian glyph
Tall, gaunt, with the skin of a corpse long submerged, dead-eyed, long, black hair that seems to flow as if under water -- the Drowned Man is a truly horrifying sight. When he appears in person, he usually wears a heavy sea-coat, and around him, sprays of cold seawater whips at his surroundings.
Once he was Franko da Cola, but the part of that soul that was swallowed by the Deep was severed from its main corpus and ended up in the possession of Alaÿna. Somehow it was given form and substance, and through some unknown, though unquestionably most sinister ritual. Shaitan's ascent to godhood is shrouded in mystery, but none who have encountered the Drowned Man will deny him.
Shaitan is one of the Trinity, the remaining two being Morpheus and Geminon. The three are rivals, sometimes enemies, but only rarely do they interact directly.
Associated Powers: Arete, Cheval, Darkness, Magic, Mystery
Abilities: Academics, Craft, Occult,
Rivals: Alaÿna, Caracalla, Morpheus, Geminon, Dís
Tuesday, 19 January 2010
Bolgen
[Entry in the Liber Divinorum]
One of the old gods, Bolgen was worshipped by the men of the lost city of Erdangard. He is portrayed as a massive, black man with six arms wrapped in chains. He was one of the many gods of war worshipped in the days of yore, and his aspects were those of destruction and plunder. His worshippers sacrificed prisoners of war to their deity to gain his favour.
The city of Erdangard is rumored to have been located somewhere in the Goblinwall mountains north of present day Livonia. Its inhabitants were fierce warriors who raided into the Old Kimgdoms of the Wild, striking swift and hard, then retreating back to their montainous stronghold. The city is rumored to have been abandoned after the death of Bolgen, and despite tales of hoards of gold hidden by its kings, no adventurers have found it and lived to tell the tale.
Legend has it that Bolgen was slain by the hero Mykandor early in the Second Age. Mykandor was a prince in one of the Old Kingdoms, and after his father had been captured in an attack by the men of Erdangard he set out on a quest to free him. Before Mykandor could liberate his father, he was sacrificed to Bolgen. The hero then set out find the god, vowing kill him.
Mykandor travelled beyond the Pale and into the Hinterlands. He searched for seven years, encountering many foes and gaining some friends along his road. Eventually he came to Bolgen's cave, Hardhagrav, and using a poison he had been given on his journeys he slew the deity.
---
Another legend mentioning Bolgen.
One of the old gods, Bolgen was worshipped by the men of the lost city of Erdangard. He is portrayed as a massive, black man with six arms wrapped in chains. He was one of the many gods of war worshipped in the days of yore, and his aspects were those of destruction and plunder. His worshippers sacrificed prisoners of war to their deity to gain his favour.
The city of Erdangard is rumored to have been located somewhere in the Goblinwall mountains north of present day Livonia. Its inhabitants were fierce warriors who raided into the Old Kimgdoms of the Wild, striking swift and hard, then retreating back to their montainous stronghold. The city is rumored to have been abandoned after the death of Bolgen, and despite tales of hoards of gold hidden by its kings, no adventurers have found it and lived to tell the tale.
Legend has it that Bolgen was slain by the hero Mykandor early in the Second Age. Mykandor was a prince in one of the Old Kingdoms, and after his father had been captured in an attack by the men of Erdangard he set out on a quest to free him. Before Mykandor could liberate his father, he was sacrificed to Bolgen. The hero then set out find the god, vowing kill him.
Mykandor travelled beyond the Pale and into the Hinterlands. He searched for seven years, encountering many foes and gaining some friends along his road. Eventually he came to Bolgen's cave, Hardhagrav, and using a poison he had been given on his journeys he slew the deity.
---
Another legend mentioning Bolgen.
Thursday, 12 November 2009
The last chapter
Storyteller's note: The first and last act of the last chapter was told by me and the middle by a very good friend.
The way Argos works, the Dreaming is a distinct Realm, sovereign unto only itself; and the Dreaming is ruled by nightmares. Not long ago, the entire Realm was built by the first of the Younger Gods -- a god so powerful it became a trinity, Morfeus, Geminon and Shaitan. Morfeus is the Lord of Nightmares, the force that bound all of Nightmare together. Now the Prince of the Realm has gone missing, and things are stirring deep in sinister dreams.
Act 1
The morning after M'narcel walked into the city of Assari and unleashed the Nightmare Demon, no one in the camp of Man had slept. Galan, having kept rigorous control his mind for so long without sleep, decided to take his rest.
M'narcel felt an urge to revisit the city in daylight, to see that things were safe now, but this was mainly shouted down by the Company until someone mentioned loot. Shortly thereafter, Banzel drove the Automotor towards the nearest gate with M'narcel and van Zaar aboard. By now, they had received a few frightened looks and warding mutters from the soldiers in the camp.
Once at the gates, the trio starts debating the degree of danger inside the city walls. eventually deciding that only one should enter - and the rest should wait outside until one knew what one was dealing with. The logical choice fell on the volunteer, M'narcel. By now, they had debated long enough for some five hundred Green Dragoons to arrive. They, being an elite Macharite regiment, and being brave lads and all, had been ordered to investigate the city before allowing anyone else inside. Of course they would not stop the fine Gentlemen Adventures from entering. Exactly what what followed is uncertain, but tempers flared, and the trio stood aside while the primitives blew the gate open.
First fifty dragoons ride in, and as they come out dispatches start riding. Van Zaar, offended and disgusted by the incompetence of the military regimen stalks off towards the camp. After having vented his frustration by making sure he was perceived as properly unpleasant (menacing stares and cold laughter) by passing troops, M'narcel decides that he is supposed to be inside the walls. So he walks through the gate.
Banzel, waiting in the Automotor in the fields get a distinct feeling that something is horribly wrong, and rush back to the camp. There, van Zaar, being a Dreamer, is able to identify what's happening: By letting N'Garthl loose in such a manner, a hole has been ripped in the tapestry. A Dream Sink has occurred -- an incredibly awesome phenomenon, a Force of Reality in itself. Good news, he can inform, it will end by itself, and soon. Bad news, M'narcel is inside, and getting out may not be possible.
In a concerted effort, the cabal reaches out to each other from one world to another, and thus, Galan, Banzel and van Zaar enter the Dreaming through astral imersion, their souls leaving their sleeping bodies, huddled together for strength, behind.
The Prince sit vigil over the dreamers.
Act 2
Storyteller's note: Here I am playing Sheperd, one of the First Letters of the Dream Caste. Very little is known about the Dream Caste by those who dream, and nothing by those who don't. Their founding event was the dreamcast Franko da Cola made before transcending to Prince of Nightmares. Fifty letters were sent to Dreamers who answered the call.
Sheperd is a man of great faith, who sees the need for great sacrifice. The reason for his presence here seems to be two-fold, but he appears to be someone who belongs in the Dreaming.
Van Zaar is NPC'ed.
---
Once the cabal has entered the Dreaming, they come across a door in the empty dreams in the wake of the Dream Sink. Coming out of the door is a gentleman of indeterminable age, well dressed for walking. He introduces himself as Sheperd, and greets van Zaar by his given name, he then bids the cabal walk inside to the Corridor. From there he takes them to a peaceful location in a dream about reveal a nightmare.
Here Sheperd and M'narcel have a talk about the things M'narcel have done. The three summons of N'gartl is mentioned, especially the Scutino-incident. Sheperd argue the danger and irresponsibility of the acts, while M'narcel maintain that nothing he's done has been against the will of the Company. The two do not reach an agreement on the issue. Sheperd here passed on the warning of the Olympos to M'narcel.
Here the realities of being caught in the Dream Sink became clear. There was no way to get out, or so it would seem. Sheperd told the Company that he was going to the Castle of A Thousand Doors to find out what happened to Morfeus, and recruited the heroes in this endeavor. His path, he told them, was to locate the Castle, then enter through the Library. He also mentioned the possibility of finding a way out of the Dreaming from there.
And so they traveled through the nightmares, following one line of dreams after another, until they arrived at the shores of the Sea. The ancient nightmare of the unfathomable ocean proved to be difficult to cross without coming too close to the Deep -- these days you can get lost out there. M'narcel and Banzel had a brainstorming on the matter, and they came up with a plan for an airship to fly above the water. M'narcel then shaped the ship out of pure Spirit Essence.
Traveling in this manner, they found one of the Great Dreams, and through it they managed to get close to Grimfang Forest where they had to abandon the ship and continue on foot. At this point, Galan was starting to become worn down by the nightmare he had been trapped in. Apathy and a small seed of Desperation seemed to set in as he was dragged deeper and deeper. Inside the Primordial Forest, Banzel discovered a Ledetråd. A line, like a thread running through Creation, that could be followed.
The mysterious stranger, this dreamwalker, seemed content to let the heroes do most of the leg-work. While they traveled, he and M'narcel had a few conversations. The only way, Sheperd said, to get inside the castle itself is to enter when the doors between the Library and the Castle is opened to let the Nightmares flush the Library. Dangerous work, but he had to go there. The company could follow, or try to make their way out on their own.
Inside the Library, the company made sure to look for books of note. Only the Captain, knowing exactly which book he wanted, and knowing its name, managed to locate the Saragossa Manuscript. At this point, however, he was hard beset by Despair and wanting only to awake. He was convinced to go even deeper into the nightmare by van Zaar, and especially M'narcel. The latter now starting to glimpse the forces moving behind the scenes.
So, when night fell upon the Library and the doors were cast open, the Cabal walked with Sheperd through a maelstrom of raging claws and fangs and mouths, tearing, snapping and howling at them. Unscathed and inside, they come again to the Corridor. This time it takes them to the Throneroom. The very center of the Realm, now vast and empty, filled with nothing but sadness and silent echoes. Here, behind the Hybris, the throne of Morfeus, M'narcel sees a creature. Half featureless and half function, he is Möbel, the servant of Morfeus. His master is not in, he says.
Now Galan and Banzel make a feverish attempt to get out, but find themselves unable to leave this dream. M'narcel, however, speak of great things there, on top of one of the myriad of towers in the Castle.
Once he has spoken Möbel is again asked for the way out, and this time he answers truthfully. Sheperd bids the Company farewell, and reminds M'narcel that he is now part of the Chain, and that he now carries the Letter.
The heroes wake up.
Act 3 ~
Galan wake up and find himself spooned by Banzel and van Zaar. He feels terrible, and so does the rest. The three of them are obviously ill.
M'narcel at the same time, finds himself alone back in the city. Apart from a camp set up by some soldiers by one of the gates there is nothing inside the walls. Not even houses. He quickly appropriates a horse and rides hard up to the camp. Here he finds that a wide fence has been erected around their tent, and that solid-looking soldiers have been set to guard it, inside the fences. He is let through without any challenge.
The Cabal receives a letter from the Marshall stating that as they have been non-responsive for a while, he, the Marshall, have made sure they are as safe as possible. Now the heroes realize that three and a half days have passed since they entered the Dreaming.
They respond back, informing the Marshall that the Cabal will leave this theater. They plan to return to the Pius.
The way Argos works, the Dreaming is a distinct Realm, sovereign unto only itself; and the Dreaming is ruled by nightmares. Not long ago, the entire Realm was built by the first of the Younger Gods -- a god so powerful it became a trinity, Morfeus, Geminon and Shaitan. Morfeus is the Lord of Nightmares, the force that bound all of Nightmare together. Now the Prince of the Realm has gone missing, and things are stirring deep in sinister dreams.
Act 1
The morning after M'narcel walked into the city of Assari and unleashed the Nightmare Demon, no one in the camp of Man had slept. Galan, having kept rigorous control his mind for so long without sleep, decided to take his rest.
M'narcel felt an urge to revisit the city in daylight, to see that things were safe now, but this was mainly shouted down by the Company until someone mentioned loot. Shortly thereafter, Banzel drove the Automotor towards the nearest gate with M'narcel and van Zaar aboard. By now, they had received a few frightened looks and warding mutters from the soldiers in the camp.
Once at the gates, the trio starts debating the degree of danger inside the city walls. eventually deciding that only one should enter - and the rest should wait outside until one knew what one was dealing with. The logical choice fell on the volunteer, M'narcel. By now, they had debated long enough for some five hundred Green Dragoons to arrive. They, being an elite Macharite regiment, and being brave lads and all, had been ordered to investigate the city before allowing anyone else inside. Of course they would not stop the fine Gentlemen Adventures from entering. Exactly what what followed is uncertain, but tempers flared, and the trio stood aside while the primitives blew the gate open.
First fifty dragoons ride in, and as they come out dispatches start riding. Van Zaar, offended and disgusted by the incompetence of the military regimen stalks off towards the camp. After having vented his frustration by making sure he was perceived as properly unpleasant (menacing stares and cold laughter) by passing troops, M'narcel decides that he is supposed to be inside the walls. So he walks through the gate.
Banzel, waiting in the Automotor in the fields get a distinct feeling that something is horribly wrong, and rush back to the camp. There, van Zaar, being a Dreamer, is able to identify what's happening: By letting N'Garthl loose in such a manner, a hole has been ripped in the tapestry. A Dream Sink has occurred -- an incredibly awesome phenomenon, a Force of Reality in itself. Good news, he can inform, it will end by itself, and soon. Bad news, M'narcel is inside, and getting out may not be possible.
In a concerted effort, the cabal reaches out to each other from one world to another, and thus, Galan, Banzel and van Zaar enter the Dreaming through astral imersion, their souls leaving their sleeping bodies, huddled together for strength, behind.
The Prince sit vigil over the dreamers.
Act 2
Storyteller's note: Here I am playing Sheperd, one of the First Letters of the Dream Caste. Very little is known about the Dream Caste by those who dream, and nothing by those who don't. Their founding event was the dreamcast Franko da Cola made before transcending to Prince of Nightmares. Fifty letters were sent to Dreamers who answered the call.
Sheperd is a man of great faith, who sees the need for great sacrifice. The reason for his presence here seems to be two-fold, but he appears to be someone who belongs in the Dreaming.
Van Zaar is NPC'ed.
---
Once the cabal has entered the Dreaming, they come across a door in the empty dreams in the wake of the Dream Sink. Coming out of the door is a gentleman of indeterminable age, well dressed for walking. He introduces himself as Sheperd, and greets van Zaar by his given name, he then bids the cabal walk inside to the Corridor. From there he takes them to a peaceful location in a dream about reveal a nightmare.
Here Sheperd and M'narcel have a talk about the things M'narcel have done. The three summons of N'gartl is mentioned, especially the Scutino-incident. Sheperd argue the danger and irresponsibility of the acts, while M'narcel maintain that nothing he's done has been against the will of the Company. The two do not reach an agreement on the issue. Sheperd here passed on the warning of the Olympos to M'narcel.
Here the realities of being caught in the Dream Sink became clear. There was no way to get out, or so it would seem. Sheperd told the Company that he was going to the Castle of A Thousand Doors to find out what happened to Morfeus, and recruited the heroes in this endeavor. His path, he told them, was to locate the Castle, then enter through the Library. He also mentioned the possibility of finding a way out of the Dreaming from there.
And so they traveled through the nightmares, following one line of dreams after another, until they arrived at the shores of the Sea. The ancient nightmare of the unfathomable ocean proved to be difficult to cross without coming too close to the Deep -- these days you can get lost out there. M'narcel and Banzel had a brainstorming on the matter, and they came up with a plan for an airship to fly above the water. M'narcel then shaped the ship out of pure Spirit Essence.
Traveling in this manner, they found one of the Great Dreams, and through it they managed to get close to Grimfang Forest where they had to abandon the ship and continue on foot. At this point, Galan was starting to become worn down by the nightmare he had been trapped in. Apathy and a small seed of Desperation seemed to set in as he was dragged deeper and deeper. Inside the Primordial Forest, Banzel discovered a Ledetråd. A line, like a thread running through Creation, that could be followed.
The mysterious stranger, this dreamwalker, seemed content to let the heroes do most of the leg-work. While they traveled, he and M'narcel had a few conversations. The only way, Sheperd said, to get inside the castle itself is to enter when the doors between the Library and the Castle is opened to let the Nightmares flush the Library. Dangerous work, but he had to go there. The company could follow, or try to make their way out on their own.
Inside the Library, the company made sure to look for books of note. Only the Captain, knowing exactly which book he wanted, and knowing its name, managed to locate the Saragossa Manuscript. At this point, however, he was hard beset by Despair and wanting only to awake. He was convinced to go even deeper into the nightmare by van Zaar, and especially M'narcel. The latter now starting to glimpse the forces moving behind the scenes.
So, when night fell upon the Library and the doors were cast open, the Cabal walked with Sheperd through a maelstrom of raging claws and fangs and mouths, tearing, snapping and howling at them. Unscathed and inside, they come again to the Corridor. This time it takes them to the Throneroom. The very center of the Realm, now vast and empty, filled with nothing but sadness and silent echoes. Here, behind the Hybris, the throne of Morfeus, M'narcel sees a creature. Half featureless and half function, he is Möbel, the servant of Morfeus. His master is not in, he says.
Now Galan and Banzel make a feverish attempt to get out, but find themselves unable to leave this dream. M'narcel, however, speak of great things there, on top of one of the myriad of towers in the Castle.
Once he has spoken Möbel is again asked for the way out, and this time he answers truthfully. Sheperd bids the Company farewell, and reminds M'narcel that he is now part of the Chain, and that he now carries the Letter.
The heroes wake up.
Act 3 ~
Galan wake up and find himself spooned by Banzel and van Zaar. He feels terrible, and so does the rest. The three of them are obviously ill.
M'narcel at the same time, finds himself alone back in the city. Apart from a camp set up by some soldiers by one of the gates there is nothing inside the walls. Not even houses. He quickly appropriates a horse and rides hard up to the camp. Here he finds that a wide fence has been erected around their tent, and that solid-looking soldiers have been set to guard it, inside the fences. He is let through without any challenge.
The Cabal receives a letter from the Marshall stating that as they have been non-responsive for a while, he, the Marshall, have made sure they are as safe as possible. Now the heroes realize that three and a half days have passed since they entered the Dreaming.
They respond back, informing the Marshall that the Cabal will leave this theater. They plan to return to the Pius.
Friday, 30 October 2009
Artifact: Deicide
About five hundred years before the Covenant, emperor Flavus Pentagenal of the Scythian Empire, led his legions against the worshipers of the deity Xuul. In a campaign that lasted five years he destroyed every temple to the god. The Godslayer War ended when the emperor's adopted son, Ares Demagos, slew Xuul in the battle of God's Demise. Ares himself was killed in the battle, but he was quickly beatified by the Cult of Homo Invictus.
His sword, Deicide, was wielded in battle by Scythian emperors over the next three centuries, until it was lost at the defeat of emperor Emanius in 177 BC at the hands of the Worlock. It was not recovered until 53 BC, when the Worlock's fortress Delmangar fell to the Scythian legions under command of Emanius' grandson Vigorio.
In the last years of the Second World War, Vigorio, armed with the Godslayer, pacified all enemy forces on the Southern Shores of Ahriman. As his power grew, so did the strength of the accusations against him, until YE 4, when he was captured after having made claims on the Imperial Throne. In the process that followed, Vigorio confessed allegiance with the heretical Vanjai Cult -- a circle of magicians who sought ascendancy to godhood -- and he himself believed that upon his death he would ascend. Such was not the case.
The Sword of Ares, Deicide, or Godslayer, was lost at Vigorio's death, but is believed to be in the custody of a semi-mythic brotherhood within the Temple of Man Supreme, the Inconnu. It has been said, most notably by the Second Century Aragonian chronicler and occultist Iñigo Serraliane, that the sword carries a piece of it's most notable victim, the god Xuul, and that it will consume the soul of it's vielder.
Sunday, 13 September 2009
Timeline of Argos
As drawn by the good Doctor Hieronimus el Rei Misterio, professor emeritus of Universidad Santandres, medicus, alchemist, astrologer, scholar extraordinaire, magician and formerly physician to his Exalted & Most Enlightened Majesty, King Carlos Pedreo XI of Aragorn.
First Age (Dawn of Man)*
Second Age (Mythic Age)*
YE 2 - 5
Lord Solar Agenmar Macharius of the Penderii leaves the Imperium and the Temple of Man Supreme, founding the Cabal of Pure Thought and the Kingdom of Pendrell. He is followed by the Livonii and the Wezellians.
YE 33
The Ordo Hermetica leaves the Dominion of Reason.
YE 213
The Skythian Empire collapses after Aragon declares its independence. The last Emperor, Agustyn IV of the House Adiadin, is killed by Istvan Palladinus of House Elderell, First King of Aragorn, thus ending the Imperial Line.
YE 213 - 257
Wars of Succession. The Great Houses of the Skythian Empire battle for the Iron Throne, ripping the Imperium apart. There are twelve emperors during these years.
YE 251
Wildemar Erenson is crowned as King of the Narbonii.
YE 262
The Ruhan tribe leaves the Imperial Remnant
YE 272 - 307
The Corinthian peninsula is factionalized. Cities and noble houses form independent states.
YE 311
King Ragmar II Hakenmark of the Ruhani defeats Hodrinus the Black Duke in the battle of the Temple Gates. The Enlightened City is declared a sovereign realm.
YE 399
King Thedrich Blacksleeves of the Alemani tribe conquers the three tribes of the Merenmarch and declares himself Emperor of Man.
YE 409
Emperor Thedrich I crosses the Elfswall and sacks the Enlightened City, occupying northern Corinth.
YE 421
Thedrich is defeated in the Battle of Cortona by the combined army of the Corinthian city-states and the Kingdom of Ruhan. Shortly after, the Enlightened City is freed.
YE 477
The High Masons of the Alemanii join the Cabal of Pure Thought.
YE 555
The colony of Victoria is founded by Aragorn on the Northern Shores of the Dark Continent.
YE 632 - 639
The Surge. Black Blood warbands attack Livonia and northern Pendrell.
YE 743
The Dukes of the Kingdom of Alemani elect Helmand Alfgarde as the first Emperor of the Enlightened Scythian Empire.
YE 959
Dr. John Locker's Tropospheric Gondola completes the first scientific flight of man in Pendrell.
YE 971
Franko da Cola is born in the village of Scutino in the Principality of Andron.
YE 995
The Crypt is opened. Magic awakens.
YE 997
The St Revan's Day Plot. A scheme to kill King Arthor XIII of Pendrell is thwarted by the Second Witness (Sir William Blackstaff, the Blackstaff).
YE 998 - 1022
The Reign of Reason. The Ministerium assumes full control over the Cabal of Pure Thought, and a period of persecution towards freethinkers and Awakened follows. This is brought to an end with the Elven Scourge and the Pendrellian Civil War.
YE 1000
The Orc is given Industry by an Outsider known as the Futurist or the Rogue Navigator (the Emmisary?).
YE 1002
The Black Horde of the Orc, led by Urgal Kahn Ghurandakh, conquers the colony of Victoria. The Barrier is broken by Franko da Cola.
YE 1003
The Living Prophet of the Hannuman Caliphate is slain by the Grishnak Gahalar. Aziz becomes the new prophet.
YE 1005
The last city of Man on the Northern Shores fall to the Orc.
YE 1008
The first cult of Shaitani is tried by the Ordo Manus Nigrum in Lavarre in Aragorn.
YE 1009
Frank da Cola reveals himself as Shaitani to an Argonaut in Freeport. He speaks of the Olympos and the end of the world.
YE 1011
Franko da Cola strikes at the Ministerium and the High Temple of Man, killing scores in both attacks.
The Black Horde turns south, crossing the Charred Plains and attacking the Empire of Stygia.
YE 1012
Truth until Paradox, by Franko da Cola, is published in Andron. It is blacklisted by the Temple the same year, and shortly after placed under a print-ban by the Ministerium.
YE 1015 - 1017
The Corillian War. The King of Narbonne, 'Mad' Phillyp, backs the Free Macharites of Corillia against the Ministerium. Pendrell declares war, and defeats Narbonne in the Battle of Crezen.
YE 1016
Aziz turns away from the Grishnak Gahalar. The War of Fate begins.
The Lost Regiment vanishes.
The Process of Enlightenment is started by the Temple of Man Supreme. The Ordo Manus Nigrum is given 'supreme discretion in all matters heretical and all acts of enmity against Man.'
YE 1017
Emperor Constantinius Ada of the Enlightened Skythian Empire is named Protector of the Temple of Man by Arch Primarch Inocens XI.
YE 1019
Friedrich Roeder, formerly margrave von Roeder and commander of thevLost Regiment, (somehow) manages to convince the Kings of Eria to raise the Host of Man.
YE 1020
A horde of Nightmares is unleashed on the followers of Grishnak Gahalar. Some are granted access to the prime material plane of Argos.
The good ship Pius starts her journey.
YE 1021
Grishnak's Legions of Light is defeated by Aziz's Mujahed and an army of Nightmares under Morfeus himself in the Battle of the White Tower. Aziz is slain by Grishnak, who is in turn slain by Morfeus.
The Counsil of Awakened Viziers declare that Aziz is the True Caliph, and rules the Caliphate in his stead.
The Host of Man musters on the island of Cora and invades the occupied Colonies. The host is cut off from the Lands of Man when their bridgehead on Cora falls to the Black Ships.
The Wezellian Syndicate strikes the Lex Arcanum from the Laws of the Realm, in effect making magic legal.
YE 1022
Pendrell declare war on all witches and magicians, and invades Wezell on the first day of the year.
The Five Forts are burned by a Great Dragon. The Great Hunt of the Frost Elves descends on Pendrell, this is known as the Elven Scourge.
King Arthor XIII of Pendrell falls on his own sword. Duke Rowar Garwellyn of Ayre claims the Oaken Throne. Civil war breaks out.
The host of Man is brought from the Dark Continent by a miracle of Arkon.
King Rowar II of Pendrell is crowned (20 Primium) and crosses the River Ayre, defeating the Parliamentarian Force in the Battle of Sander Bridge.
The First Arcane Congress meets in the Wezellian town of Ghoerwald (1 Tertium). The Concord is signed (21 Sextum).
The Enlightened Alliance is formed by Wezell, Livonia, Maravia, Pendrell and the Ordo Hermetica.
The Temple of Man Supreme calls for a War of Enlightenment on the Arcane Congress and the Enlightened Alliance.
Alliance forces cross into the Enlightened Skythian Empire (13 Septium).
The First and Second Battle of Geminon Field (22 Septium). The Flood army under Samil Raga is defeated by a small force of Kengellians and Wezellians, led by the deity Geminon and the Pius Cabal.
The Great Explosion of Rederhafen.
* The exact dates of the events of the First and Second Age are uncertain, I have therefore elected not to list these.
---
~o~
- The Dark Star falls upon Argos - the coming of the Exarch
- Darkness comes to the world
- The Fall of House Hedhrindal (Elf), and the Rise of the Black Blood (ref.: the Lament of the Orc)
- The First Great War, wherein follows the Awakening of Man, the Darkness is defeated, and the Black Wyrm (Nefrangap, Troy, Ahriman) is defeated and imprisoned by Arkon (St Marcus, Huntsman)
Second Age (Mythic Age)*
- The First City of Man is built in the land of Enokia
- The Orc is vanquished by the armies of Man
- The Eriandu tribe settles in Eria after defeating the Orc Horde of Nifsunfall
- The War of the Silver Lance is fought between the Eriandu and the House Valedil (Elf)
- The Rise of the Cults - the tribes of Man falls to religious worship
- The Wars of the Priests are fought amongst Man, the gods unleash the Great Mortality - several of the great tribes succumb, the Eriadu amongst them.
- The city of the Erdangars fall, ending the centuries long Angarlaw imposed on the Old Kingdoms of the North (Bolgen)
- The Scythian Empire defeats the deity Xuul in the Godslayer War
- The death of the goddess Ruinn by the hands of (Prince Aegir of) the Enæïdùn triggers the Second Great War(?); Elf strikes at Man - weakened by the anger of the gods; Man goes to war against Elf and gods
- The Scythii unify the Western Tribes under the Imperial banner - the lands of Eria is cleansed of gods and Elf
The last century of the Second Age
- The Second Age ends with the end of the Great War, and the Covenant of Waymar
YE 2 - 5
Lord Solar Agenmar Macharius of the Penderii leaves the Imperium and the Temple of Man Supreme, founding the Cabal of Pure Thought and the Kingdom of Pendrell. He is followed by the Livonii and the Wezellians.
YE 33
The Ordo Hermetica leaves the Dominion of Reason.
YE 213
The Skythian Empire collapses after Aragon declares its independence. The last Emperor, Agustyn IV of the House Adiadin, is killed by Istvan Palladinus of House Elderell, First King of Aragorn, thus ending the Imperial Line.
YE 213 - 257
Wars of Succession. The Great Houses of the Skythian Empire battle for the Iron Throne, ripping the Imperium apart. There are twelve emperors during these years.
YE 251
Wildemar Erenson is crowned as King of the Narbonii.
YE 262
The Ruhan tribe leaves the Imperial Remnant
YE 272 - 307
The Corinthian peninsula is factionalized. Cities and noble houses form independent states.
YE 311
King Ragmar II Hakenmark of the Ruhani defeats Hodrinus the Black Duke in the battle of the Temple Gates. The Enlightened City is declared a sovereign realm.
YE 399
King Thedrich Blacksleeves of the Alemani tribe conquers the three tribes of the Merenmarch and declares himself Emperor of Man.
YE 409
Emperor Thedrich I crosses the Elfswall and sacks the Enlightened City, occupying northern Corinth.
YE 421
Thedrich is defeated in the Battle of Cortona by the combined army of the Corinthian city-states and the Kingdom of Ruhan. Shortly after, the Enlightened City is freed.
YE 477
The High Masons of the Alemanii join the Cabal of Pure Thought.
YE 555
The colony of Victoria is founded by Aragorn on the Northern Shores of the Dark Continent.
YE 632 - 639
The Surge. Black Blood warbands attack Livonia and northern Pendrell.
YE 743
The Dukes of the Kingdom of Alemani elect Helmand Alfgarde as the first Emperor of the Enlightened Scythian Empire.
YE 959
Dr. John Locker's Tropospheric Gondola completes the first scientific flight of man in Pendrell.
YE 971
Franko da Cola is born in the village of Scutino in the Principality of Andron.
YE 995
The Crypt is opened. Magic awakens.
YE 997
The St Revan's Day Plot. A scheme to kill King Arthor XIII of Pendrell is thwarted by the Second Witness (Sir William Blackstaff, the Blackstaff).
YE 998 - 1022
The Reign of Reason. The Ministerium assumes full control over the Cabal of Pure Thought, and a period of persecution towards freethinkers and Awakened follows. This is brought to an end with the Elven Scourge and the Pendrellian Civil War.
YE 1000
The Orc is given Industry by an Outsider known as the Futurist or the Rogue Navigator (the Emmisary?).
YE 1002
The Black Horde of the Orc, led by Urgal Kahn Ghurandakh, conquers the colony of Victoria. The Barrier is broken by Franko da Cola.
YE 1003
The Living Prophet of the Hannuman Caliphate is slain by the Grishnak Gahalar. Aziz becomes the new prophet.
YE 1005
The last city of Man on the Northern Shores fall to the Orc.
YE 1008
The first cult of Shaitani is tried by the Ordo Manus Nigrum in Lavarre in Aragorn.
YE 1009
Frank da Cola reveals himself as Shaitani to an Argonaut in Freeport. He speaks of the Olympos and the end of the world.
YE 1011
Franko da Cola strikes at the Ministerium and the High Temple of Man, killing scores in both attacks.
The Black Horde turns south, crossing the Charred Plains and attacking the Empire of Stygia.
YE 1012
Truth until Paradox, by Franko da Cola, is published in Andron. It is blacklisted by the Temple the same year, and shortly after placed under a print-ban by the Ministerium.
YE 1015 - 1017
The Corillian War. The King of Narbonne, 'Mad' Phillyp, backs the Free Macharites of Corillia against the Ministerium. Pendrell declares war, and defeats Narbonne in the Battle of Crezen.
YE 1016
Aziz turns away from the Grishnak Gahalar. The War of Fate begins.
The Lost Regiment vanishes.
The Process of Enlightenment is started by the Temple of Man Supreme. The Ordo Manus Nigrum is given 'supreme discretion in all matters heretical and all acts of enmity against Man.'
YE 1017
Emperor Constantinius Ada of the Enlightened Skythian Empire is named Protector of the Temple of Man by Arch Primarch Inocens XI.
YE 1019
Friedrich Roeder, formerly margrave von Roeder and commander of thevLost Regiment, (somehow) manages to convince the Kings of Eria to raise the Host of Man.
YE 1020
A horde of Nightmares is unleashed on the followers of Grishnak Gahalar. Some are granted access to the prime material plane of Argos.
The good ship Pius starts her journey.
YE 1021
Grishnak's Legions of Light is defeated by Aziz's Mujahed and an army of Nightmares under Morfeus himself in the Battle of the White Tower. Aziz is slain by Grishnak, who is in turn slain by Morfeus.
The Counsil of Awakened Viziers declare that Aziz is the True Caliph, and rules the Caliphate in his stead.
The Host of Man musters on the island of Cora and invades the occupied Colonies. The host is cut off from the Lands of Man when their bridgehead on Cora falls to the Black Ships.
The Wezellian Syndicate strikes the Lex Arcanum from the Laws of the Realm, in effect making magic legal.
YE 1022
Pendrell declare war on all witches and magicians, and invades Wezell on the first day of the year.
The Five Forts are burned by a Great Dragon. The Great Hunt of the Frost Elves descends on Pendrell, this is known as the Elven Scourge.
King Arthor XIII of Pendrell falls on his own sword. Duke Rowar Garwellyn of Ayre claims the Oaken Throne. Civil war breaks out.
The host of Man is brought from the Dark Continent by a miracle of Arkon.
King Rowar II of Pendrell is crowned (20 Primium) and crosses the River Ayre, defeating the Parliamentarian Force in the Battle of Sander Bridge.
The First Arcane Congress meets in the Wezellian town of Ghoerwald (1 Tertium). The Concord is signed (21 Sextum).
The Enlightened Alliance is formed by Wezell, Livonia, Maravia, Pendrell and the Ordo Hermetica.
The Temple of Man Supreme calls for a War of Enlightenment on the Arcane Congress and the Enlightened Alliance.
Alliance forces cross into the Enlightened Skythian Empire (13 Septium).
The First and Second Battle of Geminon Field (22 Septium). The Flood army under Samil Raga is defeated by a small force of Kengellians and Wezellians, led by the deity Geminon and the Pius Cabal.
The Great Explosion of Rederhafen.
* The exact dates of the events of the First and Second Age are uncertain, I have therefore elected not to list these.
---
Storyteller's note: This is perhaps the most comprehensive outline of the history of Argos as of yet. Any errors or mistakes belong to the good Doctor Misterio.
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