Basic concepts of Abrigon so far is:It was supposed to be the capital of the Shinda Imperium, but in the process of building it, the Imperium fell apart in much like how France did during the French Revolution.The "world" is a sphere world/hollow world, with an inner and outer surface.. The inner faces a "Red Dwarf" or like sun, for power but also the land of the Shinda and the Lithe..Shinda are a race, much like the Elves of mythology, for a reason, later explained.The Lithe are giant silicon life forms that float around the inner surface, and the Shinda have their cities on them. "Lords of the Lithe" and the idea of each city has an Avatar, that represents them to the surface dwellers inner/outer, as much like "Gods".The Gods get power from the central AI that runs and tries to maintain things, based on those who worship each God. It came about for several reasons. The Compact, that does not allow direct war between the Lords/Gods, happened just after the last direct war between two the cities that caused a hole cause of a inner moon that was used to destroy another city, breached the sphere, its still being fixed. Slow going for a reason. You can still see the "hole" in the inner moon network..As the Imperium fell, resources that was coming in, stopped coming in, hard to ship them when the central government does not have the way or means to pay for things? Robots and like that was to do all the labor and like, stopped coming and broke down, and they was replaced via one means or another by non-Shinda aliens.. Or why the Gluvin, Havlin and others came about as "slaves" of the Shinda.. The Satra as well, and Hyumins came later..Shindin - the Shinda, either living in a city on a Lithe, or on the surface, some are hated, some not so.. The Drow are hated, but some cities came to ground and some buried themselves into the ground and some race members buried themselves and live underground or in hidden places.. There has been wars of a intense nature for the freedom of the non-Shinda, rebellions and more.Gluvin - much like Dwarves, good for hard work, mining, and like work.Havlin - much like Halflings, good for farmer, and like work..Yrkin - Orcs good for labor and war making.Satrin - Good for war and labor.Hyumins - good as merchant, managers and more. They came to Abrigon via either a gate, or a lost star craft?Magic: Exists, but its more very high level tech that the users no longer realize is tech but think it is magic.Its a combination of star trek tech with others.. Star Gates and Teleportors, holograms and broadcast power and nanotech. Nanites inhabit most of the sentients in/on Abrigon and they create a second neutral net and power network, to recieve power from the central core to power the nanites. They are digitially controlled, so that power is only for one person/being, but it gets abused.Why you have beings like Vampires and Zombies and shape changers..Transportors suck ya in, change your pattern and rebroadcast you as the new form? combined with holographic help?2012Also the use of pressor/tractor beams..There is some gates, that go to other worlds, planets, and even dimensions, so its not unknown for someone to think that the Imperium still exists, cause of time/space issues..There is or was an expedition/contact with an Earth like world, as seen by the nanite powered low level supers there.. See CN-ELF and how it came about. An invasion by aliens, forced the Human/Hyumins to go into the hills and wage a protracted guerilla war against the aliens, both using nanite powered "Super" powers.. The entry point for the invasion was from several large island such as Madagascar and like..Got to find my others notes on how the worlds are and how they connect and more..Any questions?Mike2012----------------------------Still working on making things tighter, and more useful as a gaming world either table top or computer. or for stories?Trying to work on and edit and update, need to print it out and consolidate things and make it more clear? So please forgive if updates go out from time to time, any suggestions and questions from my gaming and history friends?Word on laptop is a pain, had 2007, but lost my disks and now to find a copy of 2007 or for Vista? Facebook is addictive, but also working on email addresses for some grand idea of some sort, but also found that word has some habit of adding things that make things hard to edit/view.. Such as making things 1.5 inch in spacing versus 1?Working on making it more tight, not sure why spacing is out, but word/outlook express problems. Some below has been changed or ideas? Had time of late to edit but been feeding my email/chat addiction but will see. Its warmer outside, so will see.Exercising more and got better attitudes. Will see about life and time.Some things to make things different/unique, the basic stuff is that the other sentient races are not all happyabout being forced to be some gods slaves, some do worship the Lords but some do not, but lip service or ..Gluvin have an affinity for the earth and tech, so never know.Still working on making things tighter, and more useful as a gaming world either table top or computer. or for stories?Word on laptop is a pain, had 2007, but lost my disks and now to find a copy of 2007 or for Vista? Facebook is addictive, but also working on email addresses for some grand idea of some sort, but also found that word has some habit of adding things that make things hard to edit/view.. Such as making things 1.5 inch in spacing versus 1?Working on making it more tight, not sure why spacing is out, but word/outlook express problems. Some below has been changed or ideas? Had time of late to edit but been feeding my email/chat addiction but will see. Its warmer outside, so will see.Exercising more and got better attitudes. Will see about life and time.Some things to make things different/unique, the basic stuff is that the other sentient races are not all happyabout being forced to be some gods slaves, some do worship the Lords but some do not, but lip service or ..Gluvin have an affinity for the earth and tech, so never know.Abrigon have changed it to an artificial planet, hollow, so you can game on the surface or if you can find a way into the interior, you can game there in a sci-fi or like way? Paranoia or ....1. Story ideas for Abrigon: One idea for a story was an old Star Trek Voyager, as the Voyager arrives at a time when the Lords, the Shadow God and those on the surface was in conflict. The Shadow god just trying to fix things but not always able to. The Lords trying to rule an get more "worshippers" for their cause and there for more power from the Grid. And the Rebels to just be free from the Lords domain? Or some may find they are being manipulated? Voyager - Janeway/Tuvok to the Shadow God. Chakotay and Paris to the rebels and .. Seven to the Lords?2. Abrigon is a world that the SG1 or other SG team comes thru a gate to.3. Time dialation, or that it maybe now here on Abrigon, but cause of time/space and gates and like, it may not be quite the same at the farthest edge of the old Empire, that some might not even know the Empire has fallen?4. Earth or Alternate Earth or like, where the planet it covered in a high albedo cloud, and UV and like radiations is not coming to the surface, a very classic Vampire friendly planet, and all that entails. Tech is near term Earth, so its humans vs Vampires and other beings that might be around or enjoying not having to deal with UV?5. Multiverse for sure. To allow for game play from other to another with minimal trauma/shock.Alternate?Also added some aspects of SG1, but looking for new ideas on how they got to one time rule an multiversal empire, but now cause of time and space dialation, some on the end of the Empire do not know the Empire has fallen, and keep on taking/conqoring, but the center Abrigon the world has fallen into petty war and Art Clark Magic or Real High Tech, nanotech and teleport, pressor/tractor, holograohic tech and more.Connect to an alternate Earth or ... where low powered Meta humans are waging a war of resistance against the fringe Shinda or one of the Lords from Abrigon? Not sure yet..MikeSome of the below is not all my work. Most is, but some I am not sure about. Trying to clean out and make all my ideas, if anything to make life less messy in the non-gaming world.Mike======================================ABRIGON COLLECTION:Edited some 09/09/04 for Content/Format/Spelling/GrammarNOTES:Some parts are being edited. Maybe I should just print it all out and create a new file?02-25-04Need to edit the below and see if I can come up with a cohesivewhole in the mess of ideas.Additions such as dimensional portals, so that Omega force andothers can come and go, but also how the Aliens and the Lordsgot to where they needed to.Time in the Multiverse of the Shinda has little meaning, suchtime became fragmented a million years ago.Abrigon, was once a sort of preserve/domains of different lords,and as the lords died off, destroyed, lost interest, left orwhat ever reasons. The force walls that kept they differentareas enclosed started to break down, and a mixing of flora andfauna and even some laws of physics started to mix and mingle.At first it was brutal as species met others and fought wars ofterritory and what was good to eat or poisonous, as well as theflora expanded. Good example would be if suddenly theflora/fauna/weather of North America became face to face withsame from India, or even more alien life.. Total environmentalchaos as species fought blood battles for dominance of an area.Notes:Banshee Coast:Mikes character is TuckerLees character is JuanZeke was:Wayne was:Who else?===============ABRIGON.WRI (2011)12/31/97 Abrigon.wriAbrigon the world:Abrigon can be many things, dependent on the person.1. Dysen Sphere2. VR Holonovel.3. Drug Induced fantasy.4. Other universe5. Other reality (like heaven and hell, etc).It can be all of the above and much more. Mostly it is a world that I can do things in, write about and use for variousprojects. As well as a place to escape to if I need to.Known Characters:Morgoti the priest, priest of Tela a healing goddess, she is a wandering cleric who searches for the "enemies" of her diety. Such as the undead, either to return them to the "living" or make them truely dead.Shavek the paladin of Tilki/Tiln god of chivalry and war. Travels the world searching for what was lost, namely what ever his diety wishes him to search for. He travels with Morgoti to help in her quest as well as his own.Falin the Satra, four armed killing machine some have called the Satra, but in fact Falin is not all that fierce, but he/she/it is a hse(?) (neuter form) plays the part when needed.Jusido the Shinda, the Shinda are not seen much out of theirdomed cities, but young ones do travel outside as a sort ofinitiation rite and Jusido sort of stayed for now. No one reallyknows his age, butThe world is ruled by creatures that are dangerously calledanything less than Gods, but in fact they are not gods, justimmortals who have taken the powers of said dieties. Some areless childish than others, but be warned the Gods are bored. ThePowers of the Lithe, they get their name from the giant floatingrocks, shrouded in fog/gas that most make as their homes.The Lithe Powers seems have changed slowly over the eons, butnot fast enough for some.BEGINNING:The world called Abrigon was created by what appears to be arace related to the Shinda.It was set up to be controlled by a being now called the ShadowGod another name for the Central Artificial Intelligence, withthe help of select individuals as assistants, but over time theShadow God grew lazy and the Assistants gained more and morepower and set themselves up as powers, ruling over as patronsselect Shinda cities/lands. Also over time the creators left forunknown reasons, either boredom, or forgetfulness or ...The Shadow God continued to maintain the world with it'shelpers, letting the helpers do what they wish as long as theworld was maintained. Unfortunately the lords started to growbored with maintaining and started to play games which quicklyturned into wars of ever increasing violence and destruction,until on month one of the moons was torn from it's orbit as usedto destroy a allied Shinda city (see Southern Continent and theCreator). Enough was enough and the Shadow God forced the Lordsof the Lithe (as they now seem to be called) to council to bringabout a compact for all. Namely the compact limited the weaponsof war, and who could be involved. Namely the Lords could nolonger use weapons of mass destruction and could no longer playan active part in their wars. Those that did not abide by thenew compact were destroyed, or forced into the outer dark.Just before this time the first non-Shinda were brought toAbrigon by some of the Lords to act as slaves for the Shinda.Some were asked to immigrate to Abrigon, but most were forced.Humans (Hyumin): as merchants, administrator.Glunon (Gluvin): as miners.Satra (Satrin): as warriors/enforcers.Haflings (Havlin): as farmers/field hands.Yrkin: As Warriors, Security and Grunts)And a sort of caste system was set up, with the Shinda on top asLords and Nobles and so on down.With the advent of the Compact the new arrivals quickly becamenew toys in the Lords wars.Even before the last major slave revolt many of the Shinda weremoving back into the domed cities and locking the doors. Orleaving to places unknown, or in the case of some back to apastural life in the forest, to later reappear as "spirits" andlike.The newly free free-people started to set up town, cities andnations of their own, but they quckly found how hard it was, andsome turned to the Lords for guidance and assistance. Outof this came the current relationship that the "free people" havewith the lords, namely that each lord is only allocated so muchenergy by the Shadow God based on the Lords avowed worshipers(can be fear as well), with the Shadow God polling, collecting,and distributing the spiritual energy as defined by the constantpoll.This is how the world is today, with the Shinda locked up intheir slowly dying domed cities, the Humans, Glubnon, Satra,Haflings figuring out what civilization will be like and weathertheir god will favor them.Each of the Lords normally has a sort of home turf that theyLord over, but their worshipers are often not in that area, sothe Lords will travel around, blessing/curing those whoneed/they wish to be, and generally playing games with eachother.===============================================Known cities/nations:Dinas on the mouth of the Shivak river, that flows into the Bayof Talim. Halfway up the coast between Thessa and the nationStates of Galadh.The city was founded as a port of call and trading post ofThessani traders on their way to trade with each other as wellas the Galadh cities to the Northeast, as well as to trade withthe local tribes. Over time the population rose to a point thatthe city was more than just a city but a real nation.A stop for water/food and refit, became a fort, then a trading post and a city as more and more settled, especially after the traders met the local tribes, shared their fish camps and like and trading began, with locals and up the river and deep into the interior.Government: A loose oligarchy of traders, tribal, over lords, religious and cargo conserns.The Council "elects" a Mayor, who serves until he/she/it isdead, infirmed, or declared inept.The known Concerns are:The Riverboat groups.Thessa Traders.Local Tribal Representaives (non voting).Local Lords Priest.Archons' Legate.The Mayors' powers include:Leads the Militia (actually sort of administers)Collect taxes, imports/exports and other duties owed.Licenses businesses, traders, etc.Maintains the city works (water, sewer, etc).Maintain the peace/laws.Sends tax a share of the tax money to the Archon of ThessaOther functions as needed.Often the Mayors appoints individuals to lead/administer theabove powers.Such as a Sheriff (collects taxes, jails criminals, leads themilitia/posse, and administers justice when the Mayor is notavailable). The Sheriff has it's deputies and like officers.Languages:Thessa:Inglosh (Abrigonian Trade tongue, atleast the south easterncoast of the main continent. Based on an earlier human language from pre-contact days.Galadh: Origin from Earth, a back to old ways language, so based on mostly Irish but some elements of other Celtic languages.Shinda (mostly spoken as a language of lore, curses, and therare Shinda visit, often it influences the local language)Keltoi: Local Tribal language (related to Galadh).Money:Tollar: one ounce of silver (local money)Archono: one ounce of gold (Thessani)Lughni: one kilo of silver (money of account)Mercruoni: one ounce of Mithril (aluminium).Karko: Unit of trade, amount of grain it takes to feed a soldierfor a whole year.OTHER NATIONS (Human and Otherwise):The Nation State of Thessalania: (actually a federation, whose leading families appoint a Archon from their numbers, who then rules for 1 year and then is removed or re-appointed).The current Archon is Carios Phillip head of the Careus family(family name first).The last few Archons have been members of the Carios family.Recently the Archon has instituted a system of the nobles havingto travel to the capital at least once a year and to stay uptosix months.Some nobles have taken to setting up "expeditions" in the nameof trade. But some know better, war is eminante and the nobleswant a place to be protected if needed.Galadh:The nations of the Galadh, a loose collection of cities whoshare a similar culture, sometimes act together when threatened,but normally compete against each other. Originally founded bythose humans who were invited and as such have always been free.Religion:Modified Abrigonian worship, in that three of the Lords haveformed a sort of Trinity.Shadow God, Tela, Tiln and in some way Uruk as the evil one.Languages:Most citizens speak a form of Galadh but various dielects.Some traders speak the languages of other nations, especiallyThessalonian and Inglosh. Some border dielects of Galadh are notfar from Keltoi.The Keltoi tribes:The are a loose collection of tribes that share a similarculture, similar to the Galadh, but less "civilized" (morepre-roman celtic than later). Since the terrain that theyinhabit is so diverce they are loosely called "Keltoi" thou mostare called by their tribal names. The original Keltoi were"freed" slaves who settled originally with the Galadh, but havesince moved on to their own cultural identity, some Galadhgroups maintain close ties with some Keltoi groups.Intermingled in all this is different towns, and even cities ofthe other humanoid groups on Abrigon.RACES:Most of the Races on Abrigon were once free, some like the Shinda built the world, and the others other than humans, were settlers or races from planets near by before the fall of the Imperium and was forced to become slaves to replace the failing robots and like mechanoid beings?Hyumins: Originally they came or most came to Abrigon as settlers from some war lost back on Earth or Earth Space. Quickly found themselves as managers and such of several of the local Lords domains, but not all liked being kept..Glubnon: The Glubnon were brought to Abrigon as slaves and once free they stayed free, feeling most comfortable underground they have mostly migrated to the main mountain ranges and for some large hills. Namely the "Spine of the World". Where they have continued their normal occupation of digging/mining and creating works of art. Especially with their past of being poor slaves they love their freedom as well as those things that they can win from the earth.Haflings: Originally brought to the world as farm slaves, they with independence have stayed as farmers, but on their own land. Forming independent towns/villages across the planet, tending their gardens, fields and forests (some like forests better). Their original name for them selves is long lost, what they are called is from some old human memory?Closest things to government is the individual Thanes and in some cases Mayors, as well as in some cases the Sherif(appointed by local Lord) is appointed and runs things.Shinda: Most remaining Shinda live in their slowly dying domed cities, but not all. The wild ones moved into the forests of the world, returning to an earlier existance, and seeking some say their roots. Most cities that still exist, stay in their Lithe floating around the planet and living off the locals, worshipers and others.Some Shinda migrated away from Abrigon to places unknown.Those that stay in the doomed domed cities live in beyond modern but decaying cities. Dreaming of past glory, and slowly drifting away into unreality. (Drugs and like are popular).Skin Color: normally pale white to yellow.Average Weight: 110 pounds.Average Height: 5'5 (they just look taller cause of their build.Average Build: Light, but sinewy.Eyes: normally slight slint and epicanthic folds, color green toblue and others.The Shinda is come cases helped the local humanoids to achievecivilization, so sometimes you find enclaves of humanoids whohas a culture based on the Shinda thou not as modern. Similar tothird-world groups.But often you find other races with some cultures based on pre-fall of Abrigon and being forced into slavery by the Shinda.WORLD:Organizations:Healing Hand (rough outline):Patron: TelaStructure: Loose, wandering mostly. Setting up orphanages,roadhouses, and hospitals.Membership: Open to any who wish, often they are seen travellingthe world in groups of three, mostlu not made up of just onerace or gender, but mixed.Temperment: Masters of control, and defensive combat.Powers: To healKnowledge: Often of how to build things, and heal.Sundered Oak: (rough outline)Patron: TilnStructure: Loose, wandering searching for adventure, challengingany fighter they come to. Defending the weak and innocent fromthe enemies defined by their lord, a most chivalrous lord. Opento members of all races and genders.================09/26/98Abrigon2.wriExtradimensional visitors from Abrigon unto "Earth" or whatappears to be Earth. Might be slightly different, like analternate earth.Or it could be the original exposdition to a unknown dimensionthat brings about the Shinda Imperium invading local earth.Or the group can be a renegade group of Shinda or just ones onthe run from the authorities for what ever reason.I like the idea of the power glove (Exotor) and the circlet aspower amplifiers.The idea of the nanites originally to act as healers wasperverted to control the slaves, but later thru unknown(directly) means the nanites helped free the slaves from theirmasters, and brought about the revolt and decline of the localShinda Imperium.Abrigon was either created or it is natural (no real needs todifferentiate at the beginning for now).It was once a world (maybe the Capital) of the Shinda Imperium,but over time it lost contact with the other worlds and it hassince slowly fallen into decadence and waste. That is theShinda, the humans and other races have risen to the task andare slwoly building civilizations of their own.09/26/98Abrigon 3Abrigon was once the capital of the race called the Shinda andtheir imperium, but over time the empire slowly crumbled and thepeople of the Imperium lost home and became decadent, so theempire fell apart slowly.The floating cities, those that remain are the remainder of oncegreat network of cities, each owned by a Shinda family as theirheadquarters for their family business/power base.With the usage of nanotech, the ability to create "immortal" andalso beings with what appears to be super/extra human powers.10/27/98 Abrigon9.wriTHE WORLD OF ABRIGON - (ROUGH DRAFT): (07/23/97)INDEX1. History:1.1 History before the building of the Sphere.1.2 The History of the Fall of the Shinda Inperium.1.3 The1.41.51.62: Areas:2.1 Keltoi.2.2 Galadh/High Cities.2.3 Thessalania.2.4 Elderan (Forest of).2.5 Awalpi2.6 Other3. Groups:3.1 Healing Hand.3.2 Knights of the Balance.3.3 Other.4. Trade/Money:4.1 Trade4.2 Money5. Races:5.1 Humans/Halflings5.2 Elves (Shinda/Shee/Sidhe/etc)5.3 Dwarves (Glub)5.4 Orcs5.5 Trolls5.6 Goblins5.7 Giants5.8 Slime (and other nasties)5.9 Others6. Languages6.1 Keltoi (river and other)6.2 Galadh/High City6.3 Thessalanian6.4 Shinda6.5 Koine (trade lingo/jargon)6.6 Dwarves (Glubs)6.7 Others7. Hidden History (GM notes):7.1 How the world was created, and "real" history.7.2 Magic, how it really works.7.3 Death, life after.7.4 Vampires and other undead.7.5 The world defined.8. Known Races:8.1 Humans/Halflings.8.2 Shinda (Elves/Shee/Sidhe/etc).8.3 Glubs (Dwaves).8.4 Orcs/Trolls/Goblins (Fomor).8.5 Giants.8.6 Aliens9. Lords of the Lith:9.1 Origins of the Lords9.2 Known Lords.9.3 The Lithe.9.4 The Compact9.5 Other info.================================================================1. HISTORY:1.1 History before the construction of the Sphere. The Race thatis now called the Shinda arose in this section of the universeto a high civilization, and in the process became an Empirebased some what to the Persian form of empire. Sometime beforethe last Emperor came to power, it was wondered how to best showthe glory of the Empire and that was to have a capital like noneother, namely the Sphere now called Abrigon. So the sphere wasstarted and took many years more than a century. And finally asit was being completed, the Emperor and staff had already movedto the sphere.1.2 History of the Sphere after completion: Sadly the completionwas not to be done, for the empire had a major seriies ofcrisises and as the civilization had been slowly decaying, butfinally ithe civilization broek apart in a series of coups andbreak away empires. And very bloody civil wars, and finally thecivilization was in ruins and the Sphere was cut off from thecolonies and things went to worse, finally with a complete lossof all tech to the point that the people where savages, not goodtimes..1.3 Sphere after the fall of the Empire: Some cities did surviveand they strived as best they could, but most were isolated andisolationist to the extreme. Some of these cities still existfrom this time, but very few are still in the air, and most havecrashed to ground or been grounded by their inhabitants formingthe domed cities of the current Shinda.1.4 Sphere during the dark times: Not much to say about thistime, the cities tried to survive as best they could. Sometimebefore the collapse many current races were brought to the worldas laborers and over time they became slaves, doing the worklike mining, food production, managing and war. This is theperiod that the first real Lord shows up, to provide some formof control of the slaves as well as the Shinda who are no longerpart of the city life.1.5 As civilization recovered: The Lords having their origins inthe police enforcers and minor governors of the old sphere days,they gained more and more power as the civilization crumbled,especially as the cities needed resources that they could notget for themselves. So large farming towns grew up around theremaining cities floating or other wise. The Lords got the thepoint that they ran the remaining cities as their agent forenforcement, trade and basically ruler of each city. And sincewith special treatment the lords were basically immortal. Theoriginal lords were just augmented Shinda, but over time thelords found ways to replace the body with a new one viatransporter technology (tech left over from the old days).1.6 The Rise of the Lords and the Compact: Over time the Lordsgot to the point they became board and wanted to expand butthere wasother cities and thier lords to deal with. So wars started,small at first and finally when one lord used on the the "moons"on another lords domain tearing a whole in the sphere wall andcausing major damage which has never been totally repaired. Atthis point the Shadow God/The Central Control entered into thefray and said STOP and stated the compact, which basicallylimits the lords to what weapons and means they can use. Thiswas the beginning of the behind the scenes maneuvering of theLords and their becoming "dieties". For the basic compact, seebelow under Miscellaneous.1.7 Since the Compact and the rise of the humans: Some 400 yearsbefore the current date, the first humans arrived in what iscalled a Generation Ship, namely they had left Earth sometime inthe 21st Century before the Martian Period (as per StarTrek:TNG) (if you follow that this will be used for a Star Trekuniverse, or if not then they arrived some 400 years fromsomeplace with technology comparable to near term earth.1.8 Their arrival caused quite a stir since they were not underthe yoke of the Shinda at first/ and the Lords. And there forethe quickly rose to power second often second only to theShinda. But it also made the slaves restless, why can they notrise and be better than slaves, even maybe even equals to theShinda? So the real beginning to the slave revolts, some beingvery bloody and not unknown for a city to be uninhabited fromthis time.1.10 MYTH HISTORY: The world was created ages ago by thecreator. Later the creator was overthrown by an evil deity andit's minions. Later the evil deity was overthrown by thechildren of the Creator, and its minion's were thrown down. Itwas to late for the creator, so in its memory, the Lords werefounded. Unfortunately being mortal of mind if not body, theyfell into childish games. Great wars were fought across the faceof the planet. Until one day, in their constant wars, one of theLords caused the heavens to fall and a moon was brought toearth. Finally one God stepped up, and said to the Gods, ceasethis warfare or else the dread destroyer will be called on fromthe outer dark and the world will be destroyed. The Gods wereforced to listen and they rose up and captured the offendingdeity (the one that used the moon) and threw it out. There afterthe compact was made. From that day, the current age has comeabout. See later references the Compact.================================================================2. AREAS:2.1 Keltoi:a. Dinas (the City of): Founded originally as a trading post bythe Thessalonians to trade with the Keltoi and the Galadh, butit over time has gained its independence. Most Keltoi in Dinasare River Keltoi, their dialect shows it. Most local merchantsare members of River Keltoi clans.b. The River Keltoi live on the river and lakes of the Keltoiarea. Either on rafts or in the case of the Lake Keltoi theywill live in towns on pilings. Their lives filled with trading,fishing.c. Plains Keltoi: Sort of a cross between Scythians and ancientKeltoi before the Celts migrated into Western Europe. Daily lifeis to follow their horses and cattle across the endless plains.Master equestrians.d. Northern, often called Mountain Keltoi. Sheep/goat-herders,mountain tribesman, much like the Highlanders of myth.Keltoi in common are roughly based on Celtic culture, variedperiods. From Hallstatt/La Tene to modern. Normally they aredivided into families, septs, clans, and in some areas intotribes. The clans maybe based on decent, need, etc. Clans maybebased on decent: McDonalds as an example. By mythical decent:McLugh as an example (since Lugh is an old Celtic god). Also bybeing the Bear People, such as the Eagle Clan. Bear Clan, etc.By association, many old Scottish septs/clans were not normallyrelated to the main sept, but had a strong association with themain sept.Fostering: Is normally used to build relationships between Lordand Vassal, Lord and tenants, Lord and Lord, Lord and Ruler.Since when a person so fostered grows up, they often can call onnot only their family, and clan, but also their foster parentsfamily and clan.Geas: Many Keltoi have some form of Geas on themselves. Often itis minor, but sometimes it can be quite strict or interesting,especially when two conflict. Most Keltoi have a home base, thatis occupied by a small group of the family, and the rest thentravel the plains/rivers/mountains with their herds or trade.TheHome base is often called a Tuatha (hill fort, similar inconcept to the Greek POLIS), or Clan or Tribal Castle. Even ifthe Tuatha is on a lake/raft.------------------------------------------------------------------2.2 Galadh/High Cities: Have to ask Joerg. All that I Can say isthat they maybe related to the Keltoi, but relationship isuncertain.------------------------------------------------------------------2.3 Thessalania: Merchant principality. Ruled by a Archon,selected from the prominent families. Of which there is normallyseven. (Archon also called Tyrannous). Roughly based on ancientSyracuse and the Italian city states of the early renaissance).CITIES FAMILY HEADAlphis Alphian Phillip AntipathesKorris Korrien KatsulossMacedonis Macedonian Hipplyta MacedoniousTheskis Theskian AlexandriasMalthis Malthian Nestor PtistiZellis Zellian DreuxJulianis Julianian GeorgiasCurrent Archon is Philip Antipathes.With each family head being a member of the Merchants Council,which advises the Archon.------------------------------------------------------------------2.4 Elderan: Area west of The Keltoi area, full of mystery,rumored to have a colony of Shinda (Elves) living there. Toinclude a possible domed city and all that entails. Othercolonies of Shinda have often been deserted, or so well hiddenno one can find them.-----------------------------------------------------------------2.5 Awalpi, not much know of it (have to ask its onlien ownerfor more info)================================================================3. GROUPS:3.1 Order of the Hand: A wandering semi-priestly order. Theywander the world build orphanages, roadhouses, chapter houses,hospitals. Dedicated to helping the victims ofwar/disease/pestilence/etc., no matter whatrace/creed/culture/etc. Hold Tela as their patron deity. Priestsare normally seen traveling in groups of three, especially inKeltoi areas.------------------------------------------------------------------3.2 Knights of the Balance: A semi-wandering knightly order,dedicated to chivalry, war, and honor. Also secretly dedicatedto maintaining the compact. Their patron is Tiln, twin brotherto Tela. (Knights of the Sundered Oak in other documents)The above two groups both originated in Thessalonia, but havesince expanded outwards.3.3 Other3.4 Thessalanian Merchants Guild, though technicallyThessalanian, they have rest stop/trading posts all up and downthe coast as well as inland. Have a friendly at timescompetition with the River Keltoi trading clans as well ascontacts in The High Cities and <the other direction>.==========================================================4. Trade/Money:4.1 Trade, trade between Thessalonia, Dinas, the Thaith/Galadhstates, Keltoi people and the rest of the world is going well.Some minor wars over trader concessions, but nothing serious,but things are changing. Recently trade routes across the Keltoimountains have opened up land trade between the Keltoi lands andthe Galadh/Thaith lands. The routes are often dangerous due tobandits, but .. Some trade has started with lands east and westof the local region, as well as some small trading posts on thesouthern continent (of which not much is known, other than somehumaniods seem to trade with merchants there). Recently someRiver Keltoi have been building ships and trading farther afieldaround the bay and beyond. Often in competition with Galadhianmerchants/sailors. There is a rumor that some have gone pirate(not to say that Keltoi on shore are not pirates already).4.2 Money and coinage is varied across the region, from thecommon to the extremely rare.Often you see Thessalanina Drakma, and Galadian Tolars as unitsof weight as well as of coins.Equal to roughly a once of Gold for both. Or a like comparablevalue in silver.Also you will see alot of gold in ingot form only, or silver iningot form as well. Gold roughtly a pound of Gold and Silver thesame.Name Weights metal /Where minted:Drakma oz Gold ThessalaniaTolar oz Gold Galadh high citiesIngot pound Gold allIngot pound Silver allThere is no exact exchange rate between gold and silver. Anddepending on the quality of the ingot and or coin, you can get adifferent rate of exchange as well. Also depends on the localmeans of weighting and units of measure. In some cities a poundis 16 oz, and in some it is 12 oz.NOTE: Rough Weight.Also there is in some places, namely thru the Merchants Guildsand the Order of the Hand some early form of Checque (letters ofcredit).================================================================5. TIMELINE:Mists of past, world was created.c. 25,000 BCE (Before Current Era): Evil deity takes over.c. 17,500 BCE Evil deity over thrown after a long revolt.c. 11,000 BCE the rebels start to war amongst themselves, whichquickly leads to total war.c. 10,000 BCE moonlit dropped into the ocean, shortly afterwardsthe Shadow God (Worlds AI) declares either the Lords get along,or it will make them live together as per its instructions fromtheCreator. and shortly later the compact was drawn up and startedto be enforced.c. 1200-800 BCE the human tribes later to be known as Keltoi,Galadh and Thaith migrate into South Western part of the majorcontinent of Abrigon slowly driving out the remnents of theShinda/Shee/Sidhe/Sheadha as well as their human minion. TheShee had been devestated by themeteor strike and have only recently totally recovered.c. 600 BCE Thessa-Thiath war, much damage, to include raidedcities. Peace finally came, but only have a heavy cost. Knightsof Tiln stepped in as moderators of war.================================================================6. RACES:6.1 Humans (Hyumin)6.2 Elves (Shinda). (Shindin)6.3 Halflings (Havlin)6.4 Dwarves (Gluvin).6.5 Orcs. (Yrkin)6.6 Trolls.6.7 Goblins.6.8 Giants.6.9 Slime.6.10 Others.================================================================7. LANGUAGES:7.1 Keltoi - Various dielects. River is one that is often theclosest to a common Keltoi. Spokenalot in Dinas.7.2 Koine (Common) - Spoken all along the coast, supposedlyoriginally the language of the Sheadha, but much changed overthe years into a Trade Jargon. Spoken alot in Dinas. Heavilyinfluences by Thessalonian. In fact the name is Thessalonain, itmeans common. So the name changes through the regions it isspoken.7.3 Thessalanian - Spoken mostly in Thessalania. Local dielectis spoken in Dinas.7.4 Shindan - Most Shinda speak the local language. Though somemay speak a language of their own, but no one seems to know.Some say that Koine is based alot on a simplified form of theancientSheadha language(s).7.5 Galadh - Language related to Keltoi, but not sure. Spoken inthe High Cities of Galadh. In Dinas normally the River Keltoidialect, as well as the Thessalonian Koine is spoken. Koine is atrade language, with many different languages adding words, etc.Keltoi each speak their own dialects, to the point of from oneend, most can understand each other, but it is not always easy.Thessalonia: Speak their own language. But many who trade alsospeak Koine as well as another language.7.6 Galadh/High Cities: Will have to ask Joerg.****************************************************************8. HIDDEN HISTORY/GM INFO (Can be interpreted in many ways):8.1 HOW: The world was built by being of immense technology, andthen it was seems to have been lost to another race in somemajor interstellar war. Then later the group who later becamecalled "The Lords of the Lithe" revolted against the invaders,and then set themselves up as the rulers. Problem is theyquickly degenerated into petty little godlings, using thetechnology they were given to control the world. Later they wereforced to fall back, most leaving this world for otherplaces/dimensions.With the recent lords taking over, and the compact beingenforced. Some of the Lords try to pushthe Compact, but so far it has held.8.2 MAGIC: Magic is a direct usage of transporter technology,nanites as symbiotic beings, and broadcast power. Namely eachcreatures who uses magic is actually receiving energy from theGrid (Lei Line) and then using the nanites as a conduit, thenusing the energy to express the magic. Transformation istransporter tech taken to a great degree in that the bodiesexcess mass is held in transit, with only the brain being keptat near normal size (very tricky, and some say if you do it tooften you get lost over time). Some forms of "Magic" areactually psychic (Telepathy, Telekinesis and such). And some arebleed over from other nanites to others in a different host.8.3 DEATH: When a host for the nanites dies, often the hostsmemory pathways through the nanites that act in symbiosis willthen be transformed into the Shadow God (the main AI, so in away a person never dies, atleast some don't die totally).8.4 VAMPIRES: For some reason the nanites either rebel, or otherreasons, and the nanite colony is cut off from the energysource, so the host has to leach onto those who are stillconnected for energy.8.5 WORLD: Is the world of Abrigon a normal world, a createdworld, a dysen sphere, a ring world, a pocket dimension, aholodeck projection/program or what?================================================================9. KNOWN RACES:9.1 Humans seem to have come during the time of the early daysof the Lords, to serve as a counter to the creatures of theAliens. Humans some say were visitors from the sky or in thecase of a dimension, they were brought from else where. I alwaysliked the idea of a bunch of SCAers or back to earth typescolonizing a world and calling it Abrigon.9.2 Shinda (Elves): Seem to have been around since thebeginning, the once played a major part in the world, but afterthe last major wars have since retreated into their domed citiesor forests or other distant places.9.3 Glub (Dwarves): The Glubs were originally brought to Abrigonby the Shinda in ancient times as children, first as houseservants and then later as mining slaves. The later slavery hassoured their relationship with the Shinda, especially after theGlubs won their freedom some centuries ago.9.4 Orcs/Trolls/Goblins: Originally the slaves of the aliens.Once the aliens were defeat they won their freedom and havesince spread across the globe, causing mischief. Not allOrcs/Trolls/Goblins/etc are evil, many are as normal, just lookdifferent.9.5 Giants: Brought to the world by the creator, to help buildthings. Later when the aliens took over they have become quite,reclusive.9.6 Aliens: Some say the aliens were not totally driven out,that some remain in some dark corners of the world ready toretake the world once again, rumors? Are they related to theslime, or?================================================================10. LORDS OF THE LITHE:Some of the Lords are humane, but most are jealous, petty, vain,but immortal. They love to play with humans as toys.10.1 COMPACT: The compact basically states, no more directinterference, no more weapons of mass destruction, hand heldweapons only. Most Lords tow the line, atleast normally. Some donot.10.2 KNOWN LORDS:Tela (Lady of the Hand/The Healer).: She is said to trtavel thesphere, helping her followers and those in need (Sort of an upto day Mother Goddess)Tiln (Lord of the Velvet Fist/Civalry): He is known to travelthe sphere, tesing his followers (And any who cares arms),appearing as a figure thatt that is equal in abilities as theperson he fights. (Sort of a updated God of War)Uruk (the Wizard, Lord of the Arcane and of Wizards, also calledthe Dragon).: His followwers are often seen travelling thesphere, looking for magic/technology and unknowable tasks(Patron of Wizards, symbol is a dragon)Balzar (Mistress of Chaos). Non one really knows who herwoshippers, but most assume any one of a mental condition, orwho dresses wild is a follower, such as juggles and like. Butmost not sure.Also she is a champion of free choice.Dalib (Keeper of the Law) It is the one who keeps track ofabuses of the Compact. Also called the"Justice of the Law". God of Justice.Shinza (Mistress of the Dead/Pain): Her followers are for allpurposes "dead", basically their nanite colonies have takenover, to a variety of degrees the host is still alive. Most whofollow her do so out of fear and dread, since most people ofAbrigon are long lived, to be made "Undead" is face a form ofeternal damnation.Other lords will be revealed over time.10.3 THE LITH:The Lith are a semi-sentient race, silicon based, which createshydrogen gas, which it stores in pockets in its interior,looking similar to how some volcanic rocks look like, but muchbigger scale. Not all Liths are alive, and not all have Lordsthat inhabit them. Since the Lith are accompanied by clouds, itcan be areason why they are not often seen by mortal man.a. The Lith can be a elemental creature, which opens new vistasforElemetal Creatures, after all energy creatures are known toexists inthe Star Trek universe.10.4 OTHER INFO================================================================Limited copyright held by Michael Adams 1997. Can be used byothers for the Networld Project. Also some info maybecopyrighted by others.Edited in 2004PS: If you like it let me know.Former HTML 1Abrigon01/20/04Welcome to the World of AbrigonA Fantasy world with a Sci-Fi Twist!INDEXTHE WORLD OF ABRIGON (ROUGH DRAFT)(© 07/23/97,11/98 and 02/00 By Mike Adams)1. Myth History/Known History (Myth and Like):2: Areas:2.1 Galadh/High Cities.The High Cities, live on islands in the middle of a giant swamp.Related to the Keltoi, but of a higher civilization, they are ina continual battle with beings they call the "Slime", as theirlands slowly sink.2.2 Keltoi.2.3 Thessolania.Sort of a cross between city states and a merchantile league.All powers reside in the Merchants Guild, whose heads are theheads of the Cities government/clans. For each city statescitizens and residents are of the same very extended family.Each city is lead by an Archon, who as head of the clan, thenwill as needed appoint a Tyrannos, who will act as the head ofthe league, war and like.2.4 Elderan (Forest of).The Elderan seem to be Shinda who have either gone wild, theylive in the forest called the Sidhe Forest by the local Keltoi,and Elderan Forest by the local Awalpi. Many who go in, don'tcome out.2.5 Latinia Based loosely on the city of Rome and relatednations. Placing not sure yet.2.6 Arasaka Based loosely on Early Shogunate times of Japan.2.7 Atzlan Based loosley on Meso-American cultures,Inca/Aztec/Mayan and like, likely next door to Mandana.2.8 Mandana Based loosely on the civilization of the plainsIndian, before and after intro of the horse. May also have somemoundbuilder or Anasasi influences.2.9 The Satra Lands2.10 Shinda Cities (Local)The cities of those Shinda who have fallen to Earth, maintainingwhat civilization they can, to include cities and like. Some mayhave maintained the ability to be Lords, so. Never know.2.11 Dinas Ator the City and areas around it.The city origin goes back to the days when the local Keltoiwould fish at the spot, and then later trade with Thessaloniantraders, and now is the major city of the region. Has it's ownappointed Archon who acts as the representative to the League,the first outside of Thessalonia.2.12 Awalpi Not sure, other than they are a civilization thatexists on the other side of the Elderan forest, and who tradewith Thessalonians and have a wall between themselves and theforest and local Keltoi.2.13 PiiClan Lands of Natalia, exiles from their old lands.2.14 Vokhomman Adam Smiths Area, Indo-European general based.2.15 Thottians (ÐOT-tee-anz) Marks Area3. Groups:3.1 Healing Hand.A wandering order, who follow the Lord Tela (female). The ordernormally travels in groups of three, often of mixed race.Their basic mission seem to be to set up roadhouses, orphanages,hospitals and to help the weak. They are known for theirpeacefulness, but also for their ability to protect themselveswith defensive martial and magical arts.3.2 Knights of the Balance.A fighting order much in the vein of the Knightly orders of thepast. Followers of Tiln, twin brother to Tela. They arefollowers of the ideals of chivalry, fairplay, and honor,defenders of the weaks, especially since Tiln is known to travelthe world testing his followers, often being a duplicate inskills to the follower to be tested.3.3 Merchant Guild of Thesslonia A loose collective group, muchlike the families of Venice c.1300 or the Hanseatic league andother merchantile leagues. Namely a group that crossesfamily/clan lines to fix prices, protect againstpirates/competition and other needs. Their coinage and system ofweights is accepted all over the region. As well as their systemof lines of credit/cheques. Namely in any major city and manyminors ones as well as trading posts their is a representativeof the Guild.3.4 River Clans (Keltoi)3.5 Mountain Keltoi3.6 Plains Keltoi3.7 Other Keltoi3.8 Other.4. Trade/Money:4.1 Trade So far trade is mostly done by members of theThesalonian Merchants guild, with some river traffic done by oneor more of the River Keltoi clans. There is some smallmerchants, as well as the Guild has been opening up membershipto non-Thessalonians.. Major trade routes are from Thessaloniato the Galadh cities vis Dinas Ator. Also trade up both riversDubis and Aubron(sp) to various River Keltoi villages. Also somecross country trade, but until the road into the Awalpi lands isbuilt it is limited.4.2 Money is often based on Thessalonian models, namely theMerchants Guild, but local varients do exists. Also there isingots of metals (Gold, Silver, Bronze, Copper) as well as otherresources, such as Salt and hides of cattle are also used formoney. Weights are based primarily on the Thessalonian model aswell.5. Timeline:6. Races (Known or otherwise):6.1 Humans6.2 Shinda/Shee/Sidhe/etc (Elves?)6.3 Glubnon (Dwarves)6.4 Havlin.6.5 Trolls6.6 Goblins/Orcs6.7 Giants6.8 Slime (and other nasties)6.9 Havlin6.10 Fomor6.11 Seelie/Unseelie6.12 Satra6.13 Others7. Languages:7.1 Keltoi (river and other)7.2 Galadh/High City7.3 Thessalonian7.4 Shindan7.5 Glubnon7.6 Koine (trade lingo/jargon)7.7 Others8. Lords of the Lith (Myths/Legends and other lies andignorance):8.1 Origins of the Lords8.2 Known Lords.8.3 The Lithe.8.4 The Compact8.5 Other info.9. Hidden History:9.1 - How the world was really recreated.9.2 - Magic how it really works.9.3 - Death how it works, or doesn't9.4 - Vampires and other undead.9.5 - The world defined.TOTAL MAP Abrigon main continent Abrigon main continent (HEXstyle)Hex map, Adobe Viewer Needed Hex map, Adobe Viewer Needed Hexmap, Adobe Viewer Needed Grid 381a Program for mapping JanuaryAverage Temp (C)July Average Temp (C)Winds Deserts Currents Percipitation (mm)Current small hex map---------------------------------------------Welcome to the World of Abrigon A Fantasy world with a Sci-FiTwist!INDEX THE WORLD OF ABRIGON (ROUGH DRAFT)(© 07/23/97,11/98 and02/00 By Mike Adams)01. Myths and Such:The Myths of the World of Abrigon Glubnon Havlin Humans SatraShinda Lords of the Lithe The Universe was void, then the worldcame about (central computer)and the Gods came into being (actually came thru a worm hole orgate).They brought into being the animals and plants (actuallyimported or created in their labs?)and the first people, who were their servants(Glubnon/Satran/Havlin)..Later the Gods warred, and the One (The Shadow God - CentralComputer) after the falling from the sky of a moon (or likecelestial object) the one forced the Gods to go back into theHeavens/Oceans and Earth to have their worshippers, worship viatheir priests. (the Compact).Some Shinda or related groups fell back to a more natural way ofthings, returning to simpliar time, either in the forests, orother less Godlike persuits, and they forgot their origins andbecame normal.Then the Banazoo, Z'am'chu and humans came and things changedmore. Humans were split into a variety of groups, learning muchfrom the other races, as well as loosing much in their quest ofa simpilar life as well as learning magic, and being introducedto actual "Gods".Humans(Keltoi/Galadh/Thessa/Latina/Vokhommen).02. Areas:2.AREAS:2.1 Keltoi:a. Dinas Ator (the City of):Founded originally as a trading post by the Thessalonians totrade with the River Keltoi and on the way to the lands of theGaladh, but it over time has gained its independence, not onlyin government, but in culture. Most Keltoi in Dinas are RiverKeltoi, their dialect shows it. Most local merchants are membersof River Keltoi clans.The Merchants have started a oligarchy much like the one theThessa have, clan politics is heating up.b. The River Keltoi live on the river and lakes of the Keltoiarea.Either on rafts or in the case of the Lake Keltoi they will livein towns on pilings. Their lives filled with trading, fishing..Some live on their barges, and some live on islands in themiddle of the rivers/lakes, some natural and some man made(pillings or other means). They play their trades across thelands via the rivers.Trading horses for materials you can only get in Dinas Ator andother towns..c. Plains Keltoi:Sort of a cross between Scythians and ancient Keltoi before theCelts migrated into Western Europe.Daily life is to follow their horses and cattle across theendless plains. Master equestrians. They have a home Tuatha(hill fort)that they retire to in winter, it is manned by members of allclans so that no one clan rules..d. Northern, often called Mountain Keltoi.Sheep/goatherders, mountain tribesman, much like the Highlandersof myth. Of ten traveling in small family units, little morethan brutes some are, and some are better off.Keltoi in common are roughly based on Celtic culture, variedperiods.From Hallstatt/La Tene to modern.Normally they are divided into families, septs, clans, and insome areas into tribes. The clans maybe based on decent, need,etc.Clans maybe based on decent: McDonalds as an example. Bymythical decent: McLugh as an example (since Lugh is an oldCeltic god). Also by being the Bear People, such as the EagleClan. Bear Clan, etc. By association, many old Scottishsepts/clans were not normally related to the main sept, but hada strong association with the main sept.Fostering: Is normally used to build relationships between Lordand Vassal, Lord and tenants, Lord and Lord, Lord and Ruler.Since when a person so fostered grows up, they often can call onnot only their family, and clan, but also their foster parentsfamily and clan.Geas: Many Keltoi have some form of Geas on themselves. Often itis minor, but sometimes it can be quite strict or interesting,especially when two conflict. Most Keltoi have a home base, thatis occupied by a small group of the family, and the rest thentravel the plains/rivers/mountains with their herds or trade.The Home base is often called a Tuatha (hill fort, similar inconcept to the Greek POLIS), or Clan or Tribal Castle.Even if the Tuatha is on a lake/raft.2.2 Galadh/High Cities:The Galadh/High Cities of are a related group to the Keltoi, butthey are of a higher civilization and culture. They have beenfighting a slow war with the Slime (Cthuluian like), which hasmade the swamp grow until all the cities are seperated on littleislands in the ever widening swamp, there is some trade, butmost is well armed. Jeorg a old networld friends one time area.2.3 Thessolania:Merchant principality. Ruled by a Archon, selected from theprominent families.Of which there is normally seven.(Archon also called Tyrannous).Roughly based loosly on ancient Syracuse and the Italian citystates of the early renaissance).Cities Family Leader Alphis Alphian Phillip Antipathes MacedonisMacedonian Hipplyta Macedonious Korris Korrien Katsuloss TheskisTheskian Alexandrias Malthis Malthian Nestor Ptisti ZellisZellian Dreux Zellis Julianis Julianian Georgias Current Archonis Philip Antipathes of the family of Alphian, but this changesfrom time to time since politics is what the people ofThessalonia live for, makingmoney just pays for it.With each family head being a member of the Merchants Councilwhich advise the Archon.2.4 Elderan:Area west of The Keltoi area, full of mystery, rumored to have acolony of Shinda (Elves)living there. To include a possible domed city and all thatentails. Other colonies of Shinda have often been deserted, orso well hidden no one can find them.2.5 Awalpi:No much know of it (have to ask its online owner for more info).It is to the west of the Keltoi lands, beyond the EldaranForest, they have a wall/dike to protect themselves from theForest as well as any Keltoi raiders, as well as have beenworing on a road thru the forest to a limited success, so as tocut out the Thessa traders who have limited trade with them.2.6 Arasaka:Based on a loose interpretation of Japan during the early yearsabout the time of the rise of the Shogun or there abouts.2.7 Atzatlan:Loosely based on the Aztec/Meso-American, with very little ofthe blood shed, since it is a sort of recrereation, but recentlythey have been taking to heart the old ideals.2.8 Mandana: Not sure where it will be at, but loosely based onplains indians of the pre-colonial period, with horses gottenfrom other humans or they brought them from earth..2.9 The Satra lands: To the NW of the Lands of the Galadhm theyare a loose collective tribal network. To know more of theirculture see the races section.2.10 Shinda Cities: a. Those still floating. b.Those that have fallen to earth, but have not gone underground,few and well hidden.c. The Domed Cities.2.11 Dinas Ator:Originally founded as a trading post of the Thesslanianmerchants guild, but as the local population grew especiallyfrom the Keltoi population with some influx of Galadh from thenorth, they city has slowly gained its independence from outsideinfluences and it serves this nicely, as a place where RiverKeltoi can trade their goods from the interior, the other Keltoican trade horses and like with forgeign merchants, as well as anice rest stop between the Galadh lands the lands of Thessaly tothe south, since across the Sea of Thessa is not always a goodidea and many mercants are not willing to cross it, especiallyin the winter months.Also some Dinas merchants have started to send out their ownships to trade.2.12 Z'am'chu:Living on the Island called Mekhezha, to the SE of the Lands ofThessa, they live in a highly imperialistic/aristocratic lands,human of race (?), with a manifest destiny that no one can denythem, filled with intrigue, they look at the world as alreadytheir, just one problem, their system of government is soconfusing, only a master understand part of it. Trade ispossible with them, but be warned, they may think you belong tothem. Marks area.2.13 Vokhommen:Not into the Lords, they distrust them at best, and think themusurpers and demons at worsted, based on a collection ofIndo-European ideas. The One is more than happy to create/makethe Vokhommen Gods come to life(?).Race/Culture's name: Vokhoman (pronounced 'voh-KHOH-man'),plural Vokhomans. This is an anglicisation of a name that means'the human beings who speak'.Physical desxription of the race: (especially if not human ornormal race).Pure human of broadly European descent.Fairskinned but as they live out in the open tend to beweathered and tanned. Hair is dark in colour with only a smallnumber tending to be fairhaired.Short in build, averaging around5'0 or 1.5m (like me). Stocky and hardy in build, but thetendency to obesity was bred out of them generations ago (Iwish). Eyes have a epicentric or mongoloid flap.All Vokhomans look like they were born on horseback, even thetowndwellers.Cultural description basic stuff, but also look at below:Vokhomans are divided into two different social groups.Towndwellers and Pastoralist/herders.The warrior and noble classes are always herders, the artisansand minor officials are always towndwellers.The herders provide protection for the towns and raw materials,the towndwellers make and trade commodies that are not availableon the land. Both groups are mutually dependent on each other.Government form description: The highest office is thePatriarch, a religious title but literally a sacred king whoperforms the rites that link the upper and middle worlds.Elected for life by the templemasters, he must retire or bedeposed if he is seen to fail in his office. While the Patriarchholds little temporal power he is also the spiritual head of theVokhoman nation and no one in high office can be seen aslegitimate unless they cultivate his influence. This alsoapplies to non-Vokhomans.Outside of the temples and the lands they own within Etsiya, theVokhomans are governed by lords.These are usually descended from powerful nobles among thepastoralists and control regions that encompass several towns.The lords have to be judicious in keeping contact with the townsto govern them and keeping links with their own clansmen on theland. Usually they spend the winter months domiciled in thetowns, and the summer months travelling with the herds andpossibly campaigning against each other and against outsiders.It takes a truly great leader to unite all Etsiya under one lordand this happens only rarely. Rulers, and known peoples name anddescription:Under development.Religion:Vokhomans believe that in the beginning the Universe wasdarkness and water. When God set the Universe in order the goodand evil creatures came into being.The goddess defeated the evil ones and banished them.She established and rites and conducts that keep them at bay.If the Vokhomans preserve these observances they will join thecompany of Ancestors in the upper world, if not they will jointhe ghosts and demons who may overthrow the good order of theuniverse. Nobody wants that.Names of deities - Their powers and area of control or basicfilosofy of things: God, the first conscious being, the supremediety with both male and female aspects.According to Vokhoman beliefs God is hidden and each person mustfind the inutterable Name of God inside themselves.Medva, the goddess, a personification of light. She defeated thedemons at the creation and lead the Vokhomans out of the earth.She acts as mediator between them and God.Newborn children are presented before her in the temples as arite of passage. The lesser deities. The commonly known ones arePeltvia, the personification of the broad earth, and the Neraswho dwell in the flowing waters.With the help of the religious rites they keep the demons andghosts at bay.Trade and products: Money?Barter? What products. The Vokhomans use gold-coloured coinsthey call sunwheels. There are smaller coins that are worthhalf, quarter, or a third of a sunwheel. It is not known whatthe exchange rate is. Ask a Z'am'chu. Most of their trade comesfrom the animals they herd: diary products, hides, wool andmeat.They use ceramics to adorn their architecture, and appear tohave some access to metals which they work, iron, bronze, goldand silver. They also trade their sturdy mountain horses(Przelski's horse - sp?). Their religion involves some degree ofliteracy and book production. Magic and what types?Even if it is tech:Magic is an attribute of the goddess.Vokhomans distrust foreign magic because they can't trace itback to her. So magic is closely related to their religion,probably scholarly and ceremonial and applied to everyday life -charms that ward off things against people and cattle forinstance.Some Vokhomans can practice shapeshifting.They are called Vettens or Wolfdancers.They dress in animal skins and take on the attributes of thoseanimals. These people are honoured among the Vokhomans becausethey do ceremonial performances at certain times of the year. Ina role-playing situation I would expect these people might havespecial non-combatant skills related to their totems. Theparticular animals are the wolf, the bear and the lion.Organizations that are common thru the region:Religious orders exist in the temples, and lay people joinreligious brotherhoods for identity and support. There is alsothe lords and the governors, and the guilds.How well do they handle non-members of their race/culture:Foreigners regularly travel through Etsiya because it providesthe most direct route between north and south Abrigon.Vokhomans expect to meet such people and profit from them.Because outsiders don't share in their religious perceptions theVokhomans have some reservations about them. Any specificdislikes or likes and why:Anything that does not fit into natural criteria that they areaccustomed to will be categorized as demonic and treated withhostility. This would cover anything that deviates further fromthe human norm than a satra. Racial:Physical desription as well as how would someone role play oneas well as have a character as a member.Their physical description fits human as given above. They areclass conscious, divided between nobles, freeborn and slaves.The household is the basic unit in Vokhoman life.While all members are subject to the master of the household,they can have no identity without it. It is their link to therest of their society. Loyalty is everything to them. Theirenvironment demands that they be tough to survive, their cultureand religion preaches that they must be generous towards eachother and honour the social contracts that binds them together.Genders: two.Animals:Domesticated animals include horses, donkeys, cattle, sheep,goats, dogs, cats, pigs, chickens, and bees.Significant wild animals include wolves, bears, lions, boars,deer, dragons, otters, mice, eagles, ravens, and geese.Dietary things:Vokhomans grow grains, and some fruit and berries.They depend on the meat and dairy products they derive fromtheir animals.Mead and honey are used in their religious rites and they alsobrew beer. Plants grown: wheat, millet, rye, apples, walnuts,hazelnuts, cherries, mulberries, flax. - andrew.The sacred writers have clothed God in a human form, likegleaming amber or fire, and have spoken of its eyes, and ears,and hair, and face, and hands, and wings, and pinions, and arms,and back, and feet. - The Divine Names, 1.82.14 Thyndw/Þyndw:See this for more and conciese info NAME: Þyndw or ThyndwPHYSICAL: Elf-like. [Semi]-pointed ears, darkish skin (likemiddle-eastern)but with light hair (blonde or red, sometimes white) and almostalways jade-coloured eyes. There are some variations, but notmany.CULTURE: The Þyndw are a simple, peace-loving, Elven race. Theirancestors are the Sogars and Elves of Câlnima. They make clocksand tools, mainly for woodworking and farming. Many Þyndw arefarmers themselves, but the Þûldeð tribe, which lives in thedesert, uses heavy irrigation. There is a mountain range betweenthe desert and the jungle (where the Nûldeð tribe lives).Tunnels have been made that go through the mountains to carrywater from the rainy Jungle side to the dry desert side.Sometimes the Nûldeðw & the Þûldeðw gather for group activities.The Þyndw love to explore the planet of Âbrygûn and love to hearstories from merchants who buy tools and clocks from them andsell them ores and old tools to work with to make new tools fromor to repair if possible (for a fee of course: usually someores, but they will also accept foreign money that can be usedfor trade with foreign nations). Every now and then, some rogueBanazoo raid Þyndw vilages for tools, but the Þyndw don't carebecause they figure that the Banazoo need the tools and can'tpay. The religion of the Þyndw (NOT þyndwism[="Hinduism"-"H"+"Th"]!!!) tells them that they shouldn't keepall of the fruits of their labour and that the needy should getsome. This is a carry-over from an old unknown religion of theSogars (you know what that is, right Mark?:), though their mainreligion is worshiping the nature of Âbrygûn. They worshipnatural entities as though they are alive, though the Þyndw haveno gods.GOVERNMENT:So far, something like this: Each town has a leader who justmakes the major decisions. But a decision cannot be made withouta town meeting where everyone is welcome and usually includes aform of compromise.Things get done though. Usually only one meeting which takespretty much a whole night (refreshment are brought for bywhoever wants to bring something for the group).RULERS: None yet. You should have asked about the Espans orSogars :)RELIGION:Nature-worshiping; they have some customs that come from old Elfmagic-religions (nature-worshiping as well) and an old unknownSogar religion (currently (i.e.~3200 C.E.) they have a nature-worshiping religion similar toDruidism and the Elven religion).NAME OF DEITIES/PHILOSOPHY:They believe in freedom and equality for all.And education for all [well, for all Thyndw, anyway:), but theytry to be kind to other races].They... (shoot, that's what happens when you look at somethingelse for10 minutes before continuing the sentence...)ECONOMICS:Products produced: Tools (swords), clocks, wierd jungle & desertfoods maybe.MAGIC: Some telepathy ... all that's left over from Elven blood.And they can put some magic into swords,mainly only a warningbeacon to the user. That's probably what they'd use theVokhommen precious stones for...TRIBES: I'll use this as an opportunity to add "Tribes:"Nualdedd and Thualdedd (or with spelling reform: Nûldeð andÞûldeð)OUTSIDERS:Very welcoming and accepting.LIKES/DISLIKES:Like exploration and stories from travelers and merchants. Alsoadore utsu clothes :).CHARACTER INFO FOR PLAYERS:Underconstruction:GENDERS: TWO DIETARY HABITS:Vegitarian mostly, but hunt for their meat if wanted.Plants: fruits, vegetables, corn, beans. They also make breadfrom their corn and make a dish similar to pizza but withcorn-bread (well, bread made from corn, not quite Americancorn-bread). Also, they make tortillas of a sort, except thatthey make them so that they are hollow like a Pita (I did thatonce by accident when making a tortilla and it was cool anddelicious).Basically they have flat bread, on which the make the Pitas, andhollow bread which they make something similar to Pitas with.They also have chickpeas that they make a falafel type foodfrom. (I'm listening to "Desert Rose" by Sting and it's such aninspiration for developing the Thyndw).ANIMALS RAISED: Pets PLANTS GROWN:Corn (European?or Maize), beans, different veggies and fruits, no wheat(doesn't exist where they live or can't grow); what else can begrown in a desert?LANGUAGE: Ða difî "The Speech"comes from Deymual "Fire Speech" and Romainsauge ("Romansavages"? or "Savage Roman"?Gypsy language.Ask Mark.) Own and local form of Koine or other.ADDITIONAL FUN STUFF:CREDITS:Jonathans area And I think the One likes that for now.2.15 Banazoo:Banazoo is pronounced...Uh, why do you have to speak English?! "A" is like in "father"and "o" is like in "some", but as there are two pieces of "o",just try to pronounce a very long "o"! It is NOT pronounced likein "cool". All the consonants are like in English in that word.They look pretty human, but...Well, I'm not the only one who has been creating Pinclans,(there are 3 of us, though the others are little more grown upthan I am [actually I was born some months before them, butthat's not important] and don't play with Pinclans as much) andI bet the others would disagree with me if I now claimedsomething I'd like to. The main physical difference are thestretchings, but there are others too. Anyway, I must saysomething, so...Pinclan children are more strongly built than most Humanchildren.Pinclans can climb like apes and they have excellent strength inarms by nature. They are also more musical than Humans, on anaverage. They are not so keen on time and exact hours thanHumans, probably because they live longer.Pinclan hair grow very fast comparatively with Humans - if youshave a Pinclan man, he will have his hair to the shoulders inless than two Earth months, and his body hairs are back tonormal in two Earth weeks.That's why most PInclans don't care to shave themselves or cuttheir hair much.Fortunately Pinclan nails don't grow that fast. All Banazoo,women, men and children, only shave their head after theirstretchings. Their thick, wavy, greenish black hair usuallyreach their calves. They love to tie colourful ribbons and allkinds of symbols up their hair. Banazoo carry also importantthings light in weight tied up to their hair. And no, their hairwon't go as shaggy as our hair. Banazoo skin is either darkreddish brown (80%) or dark green (20%). That is the result oftheir ancestor skin colours - the Wolves were almost black, theTigers were anything between light and dark brown, the Foxeswere yellowish brown and the Frogs were light green. Banazooeyes are chocolate brown (62%), all black (24%), green (11%) orvery light blue (3%). What's more, they may have change streaksin any colour in their eyes. In fact Banazoo believe that theywho have light blue eyes have supernatural powers, so thesechildren are expected to go to the monasteries.Pinclans are "harder to kill"than Humans.Most of them are immune against many fatal diseases, or thenthey survive after being sickly for a while. They may digesttwigs and hay and insects, though they don't like that food.They are (even)more fertile than Humans (which is the damn reason why did theancestors of Banazoo leave the planet Pii!) As you can see,Pinclans are a kind of masterpiece of evolution, if its demandis to increase and stay alive. Don't worry, the Banazoo averageshave only 6 children ;-) I think I should also mention how dothey dress themselves... It is cool on the mountains, so theyhave wollen ponchos and trousers. Under them they keep longshirts and trousers made of a fungus (which is like silk yarn)they took with them from Pii.Women and men and children all use same kind of clothes. I thinkmost non-Pinclans wouldn't notice which sex a single Banazoorepresents ;-) for they are all so sturby and have same clothesand hairdo. Religon is seems to be a plurity of deities theybrought from their home land/planet. Skin is dark cause of lessprotection from the sun in the mountains.Trade is in produced products and their methods and materialsare closely guarded secrets. Banazoo offer for sale:- ustu clothes (ustu is the silk yarn like fungus)which are very durable, dirt-repellent and pleasingly soft -wool (animal or otherwise. - skilful stone statues - many kindsof dried delicious mountain vegetables and herbes (seeds are anatural resource, so potential blackmarket in them? Like howSilk worms were secrets). - bridge architechture (ground plans,architect renting/rendering)I point out that Banazoo make sure that nobody gets the seeds orthe seedlings of their plants, and the most guarded thing oftheirs is ustu. So you have no entrance on the raw materials andyou have to buy their completed productions, which are notcheap.Well, I'm not the only one who has been creating Pinclans,(there are 3 of us, though the others are little more grown upthan I am [actually I was born some months before them, butthat's not important] and don't play with Pinclans as much) andI bet the others would disagree with me if I now claimedsomething I'd like to. Nata's area Axu:From: Natalia Gruscha Many of you need to know more about theAxu, so I have thought about it. Here is the description. It isbased on the idea that the Lake water is not salty.Axus are underwater creatures whose main nourishment is fish.Their oblong, stout body ends to seal-like tail, and the anotherend is the mouth. In fact they look like both ringed seals anddolphins, except that their only eye goes around the body in theneck.Axus can pull their eye in or turn it out to the direction oftheir mouth or tail.The mouth is used for eating, whistling and as a hand. They haveexcellent hearing in their skin.Axus are intelligent, and they have as developed language asHumans do.Whistling is their way to speak.They have alga homes floating under the water, parent livingwith all her chilren.They love to gather together for dance performances, spectaclesetc.Axus of the Great Lake are peaceful, for they all live in thesame area, share the same culture and speak the same language.In the age of 21 or so ( I use the years of planet Pii whichmeans 3 Earth years - somebody please tell me how long is theAbrigon year!) Axu skin becomes to demand salty water. The skingets rash and aches. That's why all teenage Axus must soon leavefor the salty ocean along the underground tunnels. They tend toleave in small groups, friends with each other. Axus live in theocean for decades. They have build underwater fortificationsthere to protect themselves from the sea beasts.Axus are sporty, so the inhabitants of different fortificationscompete in many events. They compose great musical works andcollect information about the sea organisms.During this period in their live many of them die because of thesea beasts and some diseases.In the age of51-66, depending on how well does the Axu in question get alongin the ocean, the Axus become fertile (the ones who love theocean will stay infertile longer).There is only one sex, so Axu way to increase is to changegenes.During that period tail is their genital. There can be 2-7 Axusmating at the same group, and all who participate get pregnant.The pregnancy lasts for 2 years and during that time Axu skinstands both salty and fresh water. But the Axus are veryconscious of the fact that soon after they will give birth totheir children their skin stops standing salty water. Besides,their children need fresh water for their first 21 years. Thatmakes the pregnant Axus swim back to the Lake.In the Lake they give birth to 2-7 children at one delivery -this has nothing to do with the amount of Axus who took part inthe mating. Some Axus just have more children than the others.Axus think that the only parent of the children is the one whocarried them inside. But the whole society helps in nursingthem, and for the Axus who have mated together are alsogenerally good friends, children usually grow up near all theirgenetic parents. Axus live about 10 years after their childrenhave swum to the salty ocean. That makes their lifetime to bebetween 80 and100 years.These old Axus whose children have gone are the leaders of theAxu society.Banazoo have good relations with the Axus.They have developed kind of pidgin language, which consists ofsimple whistling melodies both creatures are able to make andhear.Banazoo want to protect the Axus, which is one of the reasonsoutsiders are not welcome to their area. All fish belongs to theAxus, Banazoo don't eat them and don't let others but Axus toeat them either.There are great celebrations full of opera sang by both Axu andBanazoo singers.Natalia03. Groups:04. Trade/Money:05. Timeline:06. Species (Known or otherwise):07. Languages:08. Lords of the Lith ___(Myths, Legends and Other Lies &Ignorance):09. Hidden History (GM notes):10. Maps & StuffAbrigon former HTML01/20/04Welcome Dinas Aetor and lands around itA place for exploration of the totalness of all things.Abrigon - Dinas AetorDINAS THE CITYWork in progress) (07/08/2002) Saturday, June 15, 2002 ByMichael Adams* 1. Basic Description/Introduction.* 2. Origin* 3. Government* 4. Location and Geography* 5. Languages* 6. Races/Cultures* 7. Politics* 8. Groups* 9. Places of Interest* 10. Customs* 11. Dieties/Relgion* 12. History* 13. Economics/Money* 14. Magic* 15. Story Start Points. Likely will change some things around.------------------------------------------------------------BASIC DESCRIPTION:* Tech Level: Tech level is like later bronze, to early IronAge, maybelater in some regards. Magic exists, but it is not common, otherthan forsages, clerics, shamans and like.* History of Dinas Aetor (named by the local tribes), as mostknows,started as a local Keltoin seasonal fish camp on the SharaRiver, but itwas also a good place for Thessa merchants to stop, refill theirwatercasks, and trade with the locals. And do some hunting. Since theSharasplits just before the town, leaving a small forest coveredisland. Thefounding was some 220 years in the past.* Thessalonian and Galadh merchants: Over time, the merchantsbuilt apalisade, first on the island, then later on a Cape Thessa tothe north ofthe town. Building a fort on the cape, to include a light house.The capeand now the light house, has been and is a major navigationmarker forsailors. The town is located mostly between the fort, and thedocks acrossfrom the island. The docks were once on the island, but overtime theyhave been moved to the cape side of the river. First they werejust aplace for ships to be beached, but then pilings were driven intothe riverbed. Recent movement is to make the docks into stone, and a realcausewayto be built to steer sediment around the dock, to keep sedimentfromturning the harbor into a sandbar.* Trade: Over time a steady trade came about between themerchants and thelocals, some extending into the interior (up river) with theirrelationsand other tribes.* Social Structure: With some forming of specific clans/familieswho dothe trading. Some Galadh merchants also came by (Galadh is a setof citystates, that over time have been over taken by the local swamp,so watertrade is a must, especially for things like grains. Of whichthere is alot of grain and like being grown in the area. Serfs or slaved,not sure.Could be orcs or like? Not sure.* Local Government: A council under a merchant leader rules thetown. Sortof a mercantile council. Not sure if there should be a nobleclass, orbaron or like. There is an upper class, mostly made up of Thessamerchantantile families, but there is some mixing of locals andGaladh andThessa origins.* River Keltoi: Many clans operate barges that go up/down riverto townsup river (the towns are either on islands, or on pilings in alake). Sothere is a road for the barge-men along the edge of the river.* Defense: The walls of the town are packed earth, with a woodenpalisadewith watchtowers. There has been a movement of late to replacethe earthand wood with stone and stronger materials. With some paving ofthe mainstreet in cobblestones. Next to the hill fort for the merchants(on thecape), there is a small parthenon for the Thessan gods. As wellas aLighthouse (wood and earth for now, but work to replace it witha stoneone).* Language: The local lingo is based on a pidgin of Thessa andKeltoi. ButThessa and the local dialects of Keltoi are also spoken alot.* Local Color: I do know that near the docks, there is a smallinn/bar,called the Griffins Inn. It is run by an Amazon Female, a Mage,and anintelligent badger (rarity for sure) who hides his identity frommost (heis the accountant after all), and the Satra bouncer (Satra, fourarms,gorilla like in size, war like). Looking for ideas, and storiesto fillthings in. Somethings might change as it become necessary.* Galadh: The idea for the Galadh, is they are city-states,surrounded byan ever-encroaching swamp. So most foods have to come from thesea or viatrade. The Swamp, possible idea for it was that it is the homeof someCthulu or Horror like creatures. The Bayou if you will. TheGaladh seem tobe related to the Keltoi. But higher in tech than them.----------------------------------------------ORIGIN:Some 200 or so, Thessan traders on their way to the Galadh highcities, who normally passed by the mouth of the river laterknown as Shara, they would stop at the island in the middle ofthe river. For re-supply of their water casks and food supply.Originally forming a small palisade forfishing, hunting, water collection, and salting of food. Theymade contact with one of the local tribes of the races theThessa called the Keltoi, who used the mouth and island as aseasonal fish camp. The exchange was peaceful, and tradecommenced. Over time the merchants build a palisade on theisland later called Helios. And a trading post became permenant.Over time, more locals came to trade, some settling permanently,as well as the families of the merchants. Forming the beginningof the town call Dinas Aetor or Helios (Thessans name for theironclave). Later, some traders with local guides, moved up riverto trade with the tribes of the interior. Some local people fromthe interior tribes also came to the town to trade, often frommiles away, bringing their small boats. The local tribes have ahome fort, but the majority of the tribe will wander with theirherds of cattle, horses and sheep until winter comes and thentheyall move back into their home fort. Home forts are of a mixednature, depending on local terrain, and customs. Some will buildit on a knoll or like, building a hill fort to act as a base fortheir tribe. Other groups will build a fort on an island in theriver, or on pilings build a smalltown in the middle of a lake. Also some Galadh traders came tovisit, noticing the large tracts of open land that is perfectfor grain and like products. They then started their own areas ftown, and formed small plantations. Their home has a majorshortage of food, due to a lack ofland for farming. There are pirates, rival merchants, maraudingtribes and more. Also the world is ancient, and the humans arethe last to come here. So there is a lot of old sites of powerand mystery. As well as other humans, more? Okay, got some basicideas for two characters. Originally founded as a trading postfor Thessalonian to Galadh/High Cities trade.Later became central to the trade into the interior via theShara River. Owned by one of the Thessalonian trading families,but over time the trading post became a city and as well gainedits independence from outside. Though some old Thessalonian andGaladh families own land here.------------------------------------------HISTORY OF ABRIGON:Ancient Real History: Shinda built the sphere, theircivilization crashed. A Lithe crashed near Dinas Ator and theShinda on the Lithe went to ground, building around the ship,until it was covered. Over time the ground became the islandthat the town is located on. Over time water and dirt/rockcovered the Lithe. The Shinda below still live and have acivilization of high tech, but have a need for ... people? food?What? Maybe why people are disappearing from the city? Dinasfounded some 200 years ago as from a fishing village of theKeltoi (need new name for sure), by the Thessa, me rcantilenation that is based on a loose oligarchy. They needed a traderoute to cities to the NE (across the bay, Galadh?), and Dinaswas about 1/2 the way between the two areas. So over time themerchants moved in, set up a trading post, hired locals and overtime the cultures mingled. But not always nicely, after allthere is some locals who are also merchants, plying the riverShara back into the interior and the towns along the river.Towns along the river are often on pilings in the river, orislands in the river, to protect them from marauding bands ofbarbarians, dragons and like, as well as weather. After allflowing water is often seen as a proof against evil/vampire/etc?With some underlying tension, especially with older families,native merchants, and newer merchants and ones from the otherland (I need a name and culture idea, the idea is independentcities who are facing a horror or like?). Major thing: Shindaare not elves, often they are hated and despised due to a pastof enslavement and foul treatment of the past. Especially sincemany non-Shinda (other than humans) had to win their freedom inviolent ways). Satra are not just kill machines, or orcs ortrolls. Glubnon are wasp like but not mindless for sure. Justone female may have from 1-30 males for her husbands. The Thessaknow some Shinda and learned much from them, so not all Shindaare hated. Shinda who come from the sky are hated, thoseunderground are not known off. Glubnon live underground in giantmounds they often build themselves. Havlin are not Hobbits, theyhave a culture that is more tree bound, but not always. May haveto tone them down for the average one, versus the master!? LitheLords rule over the surface still in many places as Gods ordemons. Some call them Gods; some call them Demons, and so justignore them. But some have not lived long to ignore them. So farDinas Ator has been free of visits by them.---------------------------------------------GOVERNMENT:Government: Loose mercantile, ruled by an Archon, elected fromthe major families, to rule over the Town. With a city councilmade up of representatives from the major temple, major families(including clans), and merchants. The local tribes are looselytribal. Some are more clans or extended family, some are almostmercantile in nature, and some are based on strong men. TheRiver Keltoi have slowly become more based on alliances cause ofmercantile connections, but they started out as small familygroups, related to many in the local area. Sort of extendedfamily/clans. Family connection better than social connectionstill.---------------------------------------------LOCATION/GEOGRAPHY:Located on the Shara river delta mouth. Built originally on anisland in the delta, but over time it has expanded outwards fromthe original trading post (fortress) to include the whole islandas well as some wealthy citizens' outside/off the island. Thehill fort built on Cape Thessa, to the north of the island ofHelios. Was build first as a watch tower and lighthouse. Butover time became the fortress for the Archon and the citycouncil. The area around Dinas Ator is rolling hills, plainsbasically, with small crops (grouping) of trees in low valleys.Much like the area around the farm in the old series "LittleHouse on the Prairie". Mountains to the west and north, of inthe far distance. Also some possible to the south. The ocean tothe east. None of the rolling hills for the most part is above300 feet or there about. There are some places with small cavesand rock outcrops. With the Shara River flowing through avalley, like a snake from the west/WNW. There is a road ofsorts, but it mostly follows the river west. Every once in awhile, a roadhouse or like is there along the road. Especiallyat places like fords and portage areas (where rapids or likeexist, that make barges going down/up river near impossible).Where the cargo has to be unloaded, carried around the obstacleand then reloaded, if possible on the original barge (if thebarge can be brought about the obstacle, like rocks/sandbars andlike). And off on its course. The road along the river is oftenused to tow the barges upriver, since the river is not bigenough in most places to allow sailing and the winds are not inthe right direction. The town has an obvious wood bridge thatgoes from the island to the mainland, towards the hill fort.There is a movement afoot to replace it with a real stonebridge, with a gate house and draw bridge. Especially as theupper class on the island increases in size and wealth.----------------------------------------------SOCIAL:Rich live mostly on the island, manor houses at their farms, ornear theCape Thessa Fort/Light House. Middle Class, live mostly near thecenter ofthe town. Or if possible on the island or on their farms. Poor,livingmostly near the docks, or outside the city walls. Alternate, isthe richlive on the hill just below the Castle, on the Island in theriver,protected by the river and their home troops. Or on estates inthecountryside, protected by their own soldiers. Upper Class mostlymade upof rich Thessan merchants. Middle Class mostly made up of townspeople,mixed Thessan/Galadh and Keltoi. Lower Class mostly made up ofrefugeesand those cut off from family support.----------------------------------------------LANGUAGES:Languages: Keltoi: There is various dialects of the language,the local isa form of river Keltoi, which is spoken by main tribes in theriver valleythat follows the Share river. Koine (based on Galadh andThesslonian withinfluences from Keltoi) Thessalonian: Sort of a form of Greek,but willwork on it. Galadh (related to Keltoi, but different): Likelybroke offfrom the Keltoi language some centuries ago.--------------------------------------------------RACES/CULTURES:* a. THESSAN: Visitors, most locals of Thessa blood aremixed/part oflocal culture. There is some representatives of the merchants,upper classcitizens adopts Thessan habits.* b. KELTIN: River predominates, but other tribal groupings areseen inthe town.* c. GALADH: Other races from time to time.* d. SHINDA: There are some, but they stay hidden.* e. GLUBNON: Mostly stay to themselves, other than attendingseasonalfairs in Dinas Ator.* f. HAVLIN: They keep to themselves for the most part,sometimes you cansee them wandering around, planting trees.* g. Gnomes: Other name for Havlin or a seperate group?* (a) Wolfen, origin unknown, but they seem to be tied to theGnomes.RACES: Shinda are tall, pale beings, with hair that is normallyblack oryellow. Their attitude is one of detest for the lower forms. Ifyou haveever seen the movie "Heavy Metal" namely Den, the immortal thereis theideal. Similar in attitude to Melnibonians. Satra are tall,heavy set,hairless, dark of skin, four arms, no obvious gender, they arevery loyal,very strong and warlike. They used to serve the Shinda as theirenforcers,but over time have found their own culture again. Glubnon areshort, brownof skin, heavy set, bearded, light of hair, all seem to be male.There isfemales, but the Glubnon social order is wasp like, with a queenandprincesses. Havlin are short, light boned, green/brown of skin.They lovetrees, each group having their home or home tree type. They areamazingwith non-normal tech/magic. The races came from other places,but werebred to serve the Shinda fell into ruin. But most have a burninghatred ofShinda, there is races that are Shinda like, but that are notthe norm,some that are back to basics type, or who did not follow thepath toEmpire and like. Most in Dinas are human. Thessan traders whosail fromtheir home to the south, along the coast to the north tradingthe innersea. Keltoi traders who travel up the river Shara, trading alongthe way.They form a separate culture from their plains dwelling cousins.Dena, agroup name for a variety of different groups, some tribal, somenot. Theylive on the edge of the region, and little is known of them.They are saidto be great warriors, or cities of gold, or human sacrifices.Not all istrue.----------------------------------------------------POLITICS/RELATIONSHIPS WITH LOCAL POWERS/TRIBES:So far the need for trade, and some gold to the right people,has kept the local plains tribes from attacking/raiding. Raidingis not know, but most times it is singular or small group raidsby outlaws or youngster out to make a name for themselves. Twomajor Plains tribes in the region are the "Blood Wolf" and the"Death Bears". Size around 100 families' total, but spread out.Both are not enemies to each other, but wary. There has beensome trade with the new Glubnon colony to the SW of the town.They are a one-minded group. Most seem to be males, but littleinterested in human females the whores' guild as mentioned, butthey do love to drink, and trade in gold, other minerals, craftsand more. There have been reports of some Havlin, who are livingin one of the valleys of the river to the west, but it was somedays away, and of little notice for now.* TRIBES:* FOMOR demonic and hidious for the most part, barely human.* Morc* Conann* Balor* PARTHOLAN* Sera* Partholan (son of Sera, came to the world from the west)* Dealgnaid (Dalny) (wife of Partholan)* Rory (son of Partholan)* Starn (brother to Partholan, same parents?)* Tuan (turned into a wild stag, likely some sort ofprotection?) (Son ofStarn) Later turned into an Eagle and then a salmon).* NEMED* Nemed son of Agnomon (brother to Starn)* FIRBOLG* Fir-Bolg (tribe)* Fir-Dombab (tribe)* Galioin (tribe)* Semion Mac Stariat Eochy (yoo-hee) Mac Erc, who marriedTaltiu, daughterof the King of the Great Plain (the land of the dead).* DANA: Had more magic than the others other than the Fomor.* Nuada* Bres (1/2 Fomor) Falias, Gorias, Finias and Murias towns inthe old landof the Dana Kian, Gubon, and Sawan three brothers.* HUMANS: Some named by their alliance with an animal. OsraigSome namedby alliance with a deity or decent from. McLugh Some named fortheirdecent from almost mythical ancestor.--------------------------------------GROUPS:Healers of the Hand have an orphanage here (See Orphanage), theydo notrun it, they just support it. There is at least one roadhouse onthe riverroad that is run by the order. Knights of Tiln (Name change?):Have achapter house here. They use the orphanage as a recruitingsource. Schoolof Magic: It is outside of town. Location is unknown, rumored tobe hiddenby powerful magic. Various temples and their support staff. TheGuards ofthe City: The guards are made up of select donations from themajor housesof the town, as well as hired mercenaries (hired by the"Mayor"), andofficered by the young sons (daughters?) of the wealthy and ofthose whocan afford to put the child through the "Academy". The cadetsare from thewealthy families, designed to give the youngsters something todo, to getthem to be friends with their competitor families (less chanceof Civilwar?). Also a sense of civic duty drives them on. There are someofficersof the Guard that came up from the ranks. Dinas Ator is stillyoungenough, that self-made soldiers can come up, and becomeofficers.----------------------------------------PLACES OF INTEREST:The Griffin Inn (seedy, but well known) located just off thewest docks, up near the lower gate. Run by an odd group ofcharacters. Merchants Aid House, very important place if youwish to become a merchant or to send/receive cargo. Also acts asa hiring hall for mariners/sailors. Paid for by tolls, tariffsand fees from the trade that comes into town, as well asmembership dues.----------------------------------------MAGIC:Major magic is shape changing. Magic is powered it seems viadifferent forms. Magic places and lei lines, seem to exists,sometimes existing in a place for ages, or moving and flowing.Individual Magic, namely it is the direction of your personnelenergy, outwards for usage, either to heal others or self, orfor effects like fire or mental techniques.Devices, some items seem to have magic, often artifacts and likehave power of some sort.Gates, they exists from place to place, some seem active, somedead. Most are avoided by all but the foolish. From time totime, things or creatures come thru, sometimes strange sites areseen and some say things go thru.Magic School, is a hidden temples of Uruk, or like deity. Theyare found in hidden places. The priests move from hidden placeto hidden place. Places often marked by sacred stones that seemthat only initiates can see. Some hidden places are deep inland,under a hill in a cave, with a ring of stones above. Some are onthe coast, in caves along the ocean or river.The Geas, namely a person underone went beyond obsession.Example is only could eat certain foods, do certain actions, cannot be seen to eat. And more. Knowing the true name of aperson/deity was dangerous, and unlucky.So people have two names, one private, another outward. Flyingships or that went fast. the Lia Fail (the Stone of Destiny),could tell the fortune of the one who held it, or sat on it. Butit was in a reim and many times meant a quest. the sword ofNuada the spear of Lugh of the Long-Arm. Would hit and kill whatit was thrown at. But had to be held, in special gloves, and ina vat of water cause of the heat of it. The cauldron of theDagda (the good god) would bring back to life anyone/anythingput into it. boat and horse of Mananan Mac Lir. Boat can travelacross any surface, be it land, water or what ever. Horse can goanywhere, as long as you can visual it. sword Fragarach, cancleave anything, but has a curse some say, for it's owner dies agruesome or tragic death. Dagda's Harp, can put to sleep armies.----------------------------------------------------CUSTOMS: KELTOI:Keltoi tribes/clans are a mix of groups claiming decent from ananimal.Like people of the wolf. Or from a major person/diety.Mc/Mac/Ui/Ap andlike McLyre = descent from Lyre the god of the sea. Also byclass, be itwarrior, priest, or worker. Clans are also based on traditionalalliances.Sort of where a Clan takes over the protection of another, andalong theway the sub-clan becomes closely tied to the major clan. Afterall thebarge crews are mostly based on family, with some who have beenadoptedinto the clan, maybe even full families. Adoption and Fosteringout:Common practice. Where a family will foster out, theirchild(ren) to anenemy (hostage), or to cement alliances, or to show respect toonessuperiors. Also for reasons of skills, a child might be fosteredto amaster of the art/skill for training. Acknowledged children: Notunknownfor a son to show up at a local lord and claim to be the mansson, and ifthe mother had spent time with the king, the king mightacknowledge theman as a son, minor one though, but that might change over time.Inheritance: Inheritance especially of titles and land was bydecent ofthe grandfather of the current ruler. So if a ruler died, allhis malesecond cousins could vie for the crown. Could get ugly,especially if thegrandfather and his male children were prolific oradopted/acknowledge alot of sons. Brideprice: A custom of the local tribes, is slowlymakinginroads with those of Thessan ancestory. Namely where the groomwill"steal" his bride away, and if he can keep her hidden for alunar month,they can then marry. But if the grooms is captured before thetime, he maybe executed without prejudice or worse. Bards: Are sacred to theKeltoi,they practice magic in the form of sarcasm. Namely they can makefun ofanyone with no response from the one so puned. Cattle Raid:Often a way toget back at something done by another tribe. Sort of revenge.They canbecome legendary. Also a way for youngsters to count coup andlike actionsto show their worth. Watch Fires: Are lit on high hills to allowforwarning of major raids and like problems. Customs: Sacrificeduringspecial functions. Especially at Planting, Midsummer, HarvestandMidwinter. Sacred Spots are often springs, waterfalls, specialhills,crops of select trees, caves. Pools are know as places tosacrificeweapons and like material before combat.THESSA: Civic duty to the community. City sons/daughters arebound to dosome civic service, be it serve in the militia, or the civilservices.Once they have completed their first 3 years tour, they areadults and areconsidered citizens. Weekly feast day to one of the Gods, toburn offeringat the temple.-------------------------------------------------DIETIES:Some of these maybe based on Lithe Lords, or something else.THESSA: TelaOrphans, hospitals, travelers, and merchants. Tiln Chivalry,honor,illusion (specific ones) Uruk Lord of mysteries, magic and otherhiddenthings. Valen Chief God, father figure, civic/family duty. KaosPrimalOrigin Gia Mother Earth Res War, brutal war Meter Cropsfertility SydonOcean depth, horses Hitea Sex - Cult Kles Champion, strength.FormerMortal Ros Love, pleasure Deas Death, lord of the underworldNises Fruitof the Wine and what it brings. Cult Thena Mother of Tiln andTela wife toErmus Ermus Travel/Commerce/Messenger of the Gods. Era Wife ofValen,wives. Faet Smith, creativity, volcanus, victims, handicaps.KELTOI: Lear:God of the Sea. Anon: God of Death and lord of the land of thedead.Curon: God of fertility, of chaos, of rebirth, of the wildanimals and thehunt. Master of the wild pack of hounds. Also of time? Epona:Goddess ofhorses, freedom, and travel. Also of the sea. Shaka: Blood redmothergoddess, different aspects are for other aspects. Red Dragonlike, oftenalso the goddess of trouble, strife and infertility. Morga:Threegoddesses of war, death, destruction, and rebirth. As well asfate. Lugh:The bright, the sea. The Water of Life. Daga: Rebirth. Master ofshapechanging. Annon: Lord of the dead. Nod: Leaders and kings.Gubno: Smithsand father of the Glubnon. Havik: Trees and forest creatures,father ofthe Havlin. Taen: The watcher, protector, the one who waits forthe nextcycle. Some in Dinas will mix the titles of like deities.Especially asthe population of the town mixes.-----------------------------------------------RELIGION:Cult of the sword, where swords were dropped into lakes as asacrifice.Sacred Animals: Boars: Courage, strength. Boar spines arepowerfultalismans. Supernatural boars maybe common. Salmons: Knowledgeandsecrets. Birds: Trouble, badluck and bloodshed. Ravensespecially. Horseand Cattle: Fertility. The Keltoi sometimes eat horses atspecialfestivals. Serpents and Dragons (Drake?): Trouble, strife andinfertility.Dogs, especially black ones: Warning of trouble, and danger.Symbols:Anything in threes. Dieties often portrayed in threes. Faces andlike.Idea of reincarnation, especially the third time it hashappened.-------------------------------------------------ECONOMICS:Coinage is mostly based on weight and known purity of the metal,or othermethod of exchange. Wire of gold or silver, electrum. Also bagsof saltand like minerals. There is some movement to make coins in themodel ofthe Thessalonia. Thessalonians coins are often a solid 1/4 poundof gold.Since the only know gold mines are in the lands of Thessalonia,the supplyis limited. Rumors that the Glubnon mine gold has yet to beproven, but itwould like change a number of things.--------------------------------------Abrigon 301/20/04THE WORLD OF ABRIGON - (ROUGH DRAFT):(07/23/97 and 11/98 copyrighted by Mike Adams)INDEX1. Myth History/Known History (Myth and Like):2: Areas:2.1 Galadh/High Cities.2.2 Keltoi.2.3 Thessalania.2.4 Elderan (Forest of).2.5 Awalpi (Might be called Latinia soon)2.6 Arasaka2.7 Atzlan2.8 Mandana2.9 The Satra Lands2.10 Shinda Cities (Local)2.11 Dinas the City and areas around it.3. Groups:3.1 Healing Hand.3.2 Knights of the Balance.3.3 Merchant Guild of Thessalania3.4 River Clans (Keltoi)3.3 Other.4. Trade/Money:4.1 Trade4.2 Money5. Timeline:6 Races (Known or otherwise):6.1 Humans6.2 Shinda/Shee/Sidhe/etc (Elves?)6.3 Glubs (Dwarves)6.4 Haflings.6.5 Trolls6.6 Goblins/Orcs6.7 Giants6.8 Slime (and other nasties)6.9 Halflings6.10 Fomor6.11 Seelie/Unseelie6.12 Satra6.13 Others7. Languages7.1 Keltoi (river and other)7.2 Galadh/High City7.3 Thessalanian7.4 Shindan7.5 Glubnon7.6 Koine (trade lingo/jargon)7.7 Others8. Lords of the Lith:8.1 Origins of the Lords8.2 Known Lords.8.3 The Lithe.8.4 The Compact8.5 Other info.9. Hidden History (GM notes):9.1 How the world was created, and "real" history.9.2 Magic, how it really works.9.3 Death, life after.9.4 Vampires and other undead.9.5 The world defined.10. The True History:Abrigon 401/20/04ABRIGON the World1. Myth History/Known History (Myth and Like):2: Areas:[Image]* Galadh/High Cities. The High Cities, live on islands in themiddle of agiant swamp. Related to the Keltoi, but of a highercivilization, theyare in a continual battle with beings they call the "Slime", astheirlands slowly sink.* Keltoi.* Thessolania. Sort of a cross between city states and amerchantileleague. All powers reside in the Merchants Guild, whose headsare theheads of the Cities government/clans. For each city statescitizens andresidents are of the same very extended family. Each city islead by anArchon, who as head of the clan, then will as needed appoint aTyrannos,who will act as the head of the league, war and like.* Elderan (Forest of). The Elderan seem to be Shinda who haveeither gonewild, they live in the forest called the Sidhe Forest by thelocalKeltoi, and Elderan Forest by the local Awalpi. Many who go in,don'tcome out.* Latinia Based loosely on the city of Rome and related nations.Placingnot sure yet.* Arasaka Based loosely on Early Shogunate times of Japan.* Atzlan Based loosley on Meso-American cultures,Inca/Aztec/Mayan andlike, likely next door to Mandana.* Mandana Based loosely on the civilization of the plainsIndian, beforeand after intro of the horse. May also have some moundbuilder orAnasasiinfluences.* The Satra Lands* Shinda Cities (Local) The cities of those Shinda who havefallen toEarth, maintaining what civilization they can, to include citiesandlike. Some may have maintained the ability to be Lords, so.Never know.* Dinas Ator the City and areas around it. The city origin goesback tothe days when the local Keltoi would fish at the spot, and thenlatertrade with Thessalonian traders, and now is the major city oftheregion. Has it's own appointed Archon who acts as therepresentative tothe League, the first outside of Thessalonia.* Awalpi Not sure, other than they are a civilization thatexists on theother side of the Elderan forest, and who trade withThessalonians andhave a wall between themselves and the forest and local Keltoi.* PiiClan Lands of Natalia, exiles from their old lands.* Vokhomman Adam Smiths Area, Indo-European general based.* Thottians (ÐOT-tee-anz) Marks Area3. Groups:* Healing Hand. A wandering order, who follow the Lord Tela(female). Theorder normally travels in groups of three, often of mixed race.Theirbasic mission seem to be to set up roadhouses, orphanages,hospitals andto help the weak. They are known for their peacefulness, butalso fortheir ability to protect themselves with defensive martial andmagicalarts.* Knights of the Balance. A fighting order much in the vein oftheKnightly orders of the past. Followers of Tiln, twin brother toTela.They are followers of the ideals of chivalry, fairplay, andhonor,defenders of the weaks, especially since Tiln is known to traveltheworld testing his followers, often being a duplicate in skillsto thefollower to be tested.* Merchant Guild of Thesslonia A loose collective group, muchlike thefamilies of Venice c.1300 or the Hanseatic league and othermerchantileleagues. Namely a group that crosses family/clan lines to fixprices,protect against pirates/competition and other needs. Theircoinage andsystem of weights is accepted all over the region. As well astheirsystem of lines of credit/cheques. Namely in any major city andmanyminors ones as well as trading posts their is a representativeof theGuild.* River Clans (Keltoi)* Mountain Keltoi* Plains Keltoi* Other Keltoi* Other.4. Trade/Money: [Image]* Trade So far trade is mostly done by members of theThesalonianMerchants guild, with some river traffic done by one or more oftheRiver Keltoi clans. There is some small merchants, as well asthe Guildhas been opening up membership to non-Thessalonians.. Majortrade routesare from Thessalonia to the Galadh cities vis Dinas Ator. Alsotrade upboth rivers Dubis and Aubron(sp) to various River Keltoivillages. Alsosome cross country trade, but until the road into the Awalpilands isbuilt it is limited.* Money is often based on Thessalonian models, namely theMerchantsGuild, but local varients do exists. Also there is ingots ofmetals(Gold, Silver, Bronze, Copper) as well as other resources, suchas Saltand hides of cattle are also used for money. Weights are basedprimarilyon the Thessalonian model as well.5. Timeline:6. Races (Known or otherwise):* Humans Came to the world some centuries ago, and quicklybecameintegrated into the world. For them came from groups who wereback toearth, low tech wanting.* Shinda/Shee/Sidhe/etc (Elves?)* Glubnon (Dwarves)* Havlin.* Trolls* Goblins/Orcs* Giants* Slime (and other nasties)* Havlin* Fomor* Seelie/Unseelie* Satra* Others7. Languages:* 7.1 Keltoi (river and other)* 7.2 Galadh/High City* 7.3 Thessalonian* 7.4 Shindan* 7.5 Glubnon* 7.6 Koine (trade lingo/jargon)* 7.7 Others8. Lords of the Lith (Myths/Legends and other lies andignorance):* Origins of the Lords* Known Lords.* The Lithe.* The Compact* Other info.9.Hidden History/GM Notes:* How the world was really recreated.* Death how it works, or doesn't* Vampires and other undead.* The world defined.Abrigon 501/20/04Welcome to the World of AbrigonA Fantasy world with a Sci-Fi Twist!INDEXTHE WORLD OF ABRIGON (ROUGH DRAFT)(© 07/23/97,11/98 and 02/00 By Mike Adams)01. Myths and Such:02. Areas:03. Groups:04. Trade/Money:05. Timeline:06. Species (Known or otherwise):07. Languages:08. Lords of the Lith___(Myths, Legends and Other Lies & Ignorance):09. Hidden History (GM notes):10. Maps & StuffAbrigon 601/20/04[Image]Welcome to the World of AbrigonA Fantasy world with a Sci-Fi Twist!INDEXTHE WORLD OF ABRIGON (ROUGH DRAFT)(© 07/23/97,11/98 and 02/00 By Mike Adams)[Image]1. Myth History/Known History (Myth and Like):2: Areas:* 2.1 Galadh/High Cities.The High Cities, live on islands in the middle of a giant swamp.Related to the Keltoi, but of a higher civilization, they are inacontinual battle with beings they call the "Slime", as theirlandsslowly sink.* 2.2 Keltoi.* 2.3 Thessolania.Sort of a cross between city states and a merchantile league.Allpowers reside in the Merchants Guild, whose heads are the headsof theCities government/clans. For each city states citizens andresidentsare of the same very extended family. Each city is lead by anArchon,who as head of the clan, then will as needed appoint a Tyrannos,whowill act as the head of the league, war and like.* 2.4 Elderan (Forest of).The Elderan seem to be Shinda who have either gone wild, theylive inthe forest called the Sidhe Forest by the local Keltoi, andElderanForest by the local Awalpi. Many who go in, don't come out.* 2.5 LatiniaBased loosely on the city of Rome and related nations. Placingnot sureyet.* 2.6 ArasakaBased loosely on Early Shogunate times of Japan.* 2.7 AtzlanBased loosley on Meso-American cultures, Inca/Aztec/Mayan andlike,likely next door to Mandana.* 2.8 MandanaBased loosely on the civilization of the plains Indian, beforeandafter intro of the horse. May also have some moundbuilder orAnasasiinfluences.* 2.9 The Satra Lands* 2.10 Shinda Cities (Local)The cities of those Shinda who have fallen to Earth, maintainingwhatcivilization they can, to include cities and like. Some may havemaintained the ability to be Lords, so. Never know.* 2.11 Dinas Ator the City and areas around it.The city origin goes back to the days when the local Keltoiwould fishat the spot, and then later trade with Thessalonian traders, andnow isthe major city of the region. Has it's own appointed Archon whoacts asthe representative to the League, the first outside ofThessalonia.* 2.12 AwalpiNot sure, other than they are a civilization that exists on theotherside of the Elderan forest, and who trade with Thessalonians andhave awall between themselves and the forest and local Keltoi.* 2.13 PiiClan Lands of Natalia, exiles from their old lands.* 2.14 Vokhomman Adam Smiths Area, Indo-European general based.* 2.15 Thottians (ÐOT-tee-anz) Marks Area3. Groups:* 3.1 Healing Hand.A wandering order, who follow the Lord Tela (female). The ordernormally travels in groups of three, often of mixed race. Theirbasicmission seem to be to set up roadhouses, orphanages, hospitalsand tohelp the weak. They are known for their peacefulness, but alsofortheir ability to protect themselves with defensive martial andmagicalarts.* 3.2 Knights of the Balance.A fighting order much in the vein of the Knightly orders of thepast.Followers of Tiln, twin brother to Tela. They are followers oftheideals of chivalry, fairplay, and honor, defenders of the weaks,especially since Tiln is known to travel the world testing hisfollowers, often being a duplicate in skills to the follower tobetested.* 3.3 Merchant Guild of ThessloniaA loose collective group, much like the families of Venicec.1300 orthe Hanseatic league and other merchantile leagues. Namely agroup thatcrosses family/clan lines to fix prices, protect againstpirates/competition and other needs. Their coinage and system ofweights is accepted all over the region. As well as their systemoflines of credit/cheques. Namely in any major city and manyminors onesas well as trading posts their is a representative of the Guild.* 3.4 River Clans (Keltoi)* 3.5 Mountain Keltoi* 3.6 Plains Keltoi* 3.7 Other Keltoi* 3.8 Other.4. Trade/Money: [Image]* 4.1 TradeSo far trade is mostly done by members of the ThesalonianMerchantsguild, with some river traffic done by one or more of the RiverKeltoiclans. There is some small merchants, as well as the Guild hasbeenopening up membership to non-Thessalonians.. Major trade routesarefrom Thessalonia to the Galadh cities vis Dinas Ator. Also tradeupboth rivers Dubis and Aubron(sp) to various River Keltoivillages. Alsosome cross country trade, but until the road into the Awalpilands isbuilt it is limited.* 4.2 Moneyis often based on Thessalonian models, namely the MerchantsGuild, butlocal varients do exists. Also there is ingots of metals (Gold,Silver,Bronze, Copper) as well as other resources, such as Salt andhides ofcattle are also used for money. Weights are based primarily ontheThessalonian model as well.5. Timeline:6. Races (Known or otherwise):* 6.1 Humans* 6.2 Shinda/Shee/Sidhe/etc (Elves?)* 6.3 Glubnon (Dwarves)* 6.4 Havlin.* 6.5 Trolls* 6.6 Goblins/Orcs* 6.7 Giants* 6.8 Slime (and other nasties)* 6.9 Havlin* 6.10 Fomor* 6.11 Seelie/Unseelie* 6.12 Satra* 6.13 Others7. Languages:* 7.1 Keltoi (river and other)* 7.2 Galadh/High City* 7.3 Thessalonian* 7.4 Shindan* 7.5 Glubnon* 7.6 Koine (trade lingo/jargon)* 7.7 Others8. Lords of the Lith (Myths/Legends and other lies andignorance):* 8.1 Origins of the Lords* 8.2 Known Lords.* 8.3 The Lithe.* 8.4 The Compact* 8.5 Other info.9. Hidden History:* 9.1 - How the world was really recreated.* 9.2 - Magic how it really works.* 9.3 - Death how it works, or doesn't* 9.4 - Vampires and other undead.* 9.5 - The world defined.TOTAL MAPAbrigon main continentAbrigon main continent (HEX style)Hex map, Adobe Viewer NeededHex map, Adobe Viewer NeededHex map, Adobe Viewer NeededGrid 381a Program for mappingJanuary Average Temp (C)July Average Temp (C)WindsDesertsCurrentsPercipitation (mm)Current small hex mapAbrigon 702/24/0402/19/04Tuesday, February 24, 2004So far Module ideas:I do need to redo the map, to bring the different areas closertogether.START POINTS:SharonWestern MiddleVektonWestern SeaCoast and Off planetJuarez (And Former Dwarven Fortress near by)WesternDinas AetorEastern Sea CoastVillage near the Lords booth (in a cave), that allows access tothe Lords city. Cave is the localtemple of the local God (Lord).MONSTERS AVAILABLE:What others?Need to go thru old Abrigon races and see if I can use them forD20World.Mechanoid Race of some sort? Possible?Undead Race or monsters. Highly possible.(All the races seem to be marsupeal, even the humans)Worm (one seen in the passage against the Drow.YuanTi (need new name or ?) (possible PC race?)Clockwork Horrors or someStong GolemsStone Golems - SuperiorAny of the sentient races.Yurkin (Orcs)Tomb the north of Sharon, now under water. It seems to be a waytochange"reality" locally.Foemr Tomb that the Yuanti had, was using to collect all thelife outof the landaround it. To the south of Sharon.It has an entrance to the land of the Drow.Land of the Drow. Exit comes out where ?CLASSES (other than standard ones)Spell WeaverKnights of Tiln - More an organization than a class.Monks of Tela - Monk Class sort of.Guards (They are actually three classes)RedGreenBlueMilitiaRoyal Foot/Horse/ArtilleryWhat else?Servents of the Balance?02/19/04Ideas for a Module or Game SessionPCs are from some small back water planet, some time after thecollapse,or just on some back water planet, and they find a space shipthat is wreckednot badly, but it is repaired by them or their local community.And they are sent off to find trade for the local items.One encounter, is where the PCs land on a planet where "magic"works, or so it seemsso.Spell WeaverCan view, learn, and reassemble spells.Dragon MasterCleric, but more intuned to dragons and reptilesGuardiansAirGroundFootArmsmen (Local Militia, but armed with sword and gun)RACES AVAILABLE:Hyumins (Human) - Various ethnicsShindin - Various Ethnics(Elf Like, but various might break them up into different races)Havlin - Various tribes and groups.(Halfling like)Gluvin - Various Burgs(Dwarf like)Satrin - Various Tribes(My own race, 4 armed, hermophrodite)Yuan Ti - PC Race(Want to be more snake or dragon like)Orc - PC RaceDrasalites: BlobsVrusk: Insect likeSathar:Yazirians: Monkey like, but have limited flying ability.Ulb - from Galactic Race (actually a sub for star frontiersraces)Star Frontier Races:? Possible or some new race that seems to belikethem?Human Groups (Merchants and misc)KeltoiTallRed/Blond HairBlue to Green EyesPale skin, frecklesVarious Dialects of KeltoiGaladhMediumBlack/Dark BrownBlue to hazelPale SkinVarious shadings of one common language. Related to KeltoiThessaSharonEvanor (Vekton and such)Shinda (Gods, and rulers)DrowLordsWildGluvin (Miners, engineers, smiths)Dwarfs for the most partDeepGnomesSatrin (Warriors, former security)Various tribes. They have a habit of looking like the localraces in color and lookHavlinHalflings for the most part.TreePlantAll the organic races, have been manipulated, by the Lords, inone way or another. All seemto be interfertile in some way with each other, but most stayseperate out of dislike or just feeling to wierd? Oddly all aremarsupial, to include the humans. Thou the Satrin lay eggs, butthey are carried in a pouch in one of the members of the localgroup. Or they are kept communally.LANGUAGES:-in is a sign that the being is a sentient race with a cultureandcivilization, basically open tobe a PC race.The common language is based on ancient Shindin. Each of themajor racescame to Abrigon with their own languages. Most have been absobedby the common tongue,but it leaes residue in the local languages.Star Frontiers Convertion:STR/STA - Str/Con = Average them off?INT/LOG - Int/Wisdom = INT = Wisdom, while (Logic+RS)/2 = INTDEX/RS - DexPER/LDR- ChaDice Roll Base Score Result01-10 30 1011-20 35 1121-35 40 1236-55 45 1356-70 50 1471-80 55 1581-90 60 1691-95 65 1796-00 70 18Games and ModulesWorking on modules based in my gaming world Abrigon. Abrigon isan ancient world that seems to have connections to manydifferent universes. The world is really a very largeholographic suite, but with additional helps, such as nanotech,and transportor tech to simulate magic.Races:Hyumin:Varient Human, many different cultures and sub-racesGluvonMuch like Dwarves, social order is wasp like.ShindinElven like race, they are said to have built the grid, but fellin the process. From short Lords, toSatrinFour armed hermaphriditic warriors.HavlinHalflings, but more connected to their trees than most.YuanTi, that is more Draconian in nature. (1/2 Human/Dragon orReptileOrigins:All the races other than Shindin, was brought or came toAbrigon, and were enslaved by the Shindin, to replace robots andother devices. As the high tech that made the comfortable livesof the Shindin possible. Havlin to keep track of and providefood and other materials. Gluvin to mine and make things. TheSatrin to enforce and keep them all enslaved. And Hyumans, cameon their own, but served as merchants and other jobs as needed.YuanTi seem to be some project of some lost Lord.The Lords being the Shindin who moved onto giant floatingsilicon life forms, and who then started to lord over things,like some kind of God. Each city taking an Avatar as theirregions God. But the slaves revolted, and over threw theirmasters for the most part. Some slave are still slaved, but manycities fell to ground, some did survive and dug underground orcovered themselves to form the under cities of the Drow.Classes:FighterMageSorcererCleric (Various types)DruidMonk (Really a varient)Spell Weaver - Able to see, learn and reweave spells.Guardian - Sort of like a combo of Judge Dredd and ImperialStorm TrooperArmsmen - Gunpowder armed soldiersJedi Knight (or like person)Start Points for AdventuresVekton - Modern Star Port, capital of Evron, has contact withoff world mecha and other things.Sharon - Nature worhipping, forest hill fort.Dinas Aetor - Trading Town on an island in the mouth of a mightyriver.Thessa - Various, but all are traders and machevellian innature.Galadh - The Sinking Cities, all are in a giant swamp to thenorth of Dinas Aetor, and it is not all natural.Juarez - Town on the River, but a major source for gun powderand weapons.Marrow - A earth post apocalypse center, like Cheyenne mountainthat came to the world via a nuke hitting it, but plane shiftingit.Evron - Former captical of the Kingdom of Avron, new capital isVekton.Module PointsTomb of Change - To to the north east of Sharon.Marrow - Former project, the residents have moved off world to aplace more like 21st century Earth, but they left it open.Known MonstersStone GolemStone Golem ImprovedYuanTiDrowGiant Acid Worm (My own creation)GuardiansArmsmenUndead (Various, but not your normal undead)GA-Abrigon IdeasJuly 2004IDEAS:RACES:Shindin - Former lords and masters, some still live on as LivingGods, living in their often hidden cities, floating around theplanet on giant silicon life forms.SatrinGluvinHavlinHyumin - Humans for the most part.CLASSES UNIQUE:Spell WeaverAble to look at a spell cast, and figure out how it works andrecreate it, given enough timeand examples.Black Dragons - Assassins and body guards.Animal Priests - Each picks a totem animal and can shape changeinto that animal form, and spells specific for them, more agroup of like classes.Monks of Tela - Sort of a combo of Monk with some clericabilities, or the reverse?Knights of the Oak - Paladins but all orphans and organized toprotect the innocent, as well as challenge each other (knights).LANGUAGES:Sat - Force/WarDro - HiddenHyum - adaption of HumanShind - AirGluv - GroundHav - TreeLith - Rock-nin sentient-nin = intelligent creatureGlub = groundHav = treeShin = high/skySatr = warDrow = hiddenHum = various meaningsother races as neededAREAS OF ABRIGON09/03/04Dinas Aetor: Small town that started as a fishing village forlocal tribes, and rest stop for Thessan and Galadh traders asthey needed a place for refuge and rest, and the Denos Islandfit the bill nicely.Started first as a rest stop, place to get timber, water andgame.Then with contact with local tribes, it slowly grew into apermenent all year round communitee. Cosmopolitan andmerchantile in nature.Thessa: Human oligarchic state, ran by 7 major families, whoappoint for life (normally) one to lead them as Archon. TheSeven lead the nation in a merchantile councel, with the Archonacting as moderator, chief executive and leader of the militaryforces of Thessa.Exploring lands to the south, and north, and some inland.Galadh High Cities: Humans, related to the tribes around DinasAetor, but older in settlement. Settled along the river Galadhto the north, sadly the river is slowly becomming a giant bog,and the various High Cities are becoming low and bog ridden.Some rumors that the bog is unnatural has not been proven, butsightings of strange beings with heads of squids or like are notunknown.Avrec: Human mostly Kingdom, on the north western shore ofAbrigon formerly lead by the family of Varik, but they weredeposed in a very violent way by the current Justicar, leadingthe way to the new King Leo to take over. King Leo later wentadventuring to the South and has not been seen in many years..The Justicar, who is also the Duke of Vekton, has been waitingfor the day when his son Daemon can take over as heir.Sharon: East of Avrec across the disputed lands.Small kingdom of humans mostly, who worship nature and thebalance.Their King is often a Druid or like classed person, who everyfew cycles married the Goddess of the Forest and Land.Vekton: Human mostly, former Barony of, but when Duke Michaeltook over in the name of King Leo, he made with Leo, Vektontheir base. It has since grown in power and prestiges,especially since the only known space port is located here, aswell as its access to the Rivec river and the ports of Vektonand possible trade up and down the coast. Recruiting Depot for aMercenary unit for offworld use.New Juarez: Founded as a small workers/craft complex, to producegold and new weapons.. By two former security guards of a secretmilitary complex, that had gone rogue. The complex had ended upon Abrigon cause of a near miss of a new type of nuclear weapon,that warped space and dimensional walls.. Now the town is thecenter of the Barony of Jaurez, with a local Gluvin (sort ofDwarves) Mound near by.Formerlly produced most of the weapons needed by the RoyalMilitary for King Leo, but most of that has moved south toVekton, but it still is big in mining iron, gold and otherminerals, sadly this had brought a plague of various forms, onebeing an invasion of Replicant or like robotic creatures/golems.And other evil or alien purpose beings.Population is a mixture of locals, and people from what was the21st Century US, as well as Local Shindi (Elf like?) and Gluvins(Dwarf like) and other sentient beings..Marrow (Need to change to Cheyenne or something else): Supersecret pseudo-official civilian complex, designed to survive anuclear war on an Earth much like ours, problem is, it survivedto well, and ended up after being hit by a nuclear weapon, toshift to another dimension/place.. So now it sits, empty, butnot for long as fell beasts enter and find its empty corridorsand places home..With most of its former residence dead, flown off planet, orintegrated into Vekton for the most part society..Debated Lands: Humans and Elved communties, scared, most nowdeserted in the latest round of wars. East of Juarez.Looks good, or should change it, add what?Special Notes:Shindi are not elfes, they are for one, often hated, in part dueto past enslavement of the other races by them or relatedbeings. Also their social structure if a bit different, morelike a cross between Melnibonians and Amberites in attitude forsome. More to follow.Gluvin: Look like Dwarves, sort of, but living in giant mounds,and their social structure is more like Wasps than human. Morelaters.There is other sentient races and cultures, will explain/expandmore on.This may include if okay, beings from other list members thatthey suggested, and they sound good for the most part.Will see about doing a map to show where all the areas are at,as well as other areas I have not mapped out fully yet.MikeGA-MyWorldAbrigon02/06/04My worldSo far it has been a mix of modern, as in Morrow Project (Postfall). Then the world that the project is in, is a "fantasy"one. They have had contact with Traveller/BattleTech butlimited. Might go more with it.Also they have not yet met the "gods". The Gods are actually thedescendents of the builders? or original population of theworld, that once had very high tech, but lost it, other than touse it, but not understand it.Well, I have a webpage, but it needs to be updated.http://www.geocities.com/abrigon/abrigon/abrigon.html Also havea list on yahoo for the world.http://groups.yahoo.com/group/abrigon-world/messages which isthe list for the world.The basic idea is some ages ago, a race created the planet(dyson sphere or artificial world?) or just used a natural one.They had extremely high tech, but over time they lost how tobuild more, and just know how to use it. This tech, allows themto imitate what we call magic. They use this said tech, to lordover things, to include bring in aliens races or maybe theycreated them, to act as slaves and worshippers.. They foster theidea of Gods, that need sacrifice in food and like, that iscollected some how by the "Gods" and the food and like is usedby the "Gods" (the near immortal descendents of the builders ofthings) to keep them in luxury.. This is all behind the scenes..They mostly live on giant floating natural silicon life formthat looks like rocks, and floats in the sky, producing gas thathides them in a cloud of gas. Some do live underground as wellas some have gone wild. Elves, sort of. Alien races that seem tobe Dwarves, Halflings, and Orcs, as well as some of the homerace that have gone wild, called Elves. As well as one racecalled the Satra, that is much like the Green Men of Mars fromERBurroghs)). And yes Humans.The current game, is where, some persons from a modern worldlike ours, that cause of a nuclear hit, they instead of beingdestroyed, they were projected into this world that appears tobe late bronze/early iron age, or maybe medieval (still workingon some parts that are either).The players represent the project, that was built to survive anuclear war, and come out some 3-5 years after the fall, andhelp rebuild it. Problem is, they went some 150 years incyrosleep, as well as shifted in space/time.. The players haveskills as gunsmith and military matters as well as connection tothe project. Other characters that have joined have linguisticskills, as well as drill sergeant and sniper skills.So they have done well so far.. As long as their goals keepwithin those of the Project or local power structure..Sort of using D20 Modern, but I don't care what system, I gowith if I think they can do it, they can, if they can't in mymind, they can't Shinda - Elf like, some are short and squat,sort of like the Asgard from SG1 in size, but some like the onesin Tolkien and other works..Satra - Four armed hermaphrodites, killing machines, but veryhonorable.Glubnon - Dwarves, but explains why the limited Male/Female,since their structure is more like Wasps.. (Neuters, Male,Female and Queen).Havlin - they are tied to their trees or other plants, sort of.Very eco-friendly.Orcs, still working on this for now.. Might come up with a newname for them. Orcin?Humans came late to the world, they came via a space craft inthe middle 21st century. Made up of mostly medievalist and thosewho thought Earth had become to complicated or modern. They camethru a worm hole from Earth, or an other way, to include a StarGate? Alot having to with their myth of how they came to theworld from underground?. American Indian in origin. Or maybe thesame way as the Project came from? Not sure..So Hiroshima and Nagasaki, those killed were not killed but camehere? An idea?Also there is some contact with a sort of Psuedo-StarFrontiers/Traveller/Battle Tech universe beyond the planet.Been working on the conept for the last 20 years. It started asa world from some friends gaming in a original travelleruniverse/game. Very much changed over the years. Often addingelements and ideas from books and shows I have watched and someliked, as well as original ideas.Also the ancients build devices to go to many planets throughoutthe universe and mulitiverse.. Sort of like star gates, but notsure on this? One is one where they invaded an alternate Earth,taking it over, and a resistance group of supers and pseudosupers and normals, came about.. An earth where persons likeSherlock Holmes and yes Quartermain actually existed..The expansion into space and alternate universes, is likely amajor reason for the Shinda Imperium to have fallen.As well as the Shinda leaders, who built Abrigon as a recreationand capital planet, got to much into the games?Some parts of Abrigon are still not completed, so likely thefell before the planet was finished... Or it is a dimension thatis expanding as people experiance it?And yes, one of the players is an agent for some other project,but it is more like SG1 in scope or not sure.. Still flushing itout, but last assasination attempt on one of the PCs was notdone by normal means (thrown dagger, or thrown dagger withpoison), or magic spell, but by above current tech means, toinclude adaptive camoflage and electronically ignited steampressure gun. (Not sure of its name, but it uses quick burst ofelectricity, to over excited water in the shells and this causessteam and the bullet to go flying, and the bullets seem to besome form of expanding round, namely the expand out to 4 timesthe caliber of the weapon once they leave the barrel (icebullets or mercury or what? but very nasty, good chance ofcritical death/hit. Been thinking of doing some stories usingthe current game set up as a back drop, but for lower levelpersons.The world this weekend:Well, the main PC got married. Another PC gave up his old PC tobecome an NPC and is now another PC. Working for the project, orso it seems. Another player in things?He got married to his gunsmithing partner and her first cousin,heh, it is looking to die of a stroke or like, over working, gothim rolling to see how much work he can do before he has a breakdown.Assasination attempt, well two this weekend, one was of amagical nature, and the other was by a person wearing an activecamoflage suit and a above current tech gun..So they are not sure what is going on, seems someone wants themain PC dead or ..Might be over killing it..The kings first cousin got arrested for stealing, seems he didit as a thing for fun, and all knew about it, well, he is now ina hole and about to join the army, at his father request. Fun.The Railroad between Morrow Base, the Gold Mine, and the townthat the PCs used to live in, and a spur to the small part ofthe main PCs land that he is leasing to the project, has gonethru, it is just wood rails for now. The work on the manor houseis going well, first story and built and the second without roof(other than blue tarp).Lumber mill of one of the PCs Captain Tucker (promoted thismonth).As well as his well, seems he likes to use POWs to dig wells?The other POW was given over to 2LT Aaron (?) to help with thesetting up and training of new recruits. Seems the King wants aunit trained in the use of the new firearms, as well as Morrowwants some, and the main PC does as well, and the local baronswant as well. Can you say ARMS RACE. With the first attempt,Major Rodrequez aka Baron Juan Rodrequez, was blinded by magic,and was helped to sleep by his buddy Captain Tucker with a helpof a good sleeping potion, he woke up in time for his wedding,wearing the armor made from the Wyvern that they killed somemonths before, a present of his partner/first wife to be.As well as a amulet that is supposed to help protect him, weshall see..King had no comments about his first cousin being incarcerated,might be cause he is working on building a by merit officercorp? Not sure.New member Kevin (Warrent Officer), is building with help fromthe driving skills of Maj Rod(requez) a canal and docks to helpallow the stone from the quary get to market. As well as otherprojects he had to work on. Will see how his character developesand see where it takes everyone.. Player has a real job on theweekend sometimes, so will see..What else? Will see..Mike Alaska Any questions?I can get the map of the world so far, local area, as well asregional and the whole continent that the players are on.(More added later)----------------------------------------------------------------GA-Abrigon Move 10-29-021. Races of Abrigon:a. ShindaElven like, short and flighty, heirs to a world andcivilization, but no longer willing or able to master it.b. Satra:Tall, storong, warlike, loyal and deadly. Four armed racedesigned for battle.c. GlubnonMaster craftsmen, short and stocky, dwarven in outlook andmanners.d. HavlinShort, flighty, tied to the land and plants more than mostthink.e. HumanRecently come to the world, still not found a place in thescheme of things, other than to fill voids were no one thoughtthere was ones.2. Cultures of Abrigon:a. Human:(1) Keltoi(2) Galadh(3) Thessab. Shinda(1) Lords of the Lithe(2) Domed Cities(3) ElderanGlubnon:======================GA-Abrigon (Need to edit original document 09/09/04)10-29-0208-05-03 THE WORLD OF ABRIGON - (ROUGH DRAFT): (07/23/97)INDEX:1: History (players):2: Areas:2.1 Keltoi.2.2 Galadh/High Cities.2.3 Thessalania.2.4 Elderan (Forest of).2.5 Other.3. Groups:3.1 Healing Hand.3.2 Knights of the Balance.3.3 Other.4 Trade/Money:4.1 Trade4.2 Money5. Timeline6. Races:5.1 Humans/Halflings5.2 Elves (Shinda/Shee/Sidhe/etc)5.3 Dwarves (Glub)5.4 Orcs5.5 Trolls5.6 Goblins5.7 Giants5.8 Slime (and other nasties)5.9 Others7. Languages7.1 Keltoi (river and other)7.2 Galadh/High City7.3 Thessalanian7.4 Shinda6.5 Koine (trade lingo/jargon)6.6 Dwarves (Glubs)6.7 Others8. Hidden History (GM notes):8.1 How the world was created, and "real" history.8.2 Magic, how it really works.8.3 Death, life after.8.4 Vampires and other undead.8.5 The world defined.9. Known Races:9.1 Humans/Halflings.9.2 Shinda (Elves/Shee/Sidhe/etc).9.3 Glubs (Dwaves).9.4 Orcs/Trolls/Goblins (Fomor).9.5 Giants.9.6 Aliens10. Lords of the Lith:10.1 The Compact.10.2 Known Lords.10.3 The Lithe.10.4 Other info.==================================================================1. HISTORY:The world was created ages ago by the creator. Later the creatorwas overthrown by an evil deity and it's minions. Later the evildeity was overthrown by the children of the Creator, and itsminion's were thrown down. It was to late for the creator, so inits memory, the Lords were founded. Unfortunately being mortalof mind if not body, they fell into childish games. Great warswere fought across the face of the planet. Until one day, intheir constant wars, one of the Lords caused the heavens to falland a moon was brought to earth. Finally one God stepped up, andsaid to the Gods, cease this warfare or else the dread destroyerwill be called on from the outer dark and the world will bedestroyed. The Gods were forced to listen and they rose up andcaptured the offending deity (the one that used the moon) andthrew it out. There after the compact was made. From that day,the current age has come about. See later references theCompact.==================================================================2. AREAS:2.1 Keltoi:Dinas (the City of): Founded originally as a trading post by theThessalonians to trade with the Keltoi and the Galadh, but itover time has gained its independence.Most Keltoi in Dinas are River Keltoi, their dialect shows it.Most local merchants are members of River Keltoi clans.The River Keltoi live on the river and lakes of the Keltoi area.Either on rafts or in the case of the Lake Keltoi they will livein towns on pilings. Their lives filled with trading, fishing..Plains Keltoi: Sort of a cross between Scythians and ancientKeltoi before the Celts migrated into Western Europe.Daily life is to follow their horses and cattle across theendless plains. Master equestrians.Northern, often called Mountain Keltoi. Sheep/goatherders,mountain tribesman, much like the Highlanders of myth.Keltoi in common are roughly based on Celtic culture, variedperiods. From Hallstatt/La Tene to modern. Normally they aredivided into families, septs, clans, and in some areas intotribes. The clans maybe based on decent, need, etc. Clans maybebased on decent: McDonalds as an example.By mythical decent: McLugh as an example (since Lugh is an oldCeltic god).Also by being the Bear People, such as the Eagle Clan. BearClan, etc.By association, many old Scottish septs/clans were not normallyrelated to the main sept, but had a strong association with themain sept.Fostering: Is normally used to build relationships between Lordand Vassal, Lord and tenants, Lord and Lord, Lord and Ruler.Since when a person so fostered grows up, they often can call onnot only their family, and clan, but also their foster parentsfamily and clan.Geas: Many Keltoi have some form of Geas on themselves. Often itis minor, but sometimes it can be quite strict or interesting,especially when two conflict. Most Keltoi have a home base, thatis occupied by a small group of the family, and the rest thentravel the plains/rivers/mountains with their herds or trade.The Home base is often called a Tuatha (hill fort, similar inconcept to the Greek POLIS), or Clan or Tribal Castle. Even ifthe Tuatha is on a lake/raft.------------------------------------------------------------------2.2 Galadh/High Cities: Have to ask Joerg. All that I Can say isthat they maybe related to the Keltoi, but relationship isuncertain.------------------------------------------------------------------2.3 Thessalania: Merchant principality. Ruled by a Archon,selected from the prominent families. Of which there is normallyseven. (Archon also called Tyrannous). Roughly based on ancientSyracuse and the Italian city states of the early renaissance).CITIES FAMILY HEAD Alphis Alphian Phillip Antipathes KorrisKorrien Katsuloss Macedonis Macedonian Hipplyta MacedoniousTheskis Theskian Alexandrias Malthis Malthian Nestor PtistiZellis Zellian Dreux Julianis Julianian Georgias Current Archonis Philip Antipathes.With each family head being a member of the Merchants Councilwhich advise the Archon.------------------------------------------------------------------2.4 Elderan: Area west of The Keltoi area, full of mystery,rumored to have a colony of Shinda (Elves) living there. Toinclude a possible domed city and all that entails. Othercolonies of Shinda have often been deserted, or so well hiddenno one can find them.==================================================================3. GROUPS:3.1 Order of the Hand: A wandering semi-priestly order. Theywander the world build orphanages, roadhouses, chapter houses,hospitals. Dedicated to helping the victims ofwar/disease/pestilence/etc., no matter whatrace/creed/culture/etc. Hold Tela as their patron deity. Priestsare normally seen traveling in groups of three, especially inKeltoi areas.------------------------------------------------------------------3.2 Knights of the Balance: A semi-wandering knightly order,dedicated to chivalry, war, and honor. Also secretly dedicatedto maintaining the compact. Their patron is Tiln, twin brotherto Tela.The above two groups both originated in Thessalonia, but havesince expanded outwards.3.3 Other------------------------------------------------------------------4. Trade/Money:4.1 Trade, trade between Thessalonia, Dinas, the Thaith/Galadhstates, Keltoi people and the rest of the world is going well.Some minor wars over trader concessions, but nothing serious,but things are changing. Recently trade routes across the Keltoimountains have opened up land trade between the Keltoi lands andthe Galadh/Thaith lands. The routes are often dangerous due tobandits, but .. Some trade has started with lands east and westof the local region, as well as some small trading posts on thesouthern continent (of whihc not much is known, other than somehumaniods seem to trade with merchants there).Recently some River Keltoi have been building ships and tradingfarther afield around the bay and beyond. Often in competitionwith Galadhian merchants/sailors. There is a rumor that somehave gone pirate (not to say that Keltoi on shore are notpirates already).4.2 Money and coinage is varied across the region, from thecommon to the extremely rare.==================================================================5. TIMELINE:Mists of past, world was created.c. 25,000 BCE (Before Current Era): Evil deity takes over.c. 17,500 BCE Evil deity over thrown after a long revolt.c. 11,000 BCE the rebels start to war amongst themselves, whichquickly leads to total war.c. 10,000 BCE moonlit dropped into the ocean, shortly afterwardsthe Shadow God (Worlds AI) declares either the Lords get along,or it will make them live together as per its instructions fromthe Creator. and shortly later the compact was drawn up andstarted to be enforced.c. 1200-800 BCE the human tribes later to be known as Keltoi,Galadh and Thaith migrate into South Western part of the majorcontinent of Abrigon slowly driving out the remnents of theShinda/Shee/Sidhe/Sheadha as well as their human minion. TheShee had been devestated by the meteor strike and have onlyrecently totally recovered.c. 600 BCE Thessa-Thiath war, much damage, to include raidedcities.Peace finally came, but only have a heavy cost. Knights of Tilnstepped in as moderators of war.==================================================================6. RACES:6.1 Humans (And Halflings as a subgroup or?).6.2 Elves (Shinda).6.3 Dwarves (Glubs).6.4 Orcs.6.5 Trolls.6.6 Goblins.6.7 Giants.6.8 Slime.6.9 Others.==================================================================7. LANGUAGES:7.1 Keltoi - Various dielects. River is one that is often theclosest to a common Keltoi. Spoken alot in Dinas.7.2 Koine - Spoken all along the coast, supposedly originallythe language of the Sheadha, but much changed over the yearsinto a Trade Jargon. Spoken alot in Dinas. Heavily influences byThessalonian.In fact teh name is Thessalonain, it means common. So the namechanges through the regions it is spoken.7.3 Thessalanian - Spoken mostly in Thessalania. Local dielectis spoken in Dinas.7.4 Shindan - Most Shinda speak the local language. Though somemay speak a language of their own, but no one seems to know.Some say that Koine is based alot on a simplified form of theancient Sheadha language(s).7.5 Galadh - Language related to Keltoi, but not sure. Spoken inthe High Cities of Galadh.In Dinas normally the River Keltoi dialect, as well as theThessalonian Koine is spoken. Koine is a trade language, withmany different languages adding words, etc.Keltoi each speak their own dialects, to the point of from oneend, most can understand each other, but it is not always easy.Thessalonia: Speak their own language. But many who trade alsospeak Koine as well as another language.Galadh/High Cities: Will have to ask Joerg.****************************************************************8. HIDDEN HISTORY/GM INFO (Can be interpreted in many ways):8.1 HOW: The world was built by being of immense technology, andthen it was seems to have been lost to another race in somemajor interstellar war. Then later the group who later becamecalled "The Lords of the Lithe" revolted against the invaders,and then set themselves up as the rulers. Problem is theyquickly degenerated into petty little godlings, using thetechnology they were given to control the world. Later they wereforced to fall back, most leaving this world for otherplaces/dimensions.With the recent lords taking over, and the compact beingenforced. Some of the Lords try to push the Compact, but so farit has held.8.2 MAGIC: Magic is a direct usage of transporter technology,nanites as symbiotic beings, and broadcast power. Namely eachcreatures who uses magic is actually receiving energy from theGrid (Lei Line) and then using the nanites as a conduit, thenusing the energy to express the magic. Transformation istransporter tech taken to a great degree in that the bodiesexcess mass is held in transit, with only the brain being keptat near normal size (very tricky, and some say if you do it tooften you get lost over time).Some forms of "Magic" are actually psychic (Telepathy,Telekinesis and such). And some are bleed over from othernanites to others in a different host.8.3 DEATH: When a host for the nanites dies, often the hostsmemory pathways through the nanites that act in symbiosis willthen be transformed into the Shadow God (the main AI, so in away a person never dies, atleast some don't die totally).8.4 VAMPIRES: For some reason the nanites either rebel, or otherreasons, and the nanite colony is cut off from the energysource, so the host has to leach onto those who are stillconnected for energy.8.5 WORLD: Is the world of Abrigon a normal world, a createdworld, a dysen sphere, a ring world, a pocket dimension, aholodeck projection/program or what?===================================================================9. KNOWN RACES:9.1 Humans seem to have come during the time of the early daysof the Lords, to serve as a counter to the creatures of theAliens. Humans some say were visitors from the sky or in thecase of a dimension, they were brought from else where. I alwaysliked the idea of a bunch of SCAers or back to earth typescolonizing a world and calling it Abrigon.9.2 Shinda (Elves): Seem to have been around since thebeginning, the once played a major part in the world, but afterthe last major wars have since retreated into their domed citiesor forests or other distant places.9.3 Glub (Dwarves): The Glubs were originally brought to Abrigonby the Shinda in ancient times as children, first as houseservants and then later as mining slaves. The later slavery hassoured their relationship with the Shinda, especially after theGlubs won their freedom some centuries ago.9.4 Orcs/Trolls/Goblins: Originally the slaves of the aliens.Once the aliens were defeat they won their freedom and havesince spread across the globe, causing mischief. Not allOrcs/Trolls/Goblins/etc are evil, many are as normal, just lookdifferent.9.5 Giants: Brought to the world by the creator, to help buildthings. Later when the aliens took over they have become quite,reclusive.9.6 Aliens: Some say the aliens were not totally driven out,that some remain in some dark corners of the world ready toretake the world once again, rumors? Are they related to theslime, or?==================================================================10. LORDS OF THE LITH:Some of the Lords are humaine, but most are jealous, petty,vain, but immortal. They love to play with humans as toys.10.1 COMPACT: The compact basically states, no more directinterference, no more weapons of mass destruction, hand heldweapons only. Most Lords tow the line, atleast normally. Some donot.10.2 KNOWN LORDS:Tela (Healer).Tiln (Of Chivalry).Uruk (the Wizard).Balzar (Mistress of Chaos).10.3 THE LITH:The Lith are a semi-sentient race, silicon based, which createshydrogen gas, which it stores in pockets in its interior,looking similar to how some volcanic rocks look like, but muchbigger scale. Not all Liths are alive, and not all have Lordsthat inhabit them. Since the Lith are accompanied by clouds, itcan be a reason why they are not often seen by mortal man.10.3.1 The Lith can be a elemental creature, which opens newvistas for Elemetal Creatures, after all energy creatures areknown to exists in the Star Trek universe.10.4 OTHER INFO==================================================================Limited copyright held by Michael Adams 1997. Can be used byothers for the Networld Project.Also some info maybe copyrighted by others.PS: If you like it let me know..-----------------------ADDITIONAL IDEAS TO INTIGRATE INTO MAIN FILES:GA-Ardaan ARDAAN:Shinda: Tall, and willowy, but strong and dangerous. They aremasters of magic, and skills. They are inheritors of ancientmagix that they still use from time to time, but from reports itis failing fast.Most that are known to exists are ones that live and wander theworld.There are rumors of those that live in sky cities like the daysof ancient times, but most think this is just a myth. There isrumored to be some Shinda who live in the deep woods, but notmuch is known of them. Shinda are not seen much, and not muchliked. For stories to be true, they once enslaved the otherraces and treated them cruelly, but the other races won theirfreedom. The Thessa are one of the few who hold Shinda in highregard. While some Havlin know the forest ones.There is also rumors of Shinda that had fallen to earth and havedug themselves a refuge from the world, deep underground. WhenShinda go abroad, it is often in disguise, or hidden, for manystill remember the days of slavery. Humans seem to the be theones who forget the past the most. For humans never truly fellunder the shadow of the Shinda.Glubnon: Stocky humanoids, bearded and strong. They seem to beall males.They live in giant mounds, much like a wasps nest in structure.They seem to specialize in crafts, items of minerals fromweapons to jewelry. They do have females but they are deepunderground, and are not seen often by non-Glubnon. Many warsthey fought to be free, and they stick to it with a passion.Havlin: Small humanoids, about half the size of average humans.They live in the branches of their totem trees. They share anaffiniate with their trees, some what symbiotic. When they areon the ground, it is often cause they are sending out new seedsof their home tree to distant lands. They are buried at the baseof their home tree, left to the animals and tree. Some tribes docremate their dead, and spread the ashes so the tree can feed onthem.Satra:Warriors, tall, four arms and dangerous. Like gorillas in buildand face. .Hermaphrodite, egglaying marsupial.Humans:Thessa:Name of a human culture that lives on a peninsula into theStraits of Har'ad.Keltoi: Rough catch all term for a collection of like tribalgroups.Dinas Ator:Originally a fishing village for a local tribe, but when contactwith Thessan merchants, forced a change in this. The merchantsfounded a trading colony on the mouth, of the Shara river.And Dinas Ator was born. The contact was some 125 years ago, anda sizable community of some 3000 persons in the town/fort andsurrounding area has developed. With traders coming into townfrom the North, South and via the River to the West, the town issteadily growing. Causing some problems that come with growth,from sanitation, land usage, food, and raiders. Maybe some tradeto the East as well across the Straits of Har'ad (Thessa namefor it)Dena: Rough collect all term for a collection of like tribalgroups, loosely based on Native American Cultures. They seem toshare much in common with each other in many areas. Myth oftheir origin from under the ground and the spirit who talked tothem is a collective item in their culture, and keeps themmostly from bloody warfare. Some glory wars do happen, but eventhey are not often. Tribal raids from the neighbors to the eastdo happen often. Some live in mounds, others in pueblos, some intimber houses, others in teepees and others in birch log houses.A lot depending on their environment and needs. Many Easterntribes have taken to build palisades and mount fortifications,or to start to live on island in the river, or on lakes likesome Keltoi do.--------------------------------------------------------------------WESTERN ABRIGON (Banshee Coast):K. Avlec, made up of some 10 baronies. Next door is K.Avron tothe west. As well as wild lands to the north and east. Royaldomain was sort of given over to the Morrow Project. But theMorrow Project is gone, the Kingdom of Avlec has fallen to civilwar. King was replaced, and then the new king disappeared, andhis viceroy was assassinated. And the old King is back, but hehas been having problems with his cousin, who claims the throneas well. Let alone the forces of Avron invading, retaking thelands they lost last year, as well as more lands. Evil thingshave been seen around Morrow now, since they have left not surewhat is going on.GA-Abrigon- OrganizeHow to organize abrigon.RegionsWestern area near the seaArvek K.Sharon K.Middle LandsEastern area near te seaDinas AetorThessaHigh CitiesPlains Hyumin TribesCity statesSurrounding areaEthnic/Religious/Social GroupsRacesShindinVarious groups of like race.Races:- Hyumin- Gluvin- Havlin- Satrin- Shindin- Yrkin (Orcs)- OthersVariousHavlinVariousGluvinVariousSatrinVariousYurkinVariousReligious GroupsEastFollowers of the healing handKnights of TilnWestIDEAS:RACES:ShindinSatrinGluvinHavlinHyuminCLASSES UNIQUE:Spell WeaverAble to look at a spell cast, and figure out how it works andrecreate it, given enough timeand examples.Black DragonsAnimal PriestsMonks of TelaKnights of the OakOrganize AbrgionOr just go with Abrigon, but expand it out? Or better yet, fillit out.Black DragonsKnights of Sundered OakSpell WeaversDragons Druids or specific animal totam? Shapechanging..==================G-Abrigon Ideas08/05/04Ideas for game:Find a way to bring manyof the world ideas I have into onemultiverse.Star GatesQual/Shindin EmpireJedi KnightsJudge DreddMorrow ProjectOmega ForceVampire HuntersFarscapeNanotechVampiresCn-Elf ResistanceContinue Judge DreddStarCraft or likeSG1SG1 - AtlantisFarscapeStar WarsMore of my own work on gaming.D20 or like, or use Chris's D6 system?Organize and fill Abrigon out, such as map of whole continent,then regions west/east, then major towns.But when, offline time line. Or will I be working on this untilI die?RACES:ShindinGyominGluvinHavlinHyuminSatrinWulfinCLASSES:GuardiansSlayersVekton Military- Militia- RegularsOffworld Troops: Troops being hired locally but now offworldmercenary work, prestige class. Some come back to the world.- Foot- Mecha- Armor- Sky- Dropship- Pilot- OtherTilion - Knights of Tiln - ProtectorsKnown for their martial spirit and chivalry.Way Monks - Protectors/builders Masters of defensive martialarts and ways to build roadhouses/roads/etc.Black Dragon - Assassin/bodyguardsMysterious, masters of defense of their patron, originallydefenders of the Empire, but with it's fall,they serve their ownunknown purposes.Animal Priests - Herbs/animal spiritsEach has a totem animal or plant of which they emulate and drawpower from.Totem Priests - Havlin lore mastersHavlin mostly have their own host tree, that they are connectedto, Totem priests use this connection to bring health to thetree and community, their connection with the tree allows themto do things.Jedi Knights:Way Priests:GROUPS:Knights of Tiln:Monks of the Way (Tela):Black Dragons:Knights of Order: FrateralMasonic Lodge: FrateralDEITIES:Tela - Lady of the WayTiln - Knight of OrderUruk - Old Man DragonSharza - The Bloody One(Satrin deity)Shadow One - Central AI controls Abrigon or the universe?Motherboard but more adult and vicious.I come in peace drug dealers?MenInBlack?Aliens, extradimensional beings, supernatural or what? Horrors,Cthulu like beings, Demons/Devils, Rouge Ghosts, what ever.Vampire like beings? Or more Gha'old or like beings? Alienaliens, predator or like? Immortals?Vampires as the elite of the Shindin?Check out Earth 2100 for more ideasas well as other files on this thing.Judge DreddCn-ElfSundered OakSecuritronGA-Current Game02/06/04Since the fall of the barons by the eforts of Sir D. Tucker andthe deposing of the old king King Davik II, the barons have beenconsolidating their forces, as well as with the leaving of theKing Juan I, the old king has laid claim to the throne onceagain, as well as each baron stating who they support, or notsupport, some staying neutral, but all arming quickly withmodern and old weapons and magic. Fun in the mix is the claimingof the thone by the king cousin lately Prince Sharik. All thismaking the life of KingJuans steward much more interesting, withhis agents finding it hard to be welcome in any of the stillfree baronies other than one declaring themselves for King Juan,or atleast in trading contracts. Arms orders have gone up, butproduction has slowed due to drying up of supply of criticalsupplies and minerals for making weapons, as well as raids bypartisans loyal to the old King or to their own pockets books.Steward David, lately of Morrows service, has tried to usepeaceful means to defuse the situation to his regret, with hisassasination, and with the king not to be found, all hell hasbroken lose, each lord and baron to his own devices, with weeklyretribution raids by masked raiders. Mercenary trade isflourishing. Morrow project first locked their doors due to theproblems, but with no contact with them, has lead many to fearthey have left the region after starting all the problems in thefirst place, and a bad counter reaction to anything that smacksof their "magic".Orc and other brigade races forays in the local region hasincreased. As well as the land recently taken by the K. Avraelhave gone back to K.Malek (their previous kingdom) or declaredthemselves independent, with rumors of an invasion from thatquarter.Future: Morrow is found to be open, and rumors that an evil cameto it in the night and the project people fled from said evil.Truth: Morrow had dug deeper for living quarters and did connectwith a subterrranean network built by an unknon race, andblocked it up. But never know, it maybe open again?Local: Dwarves have holed them selves up in their home.Sir Tuckers wives and employees, have moved to the island,especially after the mysterious burning of their homes andproperty in a early morning raid. A mob recently rose up to burnthe barracks and farms of King Juan, orcs killing many in theprocess, the burners claimed that King Juan practiced evil magicand consorted with demons and like beings as well as claimingunfair farming practicies.Elves are rumored to have had some part in the rising. But weshall see.Abrigon AreasAbrigon the world so far:09/03/04Denos AetorTown on the Sharza River, city center being Aetor Island.Founded by traders to/from Thessa to the south, and the GaladhHigh Cities to the north, as a natural resting place, betweenthe two trading partners. Good place to stop, harvest timber, tofix ships, refill water casks, and restock food stores (Wheatand Venison was plentiful) and local tribes were unknown butpossibly dangerous. Across the way was the fishing camp of someof the various local tribes, who came there in the fall toharvest fish, to meet, and exchange blood (war/genetics) andmeet for peaceful talk. Sharza the blood thirsty was known forits red color (iron and like deposits up river) as well as bloodspilling in inter-tribal/clan war fare.East of town was a rock outcrop, useful for refilling shipballast as well as other things later one. Currently it is stillthe source for much of the stone for the new bridge over theriver, as well as local buildings that need to be made out ofstone. Most of the trees on the island are long gone, and thearea on the coast is mostly plains. There is a movement by localShamans to replant some forests, which will take time.Jotun Outcrops is also the sight of the local light house andwatch tower. Watching for raiders from land/sea/air as well astraveler who have run afoul of misfortune.Outcrop was said to have once been a large stone giant, who wasturned into stone by Uruk. Uruk, local god of magic, dragons andother like beings..The stone bridge is to replace the wood one that was destroyedin the last invasion, lead by an army of undead raiders from thesea.Current Archon of Denos Aetor, is Leokius Antonidos of a largefamily originally from Thessa to the south, but wasdisenfranchised there, so home of the family/clan is now inDenos. Archon is elected every 10 years by the merchantilefamily heads. Sort of the Chief Executive of an Oligarchalstate.Ruling council, is made up of The Archon, the head orrepresentative of each of the major families (7 for now), aswell as a representative from the Archon of Thessa and from oneof the High Cities of the Galadh (in rotation). Also non-votingrepresentative from the major churches/temples, smaller merchantclans/guilds, and guilds. Also from the local tribes as needed,and anyone the council needs to invite for their opinion orsupport.Military: Made up of the city guard, which includes a smallnaval contingent. The rest is provided by the merchantile files,as well as citizen militia. Supplemented by local tribal allies,and other allies, as well as needed impressed soldiers/workers.DIETIES:Tela:Tiln:Uruk:Sharza:GUILDS:DockworkersShipwrightsSailmakersNetmakersStone masonsMerchantile FamiliesAntonidosKiros=============GA-Modern Game02/06/04Adventure so far:Morrow Project woke up in a different world than they thought itwould be, some 150 years after the timethey went into cyrosleep.The two main charaters, worked as Security Guards for SecuritronInc, and were sent out as a two man team tothe north, made contact with Elves, a deer and a Wyvyrn as wellas finally with humans..Defending a convoy of raw gold ore, all were dead, but thefollow up soldiers took them back to the town theywere going to.Met the local lord, as well as the local smith.. And his family.His wife, 12 year old and 4 other daughters,as well as his 14yo niece.WeekGame12/25/03Options for this weekends game:Build Lees stronghold. If Zeke shows, then his as well. Not sureabout the others. Do need to give out the items from the God andKing.Work on stats for guns, gear for Guards, armor/weapons/bike/etc.Morrow Project what has happened in the last 8 years? Will haveto see, evil for sure, but how much?What moved in and what was left there, and what came up.Dwarves moved in is a possible.Elves live near by, tending the weird plants the visitorsbrought?Slime and Molds for sure.Orcs is a possible as well.Some greater evil that came to the surface or that came alongfor the ride? Hum, a demon of some sort? Nuclear elemental(groan, grin).See what changes I need to make to the game, critical hit/fumbletables for sure.Initiative, and more than one attack. Weapons readied or not..Likely based on dex, depending on who gets the second attackoff.World in the ancient past had beings called Adepts, they cameafter the Lord, since the lord are the avatar if you will, ofeach of the Shinda Cities. While the Adepts were beings thatarose to challenge the lords, or just rose to great power, somemoved on, some stayed, some disappeared..The Adepts seem to be either those who arose to challenge thegods and their power, either on their own, with help of theShadow God.Some became lords on their own and took over some of the citiesof the Lords and others.Lords rules various cities, most that float in the sky, on giantnaturally living silicon beings that float via gas production.But, some also live underground. Projecting their power out fromtheir base deep in the ground.Zerg combined with Reign of Fire. Possible, that one of theLords is breaking the compact, or that he/she/it has created anew life form that is to ravage the land, or that they aresentients that worship the God or what not?Game on Saturday:Worshippers and such come to find their god, and they find Leeand his strong hold. How he uses them, it is up to him. But notto make it easy for him. Grin.Tomb was a partial bust, but it was fun to see Lee sweat, aswell as Lee angry.=============================Tomb is full of many things..Namely it has the ways and means to complete the quest, ifpossible.Traps are manyAnti-psionic dampeners for sure.Undead as well.Psionic Undead?Psionic Leech for sure?Definitely traps to negate Lees psionic powers?But what of Mikes abilities? It is a tomb after all?Temple of Elemental Evil.Need to do the map of the tomb/temple tomorrow if I can..Tomb has some odd properties, it is immune to beingmelded/etherial made.. Also immune to teleport, it is sort of apocket dimension. And the walls are superdense/magic/psionically made..So the only way in and out is either via the front door or someother way/means?Traps, how to do a trap, that is not a trap.. Example being abeam that causes the door to open or close, but the mechanismthat causes the door to reopen is broken. So it is not a trap.Just takes a reaction roll to do something to keep it open.. Orto get out.. but the door will come down sooner or later for itis very heavy as well as the dimension power will not work ifthe door is still open..Door ("trap" is on the bottom level of the temple that can beseen by the map provided.Some parts of the tomb are hidden and shielded.The whole tomb is sort of trap, but ... can it be detected assuch.. I think everyone can detect traps, atleast thenon-magical kinds..Need a better map, but one for GM and one for playersMonsters logically placed and not just "WTF".Stone golems for sure, they did so well last time..As well as something from the ethereal and like planes.The wall are solid and can not be totally melded, resistteleport or totally not allow it.. Due to the make up of thetomb. Is seems to be more a way to get someplace? A gate or justa holding area, for the big bad ass?Tom's beholder and my Doppleganger? will have to see..No major traps, atleast not exactly traps, more like events..MonstersGolemsPsionic LeachesNeed more threat beasts, things that scare Lee or Mike. Possiblesubstitute/copy cat beasts? They look like nasty stuff butarn't..Imaginative traps and exits..This Weekend 21 DecLee:Also has a problem with from time to time, has thoughts to doevil and will from time to time have to make a will role to notdo an evil act, or to become more reptillian.Mike: Sword has a geas on it, what it is, not sure yet.Aaron (if he comes back any time soon?): With all this magic,not sure.Wayne: I forget what his character is..Jason and his Ogre, has to stay with one character for now. Baseclass. Ogre Barbarians for now?Steven: He is playing if he is conscious/not stoned, a Guardfrom the town. D20 Modern with battle armor.Zeke and his Mage, will see what I can come up with..I do think that the God will not get the gifts right.. Mixingthings up some, and other things. Like Mike has, has a Geas onit.STUFF:Battle Armor: Ceramic Powered Armor. Uses memory metal/plasticsto help the wearer gain extra STR and CON. Wearer has to have aminimum level of Battle Suit (or like skill) to use. Alsominimum stats to use?Also security system and design, the wearer has to be fitted andauthorized to wear the suit.AC 25 (really 15, it adds up to 10 to the wearers AC up to AC25.Resistant to Acid, Electricity, Water based attacks. But suffersfrom a higher chance of critical damage, so it rolls a DC saveof ?? for the armor if any damage is done via electricity.Senses are low light, and radar. Helmet is resistant to psionicattacks, especially mind control and illusions. Gives the wearera +2 to str and con.Lion Shield:Great Sword of Great Gleave.Sword of Acid Burn:Rings of Undead ControlBand of Transform to Mind FlayerBow of Aim: Crystal form of red beam, gives user a +2 to hit.Scimitars of Wounding: + 1 weapon, but when it hits, the woundwill not be able to be healed normally, and will deliver 1d4 ofdamage per round after the initial hit until healed. A fort savewill keep the wound from festering as above.Rifles (Guard): Does 2d10 of electrical damage, or does 3d10 ofsub-dual only damage FORT SAVE.Rifle (7.62mm): Does 2d10 of lethal, critical 18-20 x2POSSIBLES:Helm of the Leech: Looks like a great helm, with a smallcirculet around the brim, and a small yellow-green crystal. Itgives the wearer a +1 to psionic attacks. Problem is that in themaking a mind leech was entrapped in the help, and it wants toget out. It will slowly try to take over, WILL ROLL, and forevery unsuccessful will roll, the wearer will get a –1 to theirwill for the next roll, until the wearer is at 0 will (temporaryreduction), and the leech takes over the wearer. Only ways toremove the curse is to destroy the yellow-green gem and a removecurse but only at the time that the wearer is last successful atresisting the will attack.Items for the game, possible..Crystals for sure, but specific for the wearer/owner. Causingdamage if the owner died (blow up, or they just need to bere-attuned to the new owner?Spell: Peace, causes anyone who is committing a violent actionto stop as if held. Not sure of the will role DC and like.Protection versus psionics: Just like standard protection spell,but for psionics.Psion power: Null psion field, creates a field of null psionicpowers, to include other psionic abilities. Concentration rollto maintain it per round.Link: A spell to link one spell with another, so that you canuse part of one of the spells with another. Example being scrywith magic missile.Power Transfer: Able to use the psions powers to power a devicethat needs energy, but has none..OTHER STUFF:Elves and other fantasy races in SPACE. As well as other D20Fantasy races as beings in Star Wars or like game?NOT MINE:Alternately here are some things from my game system. Weightsare inKilograms: Armor Rating ~ AC. Apparent Weight = Felt by thewearerwhen properly worn/working. Agi = Dex.Augmented Armor Armor Rating Weight Apparent Weight Cost AgiStrBase AR Total ARHARM Armor 15 18 120 35 $1,240,000 -2+2Hercules 15 18 250 50 $1,750,000 -3+10Omniplex VII 15 18 175 40 $2,265,000 +2+2DMG SR42 18 22 265 25 $4,284,500 -+6Augmented Armors are designed for hostile environments andeither restrict or aid an attribute. They are engineered with anelectrically controlled musculature system to aid in movement,thus the term Augmented Armor. The Weight is the actual mass of thesuit measured in kilograms and the Apparent Weight is the weight feltby the wearer. Str and Agi are the modifiers to the wearer'sStrength or Agility. Generally speaking all augmented armors have a battery-powered system of motors, servos, and hydraulics. They are unusual towork with and require a bit of practice. Most use special computersto drive and control each sub-system and training is usuallyrequired.These suits are all encompassing and provide equal protection toalllocations. They are extremely bulky, and unless powered up, areoftentoo heavy for the wearer to use effectively. The most commonsuitsare designed with titanium alloys layered between Kevlar,ceramics,and spider silk. Each part of the armor snaps together makinguse ofadvanced electrical musculature or myomers. These myomersreceiveelectrical pulses when the wearer moves, which causes them tocontract similar to muscle tissue. Thousands of sensorsthroughoutthe interior of the suit send information to dual processors.Theseprocessors are usually located under each arm or on the insideof thelegs. Designers have found that independent vertical splitcontrolhas been the most efficient method of controlling the suits.Becauseof this the suit is controlled much like the human body in thatonehalf of the computer controls one half of the suit. In the caseoneprocessor fails, the other will automatically take over theother'sresponsibility.The whole suit is powered by the latest in cellular electricalstorage technology (battery). System functions have batterybackupsin case the main power is lost. The backup only affects computercontrols and setup routines. Once the system loses power, thearmorloses all enhancements and the full weight of the armor lies onthewearer. When a new pilot enters a suit it takes the computeraboutfive minutes to learn a person's movement patterns. Until thattimethe user's movement is erratic and uncontrolled.The battle suits often require a powered holding fixture toallow thepilot to armor up in any decent time. Even with this aid thefastestrecorded suit up time was 33.46 seconds. When the unit was lyingflaton its back with out the aid of the fixture the fastest suit uptimewas nearly five minutes. Both trainees and instructors havegreatrespect those that wear the rig.Many of the new suits are capable of withstanding all small armsfireand some lighter heavy weapons fire. Because of the suits' greatmass, soldiers are capable of entering combat with small-scalecannons and rockets on the exoskeleton. Some styles allowintegratedsmall arms mounted in the forearm sections. These come with drumstyle auto loading capability. Each drum can hold upwards of 200to500 rounds of ammunition.The newest models dated for release in 2012 require "Smart Link"adapted pilots (see the Cybernetics section in Book 2). Thesmartlink requires major brain surgery and months of training. Theupgradeto the smart link is known as Direct Neural Access (DNA). Thisallowsthe wearer greater response time as he injects his thoughts intotherig. The DNA system has been known to cause debilitating damagetothe brain, which can leave the patient handicap for months.HARM Armor stands for Heavy Armored Recognizance Mobile Armor.Thisbattle ready suit is among the first designs incorporated by theUnion's Elite Guard. Its computer systems and controls aresimple incomparison to the newer models. The HARM comes with airfiltrationsystems, six-hour power supply, integrated weapon mount, andaccompanying cartridge. The most common weapon mount is a .50calibermachinegun with explosive tipped HV long cased shells (6pTH, 3d5Glance). This weapon is burst fire capable (3) and fires in fullautomode (10 bullets).The Hercules armor is designed for high temperatures and heavylifting. The military Corps of Engineers uses this massive suitfordisaster rescue, clearing debris, and fire rescues. The firesuppression systems are located on the back with theextinguishercannons on the forearms. Some variants replace the firesuppressionsystem with flamethrowers or machineguns. The interior coolingsystems allow the pilot to work in temperatures near the meltingpoint of steel.The Omniplex VII was designed for unsurpassed maneuverabilitywithenhanced myomer designs. Generally used as armored support onbeachlandings the Omniplex VII is capable of silent approach onwaterways.Equipped with a full re-breather that provides enough air for uptotwelve hours, and a battery with enough juice for eight. It isoftenequipped with environmentally sealed weapon compartments andover theshoulder mortar launcher. The weapon payload depends upon themission.DMG SR42 is the heaviest suit designed to date. Its massiveframe isover 1.3 meters wide. In some confidential documents it wasreportedly used to knock down walls in drug raids. The pilot isvirtually invulnerable to any small arms except those loadedwithAPDU bullets. There are compartments to mount weapons systemsavailable to this model, most of which are classified. What wedoknow about the DMG SR42 is that it can last up to fifteen hourson asingle cell. The targeting systems are far more advanced thenthat ofprevious suits, and it packs quite a punch.Game tomorrowOn the way to Vekton:What they run into if anything?There is an Adept who contacts them, to come with him, and heputs them through a gate, and just as they go in, mentioned "Don’ttell anyone your real names" (they might hear it, or not, totheir regret).They go thru the gate, and are almost hit by a large Maul of aGiant being, who is trying to kill someone.In the process they notice a person who is "hiding" inside anarch, of blue.They are now, even if they don’t realize it, in the Witch World.From: abrigon@y...Date: Wed Dec 24, 2003 4:05 amSubject: Re: Abandoned Modern Base in a Fantasy WorldTrue BOX would make a good one, or a relative would do..Security bots left behind, or as suggested, ones to tend thefarms and all, who go a bit off.. There was farms outside thebase that would have gone wild, as well as some sort of battleof the native vs the maybe more healthier imported, some sort ofbattle or mutations for sure.But the bots left behind could be waging a war of sorts againstinvaders? To include invading orcs and such, but also otherbeings.Ooze and like, possible.. The base in large enough, as well asthe PCs did have some time dealing with odd Drow, who were intohigh tech stuff.. So never know..Nuclear power plant is a possible, as well as someone who gotleft behind? Elves lived in the area, but Orcs are close aswell. Or maybe some dwarves moved in? Not sure. Nuclear plant isleaking, possible..High tech, well, you know Star Trek Voyager, about 100 yearspast that or so.The world not the base.Templates, hum, I need to look deeper I think..MikeIdeas:Slayer working onWeaver working onSome monsters unique to AbrigonMecha for D20 AbrigonLethal form for Space VikingsPolice Non-Lethal for DrowPower armor for D20 for Abrigon especially.Squad armor especially..Scout - Light and fast, lightly armed, with better sensors andconnection to command and any UAVs and like in the area.Standard - StandardWeapons - Heavy weaponsTank - When you need assault some place.Command - Standard with better communications and sensors.Drop ShipsFlying Speeder has force field cover, can fly at good speed, andit has sensors that augment the users sensors, radio and minor weapons lasers. Alsosecurity system for unauthorized users..7.62mm single shot rifles need stats for Juarez.=============GA-Magic06/25/04Magic on Abrigon is done using nanites, transportors,pressors/tractor beams and holograms.Nanites acting as the collectors of energy and way/means forbiomechanical projection of energy that looks like magic.=============Against the Drow:02/06/04Part 1:Meeting at the cross roads:Old man is met there, who seems to come from no where. He isdressed in white with a black cape on top.Adventure to discover the pyramids and then defeat the YuanTi.as well as the Fyrhir (?).As the party is walked down the road, some days journey fromtheir home/base of operations, they are met on the road by anold short human asian male. He is dressed in white robes, andblack overcover, and sandles.He bows to the party, and says they are just what he needs for aadventure to save the lands near by from evil and from aperversion of nature. (helps if the part has some good alignpeople or druid/ranger types.The party realizes that the being in front of them is a verysophisticated illusion (Hologram), and he points towards the SW.The party realizes after a short bit, that the land is wrong,their feet hurt (or their horse feet hurt), the leaves on thetrees look dead, and the land slowly looks like after a forestfire, all grey and ashen.The land is having the life sucked out of it, and the source isfurther to the SW. They party can walk on the land but theirhorses will have to leave soon, or face being burned (soda thereverse of acid, or so it seems). As well as any boots/shows orworse bare feet, will be burned slowly, and hurt and will needto be healed at minuses.Someone who dies cause of the land, will have be unable to beresurected until the land is renewed. Or some other like means.Part 2:Island, has is in the middle of a lake, that once was in themiddle of a land that had been sucked of it's life.The island has a large hole that was blasted into a cavern, manmade, that once was the inside of a step pyramid.It has 3 known exits. One that is now covered in rock, thatleads down via a formerly optical illusion exit.The other is the hole the party enters. Another is a passage waythat leads to a pool, that once was used to hold all the life ofthe land, but it is now dried up. With several now deadcrocodile corpses (undead?).And the final exit that is known, was uncovered by covered upwith two heavy stones (former part of the rooms), the room isnow mostly rock filled and water is slowly pouring in from thelake. Seems someone brought thee house down. Under the stoneslittered around the place, is a pool some 6foot across circular,with carved runes into the edge. Pool may have a link outside,or other places, not know. Same with the other room (60 footacross, a mirror in size to what this room used to look like.)The passage (30 feet up) that leads to the other room, has onthe other end, a large bucket that once once used to collectwater, with a double chain system, but it is now almost totallyblocking the other rooms end of the passage, the passage is some40 feet long.The optical illusion passage is some 4 feet in height, and leadsdown into the underdark, but not sure where.There is tribes of Stone Dwarves as well as a very scarednecromancer/body part salesman.Part 3: Caverns of the Underdark Part 4:Magic Items:Bows with crystals installed in the middle of the bow.Crystal Staff, that seems to absorb energy of all types, andthen reflect it back into itself or its possessor?======================ABRIGON the world06/23/04Map of the Main ContinentMap of the regionsRegions so farEast CoastKingdoms and RegionsDinas Aetor - Oligarky ofThessa - ArchonateGaladh - Free Cities ofWest CoastKingdoms and RegionsSharon - Druidic Kingdom ofAvrek -Midlands - rough little hamlets between Sharon and AvrekMarvekAbrigon as a SG1 World, or like situations.04/04/04Sort of as a Nexus of other games, as base for other games..Spy Craft - Paratime or like?SG1 Beta or Alpha Site?Same as Farscape, possible there is a gate or two around.Andromeda?NietzchenMagogHeavy WorldersPersiedsThanAnd moreSliders? (alternate but similar dimensions versus otherdimensions, or alternate not similar dimensions)Battle Tech and likeWarcraft for sure, it has alot to do with gates, when the Orcsand all come thru after all.What else?Andre Norton - Witch WorldJudge DreddWerewolf/VampiresDark Angel - Sub of SpycraftSG1Beauty and the Beast-----------------------------------------------------Abrigon can have elements ofEarth II, as the first colony arrives on Abrigon, and learnsabout magic and like things?Horror?Battletech for sure. But not all want to have contact with them?Judge Dredd or like, where people live in giant cities, butunderground, or yes behind giant walls/domed in or on giantfloating rocks?Road of Adventure or Hiway to HellI-66 or Interstate 66?=========================GA-Morrow Academy02/06/04Morrow Academy:Aaron - Commandant (landowner)MSG Davis - Senior Drill (acting First Sergeant)Sergeant Garq (Orc) - Drill InstructorCorporal Yasik - Assistant Drill (former POW)Corporal Nasi - Other POW (If Mike will let him go).Corporal 1st DrillCorporal 2nd DrillCorporal 3rd DrillCorporal 4th DrillCorporal 5th DrillCorporal 6DrillPrivate Narva (Kings Cousin)Nice things is that hopefully the volunteers have some militaryexperience which can be good or bad.Bad, cause why do things differently or new.First Week:Setup, getting the soldier settled in.Wake at 600ExercisingChowBeginning D&CIntro to the command, what is expectedSecond WeekWake up 6amExercisingMore D&CTactics (Riot control and primitive tactic)Weapons IntroductionThird WeekWake up at 6amExercisingChowWeapons familiarizationNo barracks, so all live in log shelters with tents as roofs.Nice the weather had been good.So far we have some 50 new recruits.Divided into 2 companies of recruits 25 each. More to come.Aaron - Captain of VolunteersDavis - First SergeantYasi - Junior DrillNasi - Junior DrillI love this game, we have different ranks for everyone. Lee is aMajor in the project.================ABRIGON – CLASSES09/04/04 edited an earlier by weeks file?Slayer: Class designed specifically to track down and killzombies and their cousins. Undead/Vampires/etc.Vampire Hunter - More than clerics, they actively hunt Vampiresand other undead and like.Spell Weaver - Able to take a spell by any spell casting class,and figure out how it works. Only starts with basic spells atfirst and then learns higher spells as they go..Guardian: Super solider, dedicated to a cause, what ever thatcause is.Armsmen: Average soldier for off world mercenary work.Mercenary (Off World):Jedi KnightKnight of Tiln: Paladins or likeThe Hand: Defenders of the week and down trodden, but defenseonly. They travel the world building roadhouses, hospitals andorphanages.--~--~---------~--~----~------------~-------~--~----~You received this message because you are subscribed to the Google Groups "Abrigon World" group.To post to this group, send email to abrigon-world@googlegroups.comTo unsubscribe from this group, send email to abrigon-world+unsubscribe@googlegroups.comFor more options, visit this group at http://groups.google.com/group/abrigon-world?hl=en-~----------~----~----~----~------~----~------~--~---