Lesser Known Dieties

There are several dieties found throughout the known worlds; several have risen in popularity and worship during the time of Herrasian Era. These represent a few of the more common ones encountered by the players:


Talhannin – The Minstrel
Domains : Good, Healing, Music
ANIMISM

In many tales of Famil Dandurrin, there is a gnomish bard that is mentioned. Talhannin, a fair faced and light hearted companion is usually there to help bail Famil out or heal him when he is hurt. While he is most often described as a handsome grinning, sandy haired gnome, he sometimes appears as music on the wind, as a kind halfling farmer with a distinctive whistle, or a very clever finch. Those who follow him are usually bards, skalds or poets and serving him as a cleric requires that you know at least one instrument to mastery.  There is no set pattern of dress or worship, but nearly ever cleric of Talhannin wears a holy symbol in the shape of a lyre with a small bird sitting on it.   (NG)


Haggach – The Werewolf
Domains : Evil, Strength, Transformation
MONTHEISTS

A smattering of purist humans have associated themselves with this cult, believing in the superiority of Lycanthropes, representing themselves as stewards to those undergoing the change. Typically, any race of lycanthrope is allowed to join the cult (except elves), but the positions of power are still held by humans alone. The majority of members hold other positions in society and the clergy disguise themselves as something else. They tend to meet in old Elven temples or consecrated sites which they immediately profane. When in ritual state, they wear grey robes and are often tattooed with the image of Haggach, a Werewolf with two outstretched knives. They are the sworn enemies of Eadowyn, who’s wiles in the form of the shapeless moon cause them to lose control.   (CE)

Ransharna – The Master of Djinn
Domains : Magic, Weather, War
POLYTHEISM

In the far south there is a legend of a great warrior who defeated a Rakshasa Prince and retreated to his magical keep, which gave him eternal life and a mastery over magic in the realms of deserts. He rules a court of Djinn who serve him and carry out his will on the material plane. His clergy are almost all from the southern desert, though his popularity is on the rise. Clerics of Ransharna are required to carry a scimitar and lose proficiency in simple weapons to favor only that one.  They are identified by ritual tattoos under their eyes and the most powerful are accompanied by a Djinni. (N)


Shuttaret – The Whirlwind
Domains : Law, Wind, Tenacity
POLYTHEISM

Sister to Ransharna, Shuttaret left her home in search of her brother when he disappeared into the Dry Realms. Her determination is legendary, as she walked every inch of the desert to find him. So driven was she, that she gave up the need for food or drink. After not finding him, she sat and meditated until she became sand. Only then was she able travel anywhere on the wind and finally came to settle around her brother’s palace. Her clergy pride themselves on feats of endurance. They are most often identified by their covered faces and wearing a cloth tunic belted with a long sling (“Thundersling”) which makes the noise of a desert wind when twirled.   (LN)

Datakha – The Thieving Serpent
Domains : Trickery, Knowledge, Revenge
POLYTHEISM

Jealous of the power Ransharna and Shuttaret achieved, Datakha was once a Naga that vowed to find the Hidden Palace and take it from Ransharna. In several stories he fashions a plan to infiltrate the Dry Realms, but is somehow thwarted by Shuttaret’s sand and wind. Datakha represents vengeance and most clerics of the Snake take a vow of vengeance against a people or government (in game terms, they gain a favored enemy as a Ranger in lieu of Destroy Undead). Datakha is accompanied in his dealings of the material world by mummies of fallen priests.  His active clergy carry snake like staffs and wear a headband fashioned to appear as a striking Naga. (NE)


Mamaranda – Mother of the Jungle
Domains : Good, Plant, Healing, Animal
ANIMISM

In the jungles, there are few gods or clerical practitioners, many following the path of the druid or medicine woman. However, there are a group of believers that ascribe the birth of the deep jungle to Mamaranda. Her skin is a dark as the night sky, but her eyes burn green like the jungle itself. She is kind, but not gullible; stern but never cruel. Her servants wear a torc of bone and vine. Little else is known about them, but travelers to the southern jungles have sworn her followers can transform into many shapes which have provided them protection.   (CG)

The Breaking of Longbridge

LongbridgeBroken.jpg

It had been a year of treacherous deeds. Under the Reeve of Longbridge the people suffered and with no answer from the King came all out rebellion.

There need be no retelling of the terrible tale that set off the revolt. Everyone is painfully familiar with the destruction of the bridge. By late 633 arrows and spellfires have stopped raining across the river and there is a tense quiet gripping the two sister cities, so close and yet so spiritually apart.

The Northwest bank has become High Hold, a new enclave of power for the barbarians of the Spearfolk. Ejected are the new religions and customs replaced by the more animist tradition of the many clans. And the folk of the far bank have embraced this new alliance.

On the side of Glimring, Southbank, seized and secured by the wealth and power of Bannon Bowsprit are the wealthy. His cousin, now guard captain, has bullied remnants of the King’s Guard to serve him, though few understand how.

Powerful magic was expended to carve two great walls around each of the remaining pieces. What remains to be seen is the influence of royal power and the reach of Glimring on this once loyal asset.

Timekeeping

Edelrend’s calendar is fairly simple and straightforward. It consists of 12 months, each with 30 days divided into five different six day weeks. The typical (and most ancient way to refer to the date was to call the number of the day, month and season, then the year; for instance, “The 12th day of the fourth month, in the Season of Warming, in the year 632.”

As recently as the last 400 or so years humans have fallen into the habit of using a translation of the Elven calendar which has a name for each month in the year and they use an elder system of day naming, dating back to the first Court of Glimring.

Calendar months (beginning with what we would know as March) are as follows:

Newchant, Dewfall, Newgraze, Lightsong, Longsun, Windgasp, Fieldturn, Lastreap, Longwind, Darkeves, Icegale and Breakthaw.

The seasons are called Waking, Warming, Slowing, Freezing corresponding to Spring, Summer, Autumn and Winter.

And so too the six days are referred to as MansDay, ToolsDay, WhimsDay, ChoresDay, FieldsDay & SettlesDay. It is traditional for any feast or holy day NOT fall on WhimsDay, which is the day for one to follow one’s own pursuits.

The days refer to the cycle of man’s conquering the dragons: Mans is to commemorate the triumph of humanity over the dragons, Tools to honor the swords they used, Whims to commemorate Herras and the time he rested when the deed was done, Chores for the days of rebuilding, Fields for those that fed the masses and Settles to commemorate the cities and the calm they hold against the wild.

Those born at certain times of the year are supposedly prone to specific traits, but most think of this as pure superstition. An example of this is those born on any Mansday in the Month of Daywarm will commit themselves to the service of others.

(Hundreds of these exist, which may eventually be published here.)

Kingdom : ELDWYD

CREST_Eldwyd


SERVANTS TO THE GREEN


Eldwyd extends from South of the Greybarrows, out to the wood line East of the Lady’s Lakes and contains the lowest extents of the Old South Road.

It’s current rule is Eostra, the ancient Elven (former) princess of the First Kingdoms. Her rule is unquestioned due to her status as a powerful wizard. However, the Elves of the Eldwyd defer to her and no other lord desires to try tame the old forest.

It’s capital is in Birch haven, the home of the Ash Elves (so named for their white skin and hair). A number of wild elves also make their home in the Eldwyd, but they remain free and owe nothing to the crown. The only truly human settlement inside the boundaries of the kingdom is Spurweed, so aligned because it’s magister offended the Lord Southwatch and has petitioned protection from Eostra.

Any criminal trespasses, especially that of poaching deer or trees from the forest, are swiftly met with retribution by Eostra’s “Edowith Naestur” (Green Defenders), a small but efficient of Elven ranger/warriors who patrol the lands. They answer directly to her and occasionally can be seen outside Eldwyd to do her bidding.

The kingdom itself is as old as the forest and holds all things Elven sacred. However, they do assuage to the ideal of the Six Kingdoms, since Eostra remembers the times of war and doesn’t wish to repeat them.

 

 

Kingdom : SUTHERS

CREST_Suthers


EYES IN THE DARKNESS


Suthers stretches from the South of the Sutherhills between the two great Elven forests. Not actually a kingdom, it’s a confederacy of ex-pat noblemen who didn’t fall into line with the Glimring King.

Currently, they are headed by a council of five, the leader of which is a calculating and shrewd, pale lord named Daedolid. Some rumor that he is actually a vampire or that he is actually the puppet of a vampire lord hiding in Blackhold, but Daedolid himself was presented to Valen III by daylight to disprove such talk.

He sits at Southwatch and has a small force willing and able to defend their Northern border if pressed. Also in his charge are a group of Beastmaster that patrol the land with Dire wolf companions, further fueling the rumors that he himself can become a wolf (many suggest the wolves that are spotted on patrol are actually Daedolid, leading the charge in animal form.

Other lords of note are an old and frail descendant of Ezreth, Count Ildarrim, whose holdings include the Blackhold and Ashmire. Similarly ranked is the Captain of Rangers at Fort Greenbow, Berres Brannan, who has dominion over the Fort and the two villages north of it (Bannerreach and Huddlestead). Finally, Banehold is overseen by the Contessa Harin, a talented sorceress and old friend of Daedolid.

While the Confederacy seem to constantly be preparing for invasion, the land itself is fairly peaceful and is soldiers of the banner are mostly responsible for the safety of travel and trade along the Rangers Road.

Kingdom : FOLKSTAND

CRESTS_Folkstand


WHERE THREE BECOME ONE


The Northern Barbarian tribes are quite diverse, from the Falsduran of the farthest ice floes to the Tenclans of the Spearfolk, they each have specific customs and traditions that keep them separated from civilized society. However, in recent times three of the Spearclans broke from the old ways to ally with the kingdoms; the Owl People (people of Little Teeth area), Otter People (Fishermen of Folksrun) and the Wolf People (in the Hills of Howling). Each of their respective leaders found cause to turn to the South for aid or goods. Rather than compete, they banded together, forging what is known as the Three Spears of Folkstand. While there are other smaller tribes that look to the Three Spears for protection, those three leaders must agree on any decision affecting the people of the region.  Their greatest challenge and threat comes from further North. The Blind-Bear Clan leader (Omak Who Has No Wounds) has amassed a small horde of troops comprising of Hobgoblins, Orcs and Wild men.

As a part of the agreement of the Six Kingdoms, rangers from Fort Greenbow are often deployed to the Tanglewood to keep tabs on the wild clans and to help protect Folkstand. The Greenhands (as they are known) have an outpost called Ringthorn deep in the woods from where they run their operations. They also provide training to the Folkstandi who have produced a very talented group of beastmasters.

 

Kindom : FIRDENG

CREST_Firdeng


CRAFT ABOVE ALL THINGS


Firdeng is rather unique in the age of it’s reign; the Dwarves can claim a royal lineage that nearly pre-dates the dragons. And in it’s legends the dwarves were once dwellers of the coasts, hills and seas. Rugged craftsmen, who travelled the lands in the Days Before Darkness. But their homes under the mountains came at the hands of cruel dragons who took their lands and tore their kingdom asunder.

Firdeng has a proud history and lays claim to all the Mountain territories from the Briarwood north until where they intersect with the sea. No human lord has challenged this, since ruling the territory of the Ancestor Mountains from above ground is near impossible.

The kingdom itself is a network of tunnels, halls and undercities which lead to the underground keep known as Durangandl (IronHall), where the current Dvarduul (DwarvenKing — named Hrotden) resides. His army, called the Thousand Hammers (Barguld) is made of grisled Dwarven veterans who would all lay down their lives to defend the title. Deep in his keep there are an even more dedicated group called the Baogdessen (Blood Warded) who carry firearms and are his personal bodyguard. Their DeepCrafters are the only ones who have mastered the art of creating guns. His second in command is the Fenguld (Underhammer) which also roughly translates into “Prince”.

Hengvind, the entry to the Deep Earth Lane (or Finrul Hemmen in Dwarvish) is ruled by a Dwarven Duke known as the Vangaguld (or OverHammer), himself a relative of the king. He is a very popular figure amongst the Six Kingdoms since he is the face of Firdeng above ground. Few, if any, can claim to have been in the presence of the Dwarvenking, but many have seen or feasted with the Vangaguld. Some even suggest the Vangaguld is actually the King himself playing an elaborate trick on the world.

The Dwarven craftsmen of the Firdeng have produced some elaborate and geometric pieces of craft that are legendary to artisans and soldiers alike. Greatest among these is the FarHold, a massive wall that contains the undead in the former Valley of Hope. However, it’s frightening power, fueled by cannon fire and magic, make most humans in the remaining kingdoms suspicious of the Dwarves.