Abrigon CollectionEdited some 09/09/04 for Content/Format/Spelling/Grammer(Uploaded to webpage 07/17/2009)(Format errors 2012, hope to do more editing and organization and separating and like in the near future)NOTES: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 cohesive whole in the mess of ideas.Additions such as dimensional portals, so that Omega force and others can come and go, but also how the Aliens and the Lords got to where they needed to.Time in the Multiverse of the Shinda has little meaning, such time 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 or what ever reasons. The force walls that kept they different areas enclosed started to break down, and a mixing of flora and fauna and even some laws of physics started to mix and mingle. At first it was brutal as species met others and fought wars of territory and what was good to eat or poisonous, as well as the flora expanded. Good example would be if suddenly the flora/fauna/weather of North America became face to face with same from India, or even more alien life.. Total environmental chaos as species fought blood battles for dominance of an area. NOTES:Mikes character is TuckerLees character is JuanZekes character was?Who else was playing? 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 various projects. 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 al that fierce, but hse (neuter form) plays the part when needed.Jusido the Shinda, the Shinda are not seen much out of their domed cities, but young ones do travel outside as a sort of initiation rite and Jusido sort of stayed for now. No one really knows his age, but The world is ruled by creatures that are dangerously called anything less than Gods, but in fact they are not gods, just immortals who have taken the powers of said dieties. Some are less childish than others, but be warned the Gods are bored. The Powers of the Lithe, they get their name from the giant floating rocks, shrouded in fog/gas that most make as their homes.The Lithe Powers seems have changed slowly over the eons, but not fast enough for some.Beginning:The world called Abrigon was created by what appears to be a race related to the Shinda.It was set up to be controlled by a being now called the Shadow God another name for the Central Artificial Intelligence, with the help of select individuals as assistants, but over time the Shadow God grew lazy and the Assistants gained more and more power and set themselves up as powers, ruling over as patrons select Shinda cities/lands. Also over time the creators left for unknown reasons, either boredom, or forgetfulness or ...The Shadow God continued to maintain the world with it's helpers, letting the helped do what they wish as long as the world was maintained. Unfortunately the lords started to grow bored with maintaining and started to play games which quickly turned into wars of ever increasing violence and destruction, until on month one of the moons was torn from it's orbit as used to destroy a allied Shinda city (see Southern Continent and the Creator). Enough was enough and the Shadow God forced the Lords of the Lithe (as they now seem to be called) to council to bring about a compact for all. Namely the compact limited the weapons of war, and who could be involved. Namely the Lords could no longer use weapons of mass destruction and could no longer play an active part in their wars. Those that did not abide by the new compact were destroyed, or forced into the outer dark.Just before this time the first non-Shinda were brought to Abrigon by some of the Lords to act as slaves for the Shinda. Some were asked to immigrate to Abrigon, but most were forced. Humans: as merchants, administrator.Glunon: as miners.Satra: as warriors/enforcers.Haflings: as farmers/field hands. And a sort of caste system was set up, with the Shinda on top as Lords and Nobles and so on down. With the advent of the Compact the new arrivals quickly became new toys in the Lords wars. Even before the last major slave revolt many fo the Shinda were moving back into the domed cities and locking the doors. Or leaving to places unknown, or in the case of some back to a pastural life in the forest, to later reappear as "spirits" and like. The newly free free-people started to set up town, cities and nations of their own, but they quckly found how hard it was, and some turned to the Lords for guidance and assistance. Outof this came the current relationship that th "freepeople" have with the lords, namely that each lord is only allocated so much energu by the Shadow God based on the Lords avowed worshippers (can be fear as well), with the Shadow God polling, collecting, and ditributing the spiritual energy as defined by the constant poll. This is how the world is today, with the Shinda locked up in their slowly dying domed cities, the humans, glubnon, satra, haflings figuring out what civilization will be like and weather thier god will favor them. Each of the Lords normally has a sort of home turf that they Lord over, but their worshippers are often not in that area, so the Lords will travel around, blessing/curing those who need/they wish to be, and generally playing games with each other. ===============================================Known cities/nations: Dinas on the mouth of the Shivak river, that flows into the Bay of Talim. Halfway up the coast between Thessa and the nation States of Galadh.The city was founded as a port of call and trading post of Thessani traders on their way to trade with each other as well as the Galadh cities to the Northeast, as well as to trade with the local tribes. Over time the population rose to a point that the city was more than just a city but a real nation. Government:A loose oligarchy of traders, tribal, over lords, religious and cargo conserns.The Council "elects" a Mayor, who serves until he/she/it is dead, 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 the above powers.Such as a Sheriff (collects taxes, jails criminals, leads the militia/posse, and administers justice when the Mayor is not available). The Sheriff has it's deputies and like officers. Languages: Thessa: Inglosh (Abrigonian Trade tongue, atleast the south eastern coast of the main continent. Galadh: Shinda (mostly spoken as a language of lore, curses, and the rare 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 soldier for 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 having to travel to the capital atleast once a year and to stay upto six months. Some nobles have taken to setting up "expeditions" in the name of trade. But some know better, war is eminante and the nobles want a place to be protected if needed. Galadh:The nations of the Galadh, a loose collection of cities who share a similar culture, sometimes act together when threated, but normally compete against each other. Originally founded by those humans who were invited and as such have always been free.Religion: Modified Abrigonian worship, in that three of the Lords have formed 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, especially Thessalonian and Inglosh. Some border dielects of Galadh are not far from Keltoi. The Keltoi tribes:The are a loose collection of tribes that share a similar culture, similar to the Galadh, but less "civilized" (more pre-roman celtic than later). Since the terrain that they inhabit is so diverce they are loosely called "Keltoi" thou most are called by their tribal names. The original Keltoi were "freed" slaves who settled originally with the Galadh, but have since moved on to their own cultural identity, some Galadh groups maintain close ties with some Keltoi groups. Intermingled in all this is different towns, and even cities of the other humanoid groups on Abrigon. Glubnon:The Glubnon were brought to Abrigon as slaves and once free they stayed free, feeling most comfortable undergroud 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 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.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. 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 to blue and others. The Shinda is come cases helped the local humanoids to achieve civilization, so sometimes you find enclaves of humanoids who has a culture based on the Shinda thou not as modern. Similar to third-world groups. WORLD:Organizations:Healing Hand (rough outline): Patron: Tela Structure: Loose, wandering mostly. Setting up orphanages, roadhouses, and hospitals. Membership: Open to any who wish, often they are seen travelling the world in groups of three, mostlu not made up of just one race or gender, but mixed. Temperment: Masters of control, and defensive combat. Powers: To heal Knowledge: Often of how to build things, and heal. Sundered Oak: (rough outline) Patron: Tiln Structure: Loose, wandering searching for adventure, challenging any fighter they come to. Defending the weak and innocent from the enemies defined by their lord, a most chivalrous lord. Open to members of all races and genders. --------------------------------09/26/98Abrigon2.wriExtra-dimensional visitors from Abrigon unto "Earth" or what appears to be Earth. Might be slightly different, like an alternate earth.Or it could be the original expedition to a unknown dimension that brings about the Shinda Imperium invading local earth.Or the group can be a renegade group of Shinda or just ones on the run from the authorities for what ever reason.I like the idea of the power glove (Exotor) and the circlet as power amplifiers.The idea of the nanites originally to act as healers was perverted to control the slaves, but later thru unknown (directly) means the nanites helped free the slaves from their masters, and brought about the revolt and decline of the local Shinda Imperium.Abrigon was either created or it is natural (no real needs to differentiate 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 has since slowly fallen into decadence and waste. That is the Shinda, the humans and other races have risen to the task and are slwoly building civilizations of their own. ---------------------------------------------09/26/98Abrigon 3Abrigon was once the capital of the race called the Shinda and their imperium, but over time the empire slowly crumbled and the people of the Imperium lost home and became decadent, so the empire fell apart slowly.The floating cities, those that remain are the remainder of once great network of cities, each owned by a Shinda family as their headquarters for their family business/power base.With the usage of nanotech, the ability to create "immortal" and also 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 The 1.4 1.5 1.62: Areas: 2.1 Keltoi. 2.2 Galadh/High Cities. 2.3 Thessalania. 2.4 Elderan (Forest of). 2.5 Awalpi 2.6 Other3. Groups: 3.1 Healing Hand. 3.2 Knights of the Balance. 3.3 Other.4. Trade/Money: 4.1 Trade 4.2 Money5. Races: 5.1 Humans/Halflings 5.2 Elves (Shinda/Shee/Sidhe/etc) 5.3 Dwarves (Glub) 5.4 Orcs 5.5 Trolls 5.6 Goblins 5.7 Giants 5.8 Slime (and other nasties 5.9 Others6. Languages 6.1 Keltoi (river and other) 6.2 Galadh/High City 6.3 Thessalanian 6.4 Shinda 6.5 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 Lords 9.2 Known Lords. 9.3 The Lithe. 9.4 The Compact 9.5 Other info. ================================================================1. HISTORY: 1.1 History before the construction of the Sphere. The Race that is now called the Shinda arose in this section of the universe to a high civilization, and in the process became an Empire based some what to the Persian form of empire. Sometime before the last Emperor came to power, it was wondered how to best show the glory of the Empire and that was to have a capital like none other, namely the Sphere now called Abrigon. So the sphere was started and took many years more than a century. And finally as it was being completed, the Emperor and staff had already moved to the sphere. 1.2 History of the Sphere after completion: Sadly the completion was not to be done, for the empire had a major seriies of crisises and as the civilization had been slowly decaying, but finally ithe civilization broek apart in a series of coups and break away empires. And very bloody civil wars, and finally the civilization was in ruins and the Sphere was cut off from the colonies and things went to worse, finally with a complete loss of all tech to the point that the people where savages, not good times.. 1.3 Sphere after the fall of the Empire: Some cities did survive and they strived as best they could, but most were isolated and isolationist to the extreme. Some of these cities still exist from this time, but very few are still in the air, and most have crashed to ground or been grounded by their inhabitants forming the domed cities of the current Shinda. 1.4 Sphere during the dark times: Not much to say about this time, the cities tried to survive as best they could. Sometime before the collapse many current races were brought to the world as laborers and over time they became slaves, doing the work like mining, food production, managing and war. This is the period that the first real Lord shows up, to provide some form of control of the slaves as well as the Shinda who are no longer part of the city life. 1.5 As civilization recovered: The Lords having their origins in the 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 not get for themselves. So large farming towns grew up around the remaining cities floating or other wise. The Lords got the the point that they ran the remaining cities as their agent for enforcement, trade and basically ruler of each city. And since with special treatment the lords were basically immortal. The original lords were just augmented Shinda, but over time the lords found ways to replace the body with a new one via transporter technology (tech left over from the old days). 1.6 The Rise of the Lords and the Compact: Over time the Lords got to the point they became board and wanted to expand but there 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 and causing major damage which has never been totally repaired. At this point the Shadow God/The Central Control entered into the fray and said STOP and stated the compact, which basically limits the lords to what weapons and means they can use. This was the beginning of the behind the scenes maneuvering of the Lords and their becoming "dieties". For the basic compact, see below under Miscellaneous. 1.7 Since the Compact and the rise of the humans: Some 400 years before the current date, the first humans arrived in what is called a Generation Ship, namely they had left Earth sometime in the 21st Century before the Martian Period (as per Star Trek:TNG) (if you follow that this will be used for a Star Trek universe, or if not then they arrived some 400 years from someplace with technology comparable to near term earth. 1.8 Their arrival caused quite a stir since they were not under the yoke of the Shinda at first/ and the Lords. And there fore the quickly rose to power second often second only to the Shinda. But it also made the slaves restless, why can they not rise and be better than slaves, even maybe even equals to the Shinda? So the real beginning to the slave revolts, some being very bloody and not unknown for a city to be uninhabited from this time.1.10 MYTH HISTORY: The world was created ages ago by the creator. Later the creator was overthrown by an evil deity and it's minions. Later the evil deity was overthrown by the children of the Creator, and its minion's were thrown down. It was to late for the creator, so in its memory, the Lords were founded. Unfortunately being mortal of mind if not body, they fell into childish games. Great wars were fought across the face of the planet. Until one day, in their constant wars, one of the Lords caused the heavens to fall and a moon was brought to earth. Finally one God stepped up, and said to the Gods, cease this warfare or else the dread destroyer will be called on from the outer dark and the world will be destroyed. The Gods were forced to listen and they rose up and captured the offending deity (the one that used the moon) and threw it out. There after the compact was made. From that day, the current age has come about. See later references the Compact.================================================================2. AREAS: 2.1 Keltoi: a. Dinas (the City of): Founded originally as a trading post by the Thessalonians to trade with the Keltoi and the Galadh, but it over 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. b. 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 live in towns on pilings. Their lives filled with trading, fishing. c. Plains Keltoi: Sort of a cross between Scythians and ancient Keltoi before the Celts migrated into Western Europe. Daily life is 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, varied periods. From Hallstatt/La Tene to modern. Normally they are divided into families, septs, clans, and in some areas into tribes. The clans maybe based on decent, need, etc. Clans maybe based on decent: McDonalds as an example. By mythical decent: McLugh as an example (since Lugh is an old Celtic god). Also by being the Bear People, such as the Eagle Clan. Bear Clan, etc. By association, many old Scottish septs/clans were not normally related to the main sept, but had a strong association with the main sept. Fostering: Is normally used to build relationships between Lord and Vassal, Lord and tenants, Lord and Lord, Lord and Ruler. Since when a person so fostered grows up, they often can call on not only their family, and clan, but also their foster parents family and clan. Geas: Many Keltoi have some form of Geas on themselves. Often it is minor, but sometimes it can be quite strict or interesting, especially when two conflict. Most Keltoi have a home base, that is occupied by a small group of the family, and the rest then travel the plains/rivers/mountains with their herds or trade. TheHome base is often called a Tuatha (hill fort, similar in concept to the Greek POLIS), or Clan or Tribal Castle. Even if the Tuatha is on a lake/raft.------------------------------------------------------------------ 2.2 Galadh/High Cities: Have to ask Joerg. All that I Can say is that they maybe related to the Keltoi, but relationship is uncertain.------------------------------------------------------------------ 2.3 Thessalania: Merchant principality. Ruled by a Archon, selected from the prominent families. Of which there is normally seven. (Archon also called Tyrannous). Roughly based on ancient Syracuse and the Italian city states of the early renaissance). CITIES FAMILY HEAD Alphis Alphian Phillip Antipathes Korris Korrien Katsuloss Macedonis Macedonian Hipplyta Macedonious Theskis Theskian Alexandrias Malthis Malthian Nestor Ptisti Zellis Zellian Dreux Julianis Julianian Georgias Current 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. To include a possible domed city and all that entails. Other colonies of Shinda have often been deserted, or so well hidden no one can find them.----------------------------------------------------------------- 2.5 Awalpi, not much know of it (have to ask its onlien owner for more info) ================================================================3. GROUPS: 3.1 Order of the Hand: A wandering semi-priestly order. They wander the world build orphanages, roadhouses, chapter houses, hospitals. Dedicated to helping the victims of war/disease/pestilence/etc., no matter what race/creed/culture/etc. Hold Tela as their patron deity. Priests are normally seen traveling in groups of three, especially in Keltoi areas.------------------------------------------------------------------ 3.2 Knights of the Balance: A semi-wandering knightly order, dedicated to chivalry, war, and honor. Also secretly dedicated to maintaining the compact. Their patron is Tiln, twin brother to Tela. (Knights of the Sundered Oak in other documents) The above two groups both originated in Thessalonia, but have since expanded outwards. 3.3 Other 3.4 Thessalanian Merchants Guild, though technically Thessalanian, they have rest stop/trading posts all up and down the coast as well as inland. Have a friendly at times competition with the River Keltoi trading clans as well as contacts in The High Cities and <the other direction>. ==========================================================4. Trade/Money: 4.1 Trade, trade between Thessalonia, Dinas, the Thaith/Galadh states, 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 Keltoi mountains have opened up land trade between the Keltoi lands and the Galadh/Thaith lands. The routes are often dangerous due to bandits, but .. Some trade has started with lands east and west of the local region, as well as some small trading posts on the southern continent (of which not much is known, other than some humaniods seem to trade with merchants there). Recently some River Keltoi have been building ships and trading farther afield around the bay and beyond. Often in competition with Galadhian merchants/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 the common to the extremely rare.Often you see Thessalanina Drakma, and Galadian Tolars as units of weight as well as of coins.Equal to roughly a once of Gold for both. Or a like comparable value in silver.Also you will see alot of gold in ingot form only, or silver in ingot form as well. Gold roughtly a pound of Gold and Silver the same. Name Weights metal /Where minted: Drakma oz Gold Thessalania Tolar oz Gold Galadh high cities Ingot pound Gold all Ingot pound Silver all There is no exact exchange rate between gold and silver. And depending on the quality of the ingot and or coin, you can get a different rate of exchange as well. Also depends on the local means of weighting and units of measure. In some cities a pound is 16 oz, and in some it is 12 oz. NOTE: Rough Weight. Also there is in some places, namely thru the Merchants Guilds and the Order of the Hand some early form of Checque (letters of credit). ================================================================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, which quickly leads to total war.c. 10,000 BCE moonlit dropped into the ocean, shortly afterwards the Shadow God (Worlds AI) declares either the Lords get along, or it will make them live together as per its instructions from theCreator. and shortly later the compact was drawn up and started 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 major continent of Abrigon slowly driving out the remnents of the Shinda/Shee/Sidhe/Sheadha as well as their human minion. The Shee had been devestated by themeteor strike and have only recently totally recovered.c. 600 BCE Thessa-Thiath war, much damage, to include raided cities. Peace finally came, but only have a heavy cost. Knights of 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 the closest to a common Keltoi. Spokenalot in Dinas. 7.2 Koine (Common) - Spoken all along the coast, supposedly originally the language of the Sheadha, but much changed over the years into a Trade Jargon. Spoken alot in Dinas. Heavily influences by Thessalonian. In fact the name is Thessalonain, it means common. So the name changes through the regions it is spoken. 7.3 Thessalanian - Spoken mostly in Thessalania. Local dielect is spoken in Dinas. 7.4 Shindan - Most Shinda speak the local language. Though some may speak a language of their own, but no one seems to know. Some say that Koine is based alot on a simplified form of the ancientSheadha language(s). 7.5 Galadh - Language related to Keltoi, but not sure. Spoken in the High Cities of Galadh. In Dinas normally the River Keltoi dialect, as well as the Thessalonian Koine is spoken. Koine is a trade language, with many different languages adding words, etc. Keltoi each speak their own dialects, to the point of from one end, most can understand each other, but it is not always easy. Thessalonia: Speak their own language. But many who trade also speak 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, and then it was seems to have been lost to another race in some major interstellar war. Then later the group who later became called "The Lords of the Lithe" revolted against the invaders, and then set themselves up as the rulers. Problem is they quickly degenerated into petty little godlings, using the technology they were given to control the world. Later they were forced to fall back, most leaving this world for other places/dimensions.With the recent lords taking over, and the compact being enforced. 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 each creatures who uses magic is actually receiving energy from the Grid (Lei Line) and then using the nanites as a conduit, then using the energy to express the magic. Transformation is transporter tech taken to a great degree in that the bodies excess mass is held in transit, with only the brain being kept at near normal size (very tricky, and some say if you do it to often you get lost over time). Some forms of "Magic" are actually psychic (Telepathy, Telekinesis and such). And some are bleed over from other nanites to others in a different host. 8.3 DEATH: When a host for the nanites dies, often the hosts memory pathways through the nanites that act in symbiosis will then be transformed into the Shadow God (the main AI, so in a way a person never dies, atleast some don't die totally). 8.4 VAMPIRES: For some reason the nanites either rebel, or other reasons, and the nanite colony is cut off from the energy source, so the host has to leach onto those who are still connected for energy. 8.5 WORLD: Is the world of Abrigon a normal world, a created world, a dysen sphere, a ring world, a pocket dimension, a holodeck projection/program or what? ================================================================9. KNOWN RACES: 9.1 Humans seem to have come during the time of the early days of the Lords, to serve as a counter to the creatures of the Aliens. Humans some say were visitors from the sky or in the case of a dimension, they were brought from else where. I always liked the idea of a bunch of SCAers or back to earth types colonizing a world and calling it Abrigon. 9.2 Shinda (Elves): Seem to have been around since the beginning, the once played a major part in the world, but after the last major wars have since retreated into their domed cities or forests or other distant places. 9.3 Glub (Dwarves): The Glubs were originally brought to Abrigon by the Shinda in ancient times as children, first as house servants and then later as mining slaves. The later slavery has soured their relationship with the Shinda, especially after the Glubs 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 have since spread across the globe, causing mischief. Not all Orcs/Trolls/Goblins/etc are evil, many are as normal, just look different. 9.5 Giants: Brought to the world by the creator, to help build things. 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 to retake the world once again, rumors? Are they related to the slime, 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 direct interference, no more weapons of mass destruction, hand held weapons only. Most Lords tow the line, atleast normally. Some do not. 10.2 KNOWN LORDS: Tela (Lady of the Hand/The Healer).: She is said to trtavel the sphere, helping her followers and those in need (Sort of an up to day Mother Goddess) Tiln (Lord of the Velvet Fist/Civalry): He is known to travel the sphere, tesing his followers (And any who cares arms), appearing as a figure thatt that is equal in abilities as the person he fights. (Sort of a updated God of War) Uruk (the Wizard, Lord of the Arcane and of Wizards, also called the Dragon).: His followwers are often seen travelling the sphere, looking for magic/technology and unknowable tasks (Patron of Wizards, symbol is a dragon) Balzar (Mistress of Chaos). Non one really knows who her woshippers, but most assume any one of a mental condition, or who dresses wild is a follower, such as juggles and like. But most not sure.Also she is a champion of free choice. Dalib (Keeper of the Law) It is the one who keeps track of abuses of the Compact. Also called the"Justice of the Law". God of Justice. Shinza (Mistress of the Dead/Pain): Her followers are for all purposes "dead", basically their nanite colonies have taken over, to a variety of degrees the host is still alive. Most who follow her do so out of fear and dread, since most people of Abrigon are long lived, to be made "Undead" is face a form of eternal damnation. Other lords will be revealed over time. 10.3 THE LITH:The Lith are a semi-sentient race, silicon based, which creates hydrogen gas, which it stores in pockets in its interior, looking similar to how some volcanic rocks look like, but much bigger scale. Not all Liths are alive, and not all have Lords that inhabit them. Since the Lith are accompanied by clouds, it can be areason why they are not often seen by mortal man. a. The Lith can be a elemental creature, which opens new vistas forElemetal Creatures, after all energy creatures are known to exists 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 maybe copyrighted by others.Edited in 2004 PS: If you like it let me know. Former HTML 1 ----------------------------------------Abrigon01/20/04 Welcome to the World of Abrigon A Fantasy world with a Sci-Fi Twist! INDEX THE 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 in a continual battle with beings they call the "Slime", as their lands 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 the heads of the Cities government/clans. For each city states citizens and residents are of the same very extended family.Each city is lead by an Archon, who as head of the clan, then will as needed appoint a Tyrannos, who will 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, they live in the forest called the Sidhe Forest by the local Keltoi, and Elderan Forest by the local Awalpi. Many who go in, don't come out.2.5 Latinia Based loosely on the city of Rome and related nations. 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 plains Indian, before and after intro of the horse. May also have some moundbuilder or Anasasi influences.2.9 The Satra Lands2.10 Shinda Cities (Local)The cities of those Shinda who have fallen to Earth, maintaining what civilization they can, to include cities and like. Some may have 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 Keltoi would fish at the spot, and then later trade with Thessalonian traders, and now is the major city of the region. Has it's own appointed 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 that exists on the other side of the Elderan forest, and who trade with Thessalonians and have a wall 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 order normally 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 their peacefulness, but also for their ability to protect themselves with defensive martial and magical arts.3.2 Knights of the Balance.A fighting order much in the vein of the Knightly orders of the past. Followers of Tiln, twin brother to Tela. They are followers of the ideals of chivalry, fairplay, and honor, defenders of the weaks, especially since Tiln is known to travel the world testing his followers, often being a duplicate in skills to the follower to be tested.3.3 Merchant Guild of Thesslonia A loose collective group, much like the families of Venice c.1300 or the Hanseatic league and other merchantile leagues. Namely a group that crosses family/clan lines to fix prices, protect against pirates/competition and other needs. Their coinage and system of weights is accepted all over the region. As well as their system of lines of credit/cheques. Namely in any major city and many minors ones as well as trading posts their is a representative of 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 the Thesalonian Merchants guild, with some river traffic done by one or more of the River Keltoi clans. There is some small merchants, as well as the Guild has been opening up membership to non-Thessalonians.. Major trade routes are from Thessalonia to the Galadh cities vis Dinas Ator. Also trade up both rivers Dubis and Aubron(sp) to various River Keltoi villages. Also some cross country trade, but until the road into the Awalpi lands is built it is limited.4.2 Money is often based on Thessalonian models, namely the Merchants Guild, but local varients do exists. Also there is ingots of metals (Gold, Silver, Bronze, Copper) as well as other resources, such as Salt and hides of cattle are also used for money. Weights are based primarily on the Thessalonian model as well. 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 Others 7. 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 Others 8. Lords of the Lith (Myths/Legends and other lies and ignorance): 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 (HEX style)Hex map, Adobe Viewer Needed Hex map, Adobe Viewer Needed Hex map, Adobe Viewer Needed Grid 381a Program for mapping January Average 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-Fi Twist! 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 Satra Shinda Lords of the Lithe The Universe was void, then the world came about (central computer)and the Gods came into being (actually came thru a worm hole or gate). They brought into being the animals and plants (actually imported 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 - Central Computer) after the falling from the sky of a moon (or like celestial object) the one forced the Gods to go back into the Heavens/Oceans and Earth to have their worshippers, worship via their priests. (the Compact). Some Shinda or related groups fell back to a more natural way of things, returning to simpliar time, either in the forests, or other less Godlike persuits, and they forgot their origins and became normal. Then the Banazoo, Z'am'chu and humans came and things changed more. Humans were split into a variety of groups, learning much from the other races, as well as loosing much in their quest of a simpilar life as well as learning magic, and being introduced to 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 to trade with the River Keltoi and on the way to the lands of the Galadh, but it over time has gained its independence, not only in government, but in culture. Most Keltoi in Dinas are River Keltoi, their dialect shows it. Most local merchants are members of River Keltoi clans.The Merchants have started a oligarchy much like the one the Thessa have, clan politics is heating up.b. 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 live in towns on pilings. Their lives filled with trading, fishing..Some live on their barges, and some live on islands in the middle of the rivers/lakes, some natural and some man made (pillings or other means). They play their trades across the lands via the rivers.Trading horses for materials you can only get in Dinas Ator and other towns..c. Plains Keltoi:Sort of a cross between Scythians and ancient Keltoi before the Celts migrated into Western Europe.Daily life is to follow their horses and cattle across the endless plains. Master equestrians. They have a home Tuatha (hill fort)that they retire to in winter, it is manned by members of all clans so that no one clan rules..d. Northern, often called Mountain Keltoi.Sheep/goatherders, mountain tribesman, much like the Highlanders of myth. Of ten traveling in small family units, little more than brutes some are, and some are better off.Keltoi in common are roughly based on Celtic culture, varied periods.From Hallstatt/La Tene to modern.Normally they are divided into families, septs, clans, and in some areas into tribes. The clans maybe based on decent, need, etc.Clans maybe based on decent: McDonalds as an example. By mythical decent: McLugh as an example (since Lugh is an old Celtic god). Also by being the Bear People, such as the Eagle Clan. Bear Clan, etc. By association, many old Scottish septs/clans were not normally related to the main sept, but had a strong association with the main sept.Fostering: Is normally used to build relationships between Lord and Vassal, Lord and tenants, Lord and Lord, Lord and Ruler. Since when a person so fostered grows up, they often can call on not only their family, and clan, but also their foster parents family and clan.Geas: Many Keltoi have some form of Geas on themselves. Often it is minor, but sometimes it can be quite strict or interesting, especially when two conflict. Most Keltoi have a home base, that is occupied by a small group of the family, and the rest then travel the plains/rivers/mountains with their herds or trade. The Home base is often called a Tuatha (hill fort, similar in concept 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, but they are of a higher civilization and culture. They have been fighting a slow war with the Slime (Cthuluian like), which has made the swamp grow until all the cities are seperated on little islands in the ever widening swamp, there is some trade, but most is well armed. Jeorg a old networld friends one time area. 2.3 Thessolania: Merchant principality. Ruled by a Archon, selected from the prominent families.Of which there is normally seven.(Archon also called Tyrannous).Roughly based loosly on ancient Syracuse and the Italian city states of the early renaissance).Cities Family Leader Alphis Alphian Phillip Antipathes Macedonis Macedonian Hipplyta Macedonious Korris Korrien Katsuloss Theskis Theskian Alexandrias Malthis Malthian Nestor Ptisti Zellis Zellian Dreux Zellis Julianis Julianian Georgias Current Archon is Philip Antipathes of the family of Alphian, but this changes from time to time since politics is what the people of Thessalonia live for, makingmoney just pays for it.With each family head being a member of the Merchants Council which 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. To include a possible domed city and all that entails. Other colonies of Shinda have often been deserted, or so 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 Eldaran Forest, they have a wall/dike to protect themselves from the Forest as well as any Keltoi raiders, as well as have been woring on a road thru the forest to a limited success, so as to cut out the Thessa traders who have limited trade with them. 2.6 Arasaka: Based on a loose interpretation of Japan during the early years about the time of the rise of the Shogun or there abouts. 2.7 Atzatlan:Loosely based on the Aztec/Meso-American, with very little of the blood shed, since it is a sort of recrereation, but recently they have been taking to heart the old ideals. 2.8 Mandana: Not sure where it will be at, but loosely based on plains indians of the pre-colonial period, with horses gotten from other humans or they brought them from earth.. 2.9 The Satra lands: To the NW of the Lands of the Galadhm they are a loose collective tribal network. To know more of their culture 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 Thesslanian merchants guild, but as the local population grew especially from the Keltoi population with some influx of Galadh from the north, they city has slowly gained its independence from outside influences and it serves this nicely, as a place where River Keltoi can trade their goods from the interior, the other Keltoi can trade horses and like with forgeign merchants, as well as a nice rest stop between the Galadh lands the lands of Thessaly to the south, since across the Sea of Thessa is not always a good idea and many mercants are not willing to cross it, especially in the winter months.Also some Dinas merchants have started to send out their own ships to trade. 2.12 Z'am'chu: Living on the Island called Mekhezha, to the SE of the Lands of Thessa, they live in a highly imperialistic/aristocratic lands, human of race (?), with a manifest destiny that no one can deny them, filled with intrigue, they look at the world as already their, just one problem, their system of government is so confusing, only a master understand part of it. Trade is possible with them, but be warned, they may think you belong to them. Marks area. 2.13 Vokhommen: Not into the Lords, they distrust them at best, and think them usurpers and demons at worsted, based on a collection of Indo-European ideas. The One is more than happy to create/make the 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 or normal race).Pure human of broadly European descent.Fairskinned but as they live out in the open tend to be weathered and tanned. Hair is dark in colour with only a small number tending to be fairhaired.Short in build, averaging around5'0 or 1.5m (like me). Stocky and hardy in build, but the tendency to obesity was bred out of them generations ago (I wish). Eyes have a epicentric or mongoloid flap.All Vokhomans look like they were born on horseback, even the towndwellers.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 artisans and minor officials are always towndwellers.The herders provide protection for the towns and raw materials, the towndwellers make and trade commodies that are not available on the land. Both groups are mutually dependent on each other.Government form description: The highest office is the Patriarch, a religious title but literally a sacred king who performs the rites that link the upper and middle worlds. Elected for life by the templemasters, he must retire or be deposed if he is seen to fail in his office. While the Patriarch holds little temporal power he is also the spiritual head of the Vokhoman nation and no one in high office can be seen as legitimate unless they cultivate his influence. This also applies to non-Vokhomans.Outside of the temples and the lands they own within Etsiya, the Vokhomans are governed by lords.These are usually descended from powerful nobles among the pastoralists and control regions that encompass several towns.The lords have to be judicious in keeping contact with the towns to govern them and keeping links with their own clansmen on the land. Usually they spend the winter months domiciled in the towns, and the summer months travelling with the herds and possibly campaigning against each other and against outsiders. It takes a truly great leader to unite all Etsiya under one lord and this happens only rarely. Rulers, and known peoples name and description:Under development.Religion:Vokhomans believe that in the beginning the Universe was darkness and water. When God set the Universe in order the good and 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 the company of Ancestors in the upper world, if not they will join the ghosts and demons who may overthrow the good order of the universe. Nobody wants that.Names of deities - Their powers and area of control or basic filosofy of things: God, the first conscious being, the supreme diety with both male and female aspects.According to Vokhoman beliefs God is hidden and each person must find the inutterable Name of God inside themselves.Medva, the goddess, a personification of light. She defeated the demons 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 a rite of passage. The lesser deities. The commonly known ones are Peltvia, the personification of the broad earth, and the Neras who dwell in the flowing waters.With the help of the religious rites they keep the demons and ghosts at bay.Trade and products: Money?Barter? What products. The Vokhomans use gold-coloured coins they call sunwheels. There are smaller coins that are worth half, quarter, or a third of a sunwheel. It is not known what the exchange rate is. Ask a Z'am'chu. Most of their trade comes from the animals they herd: diary products, hides, wool and meat.They use ceramics to adorn their architecture, and appear to have some access to metals which they work, iron, bronze, gold and silver. They also trade their sturdy mountain horses (Przelski's horse - sp?). Their religion involves some degree of literacy 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 it back 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 for instance. Some Vokhomans can practice shapeshifting.They are called Vettens or Wolfdancers.They dress in animal skins and take on the attributes of those animals. These people are honoured among the Vokhomans because they do ceremonial performances at certain times of the year. In a role-playing situation I would expect these people might have special non-combatant skills related to their totems. The particular 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 join religious brotherhoods for identity and support. There is also the 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 provides the 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 the Vokhomans have some reservations about them. Any specific dislikes or likes and why:Anything that does not fit into natural criteria that they are accustomed to will be categorized as demonic and treated with hostility. This would cover anything that deviates further from the human norm than a satra. Racial:Physical desription as well as how would someone role play one as well as have a character as a member.Their physical description fits human as given above. They are class 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 the rest of their society. Loyalty is everything to them. Their environment demands that they be tough to survive, their culture and religion preaches that they must be generous towards each other 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 from their animals.Mead and honey are used in their religious rites and they also brew beer. Plants grown: wheat, millet, rye, apples, walnuts, hazelnuts, cherries, mulberries, flax. - andrew. The sacred writers have clothed God in a human form, like gleaming 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, 1.8 2.14 Thyndw/Þyndw: See this for more and conciese info NAME: Þyndw or ThyndwPHYSICAL: Elf-like. [Semi]-pointed ears, darkish skin (like middle-eastern)but with light hair (blonde or red, sometimes white) and almost always jade-coloured eyes. There are some variations, but not many.CULTURE: The Þyndw are a simple, peace-loving, Elven race. Their ancestors are the Sogars and Elves of Câlnima. They make clocks and tools, mainly for woodworking and farming. Many Þyndw are farmers themselves, but the Þûldeð tribe, which lives in the desert, uses heavy irrigation. There is a mountain range between the desert and the jungle (where the Nûldeð tribe lives). Tunnels have been made that go through the mountains to carry water 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 hear stories from merchants who buy tools and clocks from them and sell them ores and old tools to work with to make new tools from or to repair if possible (for a fee of course: usually some ores, but they will also accept foreign money that can be used for trade with foreign nations). Every now and then, some rogue Banazoo raid Þyndw vilages for tools, but the Þyndw don't care because they figure that the Banazoo need the tools and can't pay. The religion of the Þyndw (NOT þyndwism [="Hinduism"-"H"+"Th"]!!!) tells them that they shouldn't keep all of the fruits of their labour and that the needy should get some. This is a carry-over from an old unknown religion of the Sogars (you know what that is, right Mark?:), though their main religion is worshiping the nature of Âbrygûn. They worship natural entities as though they are alive, though the Þyndw have no gods.GOVERNMENT:So far, something like this: Each town has a leader who just makes the major decisions. But a decision cannot be made without a town meeting where everyone is welcome and usually includes a form of compromise.Things get done though. Usually only one meeting which takes pretty much a whole night (refreshment are brought for by whoever wants to bring something for the group).RULERS: None yet. You should have asked about the Espans or Sogars :)RELIGION:Nature-worshiping; they have some customs that come from old Elf magic-religions (nature-worshiping as well) and an old unknown Sogar religion (currently (i.e.~3200 C.E.) they have a nature-worshiping religion similar to Druidism 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 they try to be kind to other races].They... (shoot, that's what happens when you look at something else for10 minutes before continuing the sentence...)ECONOMICS:Products produced: Tools (swords), clocks, wierd jungle & desert foods maybe.MAGIC: Some telepathy ... all that's left over from Elven blood.And they can put some magic into swords,mainly only a warning beacon to the user. That's probably what they'd use the Vokhommen precious stones for...TRIBES: I'll use this as an opportunity to add "Tribes:"Nualdedd and Thualdedd (or with spelling reform: Nûldeð and Þûldeð)OUTSIDERS:Very welcoming and accepting.LIKES/DISLIKES:Like exploration and stories from travelers and merchants. Also adore 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 bread from their corn and make a dish similar to pizza but with corn-bread (well, bread made from corn, not quite American corn-bread). Also, they make tortillas of a sort, except that they make them so that they are hollow like a Pita (I did that once by accident when making a tortilla and it was cool and delicious).Basically they have flat bread, on which the make the Pitas, and hollow bread which they make something similar to Pitas with.They also have chickpeas that they make a falafel type food from. (I'm listening to "Desert Rose" by Sting and it's such an inspiration 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 be grown in a desert?LANGUAGE: Ða difî "The Speech"comes from Deymual "Fire Speech" and Romainsauge ("Roman savages"? 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 like in "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 up than I am [actually I was born some months before them, but that's not important] and don't play with Pinclans as much) and I bet the others would disagree with me if I now claimed something I'd like to. The main physical difference are the stretchings, but there are others too. Anyway, I must say something, so...Pinclan children are more strongly built than most Human children.Pinclans can climb like apes and they have excellent strength in arms by nature. They are also more musical than Humans, on an average. They are not so keen on time and exact hours than Humans, probably because they live longer.Pinclan hair grow very fast comparatively with Humans - if you shave a Pinclan man, he will have his hair to the shoulders in less than two Earth months, and his body hairs are back to normal in two Earth weeks.That's why most PInclans don't care to shave themselves or cut their hair much.Fortunately Pinclan nails don't grow that fast. All Banazoo, women, men and children, only shave their head after their stretchings. Their thick, wavy, greenish black hair usually reach their calves. They love to tie colourful ribbons and all kinds of symbols up their hair. Banazoo carry also important things light in weight tied up to their hair. And no, their hair won't go as shaggy as our hair. Banazoo skin is either dark reddish brown (80%) or dark green (20%). That is the result of their ancestor skin colours - the Wolves were almost black, the Tigers were anything between light and dark brown, the Foxes were yellowish brown and the Frogs were light green. Banazoo eyes are chocolate brown (62%), all black (24%), green (11%) or very light blue (3%). What's more, they may have change streaks in any colour in their eyes. In fact Banazoo believe that they who have light blue eyes have supernatural powers, so these children are expected to go to the monasteries.Pinclans are "harder to kill"than Humans.Most of them are immune against many fatal diseases, or then they survive after being sickly for a while. They may digest twigs 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 the ancestors of Banazoo leave the planet Pii!) As you can see, Pinclans are a kind of masterpiece of evolution, if its demand is to increase and stay alive. Don't worry, the Banazoo averages have only 6 children ;-) I think I should also mention how do they dress themselves... It is cool on the mountains, so they have wollen ponchos and trousers. Under them they keep long shirts 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 think most non-Pinclans wouldn't notice which sex a single Banazoo represents ;-) for they are all so sturby and have same clothes and hairdo. Religon is seems to be a plurity of deities they brought from their home land/planet. Skin is dark cause of less protection from the sun in the mountains.Trade is in produced products and their methods and materials are 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 kinds of dried delicious mountain vegetables and herbes (seeds are a natural resource, so potential blackmarket in them? Like how Silk worms were secrets). - bridge architechture (ground plans, architect renting/rendering) I point out that Banazoo make sure that nobody gets the seeds or the seedlings of their plants, and the most guarded thing of theirs is ustu. So you have no entrance on the raw materials and you have to buy their completed productions, which are not cheap. Well, I'm not the only one who has been creating Pinclans, (there are 3 of us, though the others are little more grown up than I am [actually I was born some months before them, but that's not important] and don't play with Pinclans as much) and I bet the others would disagree with me if I now claimed something I'd like to. Nata's area Axu: From: Natalia Gruscha Many of you need to know more about the Axu, so I have thought about it. Here is the description. It is based 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 another end is the mouth. In fact they look like both ringed seals and dolphins, except that their only eye goes around the body in the neck.Axus can pull their eye in or turn it out to the direction of their mouth or tail. The mouth is used for eating, whistling and as a hand. They have excellent hearing in their skin.Axus are intelligent, and they have as developed language as Humans do.Whistling is their way to speak.They have alga homes floating under the water, parent living with all her chilren.They love to gather together for dance performances, spectacles etc.Axus of the Great Lake are peaceful, for they all live in the same area, share the same culture and speak the same language. In the age of 21 or so ( I use the years of planet Pii which means 3 Earth years - somebody please tell me how long is the Abrigon year!) Axu skin becomes to demand salty water. The skin gets rash and aches. That's why all teenage Axus must soon leave for the salty ocean along the underground tunnels. They tend to leave in small groups, friends with each other. Axus live in the ocean for decades. They have build underwater fortifications there to protect themselves from the sea beasts.Axus are sporty, so the inhabitants of different fortifications compete in many events. They compose great musical works and collect information about the sea organisms.During this period in their live many of them die because of the sea beasts and some diseases. In the age of51-66, depending on how well does the Axu in question get along in the ocean, the Axus become fertile (the ones who love the ocean will stay infertile longer).There is only one sex, so Axu way to increase is to change genes.During that period tail is their genital. There can be 2-7 Axus mating at the same group, and all who participate get pregnant. The pregnancy lasts for 2 years and during that time Axu skin stands both salty and fresh water. But the Axus are very conscious of the fact that soon after they will give birth to their children their skin stops standing salty water. Besides, their children need fresh water for their first 21 years. That makes 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 in the mating. Some Axus just have more children than the others.Axus think that the only parent of the children is the one who carried them inside. But the whole society helps in nursing them, and for the Axus who have mated together are also generally good friends, children usually grow up near all their genetic parents. Axus live about 10 years after their children have swum to the salty ocean. That makes their lifetime to be between 80 and100 years. These old Axus whose children have gone are the leaders of the Axu society. Banazoo have good relations with the Axus.They have developed kind of pidgin language, which consists of simple whistling melodies both creatures are able to make and hear.Banazoo want to protect the Axus, which is one of the reasons outsiders are not welcome to their area. All fish belongs to the Axus, Banazoo don't eat them and don't let others but Axus to eat them either.There are great celebrations full of opera sang by both Axu and Banazoo 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 & Stuff Abrigon former HTML01/20/04 Welcome Dinas Aetor and lands around it A place for exploration of the totalness of all things. Abrigon - Dinas Aetor DINAS THE CITY Work in progress) (07/08/2002) Saturday, June 15, 2002 By Michael 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 Iron Age, maybe later in some regards. Magic exists, but it is not common, other than for sages, clerics, shamans and like.* History of Dinas Aetor (named by the local tribes), as most knows, started as a local Keltoin seasonal fish camp on the Shara River, but it was also a good place for Thessa merchants to stop, refill their water casks, and trade with the locals. And do some hunting. Since the Shara splits just before the town, leaving a small forest covered island. The founding was some 220 years in the past.* Thessalonian and Galadh merchants: Over time, the merchants built a palisade, first on the island, then later on a Cape Thessa to the north of the town. Building a fort on the cape, to include a light house. The cape and now the light house, has been and is a major navigation marker for sailors. The town is located mostly between the fort, and the docks across from the island. The docks were once on the island, but over time they have been moved to the cape side of the river. First they were just a place for ships to be beached, but then pilings were driven into the river bed. Recent movement is to make the docks into stone, and a real causeway to be built to steer sediment around the dock, to keep sediment from turning the harbor into a sandbar.* Trade: Over time a steady trade came about between the merchants and the locals, some extending into the interior (up river) with their relations and other tribes.* Social Structure: With some forming of specific clans/families who do the trading. Some Galadh merchants also came by (Galadh is a set of city states, that over time have been over taken by the local swamp, so water trade is a must, especially for things like grains. Of which there is a lot 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 the town. Sort of a mercantile council. Not sure if there should be a noble class, or baron or like. There is an upper class, mostly made up of Thessa merchantantile families, but there is some mixing of locals and Galadh and Thessa origins.* River Keltoi: Many clans operate barges that go up/down river to towns up river (the towns are either on islands, or on pilings in a lake). So there is a road for the barge-men along the edge of the river.* Defense: The walls of the town are packed earth, with a wooden palisade with watchtowers. There has been a movement of late to replace the earth and wood with stone and stronger materials. With some paving of the main street in cobblestones. Next to the hill fort for the merchants (on the cape), there is a small parthenon for the Thessan gods. As well as a Lighthouse (wood and earth for now, but work to replace it with a stone one).* Language: The local lingo is based on a pidgin of Thessa and Keltoi. But Thessa and the local dialects of Keltoi are also spoken alot.* Local Color: I do know that near the docks, there is a small inn/bar, called the Griffins Inn. It is run by an Amazon Female, a Mage, and an intelligent badger (rarity for sure) who hides his identity from most (he is the accountant after all), and the Satra bouncer (Satra, four arms, gorilla like in size, war like). Looking for ideas, and stories to fill things in. Somethings might change as it become necessary.* Galadh: The idea for the Galadh, is they are city-states, surrounded by an ever-encroaching swamp. So most foods have to come from the sea or via trade. The Swamp, possible idea for it was that it is the home of some Cthulu or Horror like creatures. The Bayou if you will. The Galadh seem to be related to the Keltoi. But higher in tech than them. ---------------------------------------------- ORIGIN: Some 200 or so, Thessan traders on their way to the Galadh high cities, who normally passed by the mouth of the river later known as Shara, they would stop at the island in the middle of the river. For re-supply of their water casks and food supply. Originally forming a small palisade for fishing, hunting, water collection, and salting of food. They made contact with one of the local tribes of the races the Thessa called the Keltoi, who used the mouth and island as a seasonal fish camp. The exchange was peaceful, and trade commenced. Over time the merchants build a palisade on the island 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 beginning of the town call Dinas Aetor or Helios (Thessans name for their onclave). Later, some traders with local guides, moved up river to trade with the tribes of the interior. Some local people from the interior tribes also came to the town to trade, often from miles away, bringing their small boats. The local tribes have a home fort, but the majority of the tribe will wander with their herds of cattle, horses and sheep until winter comes and then they all move back into their home fort. Home forts are of a mixed nature, depending on local terrain, and customs. Some will build it on a knoll or like, building a hill fort to act as a base for their tribe. Other groups will build a fort on an island in the river, or on pilings build a small town in the middle of a lake. Also some Galadh traders came to visit, noticing the large tracts of open land that is perfect for grain and like products. They then started their own areas f town, and formed small plantations. Their home has a major shortage of food, due to a lack of land for farming. There are pirates, rival merchants, marauding tribes and more. Also the world is ancient, and the humans are the last to come here. So there is a lot of old sites of power and mystery. As well as other humans, more? Okay, got some basic ideas for two characters. Originally founded as a trading post for Thessalonian to Galadh/High Cities trade. Later became central to the trade into the interior via the Shara River. Owned by one of the Thessalonian trading families, but over time the trading post became a city and as well gained its independence from outside. Though some old Thessalonian and Galadh families own land here. ------------------------------------------ HISTORY OF ABRIGON: Ancient Real History: Shinda built the sphere, their civilization crashed. A Lithe crashed near Dinas Ator and the Shinda on the Lithe went to ground, building around the ship, until it was covered. Over time the ground became the island that the town is located on. Over time water and dirt/rock covered the Lithe. The Shinda below still live and have a civilization of high tech, but have a need for ... people? food? What? Maybe why people are disappearing from the city? Dinas founded some 200 years ago as from a fishing village of the Keltoi (need new name for sure), by the Thessa, me rcantile nation that is based on a loose oligarchy. They needed a trade route to cities to the NE (across the bay, Galadh?), and Dinas was about 1/2 the way between the two areas. So over time the merchants moved in, set up a trading post, hired locals and over time the cultures mingled. But not always nicely, after all there is some locals who are also merchants, plying the river Shara back into the interior and the towns along the river. Towns along the river are often on pilings in the river, or islands in the river, to protect them from marauding bands of barbarians, dragons and like, as well as weather. After all flowing 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 other land (I need a name and culture idea, the idea is independent cities who are facing a horror or like?). Major thing: Shinda are not elves, often they are hated and despised due to a past of enslavement and foul treatment of the past. Especially since many non-Shinda (other than humans) had to win their freedom in violent ways). Satra are not just kill machines, or orcs or trolls. Glubnon are wasp like but not mindless for sure. Just one female may have from 1-30 males for her husbands. The Thessa know some Shinda and learned much from them, so not all Shinda are hated. Shinda who come from the sky are hated, those underground are not known off. Glubnon live underground in giant mounds they often build themselves. Havlin are not Hobbits, they have a culture that is more tree bound, but not always. May have to tone them down for the average one, versus the master!? Lithe Lords rule over the surface still in many places as Gods or demons. Some call them Gods; some call them Demons, and so just ignore them. But some have not lived long to ignore them. So far Dinas Ator has been free of visits by them. --------------------------------------------- GOVERNMENT: Government: Loose mercantile, ruled by an Archon, elected from the major families, to rule over the Town. With a city council made up of representatives from the major temple, major families (including clans), and merchants. The local tribes are loosely tribal. Some are more clans or extended family, some are almost mercantile in nature, and some are based on strong men. The River Keltoi have slowly become more based on alliances cause of mercantile connections, but they started out as small family groups, related to many in the local area. Sort of extended family/clans. Family connection better than social connection still. --------------------------------------------- LOCATION/GEOGRAPHY: Located on the Shara river delta mouth. Built originally on an island in the delta, but over time it has expanded outwards from the original trading post (fortress) to include the whole island as well as some wealthy citizens' outside/off the island. The hill fort built on Cape Thessa, to the north of the island of Helios. Was build first as a watch tower and lighthouse. But over time became the fortress for the Archon and the city council. The area around Dinas Ator is rolling hills, plains basically, with small crops (grouping) of trees in low valleys. Much like the area around the farm in the old series "Little House on the Prairie". Mountains to the west and north, of in the far distance. Also some possible to the south. The ocean to the east. None of the rolling hills for the most part is above 300 feet or there about. There are some places with small caves and rock outcrops. With the Shara River flowing through a valley, like a snake from the west/WNW. There is a road of sorts, but it mostly follows the river west. Every once in a while, a roadhouse or like is there along the road. Especially at places like fords and portage areas (where rapids or like exist, that make barges going down/up river near impossible). Where the cargo has to be unloaded, carried around the obstacle and then reloaded, if possible on the original barge (if the barge can be brought about the obstacle, like rocks/sandbars and like). And off on its course. The road along the river is often used to tow the barges upriver, since the river is not big enough in most places to allow sailing and the winds are not in the right direction. The town has an obvious wood bridge that goes from the island to the mainland, towards the hill fort. There is a movement afoot to replace it with a real stone bridge, with a gate house and draw bridge. Especially as the upper class on the island increases in size and wealth. ---------------------------------------------- SOCIAL: Rich live mostly on the island, manor houses at their farms, or near the Cape Thessa Fort/Light House. Middle Class, live mostly near the center of the town. Or if possible on the island or on their farms. Poor, living mostly near the docks, or outside the city walls. Alternate, is the rich live on the hill just below the Castle, on the Island in the river, protected by the river and their home troops. Or on estates in the countryside, protected by their own soldiers. Upper Class mostly made up of rich Thessan merchants. Middle Class mostly made up of towns people, mixed Thessan/Galadh and Keltoi. Lower Class mostly made up of refugees and those cut off from family support. ---------------------------------------------- LANGUAGES: Languages: Keltoi: There is various dialects of the language, the local is a form of river Keltoi, which is spoken by main tribes in the river valley that follows the Share river. Koine (based on Galadh and Thesslonian with influences from Keltoi) Thessalonian: Sort of a form of Greek, but will work on it. Galadh (related to Keltoi, but different): Likely broke off from the Keltoi language some centuries ago. -------------------------------------------------- RACES/CULTURES: * a. THESSAN: Visitors, most locals of Thessa blood are mixed/part of local culture. There is some representatives of the merchants, upper class citizens adopts Thessan habits.* b. KELTIN: River predominates, but other tribal groupings are seen in the 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 attending seasonal fairs in Dinas Ator.* f. HAVLIN: They keep to themselves for the most part, sometimes you can see 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 the Gnomes. RACES: Shinda are tall, pale beings, with hair that is normally black or yellow. Their attitude is one of detest for the lower forms. If you have ever seen the movie "Heavy Metal" namely Den, the immortal there is the ideal. Similar in attitude to Melnibonians. Satra are tall, heavy set, hairless, dark of skin, four arms, no obvious gender, they are very loyal, very strong and warlike. They used to serve the Shinda as their enforcers, but over time have found their own culture again. Glubnon are short, brown of skin, heavy set, bearded, light of hair, all seem to be male. There is females, but the Glubnon social order is wasp like, with a queen and princesses. Havlin are short, light boned, green/brown of skin. They love trees, each group having their home or home tree type. They are amazing with non-normal tech/magic. The races came from other places, but were bred to serve the Shinda fell into ruin. But most have a burning hatred of Shinda, there is races that are Shinda like, but that are not the norm, some that are back to basics type, or who did not follow the path to Empire and like. Most in Dinas are human. Thessan traders who sail from their home to the south, along the coast to the north trading the inner sea. Keltoi traders who travel up the river Shara, trading along the way. They form a separate culture from their plains dwelling cousins. Dena, a group name for a variety of different groups, some tribal, some not. They live on the edge of the region, and little is known of them. They are said to be great warriors, or cities of gold, or human sacrifices. Not all is true. ---------------------------------------------------- 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. Raiding is not know, but most times it is singular or small group raids by outlaws or youngster out to make a name for themselves. Two major 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 been some trade with the new Glubnon colony to the SW of the town. They are a one-minded group. Most seem to be males, but little interested in human females the whores' guild as mentioned, but they do love to drink, and trade in gold, other minerals, crafts and more. There have been reports of some Havlin, who are living in one of the valleys of the river to the west, but it was some days 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 of protection?) (Son of Starn) 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 married Taltiu, daughter of 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 in the old land of the Dana Kian, Gubon, and Sawan three brothers. * HUMANS: Some named by their alliance with an animal. Osraig Some named by alliance with a deity or decent from. McLugh Some named for their decent from almost mythical ancestor. -------------------------------------- GROUPS: Healers of the Hand have an orphanage here (See Orphanage), they do not run it, they just support it. There is at least one roadhouse on the river road that is run by the order. Knights of Tiln (Name change?): Have a chapter house here. They use the orphanage as a recruiting source. School of Magic: It is outside of town. Location is unknown, rumored to be hidden by powerful magic. Various temples and their support staff. The Guards of the City: The guards are made up of select donations from the major houses of the town, as well as hired mercenaries (hired by the "Mayor"), and officered by the young sons (daughters?) of the wealthy and of those who can afford to put the child through the "Academy". The cadets are from the wealthy families, designed to give the youngsters something to do, to get them to be friends with their competitor families (less chance of Civil war?). Also a sense of civic duty drives them on. There are some officers of the Guard that came up from the ranks. Dinas Ator is still young enough, that self-made soldiers can come up, and become officers. ----------------------------------------PLACES OF INTEREST:The Griffin Inn (seedy, but well known) located just off the west docks, up near the lower gate. Run by an odd group of characters. Merchants Aid House, very important place if you wish to become a merchant or to send/receive cargo. Also acts as a hiring hall for mariners/sailors. Paid for by tolls, tariffs and fees from the trade that comes into town, as well as membership dues. ----------------------------------------MAGIC: Major magic is shape changing. Magic is powered it seems via different 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 personnel energy, outwards for usage, either to heal others or self, or for effects like fire or mental techniques. Devices, some items seem to have magic, often artifacts and like have power of some sort. Gates, they exists from place to place, some seem active, some dead. Most are avoided by all but the foolish. From time to time, things or creatures come thru, sometimes strange sites are seen and some say things go thru. Magic School, is a hidden temples of Uruk, or like deity. They are found in hidden places. The priests move from hidden place to hidden place. Places often marked by sacred stones that seem that only initiates can see. Some hidden places are deep inland, under a hill in a cave, with a ring of stones above. Some are on the 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, can not be seen to eat. And more. Knowing the true name of a person/deity was dangerous, and unlucky. So people have two names, one private, another outward. Flying ships 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. But it was in a reim and many times meant a quest. the sword of Nuada the spear of Lugh of the Long-Arm. Would hit and kill what it was thrown at. But had to be held, in special gloves, and in a vat of water cause of the heat of it. The cauldron of the Dagda (the good god) would bring back to life anyone/anything put into it. boat and horse of Mananan Mac Lir. Boat can travel across any surface, be it land, water or what ever. Horse can go anywhere, as long as you can visual it. sword Fragarach, can cleave anything, but has a curse some say, for it's owner dies a gruesome or tragic death. Dagda's Harp, can put to sleep armies. ----------------------------------------------------CUSTOMS: KELTOI: Keltoi tribes/clans are a mix of groups claiming decent from an animal. Like people of the wolf. Or from a major person/diety. Mc/Mac/Ui/Ap and like McLyre = descent from Lyre the god of the sea. Also by class, be it warrior, priest, or worker. Clans are also based on traditional alliances. Sort of where a Clan takes over the protection of another, and along the way the sub-clan becomes closely tied to the major clan. After all the barge crews are mostly based on family, with some who have been adopted into the clan, maybe even full families. Adoption and Fostering out: Common practice. Where a family will foster out, their child(ren) to an enemy (hostage), or to cement alliances, or to show respect to ones superiors. Also for reasons of skills, a child might be fostered to a master of the art/skill for training. Acknowledged children: Not unknown for a son to show up at a local lord and claim to be the mans son, and if the mother had spent time with the king, the king might acknowledge the man as a son, minor one though, but that might change over time. Inheritance: Inheritance especially of titles and land was by decent of the grandfather of the current ruler. So if a ruler died, all his male second cousins could vie for the crown. Could get ugly, especially if the grandfather and his male children were prolific or adopted/acknowledge a lot of sons. Brideprice: A custom of the local tribes, is slowly making inroads with those of Thessan ancestory. Namely where the groom will "steal" his bride away, and if he can keep her hidden for a lunar month, they can then marry. But if the grooms is captured before the time, he may be executed without prejudice or worse. Bards: Are sacred to the Keltoi, they practice magic in the form of sarcasm. Namely they can make fun of anyone with no response from the one so puned. Cattle Raid: Often a way to get back at something done by another tribe. Sort of revenge. They can become legendary. Also a way for youngsters to count coup and like actions to show their worth. Watch Fires: Are lit on high hills to allow for warning of major raids and like problems. Customs: Sacrifice during special functions. Especially at Planting, Midsummer, Harvest and Midwinter. Sacred Spots are often springs, waterfalls, special hills, crops of select trees, caves. Pools are know as places to sacrifice weapons and like material before combat. THESSA: Civic duty to the community. City sons/daughters are bound to do some civic service, be it serve in the militia, or the civil services. Once they have completed their first 3 years tour, they are adults and are considered citizens. Weekly feast day to one of the Gods, to burn offering at the temple. ------------------------------------------------- DIETIES: Some of these maybe based on Lithe Lords, or something else. THESSA: Tela Orphans, hospitals, travelers, and merchants. Tiln Chivalry, honor, illusion (specific ones) Uruk Lord of mysteries, magic and other hidden things. Valen Chief God, father figure, civic/family duty. Kaos Primal Origin Gia Mother Earth Res War, brutal war Meter Crops fertility Sydon Ocean depth, horses Hitea Sex - Cult Kles Champion, strength. Former Mortal Ros Love, pleasure Deas Death, lord of the underworld Nises Fruit of the Wine and what it brings. Cult Thena Mother of Tiln and Tela wife to Ermus Ermus Travel/Commerce/Messenger of the Gods. Era Wife of Valen, wives. Faet Smith, creativity, volcanus, victims, handicaps. KELTOI: Lear: God of the Sea. Anon: God of Death and lord of the land of the dead. Curon: God of fertility, of chaos, of rebirth, of the wild animals and the hunt. Master of the wild pack of hounds. Also of time? Epona: Goddess of horses, freedom, and travel. Also of the sea. Shaka: Blood red mother goddess, different aspects are for other aspects. Red Dragon like, often also the goddess of trouble, strife and infertility. Morga: Three goddesses of war, death, destruction, and rebirth. As well as fate. Lugh: The bright, the sea. The Water of Life. Daga: Rebirth. Master of shape changing. Annon: Lord of the dead. Nod: Leaders and kings. Gubno: Smiths and father of the Glubnon. Havik: Trees and forest creatures, father of the Havlin. Taen: The watcher, protector, the one who waits for the next cycle. Some in Dinas will mix the titles of like deities. Especially as the population of the town mixes. ----------------------------------------------- RELIGION: Cult of the sword, where swords were dropped into lakes as a sacrifice. Sacred Animals: Boars: Courage, strength. Boar spines are powerful talismans. Supernatural boars maybe common. Salmons: Knowledge and secrets. Birds: Trouble, badluck and bloodshed. Ravens especially. Horse and Cattle: Fertility. The Keltoi sometimes eat horses at special festivals. Serpents and Dragons (Drake?): Trouble, strife and infertility. Dogs, especially black ones: Warning of trouble, and danger. Symbols: Anything in threes. Dieties often portrayed in threes. Faces and like. Idea of reincarnation, especially the third time it has happened. ------------------------------------------------- ECONOMICS: Coinage is mostly based on weight and known purity of the metal, or other method of exchange. Wire of gold or silver, electrum. Also bags of salt and like minerals. There is some movement to make coins in the model of the Thessalonia. Thessalonians coins are often a solid 1/4 pound of gold. Since the only know gold mines are in the lands of Thessalonia, the supply is limited. Rumors that the Glubnon mine gold has yet to be proven, but it would like change a number of things. -------------------------------------- Abrigon 301/20/04 THE 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 Thessalania 3.4 River Clans (Keltoi) 3.3 Other. 4. Trade/Money: 4.1 Trade 4.2 Money 5. Timeline: 6 Races (Known or otherwise): 6.1 Humans 6.2 Shinda/Shee/Sidhe/etc (Elves?) 6.3 Glubs (Dwarves) 6.4 Haflings. 6.5 Trolls 6.6 Goblins/Orcs 6.7 Giants 6.8 Slime (and other nasties) 6.9 Halflings 6.10 Fomor 6.11 Seelie/Unseelie 6.12 Satra 6.13 Others 7. Languages 7.1 Keltoi (river and other) 7.2 Galadh/High City 7.3 Thessalanian 7.4 Shindan 7.5 Glubnon 7.6 Koine (trade lingo/jargon) 7.7 Others 8. Lords of the Lith: 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 (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 401/20/04 ABRIGON the World 1. Myth History/Known History (Myth and Like): 2: Areas: [Image] * 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 in a continual battle with beings they call the "Slime", as their lands slowly sink. * Keltoi. * Thessolania. Sort of a cross between city states and a merchantile league. All powers reside in the Merchants Guild, whose heads are the heads of the Cities government/clans. For each city states citizens and residents are of the same very extended family. Each city is lead by an Archon, who as head of the clan, then will as needed appoint a Tyrannos, who will act as the head of the league, war and like. * Elderan (Forest of). The Elderan seem to be Shinda who have either gone wild, they live in the forest called the Sidhe Forest by the local Keltoi, and Elderan Forest by the local Awalpi. Many who go in, don't come out. * Latinia Based loosely on the city of Rome and related nations. Placing not sure yet. * Arasaka Based loosely on Early Shogunate times of Japan. * Atzlan Based loosley on Meso-American cultures, Inca/Aztec/Mayan and like, likely next door to Mandana. * Mandana Based loosely on the civilization of the plains Indian, before and after intro of the horse. May also have some moundbuilder or Anasasi influences. * The Satra Lands * Shinda Cities (Local) The cities of those Shinda who have fallen to Earth, maintaining what civilization they can, to include cities and like. Some may have maintained the ability to be Lords, so. Never know. * Dinas Ator the City and areas around it. The city origin goes back to the days when the local Keltoi would fish at the spot, and then later trade with Thessalonian traders, and now is the major city of the region. Has it's own appointed Archon who acts as the representative to the League, the first outside of Thessalonia. * Awalpi Not sure, other than they are a civilization that exists on the other side of the Elderan forest, and who trade with Thessalonians and have 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 Area 3. Groups: * Healing Hand. A wandering order, who follow the Lord Tela (female). The order normally 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 their peacefulness, but also for their ability to protect themselves with defensive martial and magical arts. * Knights of the Balance. A fighting order much in the vein of the Knightly orders of the past. Followers of Tiln, twin brother to Tela. They are followers of the ideals of chivalry, fairplay, and honor, defenders of the weaks, especially since Tiln is known to travel the world testing his followers, often being a duplicate in skills to the follower to be tested. * Merchant Guild of Thesslonia A loose collective group, much like the families of Venice c.1300 or the Hanseatic league and other merchantile leagues. Namely a group that crosses family/clan lines to fix prices, protect against pirates/competition and other needs. Their coinage and system of weights is accepted all over the region. As well as their system of lines of credit/cheques. Namely in any major city and many minors ones as well as trading posts their is a representative of the Guild. * River Clans (Keltoi) * Mountain Keltoi * Plains Keltoi * Other Keltoi * Other. 4. Trade/Money: [Image] * Trade So far trade is mostly done by members of the Thesalonian Merchants guild, with some river traffic done by one or more of the River Keltoi clans. There is some small merchants, as well as the Guild has been opening up membership to non-Thessalonians.. Major trade routes are from Thessalonia to the Galadh cities vis Dinas Ator. Also trade up both rivers Dubis and Aubron(sp) to various River Keltoi villages. Also some cross country trade, but until the road into the Awalpi lands is built it is limited. * Money is often based on Thessalonian models, namely the Merchants Guild, but local varients do exists. Also there is ingots of metals (Gold, Silver, Bronze, Copper) as well as other resources, such as Salt and hides of cattle are also used for money. Weights are based primarily on the Thessalonian model as well. 5. Timeline: 6. Races (Known or otherwise): * Humans Came to the world some centuries ago, and quickly became integrated into the world. For them came from groups who were back to earth, low tech wanting. * Shinda/Shee/Sidhe/etc (Elves?) * Glubnon (Dwarves) * Havlin. * Trolls * Goblins/Orcs * Giants * Slime (and other nasties) * Havlin * Fomor * Seelie/Unseelie * Satra * Others 7. 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 Others 8. Lords of the Lith (Myths/Legends and other lies and ignorance): * 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 501/20/04 Welcome to the World of Abrigon A 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 & Stuff Abrigon 601/20/04 [Image] Welcome to the World of Abrigon A Fantasy world with a Sci-Fi Twist! INDEX THE 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 in a continual battle with beings they call the "Slime", as their lands 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 the heads of the Cities government/clans. For each city states citizens and residents are of the same very extended family. Each city is lead by an Archon, who as head of the clan, then will as needed appoint a Tyrannos, who will 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, they live in the forest called the Sidhe Forest by the local Keltoi, and Elderan Forest by the local Awalpi. Many who go in, don't come out.* 2.5 Latinia Based loosely on the city of Rome and related nations. 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 plains Indian, before and after intro of the horse. May also have some moundbuilder or Anasasi influences.* 2.9 The Satra Lands* 2.10 Shinda Cities (Local) The cities of those Shinda who have fallen to Earth, maintaining what civilization they can, to include cities and like. Some may have 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 Keltoi would fish at the spot, and then later trade with Thessalonian traders, and now is the major city of the region. Has it's own appointed 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 that exists on the other side of the Elderan forest, and who trade with Thessalonians and have a wall 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 Area 3. Groups: * 3.1 Healing Hand. A wandering order, who follow the Lord Tela (female). The order normally 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 their peacefulness, but also for their ability to protect themselves with defensive martial and magical arts.* 3.2 Knights of the Balance. A fighting order much in the vein of the Knightly orders of the past. Followers of Tiln, twin brother to Tela. They are followers of the ideals of chivalry, fairplay, and honor, defenders of the weaks, especially since Tiln is known to travel the world testing his followers, often being a duplicate in skills to the follower to be tested.* 3.3 Merchant Guild of Thesslonia A loose collective group, much like the families of Venice c.1300 or the Hanseatic league and other merchantile leagues. Namely a group that crosses family/clan lines to fix prices, protect against pirates/competition and other needs. Their coinage and system of weights is accepted all over the region. As well as their system of lines of credit/cheques. Namely in any major city and many minors ones as 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 Trade So far trade is mostly done by members of the Thesalonian Merchants guild, with some river traffic done by one or more of the River Keltoi clans. There is some small merchants, as well as the Guild has been opening up membership to non-Thessalonians.. Major trade routes are from Thessalonia to the Galadh cities vis Dinas Ator. Also trade up both rivers Dubis and Aubron(sp) to various River Keltoi villages. Also some cross country trade, but until the road into the Awalpi lands is built it is limited.* 4.2 Money is often based on Thessalonian models, namely the Merchants Guild, but local varients do exists. Also there is ingots of metals (Gold, Silver, Bronze, Copper) as well as other resources, such as Salt and hides of cattle are also used for money. Weights are based primarily on the Thessalonian 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 Others 7. 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 Others 8. Lords of the Lith (Myths/Legends and other lies and ignorance): * 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 MAP Abrigon main continent Abrigon main continent (HEX style) Hex map, Adobe Viewer Needed Hex map, Adobe Viewer Needed Hex map, Adobe Viewer Needed Grid 381a Program for mapping January Average Temp (C) July Average Temp (C) Winds Deserts Currents Percipitation (mm) Current small hex map Abrigon 702/24/04 02/19/04Tuesday, February 24, 2004 So far Module ideas: I do need to redo the map, to bring the different areas closer together. START POINTS: Sharon Western MiddleVekton Western SeaCoast and Off planet Juarez (And Former Dwarven Fortress near by) Western Dinas Aetor Eastern Sea Coast Village near the Lords booth (in a cave), that allows access to the 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 for D20World. 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 way tochange"reality" locally. Foemr Tomb that the Yuanti had, was using to collect all the life 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) Red Green BlueMilitiaRoyal Foot/Horse/Artillery What else? Servents of the Balance? 02/19/04 Ideas for a Module or Game Session PCs are from some small back water planet, some time after the collapse,or just on some back water planet, and they find a space ship that 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 Weaver Can view, learn, and reassemble spells.Dragon Master Cleric, but more intuned to dragons and reptilesGuardians Air Ground FootArmsmen (Local Militia, but armed with sword and gun) RACES AVAILABLE: Hyumins (Human) - Various ethnics Shindin - 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 Race Drasalites: Blobs Vrusk: Insect like Sathar: Yazirians: Monkey like, but have limited flying ability. Ulb - from Galactic Race (actually a sub for star frontiers races) Star Frontier Races:? Possible or some new race that seems to be likethem? Human Groups (Merchants and misc) Keltoi Tall Red/Blond Hair Blue to Green Eyes Pale skin, freckles Various Dialects of Keltoi Galadh Medium Black/Dark Brown Blue to hazel Pale Skin Various shadings of one common language. Related to Keltoi Thessa Sharon Evanor (Vekton and such) Shinda (Gods, and rulers) Drow Lords Wild Gluvin (Miners, engineers, smiths) Dwarfs for the most part Deep Gnomes Satrin (Warriors, former security) Various tribes. They have a habit of looking like the local races in color and look Havlin Halflings for the most part. Tree Plant All the organic races, have been manipulated, by the Lords, in one way or another. All seemto be interfertile in some way with each other, but most stay seperate out of dislike or just feeling to wierd? Oddly all are marsupial, to include the humans. Thou the Satrin lay eggs, but they are carried in a pouch in one of the members of the local group. Or they are kept communally. LANGUAGES: -in is a sign that the being is a sentient race with a culture andcivilization, basically open tobe a PC race. The common language is based on ancient Shindin. Each of the major racescame to Abrigon with their own languages. Most have been absobed by 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- Cha Dice Roll Base Score Result 01-10 30 10 11-20 35 11 21-35 40 12 36-55 45 13 56-70 50 14 71-80 55 15 81-90 60 16 91-95 65 17 96-00 70 18 Games and Modules Working on modules based in my gaming world Abrigon. Abrigon is an ancient world that seems to have connections to many different universes. The world is really a very large holographic suite, but with additional helps, such as nanotech, and transportor tech to simulate magic. Races:Hyumin: Varient Human, many different cultures and sub-races Gluvon Much like Dwarves, social order is wasp like. Shindin Elven like race, they are said to have built the grid, but fell in the process. From short Lords, to Satrin Four armed hermaphriditic warriors. Havlin Halflings, but more connected to their trees than most. YuanTi, that is more Draconian in nature. (1/2 Human/Dragon or Reptile Origins:All the races other than Shindin, was brought or came to Abrigon, and were enslaved by the Shindin, to replace robots and other devices. As the high tech that made the comfortable lives of the Shindin possible. Havlin to keep track of and provide food and other materials. Gluvin to mine and make things. The Satrin to enforce and keep them all enslaved. And Hyumans, came on 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 floating silicon life forms, and who then started to lord over things, like some kind of God. Each city taking an Avatar as their regions God. But the slaves revolted, and over threw their masters for the most part. Some slave are still slaved, but many cities fell to ground, some did survive and dug underground or covered themselves to form the under cities of the Drow. Classes: Fighter Mage Sorcerer Cleric (Various types) Druid Monk (Really a varient) Spell Weaver - Able to see, learn and reweave spells. Guardian - Sort of like a combo of Judge Dredd and Imperial Storm Trooper Armsmen - Gunpowder armed soldiers Jedi Knight (or like person) Start Points for Adventures Vekton - Modern Star Port, capital of Evron, has contact with off world mecha and other things.Sharon - Nature worhipping, forest hill fort.Dinas Aetor - Trading Town on an island in the mouth of a mighty river.Thessa - Various, but all are traders and machevellian in nature.Galadh - The Sinking Cities, all are in a giant swamp to the north of Dinas Aetor, and it is not all natural.Juarez - Town on the River, but a major source for gun powder and weapons.Marrow - A earth post apocalypse center, like Cheyenne mountain that came to the world via a nuke hitting it, but plane shifting it.Evron - Former captical of the Kingdom of Avron, new capital is Vekton. Module Points Tomb of Change - To to the north east of Sharon.Marrow - Former project, the residents have moved off world to a place more like 21st century Earth, but they left it open. Known Monsters Stone GolemStone Golem ImprovedYuanTiDrowGiant Acid Worm (My own creation)GuardiansArmsmenUndead (Various, but not your normal undead) GA-Abrigon IdeasJuly 2004 IDEAS: RACES:Shindin - Former lords and masters, some still live on as Living Gods, living in their often hidden cities, floating around the planet on giant silicon life forms.SatrinGluvinHavlinHyumin - Humans for the most part. CLASSES UNIQUE:Spell Weaver Able to look at a spell cast, and figure out how it works and recreate it, given enough timeand examples.Black Dragons - Assassins and body guards.Animal Priests - Each picks a totem animal and can shape change into that animal form, and spells specific for them, more a group of like classes.Monks of Tela - Sort of a combo of Monk with some cleric abilities, or the reverse?Knights of the Oak - Paladins but all orphans and organized to protect 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 needed AREAS OF ABRIGON 09/03/04 Dinas Aetor: Small town that started as a fishing village for local tribes, and rest stop for Thessan and Galadh traders as they needed a place for refuge and rest, and the Denos Island fit the bill nicely.Started first as a rest stop, place to get timber, water and game.Then with contact with local tribes, it slowly grew into a permenent all year round communitee. Cosmopolitan and merchantile in nature. Thessa: Human oligarchic state, ran by 7 major families, who appoint for life (normally) one to lead them as Archon. The Seven lead the nation in a merchantile councel, with the Archon acting as moderator, chief executive and leader of the military forces of Thessa.Exploring lands to the south, and north, and some inland. Galadh High Cities: Humans, related to the tribes around Dinas Aetor, but older in settlement. Settled along the river Galadh to 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, but sightings of strange beings with heads of squids or like are not unknown. Avrec: Human mostly Kingdom, on the north western shore of Abrigon formerly lead by the family of Varik, but they were deposed in a very violent way by the current Justicar, leading the way to the new King Leo to take over. King Leo later went adventuring to the South and has not been seen in many years.. The Justicar, who is also the Duke of Vekton, has been waiting for 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 the balance.Their King is often a Druid or like classed person, who every few cycles married the Goddess of the Forest and Land. Vekton: Human mostly, former Barony of, but when Duke Michael took over in the name of King Leo, he made with Leo, Vekton their base. It has since grown in power and prestiges, especially since the only known space port is located here, as well as its access to the Rivec river and the ports of Vekton and possible trade up and down the coast. Recruiting Depot for a Mercenary unit for offworld use. New Juarez: Founded as a small workers/craft complex, to produce gold and new weapons.. By two former security guards of a secret military complex, that had gone rogue. The complex had ended up on Abrigon cause of a near miss of a new type of nuclear weapon, that warped space and dimensional walls.. Now the town is the center of the Barony of Jaurez, with a local Gluvin (sort of Dwarves) Mound near by.Formerlly produced most of the weapons needed by the Royal Military for King Leo, but most of that has moved south to Vekton, but it still is big in mining iron, gold and other minerals, sadly this had brought a plague of various forms, one being 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 the 21st 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): Super secret pseudo-official civilian complex, designed to survive a nuclear war on an Earth much like ours, problem is, it survived to well, and ended up after being hit by a nuclear weapon, to shift to another dimension/place.. So now it sits, empty, but not for long as fell beasts enter and find its empty corridors and places home..With most of its former residence dead, flown off planet, or integrated into Vekton for the most part society.. Debated Lands: Humans and Elved communties, scared, most now deserted 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 due to past enslavement of the other races by them or related beings. Also their social structure if a bit different, more like a cross between Melnibonians and Amberites in attitude for some. More to follow.Gluvin: Look like Dwarves, sort of, but living in giant mounds, and their social structure is more like Wasps than human. More laters. There is other sentient races and cultures, will explain/expand more on. This may include if okay, beings from other list members that they 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. Mike GA-MyWorldAbrigon02/06/04 My world So far it has been a mix of modern, as in Morrow Project (Post fall). Then the world that the project is in, is a "fantasy" one. They have had contact with Traveller/BattleTech but limited. Might go more with it.Also they have not yet met the "gods". The Gods are actually the descendents of the builders? or original population of the world, that once had very high tech, but lost it, other than to use 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 have a list on yahoo for the world.http://groups.yahoo.com/group/abrigon-world/messages which is the 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 to build more, and just know how to use it. This tech, allows them to imitate what we call magic. They use this said tech, to lord over things, to include bring in aliens races or maybe they created them, to act as slaves and worshippers.. They foster the idea of Gods, that need sacrifice in food and like, that is collected some how by the "Gods" and the food and like is used by the "Gods" (the near immortal descendents of the builders of things) to keep them in luxury.. This is all behind the scenes.. They mostly live on giant floating natural silicon life form that looks like rocks, and floats in the sky, producing gas that hides them in a cloud of gas. Some do live underground as well as some have gone wild. Elves, sort of. Alien races that seem to be Dwarves, Halflings, and Orcs, as well as some of the home race that have gone wild, called Elves. As well as one race called the Satra, that is much like the Green Men of Mars from ERBurroghs)). And yes Humans. The current game, is where, some persons from a modern world like ours, that cause of a nuclear hit, they instead of being destroyed, they were projected into this world that appears to be late bronze/early iron age, or maybe medieval (still working on some parts that are either). The players represent the project, that was built to survive a nuclear war, and come out some 3-5 years after the fall, and help rebuild it. Problem is, they went some 150 years in cyrosleep, as well as shifted in space/time.. The players have skills as gunsmith and military matters as well as connection to the project. Other characters that have joined have linguistic skills, as well as drill sergeant and sniper skills.So they have done well so far.. As long as their goals keep within those of the Project or local power structure.. Sort of using D20 Modern, but I don't care what system, I go with if I think they can do it, they can, if they can't in my mind, they can't Shinda - Elf like, some are short and squat, sort of like the Asgard from SG1 in size, but some like the ones in Tolkien and other works..Satra - Four armed hermaphrodites, killing machines, but very honorable.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 new name for them. Orcin?Humans came late to the world, they came via a space craft in the middle 21st century. Made up of mostly medievalist and those who thought Earth had become to complicated or modern. They came thru a worm hole from Earth, or an other way, to include a Star Gate? Alot having to with their myth of how they came to the world from underground?. American Indian in origin. Or maybe the same way as the Project came from? Not sure.. So Hiroshima and Nagasaki, those killed were not killed but came here? An idea? Also there is some contact with a sort of Psuedo-Star Frontiers/Traveller/Battle Tech universe beyond the planet.Been working on the conept for the last 20 years. It started as a world from some friends gaming in a original traveller universe/game. Very much changed over the years. Often adding elements and ideas from books and shows I have watched and some liked, as well as original ideas. Also the ancients build devices to go to many planets throughout the universe and mulitiverse.. Sort of like star gates, but not sure on this? One is one where they invaded an alternate Earth, taking it over, and a resistance group of supers and pseudo supers and normals, came about.. An earth where persons like Sherlock Holmes and yes Quartermain actually existed.. The expansion into space and alternate universes, is likely a major reason for the Shinda Imperium to have fallen.As well as the Shinda leaders, who built Abrigon as a recreation and capital planet, got to much into the games?Some parts of Abrigon are still not completed, so likely the fell before the planet was finished... Or it is a dimension that is 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 it out, but last assasination attempt on one of the PCs was not done by normal means (thrown dagger, or thrown dagger with poison), or magic spell, but by above current tech means, to include adaptive camoflage and electronically ignited steam pressure gun. (Not sure of its name, but it uses quick burst of electricity, to over excited water in the shells and this causes steam and the bullet to go flying, and the bullets seem to be some form of expanding round, namely the expand out to 4 times the caliber of the weapon once they leave the barrel (ice bullets or mercury or what? but very nasty, good chance of critical death/hit. Been thinking of doing some stories using the current game set up as a back drop, but for lower level persons. The world this weekend: Well, the main PC got married. Another PC gave up his old PC to become an NPC and is now another PC. Working for the project, or so 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, got him rolling to see how much work he can do before he has a break down.Assasination attempt, well two this weekend, one was of a magical nature, and the other was by a person wearing an active camoflage suit and a above current tech gun..So they are not sure what is going on, seems someone wants the main PC dead or ..Might be over killing it..The kings first cousin got arrested for stealing, seems he did it as a thing for fun, and all knew about it, well, he is now in a hole and about to join the army, at his father request. Fun. The Railroad between Morrow Base, the Gold Mine, and the town that the PCs used to live in, and a spur to the small part of the main PCs land that he is leasing to the project, has gone thru, it is just wood rails for now. The work on the manor house is 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 this month).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 the setting up and training of new recruits. Seems the King wants a unit trained in the use of the new firearms, as well as Morrow wants some, and the main PC does as well, and the local barons want 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 help of a good sleeping potion, he woke up in time for his wedding, wearing the armor made from the Wyvern that they killed some months before, a present of his partner/first wife to be.As well as a amulet that is supposed to help protect him, we shall see.. King had no comments about his first cousin being incarcerated, might be cause he is working on building a by merit officer corp? Not sure. New member Kevin (Warrent Officer), is building with help from the driving skills of Maj Rod(requez) a canal and docks to help allow the stone from the quary get to market. As well as other projects he had to work on. Will see how his character developes and see where it takes everyone.. Player has a real job on the weekend 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 as regional and the whole continent that the players are on. (More added later)---------------------------------------------------------------- GA-Abrigon Move 10-29-02 1. Races of Abrigon: a. Shinda Elven like, short and flighty, heirs to a world and civilization, but no longer willing or able to master it. b. Satra: Tall, storong, warlike, loyal and deadly. Four armed race designed for battle. c. Glubnon Master craftsmen, short and stocky, dwarven in outlook and manners. d. Havlin Short, flighty, tied to the land and plants more than most think. e. Human Recently come to the world, still not found a place in the scheme of things, other than to fill voids were no one thought there was ones. 2. Cultures of Abrigon: a. Human: (1) Keltoi (2) Galadh (3) Thessa b. Shinda (1) Lords of the Lithe (2) Domed Cities (3) Elderanc. Glubnon: 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 creator was overthrown by an evil deity and it's minions. Later the evil deity was overthrown by the children of the Creator, and its minion's were thrown down. It was to late for the creator, so in its memory, the Lords were founded. Unfortunately being mortal of mind if not body, they fell into childish games. Great wars were fought across the face of the planet. Until one day, in their constant wars, one of the Lords caused the heavens to fall and a moon was brought to earth. Finally one God stepped up, and said to the Gods, cease this warfare or else the dread destroyer will be called on from the outer dark and the world will be destroyed. The Gods were forced to listen and they rose up and captured the offending deity (the one that used the moon) and threw it out. There after the compact was made. From that day, the current age has come about. See later references the Compact.==================================================================2. AREAS: 2.1 Keltoi:Dinas (the City of): Founded originally as a trading post by the Thessalonians to trade with the Keltoi and the Galadh, but it over 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 live in towns on pilings. Their lives filled with trading, fishing..Plains Keltoi: Sort of a cross between Scythians and ancient Keltoi before the Celts migrated into Western Europe.Daily life is to follow their horses and cattle across the endless 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, varied periods. From Hallstatt/La Tene to modern. Normally they are divided into families, septs, clans, and in some areas into tribes. The clans maybe based on decent, need, etc. Clans maybe based on decent: McDonalds as an example.By mythical decent: McLugh as an example (since Lugh is an old Celtic god).Also by being the Bear People, such as the Eagle Clan. Bear Clan, etc.By association, many old Scottish septs/clans were not normally related to the main sept, but had a strong association with the main sept. Fostering: Is normally used to build relationships between Lord and Vassal, Lord and tenants, Lord and Lord, Lord and Ruler.Since when a person so fostered grows up, they often can call on not only their family, and clan, but also their foster parents family and clan. Geas: Many Keltoi have some form of Geas on themselves. Often it is minor, but sometimes it can be quite strict or interesting, especially when two conflict. Most Keltoi have a home base, that is occupied by a small group of the family, and the rest then travel the plains/rivers/mountains with their herds or trade. The Home base is often called a Tuatha (hill fort, similar in concept to the Greek POLIS), or Clan or Tribal Castle. Even if the Tuatha is on a lake/raft.------------------------------------------------------------------2.2 Galadh/High Cities: Have to ask Joerg. All that I Can say is that they maybe related to the Keltoi, but relationship is uncertain.------------------------------------------------------------------2.3 Thessalania: Merchant principality. Ruled by a Archon, selected from the prominent families. Of which there is normally seven. (Archon also called Tyrannous). Roughly based on ancient Syracuse and the Italian city states of the early renaissance).CITIES FAMILY HEAD Alphis Alphian Phillip Antipathes Korris Korrien Katsuloss Macedonis Macedonian Hipplyta Macedonious Theskis Theskian Alexandrias Malthis Malthian Nestor Ptisti Zellis Zellian Dreux Julianis Julianian Georgias Current Archon is Philip Antipathes.With each family head being a member of the Merchants Council which 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. To include a possible domed city and all that entails. Other colonies of Shinda have often been deserted, or so well hidden no one can find them.==================================================================3. GROUPS: 3.1 Order of the Hand: A wandering semi-priestly order. They wander the world build orphanages, roadhouses, chapter houses, hospitals. Dedicated to helping the victims of war/disease/pestilence/etc., no matter what race/creed/culture/etc. Hold Tela as their patron deity. Priests are normally seen traveling in groups of three, especially in Keltoi areas.------------------------------------------------------------------3.2 Knights of the Balance: A semi-wandering knightly order, dedicated to chivalry, war, and honor. Also secretly dedicated to maintaining the compact. Their patron is Tiln, twin brother to Tela. The above two groups both originated in Thessalonia, but have since expanded outwards. 3.3 Other------------------------------------------------------------------4. Trade/Money: 4.1 Trade, trade between Thessalonia, Dinas, the Thaith/Galadh states, 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 Keltoi mountains have opened up land trade between the Keltoi lands and the Galadh/Thaith lands. The routes are often dangerous due to bandits, but .. Some trade has started with lands east and west of the local region, as well as some small trading posts on the southern continent (of whihc not much is known, other than some humaniods seem to trade with merchants there).Recently some River Keltoi have been building ships and trading farther afield around the bay and beyond. Often in competition with Galadhian merchants/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 the common 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, which quickly leads to total war.c. 10,000 BCE moonlit dropped into the ocean, shortly afterwards the Shadow God (Worlds AI) declares either the Lords get along, or it will make them live together as per its instructions from the Creator. and shortly later the compact was drawn up and started 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 major continent of Abrigon slowly driving out the remnents of the Shinda/Shee/Sidhe/Sheadha as well as their human minion. The Shee had been devestated by the meteor strike and have only recently totally recovered.c. 600 BCE Thessa-Thiath war, much damage, to include raided cities.Peace finally came, but only have a heavy cost. Knights of Tiln stepped 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 the closest to a common Keltoi. Spoken alot in Dinas.7.2 Koine - Spoken all along the coast, supposedly originally the language of the Sheadha, but much changed over the years into a Trade Jargon. Spoken alot in Dinas. Heavily influences by Thessalonian.In fact teh name is Thessalonain, it means common. So the name changes through the regions it is spoken.7.3 Thessalanian - Spoken mostly in Thessalania. Local dielect is spoken in Dinas.7.4 Shindan - Most Shinda speak the local language. Though some may speak a language of their own, but no one seems to know.Some say that Koine is based alot on a simplified form of the ancient Sheadha language(s).7.5 Galadh - Language related to Keltoi, but not sure. Spoken in the High Cities of Galadh. In Dinas normally the River Keltoi dialect, as well as the Thessalonian Koine is spoken. Koine is a trade language, with many different languages adding words, etc.Keltoi each speak their own dialects, to the point of from one end, most can understand each other, but it is not always easy.Thessalonia: Speak their own language. But many who trade also speak 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, and then it was seems to have been lost to another race in some major interstellar war. Then later the group who later became called "The Lords of the Lithe" revolted against the invaders, and then set themselves up as the rulers. Problem is they quickly degenerated into petty little godlings, using the technology they were given to control the world. Later they were forced to fall back, most leaving this world for other places/dimensions. With the recent lords taking over, and the compact being enforced. Some of the Lords try to push the 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 each creatures who uses magic is actually receiving energy from the Grid (Lei Line) and then using the nanites as a conduit, then using the energy to express the magic. Transformation is transporter tech taken to a great degree in that the bodies excess mass is held in transit, with only the brain being kept at near normal size (very tricky, and some say if you do it to often you get lost over time).Some forms of "Magic" are actually psychic (Telepathy, Telekinesis and such). And some are bleed over from other nanites to others in a different host. 8.3 DEATH: When a host for the nanites dies, often the hosts memory pathways through the nanites that act in symbiosis will then be transformed into the Shadow God (the main AI, so in a way a person never dies, atleast some don't die totally). 8.4 VAMPIRES: For some reason the nanites either rebel, or other reasons, and the nanite colony is cut off from the energy source, so the host has to leach onto those who are still connected for energy. 8.5 WORLD: Is the world of Abrigon a normal world, a created world, a dysen sphere, a ring world, a pocket dimension, a holodeck projection/program or what?===================================================================9. KNOWN RACES:9.1 Humans seem to have come during the time of the early days of the Lords, to serve as a counter to the creatures of the Aliens. Humans some say were visitors from the sky or in the case of a dimension, they were brought from else where. I always liked the idea of a bunch of SCAers or back to earth types colonizing a world and calling it Abrigon.9.2 Shinda (Elves): Seem to have been around since the beginning, the once played a major part in the world, but after the last major wars have since retreated into their domed cities or forests or other distant places.9.3 Glub (Dwarves): The Glubs were originally brought to Abrigon by the Shinda in ancient times as children, first as house servants and then later as mining slaves. The later slavery has soured their relationship with the Shinda, especially after the Glubs 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 have since spread across the globe, causing mischief. Not all Orcs/Trolls/Goblins/etc are evil, many are as normal, just look different.9.5 Giants: Brought to the world by the creator, to help build things. 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 to retake the world once again, rumors? Are they related to the slime, 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 direct interference, no more weapons of mass destruction, hand held weapons only. Most Lords tow the line, atleast normally. Some do not.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 creates hydrogen gas, which it stores in pockets in its interior, looking similar to how some volcanic rocks look like, but much bigger scale. Not all Liths are alive, and not all have Lords that inhabit them. Since the Lith are accompanied by clouds, it can be a reason why they are not often seen by mortal man. 10.3.1 The Lith can be a elemental creature, which opens new vistas for Elemetal Creatures, after all energy creatures are known to exists in the Star Trek universe. 10.4 OTHER INFO==================================================================Limited copyright held by Michael Adams 1997. Can be used by others 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 are masters of magic, and skills. They are inheritors of ancient magix that they still use from time to time, but from reports it is failing fast.Most that are known to exists are ones that live and wander the world.There are rumors of those that live in sky cities like the days of ancient times, but most think this is just a myth. There is rumored to be some Shinda who live in the deep woods, but not much is known of them. Shinda are not seen much, and not much liked. For stories to be true, they once enslaved the other races and treated them cruelly, but the other races won their freedom. The Thessa are one of the few who hold Shinda in high regard. While some Havlin know the forest ones.There is also rumors of Shinda that had fallen to earth and have dug themselves a refuge from the world, deep underground. When Shinda go abroad, it is often in disguise, or hidden, for many still remember the days of slavery. Humans seem to the be the ones who forget the past the most. For humans never truly fell under the shadow of the Shinda. Glubnon: Stocky humanoids, bearded and strong. They seem to be all males.They live in giant mounds, much like a wasps nest in structure.They seem to specialize in crafts, items of minerals from weapons to jewelry. They do have females but they are deep underground, and are not seen often by non-Glubnon. Many wars they 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 an affiniate with their trees, some what symbiotic. When they are on the ground, it is often cause they are sending out new seeds of their home tree to distant lands. They are buried at the base of their home tree, left to the animals and tree. Some tribes do cremate their dead, and spread the ashes so the tree can feed on them. Satra:Warriors, tall, four arms and dangerous. Like gorillas in build and face. .Hermaphrodite, egglaying marsupial. Humans:Thessa:Name of a human culture that lives on a peninsula into the Straits of Har'ad.Keltoi: Rough catch all term for a collection of like tribal groups.Dinas Ator:Originally a fishing village for a local tribe, but when contact with Thessan merchants, forced a change in this. The merchants founded a trading colony on the mouth, of the Shara river.And Dinas Ator was born. The contact was some 125 years ago, and a sizable community of some 3000 persons in the town/fort and surrounding area has developed. With traders coming into town from the North, South and via the River to the West, the town is steadily growing. Causing some problems that come with growth, from sanitation, land usage, food, and raiders. Maybe some trade to the East as well across the Straits of Har'ad (Thessa name for it) Dena: Rough collect all term for a collection of like tribal groups, loosely based on Native American Cultures. They seem to share much in common with each other in many areas. Myth of their origin from under the ground and the spirit who talked to them is a collective item in their culture, and keeps them mostly from bloody warfare. Some glory wars do happen, but even they are not often. Tribal raids from the neighbors to the east do happen often. Some live in mounds, others in pueblos, some in timber houses, others in teepees and others in birch log houses.A lot depending on their environment and needs. Many Eastern tribes have taken to build palisades and mount fortifications, or to start to live on island in the river, or on lakes like some Keltoi do. --------------------------------------------------------------------WESTERN ABRIGON (Banshee Coast): K. Avlec, made up of some 10 baronies. Next door is K.Avron to the west. As well as wild lands to the north and east. Royal domain was sort of given over to the Morrow Project. But the Morrow Project is gone, the Kingdom of Avlec has fallen to civil war. King was replaced, and then the new king disappeared, and his viceroy was assassinated. And the old King is back, but he has been having problems with his cousin, who claims the throne as well. Let alone the forces of Avron invading, retaking the lands they lost last year, as well as more lands. Evil things have been seen around Morrow now, since they have left not sure what is going on. GA-Abrigon- Organize How to organize abrigon. Regions Western area near the sea Arvek K. Sharon K. Middle Lands Eastern area near te sea Dinas Aetor Thessa High Cities Plains Hyumin Tribes City states Surrounding areaEthnic/Religious/Social GroupsRaces Shindin Various groups of like race. Hyumin Various Havlin Various Gluvin Various Satrin Various Yurkin Various Religious Groups East Followers of the healing hand Knights of Tiln West IDEAS: RACES:ShindinSatrinGluvinHavlinHyumin CLASSES UNIQUE:Spell Weaver Able to look at a spell cast, and figure out how it works and recreate it, given enough timeand examples.Black DragonsAnimal PriestsMonks of TelaKnights of the Oak Organize Abrgion Or just go with Abrigon, but expand it out? Or better yet, fill it out. Black DragonsKnights of Sundered OakSpell WeaversDragons Druids or specific animal totam? Shapechanging.. G-Abrigon Ideas08/05/04 Ideas for game:Find a way to bring manyof the world ideas I have into one multiverse.Star GatesQual/Shindin EmpireJedi KnightsJudge DreddMorrow ProjectOmega ForceVampire HuntersFarscapeNanotechVampiresCn-Elf Resistance Continue Judge DreddStarCraft or likeSG1SG1 - AtlantisFarscapeStar Wars More 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 until I die? RACES:ShindinGyominGluvinHavlinHyuminSatrinWulfin CLASSES:GuardiansSlayersVekton Military- Militia- RegularsOffworld Troops: Troops being hired locally but now offworld mercenary 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 martial arts and ways to build roadhouses/roads/etc.Black Dragon - Assassin/bodyguardsMysterious, masters of defense of their patron, originally defenders of the Empire, but with it's fall,they serve their own unknown purposes.Animal Priests - Herbs/animal spiritsEach has a totem animal or plant of which they emulate and draw power from.Totem Priests - Havlin lore mastersHavlin mostly have their own host tree, that they are connected to, Totem priests use this connection to bring health to the tree and community, their connection with the tree allows them to do things.Jedi Knights:Way Priests: GROUPS:Knights of Tiln:Monks of the Way (Tela):Black Dragons:Knights of Order: FrateralMasonic Lodge: Frateral DEITIES: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? Alien aliens, 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 OakSecuritron GA-Current Game02/06/04 Since the fall of the barons by the eforts of Sir D. Tucker and the deposing of the old king King Davik II, the barons have been consolidating their forces, as well as with the leaving of the King Juan I, the old king has laid claim to the throne once again, as well as each baron stating who they support, or not support, some staying neutral, but all arming quickly with modern and old weapons and magic. Fun in the mix is the claiming of the thone by the king cousin lately Prince Sharik. All this making the life of KingJuans steward much more interesting, with his agents finding it hard to be welcome in any of the still free baronies other than one declaring themselves for King Juan, or atleast in trading contracts. Arms orders have gone up, but production has slowed due to drying up of supply of critical supplies and minerals for making weapons, as well as raids by partisans loyal to the old King or to their own pockets books. Steward David, lately of Morrows service, has tried to use peaceful means to defuse the situation to his regret, with his assasination, and with the king not to be found, all hell has broken lose, each lord and baron to his own devices, with weekly retribution raids by masked raiders. Mercenary trade is flourishing. Morrow project first locked their doors due to the problems, but with no contact with them, has lead many to fear they have left the region after starting all the problems in the first place, and a bad counter reaction to anything that smacks of their "magic". Orc and other brigade races forays in the local region has increased. As well as the land recently taken by the K. Avrael have gone back to K.Malek (their previous kingdom) or declared themselves independent, with rumors of an invasion from that quarter. Future: Morrow is found to be open, and rumors that an evil came to it in the night and the project people fled from said evil. Truth: Morrow had dug deeper for living quarters and did connect with a subterrranean network built by an unknon race, and blocked 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 and property in a early morning raid. A mob recently rose up to burn the barracks and farms of King Juan, orcs killing many in the process, the burners claimed that King Juan practiced evil magic and consorted with demons and like beings as well as claiming unfair farming practicies.Elves are rumored to have had some part in the rising. But we shall see. Abrigon Areas Abrigon the world so far:09/03/04 Denos AetorTown on the Sharza River, city center being Aetor Island. Founded by traders to/from Thessa to the south, and the Galadh High Cities to the north, as a natural resting place, between the two trading partners. Good place to stop, harvest timber, to fix ships, refill water casks, and restock food stores (Wheat and Venison was plentiful) and local tribes were unknown but possibly dangerous. Across the way was the fishing camp of some of the various local tribes, who came there in the fall to harvest fish, to meet, and exchange blood (war/genetics) and meet for peaceful talk. Sharza the blood thirsty was known for its red color (iron and like deposits up river) as well as blood spilling in inter-tribal/clan war fare. East of town was a rock outcrop, useful for refilling ship ballast as well as other things later one. Currently it is still the source for much of the stone for the new bridge over the river, as well as local buildings that need to be made out of stone. Most of the trees on the island are long gone, and the area on the coast is mostly plains. There is a movement by local Shamans to replant some forests, which will take time. Jotun Outcrops is also the sight of the local light house and watch tower. Watching for raiders from land/sea/air as well as traveler who have run afoul of misfortune. Outcrop was said to have once been a large stone giant, who was turned into stone by Uruk. Uruk, local god of magic, dragons and other like beings.. The stone bridge is to replace the wood one that was destroyed in the last invasion, lead by an army of undead raiders from the sea. Current Archon of Denos Aetor, is Leokius Antonidos of a large family originally from Thessa to the south, but was disenfranchised there, so home of the family/clan is now in Denos. Archon is elected every 10 years by the merchantile family heads. Sort of the Chief Executive of an Oligarchal state. Ruling council, is made up of The Archon, the head or representative of each of the major families (7 for now), as well as a representative from the Archon of Thessa and from one of the High Cities of the Galadh (in rotation). Also non-voting representative from the major churches/temples, smaller merchant clans/guilds, and guilds. Also from the local tribes as needed, and anyone the council needs to invite for their opinion or support. Military: Made up of the city guard, which includes a small naval 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 masons Merchantile FamiliesAntonidosKiros GA-Modern Game02/06/04 Adventure so far: Morrow Project woke up in a different world than they thought it would be, some 150 years after the timethey went into cyrosleep. The two main charaters, worked as Security Guards for Securitron Inc, and were sent out as a two man team tothe north, made contact with Elves, a deer and a Wyvyrn as well as finally with humans..Defending a convoy of raw gold ore, all were dead, but the follow 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. WeekGame12/25/03 Options for this weekends game: Build Lees stronghold. If Zeke shows, then his as well. Not sure about the others. Do need to give out the items from the God and King. Work on stats for guns, gear for Guards, armor/weapons/bike/etc. Morrow Project what has happened in the last 8 years? Will have to 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 visitors brought?Slime and Molds for sure.Orcs is a possible as well.Some greater evil that came to the surface or that came along for the ride? Hum, a demon of some sort? Nuclear elemental (groan, grin). See what changes I need to make to the game, critical hit/fumble tables for sure. Initiative, and more than one attack. Weapons readied or not.. Likely based on dex, depending on who gets the second attack off. World in the ancient past had beings called Adepts, they came after the Lord, since the lord are the avatar if you will, of each of the Shinda Cities. While the Adepts were beings that arose to challenge the lords, or just rose to great power, some moved on, some stayed, some disappeared.. The Adepts seem to be either those who arose to challenge the gods and their power, either on their own, with help of the Shadow God. Some became lords on their own and took over some of the cities of the Lords and others. Lords rules various cities, most that float in the sky, on giant naturally living silicon beings that float via gas production. But, some also live underground. Projecting their power out from their base deep in the ground. Zerg combined with Reign of Fire. Possible, that one of the Lords is breaking the compact, or that he/she/it has created a new life form that is to ravage the land, or that they are sentients that worship the God or what not? Game on Saturday: Worshippers and such come to find their god, and they find Lee and his strong hold. How he uses them, it is up to him. But not to make it easy for him. Grin. Tomb was a partial bust, but it was fun to see Lee sweat, as well as Lee angry. =============================Tomb is full of many things.. Namely it has the ways and means to complete the quest, if possible. Traps are many Anti-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 being melded/etherial made.. Also immune to teleport, it is sort of a pocket dimension. And the walls are super dense/magic/psionically made.. So the only way in and out is either via the front door or some other way/means? Traps, how to do a trap, that is not a trap.. Example being a beam that causes the door to open or close, but the mechanism that 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.. Or to get out.. but the door will come down sooner or later for it is very heavy as well as the dimension power will not work if the door is still open.. Door ("trap" is on the bottom level of the temple that can be seen 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 as such.. I think everyone can detect traps, atleast the non-magical kinds.. Need a better map, but one for GM and one for players Monsters 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, resist teleport or totally not allow it.. Due to the make up of the tomb. Is seems to be more a way to get someplace? A gate or just a 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.. Monsters Golems Psionic Leaches Need more threat beasts, things that scare Lee or Mike. Possible substitute/copy cat beasts? They look like nasty stuff but arn't.. Imaginative traps and exits.. This Weekend 21 Dec Lee:Also has a problem with from time to time, has thoughts to do evil and will from time to time have to make a will role to not do 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. Base class. Ogre Barbarians for now? Steven: He is playing if he is conscious/not stoned, a Guard from 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.. Mixing things up some, and other things. Like Mike has, has a Geas on it. STUFF: Battle Armor: Ceramic Powered Armor. Uses memory metal/plastics to help the wearer gain extra STR and CON. Wearer has to have a minimum level of Battle Suit (or like skill) to use. Also minimum stats to use?Also security system and design, the wearer has to be fitted and authorized 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 suffers from a higher chance of critical damage, so it rolls a DC save of ?? for the armor if any damage is done via electricity. Senses are low light, and radar. Helmet is resistant to psionic attacks, especially mind control and illusions. Gives the wearer a +2 to str and con. Lion Shield: Great Sword of Great Gleave. Sword of Acid Burn: Rings of Undead Control Band of Transform to Mind Flayer Bow of Aim: Crystal form of red beam, gives user a +2 to hit. Scimitars of Wounding: + 1 weapon, but when it hits, the wound will not be able to be healed normally, and will deliver 1d4 of damage per round after the initial hit until healed. A fort save will keep the wound from festering as above. Rifles (Guard): Does 2d10 of electrical damage, or does 3d10 of sub-dual only damage FORT SAVE. Rifle (7.62mm): Does 2d10 of lethal, critical 18-20 x2 POSSIBLES: Helm of the Leech: Looks like a great helm, with a small circulet around the brim, and a small yellow-green crystal. It gives the wearer a +1 to psionic attacks. Problem is that in the making a mind leech was entrapped in the help, and it wants to get out. It will slowly try to take over, WILL ROLL, and for every unsuccessful will roll, the wearer will get a –1 to their will for the next roll, until the wearer is at 0 will (temporary reduction), and the leech takes over the wearer. Only ways to remove the curse is to destroy the yellow-green gem and a remove curse but only at the time that the wearer is last successful at resisting the will attack. Items for the game, possible.. Crystals for sure, but specific for the wearer/owner. Causing damage if the owner died (blow up, or they just need to be re-attuned to the new owner? Spell: Peace, causes anyone who is committing a violent action to 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 psionic powers, to include other psionic abilities. Concentration roll to maintain it per round. Link: A spell to link one spell with another, so that you can use part of one of the spells with another. Example being scry with magic missile. Power Transfer: Able to use the psions powers to power a device that needs energy, but has none.. OTHER STUFF: Elves and other fantasy races in SPACE. As well as other D20 Fantasy races as beings in Star Wars or like game? NOT MINE: Alternately here are some things from my game system. Weights are in Kilograms: Armor Rating ~ AC. Apparent Weight = Felt by the wearer when properly worn/working. Agi = Dex. Augmented Armor Armor Rating Weight Apparent Weight Cost Agi Str Base AR Total AR HARM Armor 15 18 120 35 $1,240,000 -2 +2 Hercules 15 18 250 50 $1,750,000 -3 +10 Omniplex VII 15 18 175 40 $2,265,000 +2 +2 DMG SR42 18 22 265 25 $4,284,500 - +6 Augmented Armors are designed for hostile environments and either restrict or aid an attribute. They are engineered with an electrically controlled musculature system to aid in movement, thus the term Augmented Armor. The Weight is the actual mass of the suit measured in kilograms and the Apparent Weight is the weight felt by the wearer. Str and Agi are the modifiers to the wearer's Strength or Agility. Generally speaking all augmented armors have a battery- powered system of motors, servos, and hydraulics. They are unusual to work with and require a bit of practice. Most use special computers to drive and control each sub-system and training is usually required. These suits are all encompassing and provide equal protection to all locations. They are extremely bulky, and unless powered up, are often too heavy for the wearer to use effectively. The most common suits are designed with titanium alloys layered between Kevlar, ceramics, and spider silk. Each part of the armor snaps together making use of advanced electrical musculature or myomers. These myomers receive electrical pulses when the wearer moves, which causes them to contract similar to muscle tissue. Thousands of sensors throughout the interior of the suit send information to dual processors. These processors are usually located under each arm or on the inside of the legs. Designers have found that independent vertical split control has been the most efficient method of controlling the suits. Because of this the suit is controlled much like the human body in that one half of the computer controls one half of the suit. In the case one processor fails, the other will automatically take over the other's responsibility. The whole suit is powered by the latest in cellular electrical storage technology (battery). System functions have battery backups in case the main power is lost. The backup only affects computer controls and setup routines. Once the system loses power, the armor loses all enhancements and the full weight of the armor lies on the wearer. When a new pilot enters a suit it takes the computer about five minutes to learn a person's movement patterns. Until that time the user's movement is erratic and uncontrolled. The battle suits often require a powered holding fixture to allow the pilot to armor up in any decent time. Even with this aid the fastest recorded suit up time was 33.46 seconds. When the unit was lying flat on its back with out the aid of the fixture the fastest suit up time was nearly five minutes. Both trainees and instructors have great respect those that wear the rig. Many of the new suits are capable of withstanding all small arms fire and some lighter heavy weapons fire. Because of the suits' great mass, soldiers are capable of entering combat with small-scale cannons and rockets on the exoskeleton. Some styles allow integrated small arms mounted in the forearm sections. These come with drum style auto loading capability. Each drum can hold upwards of 200 to 500 rounds of ammunition. The newest models dated for release in 2012 require "Smart Link" adapted pilots (see the Cybernetics section in Book 2). The smart link requires major brain surgery and months of training. The upgrade to the smart link is known as Direct Neural Access (DNA). This allows the wearer greater response time as he injects his thoughts into the rig. The DNA system has been known to cause debilitating damage to the brain, which can leave the patient handicap for months. HARM Armor stands for Heavy Armored Recognizance Mobile Armor. This battle ready suit is among the first designs incorporated by the Union's Elite Guard. Its computer systems and controls are simple in comparison to the newer models. The HARM comes with air filtration systems, six-hour power supply, integrated weapon mount, and accompanying cartridge. The most common weapon mount is a .50 caliber machinegun with explosive tipped HV long cased shells (6pTH, 3d5 Glance). This weapon is burst fire capable (3) and fires in full auto mode (10 bullets). The Hercules armor is designed for high temperatures and heavy lifting. The military Corps of Engineers uses this massive suit for disaster rescue, clearing debris, and fire rescues. The fire suppression systems are located on the back with the extinguisher cannons on the forearms. Some variants replace the fire suppression system with flamethrowers or machineguns. The interior cooling systems allow the pilot to work in temperatures near the melting point of steel. The Omniplex VII was designed for unsurpassed maneuverability with enhanced myomer designs. Generally used as armored support on beach landings the Omniplex VII is capable of silent approach on waterways. Equipped with a full re-breather that provides enough air for up to twelve hours, and a battery with enough juice for eight. It is often equipped with environmentally sealed weapon compartments and over the shoulder mortar launcher. The weapon payload depends upon the mission. DMG SR42 is the heaviest suit designed to date. Its massive frame is over 1.3 meters wide. In some confidential documents it was reportedly used to knock down walls in drug raids. The pilot is virtually invulnerable to any small arms except those loaded with APDU bullets. There are compartments to mount weapons systems available to this model, most of which are classified. What we do know about the DMG SR42 is that it can last up to fifteen hours on a single cell. The targeting systems are far more advanced then that of previous suits, and it packs quite a punch. Game tomorrow On the way to Vekton: What they run into if anything? There is an Adept who contacts them, to come with him, and he puts them through a gate, and just as they go in, mentioned “Don’t tell anyone your real names” (they might hear it, or not, to their regret). They go thru the gate, and are almost hit by a large Maul of a Giant being, who is trying to kill someone. In the process they notice a person who is “hiding” inside an arch, 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 World True BOX would make a good one, or a relative would do.. Security bots left behind, or as suggested, ones to tend the farms and all, who go a bit off.. There was farms outside the base that would have gone wild, as well as some sort of battle of the native vs the maybe more healthier imported, some sort of battle or mutations for sure. But the bots left behind could be waging a war of sorts against invaders? To include invading orcs and such, but also other beings. Ooze and like, possible.. The base in large enough, as well as the PCs did have some time dealing with odd Drow, who were into high tech stuff.. So never know.. Nuclear power plant is a possible, as well as someone who got left behind? Elves lived in the area, but Orcs are close as well. Or maybe some dwarves moved in? Not sure. Nuclear plant is leaking, possible.. High tech, well, you know Star Trek Voyager, about 100 years past that or so.The world not the base. Templates, hum, I need to look deeper I think.. MikeIdeas: Slayer working onWeaver working on Some monsters unique to Abrigon Mecha for D20 Abrigon Lethal form for Space Vikings Police Non-Lethal for Drow Power armor for D20 for Abrigon especially. Squad armor especially.. Scout - Light and fast, lightly armed, with better sensors and connection to command and any UAVs and like in the area. Standard - Standard Weapons - Heavy weapons Tank - 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, and it has sensors thataugment the users sensors, radio and minor weapons lasers. Also security system forunauthorized 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 for biomechanical 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 is dressed 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 from their home/base of operations, they are met on the road by an old short human asian male. He is dressed in white robes, and black overcover, and sandles.He bows to the party, and says they are just what he needs for a adventure to save the lands near by from evil and from a perversion of nature. (helps if the part has some good align people or druid/ranger types. The party realizes that the being in front of them is a very sophisticated 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 the trees look dead, and the land slowly looks like after a forest fire, all grey and ashen.The land is having the life sucked out of it, and the source is further to the SW. They party can walk on the land but their horses will have to leave soon, or face being burned (soda the reverse of acid, or so it seems). As well as any boots/shows or worse bare feet, will be burned slowly, and hurt and will need to be healed at minuses.Someone who dies cause of the land, will have be unable to be resurected 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 the middle of a land that had been sucked of it's life.The island has a large hole that was blasted into a cavern, man made, that once was the inside of a step pyramid.It has 3 known exits. One that is now covered in rock, that leads down via a formerly optical illusion exit.The other is the hole the party enters. Another is a passage way that leads to a pool, that once was used to hold all the life of the land, but it is now dried up. With several now dead crocodile corpses (undead?).And the final exit that is known, was uncovered by covered up with two heavy stones (former part of the rooms), the room is now mostly rock filled and water is slowly pouring in from the lake. Seems someone brought thee house down. Under the stones littered 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 foot across, a mirror in size to what this room used to look like.) The passage (30 feet up) that leads to the other room, has on the other end, a large bucket that once once used to collect water, with a double chain system, but it is now almost totally blocking the other rooms end of the passage, the passage is some 40 feet long. The optical illusion passage is some 4 feet in height, and leads down into the underdark, but not sure where.There is tribes of Stone Dwarves as well as a very scared necromancer/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, and then reflect it back into itself or its possessor? ABRIGON the world06/23/04 Map of the Main ContinentMap of the regions Regions so far East Coast Kingdoms and Regions Dinas Aetor - Oligarky of Thessa - Archonate Galadh - Free Cities of West Coast Kingdoms and Regions Sharon - Druidic Kingdom of Avrek - Midlands - rough little hamlets between Sharon and Avrek Marvek ------------------------------------Abrigon as a SG1 World, or like situations.04/04/04 Sort 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? Nietzchen Magog Heavy Worlders Persieds Than And more Sliders? (alternate but similar dimensions versus other dimensions, or alternate not similar dimensions) Battle Tech and like Warcraft for sure, it has alot to do with gates, when the Orcs and all come thru after all. What else? Andre Norton - Witch World Judge Dredd Werewolf/Vampires Dark Angel - Sub of Spycraft SG1 Beauty and the Beast-----------------------------------------------------Abrigon can have elements ofEarth II, as the first colony arrives on Abrigon, and learns about 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, but underground, or yes behind giant walls/domed in or on giant floating 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 military experience 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 expected Second WeekWake up 6amExercisingMore D&CTactics (Riot control and primitive tactic)Weapons Introduction Third WeekWake up at 6amExercisingChowWeapons familiarization No 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 Drill I love this game, we have different ranks for everyone. Lee is a Major in the project. ABRIGON – CLASSES09/04/04 edited an earlier by weeks file? Slayer: Class designed specifically to track down and kill zombies and their cousins. Undead/Vampires/etc. Vampire Hunter - More than clerics, they actively hunt Vampires and 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 at first and then learns higher spells as they go..Guardian: Super solider, dedicated to a cause, what ever that cause 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 defense only. They travel the world building roadhouses, hospitals and orphanages.