Darkon (The Land of Wonders and Tyranny)
Posted: Thu Feb 13, 2020 11:43 am
Darkon, Land of Wonders and Tyranny
Official Name : The Darkonese Egemony
Culture level: Chivalrious
Ecology:Full
Climate & Terrain: It varies greatly, from the fertile plains of the south east to the cold wastes of the far north, to the hills and mountains in the south-west..Some of the terrains are influenced by magic.
Languages:Common, Darkonian, Lamordian, Vaasan, Okrainian .
Religions: Erlik the Reaper, Vecna the Whispered, the Eternal Order, Zakhata the Overseer, Darkonos the Life Bringer, Ezra the Avenger, Elf Deities, Dwarf Deities, Halfling Deities, Gnome Deities .
Races:Humans 65%, Caliban 5%, Elves 5%, Dwarves 5%, Gnomes 5%, Halfling 5%, other 10% ).
Governement: Federal Meritocracy de jure Absolute Monarchy de facto.
Ruler:Azal'lan Firan Zal'honan .
Darklord: Firan Zal'honan .
Lightlord: Irik Zal'honan.
Inhabitants: 30 millions.
Surface :1,000,000 square kilometres.
Analog:Peter the great Russia with Soviet Union's vibes, on a smaller scale and Modern USA after a fashion.
Capital City:Il Aluk (450,000 in, Non Standard, L/E),
Important towns: Martira Bay (300,000 in, Standard L/N), Rivalis (283,000 in L/N), Nartok (200,000 in Non-Standard N),Vuchargate (180,000 in, non Standard L/G), Neblus (170,000 in Standard, L/G), Viaki (150,000 in, Standard, L/E), Maykle(130,000 in Standard L/N) Tempe Falls (120,000 in, Standard L/E), Delagia (78,000 in L/N, Standard), Devering (60,000 in, Standard L/E), Karg (50,000 in, monstrous, L/E), Sidnar (Standard, 48,000 In, L/N) Malanuv (35,000 in L/N Standard), Despondia (30,000 in, Non-Standard, L/E) Desolatus (30,000 in, Non Standard L/E), Rookhausen (28,000 in, Non Standard, L/G)
Borders: North: Okraina and Sanguinia, East: The Nocturnal Sea, South: Lamordia, Falkovnia,Tepest, Nova Vaasa; South-West: Nova Vaasa, West: The Sea of Sorrows.
Domain Overview
The vast Darkonian Egemony stretches from the Nocturnal Sea in the East, to the Sea of Sorrows in the West. The Capital city of Il Aluk, the largest city in the Core, lays in the eastern plains of the Vuchar River, the longest river in the Core (It is born in Lamordia, in the Rigor Lake) and it's the main riverport; The Vuchar is navigable for all it's Darkonese course, and it is the main trade route of the Egemony, it's mouth lays on the East Coast near the city of Vuchargate. The City of Nartok, heart of Darkonese Craft, in the Shadow Forest, makes good use of the neightbouring port of Malanuv on the Vuchar. The Cities of Viaki and Maykle are the two other main ports on the Vuchar.
The city of Rivalis is the main food producer in the Hegemony, layng at the mounth of the Valley of the Vuchar, near the Lamordian border, in the middle of two lakes, the Pacific Lake in the West and the Red Leaf Lake in the East where small hills and rade forrests signale the passage in the Valley proper.
A vast swamp, called the Great Salt Swamp lays in the center of the nation est of Il-Aluk; South-West to the capital lays the Great Forest of the Shadows, on the heavy fortified border with Falkovnia, while in the South-east the Mountains of Misery range marks most of the border with Nova Vaasa. Several rivers are born from those mountais and end in the Vuchar in the North; The Frozen Waste and the Icewall Mountains separates Darkon from Okraina and Sanguinia in the far north. The main port on the West coast, called the Jagged Coast, is Martira Bay; In the South East, between the Misty Coast and the Mountains of Misery a rocky steppa called Horse Graveyard, on the border with Nova Vaasa. On the Mountain of Misery two peaks stands far above the others, the Nylka and the Nyid (two active Volcanoes); The port of Rookhausen is the last Darkonese Stroghold before the Steppa. The city of Karg sits on a vital crossing of the Tempe river, one of the more important tributaries of the Vuchar river. The Tempe River is navigable up to the great Roaring Falls, an impressive waterfall were the Tempe Falls city lays, partially carved in the rock behind the waterfall. The greatest lake in Darkon is the Korst Lake, the source of the omonimous river; The city of Delagia sits on the mouth of the Foaming River, where it enter Lake Korst; The city of Sidnar lays at the crossing of the Khourx River, the twin tributary of the Lake Korst. The Main tributary of the Vuchar river is the Corvus River, which connects the cities of Mayvin and Corvia with the Vuchar River. The city of Devering in the Forgotten Hills, guard the way to the Dargal Pass in The Mountain of Misery. In the North, the fortified citiy of Despondia guards the Frozen Waste and the Icewall Mountains. The city of Desolatus guards the River Somulus and the Lake of Lost Dreams in the Dream Dales, while the City of Neblus control the crossing of the Nezron River in the Middle-north.
The People
Darkonese are a various lot, we can differentiate them beetween the ten (+1) regions Darkon is divided into;
The people of the Jagged Coast are open minded, and mainly human, deeply religious and wellcoming, full of traders and sailors; The People of the Vale of Tears, aka the Plain of the Vuchar River are a practical lot, adaptable and well-versed in trade and negotiations. The country Halfling Population concentrates here; People of the Icewall Mountains and of the Frozen Waste (collectively aka the Icy North) are a nomadic and hardened people, close-knitted in theyr clannish organizations, and do not discriminates the many Calibans inside the clans; The people of the Dreamdales are deeply spiritual, and usually human, a quiet people of farmers, fishermen and breeders, very hospitable if a bit reserved; The people of the Mountain of Misery and the Forgotten Hills (collectively aka the Rocky South) are a stout and battle-hardened people, many of them Dwarves, with strong family ties and a martial tradition; People from the Forest of Shadows are often on the Front line of Falkovnian invasions, and so they are a wary and tenacious people; they are also practical and resourcefull; Many Gnomes lives here. The Mist Vale is the region North of the Vuchar and south of the Frozen Waste; it's inhabitants are a cultured and fashionable lot, boasting a number of renowned scholars; many elves lives in this lsands; The Boglands are a land of marshes and lakes, inhabitated by a people renowned for easy-going attidude, sharp wit and ingenuity, if a bit naive; The People of the Misty Coast are an hard working people, honest and loyal, if a bit superstitious; the sailors there are of a more martial bent then on the Jagged Coast; The Horse Graveyard Steppa is the less populated region in Darkon, still, it boasts a pridefull and resilent population of crafters, goat-breeders and merchants. Il Aluk, while geographically part of the Vale of Tears, is politically and culturally autonomous; the biggest city of the core proper boast a very diverse and cosmopolitan population.
A common trait of Darkonese people is a certain degree of tolerance for undeath and magic; Mindless undead are seen as usefull tools, while intelligent undead are respected yet feared; magic is likewise an usefull tool even if a dangerous one. Since the fall of the Empire, and the raising of the Egemony, the national ideology in Darkon has been meritocracy, Darkonese do not judge people by blood and birth, only by theyr deeds.
History
Age of Creation
In the dawn of times, Elrik, Death personified, ruled a gray and lifeless world; Darkonos, one of his children, stole the spark of life from his father treasure, and gifted it to the word; his father pursued him in the lands now known as Darkon, were a battle ensued; the other gods, awakened by Darkonos, chiefly beetwen them Zhakata the Overseer, and Ezra the Avenger,fought alongside Darkonos and together they forced Elrik to yeld; life was allowed to spread, but Elrik bestowed three curses upon the living beings of the world: The Curse of Mortality: All life will have a term, and after that it will be returned to him; The curse of Strife: Life will prosper praying on other life; The Curse of Fear: People would fear his touch so much that they will be ready to kill others to escape it, and they will embrace his tenants to avoid the judgement. But as he tried to make a four Curse to damn anyone who die without his blerssing to ndearh and torment, he was stopped by the other gods, so Undeath did not completely fell under his control.
Age of Empires:
In the Age of Empires, The Olimpyan Empire claimed Darkon's fertile lands but it colonized it only partially, mainly due to the fierce opposition from Lamordic Barbarians and the concentration of powerfull creatures, like Dragons and Giants, in the mountains and vales. The Elven Kingdom of Nebion is born in this age while Dwarves immigrates in the Mountains of Misery from the Land of Bluetspur fleeing from the the underground menace of the Illithid.
Age of Darkness
The Wizard King Vecna I creates a vast empire unifying the lands of nowady Darkon, and the lands North of the Icewall Mountains; Vecna became the first Lich-King in Darkonese history; he developed the secret arts of Necromancy and started to animate vast armiers of undead; After his betrayal and killing by his lieuteant Kas, Vecna is reported ascending to godhood, leaving the throne for the taking to a long succesion of ambitious liches, which encouraged migration from many lands including Zherisian and Mordentish (which influences current Darkonese heavily).
The Modern Age
The last of the Undead Tyrants started his rule in the wake of a great upheaval; Vaasan and Lamordian victories in the wars lead to Okraina and Sanguinia independence; Vecna XVI was a lazy, abusive and ineffectual ruler, and he sow the seeds for his fall, at the hand of a minor noble, very well versed in the arts of magic.
The Current Age
The overthrowning of Vecna XVI lead by Azal'lan Firan Zalhoan, together with the last public execution in the history of Darkon, with Prince Irik executed by his own father on ground of treason, marks the end of the Empire of Darkon, and the beginning of the Darkonese Egemony.
Places of Interest:
Il Aluk is the biggest and most advanced city in the Core proper, a sprawling metropolis carefully designed to avoid the mess big cities usually has; there is no slum-town in the outskirt of Il-Aluk, and even popular quarters are clean, illuminated and fully patroled and serviced; Castle Avernus, the massive Royal Palace, now seat of the Egemony Council, of the Council of Chosers and of the Azal'lan, sits on the vacuum left by Cavitius, Vecna I first massive forteress which disappeared after his ascention; many inns, restaurants and hotels grace the districts of the Capital; The Eternal House is a massive cathedral of the Eternal Order, and the biggest temple in the whole core, dwarfing even the Dome of the Lawgiver in Nova Vasaa, Our Lady of the Shield in Borca, and the Pillar of Mankind in Paridon, Zherisia. The Sanctuary of the Betrayed Lord was builded in the place were Kas attempted to kill Vecna, and house a restricted library.
The Vecna I School of Arcane Arts with its 9 departments is a massive institute of magic learning.
Many hotels and restaurants can be find in the city, the most famous being the Sated Hill Giant (an inn renowned for the abundance of its portions, whose owner is a friendly Ogre named Carl Bonecrusher, N/G Fighter 5), the Manticore Head, a luxurious resort, The Azal'lan's Rest an inn famed to wellcome the Azal'lan himself once every month, at dinner. The Potter's Pub is frequented by very exotic patrons. Il Aluk host the Egemoy Council and the Ministry of Progress chaired by the Azal'lan himself.
Martira Bay is the greatest port on the Nocturnal Sea and is the seat of the Church of the Overseer, housing its principal temple, the Beacon of Faith. The principal inns in the city are: the Black Goat whose owner, Morris Blake (Human Thief 10 L/E) is an agent of the Kargat, the secret police of the Egemony; the Wellcoming Den, owned by Karlon Daanviers (Human Werelion Ranger 4 C/G) a Zeindosteinian retired adventurer, and the Laughting Skull Inn, a shady resort frequented by pirates and smugglers. Martira Bay is also the seat of the Ministery of Foreign Affairs role held by the governor of the City, which resides in the Black Tower the current Governor is Karimana Relddkasen.
Rivalis is a great hub of agricultural trade, cultivating rice in the Pacific Lake and grain and oil all around. Rivalis is also the seat of the Ministery of Agronomics role held by the elected governor of the City, which resides in the Crystal Palace; the Crystal Garden is a botanic garden and greenhouse which houses the Rivalis University. The two main Inns in the city are the expensive Traveler's End and the cheaper Old Waypoint, owned by an halfling named Karl Dustybreechs (C/G Rogue 6) a former smuggler. The Governor of the City, and Minister of Agronomics is Lord Arian Windfoot.
Nartok is the Darkonese green gem, and it's Governor is also the Minister of Environment; Nartok is also the seat of the Darkonese Circle of Lifebringers, a druidic circle who also patrons the School of Nature a prenstigious university specialized in ethology, zoology, and environmental sustenibility. This city armonize perfectly the environmental necessities of the national park it resides in, and the necessities of the citizen, managing to successfully exploit its resources in a very low-impact way.Many inns grace this turistical town, the four bigger ones are Cedar Splint, The Crow's Roost, Season's Turn and Veteran Arms which belong all four to the same person, a Forfarian Halfling merchant called Gordek Goldenhand (Actually, a Forfarian Goblin in disguise, Goblin Wizard 7 L/N). The Governor abode is the Grove Manor in the center of the city park; the current Governor and minister of Environment is Lord Burkhart Volker.
Vuchargate has been uncorrectly named Nevuchar Springs or Vuchar Springs until the deposition of the last Undead Tyrant (who wanted to impose the idea that the Vuchar was born in his land), and it is still known with that name in many places, outside Darkon; Vuchargate is the main hub of trade in the Core eastern coast and the seat of the Minister of Maritime Trade ; the Darkonese mercantile navy is primarily housed in the Docks of Vuchargate, while Martira Bay houses primarly passenger ships; The elves in the city are famed seafarers, up to the current Governor, Captain Thalis Redmast ; He rules from his docked flagship, the Blackstar; The city house a prestigios university and library called the Pharmacology Library. The Baths are a renowned termal station, and the Mist Refuge is the biggest inn by the docks; The Last Redoubt is the seat of the Darkonese branch of the Church of Ezra. The prestigiouse Darkonese Arsenal is located here.
Neblus is an ancient elven city which was capital city of the ancient elven kingdom of Neblion, until Vecna I conquered it and made it a stronghold for his army of the Dead. Today it still house a huge necropolis-fortress but the elves has returned to populate it, lead by the current Minister of Education and Governor of Neblus, Iomar Lonshadow, an Elf old enought to remember the reign of Vecna XV, who rules from the ancient Leochan Palace, which once was the seat of the Elven Kings of Neblion. The Shrine of the Spirits, a Dome-like temple of the Eternal Order which patronize the Eldest Superior School, a renowned philosophical, archeological, historical study and theological faculty. The most renowned inn, the Tower, has an owner which is in attraction per se, a ghost named Trillen Mistwalker.
Viaki is the main city in the Boglands, a very important trade hub who guards the Neblus Road where it cross the Zeron River; pharmaceutical industries all around the Core depends on the rare ingredients collected in the Boglands; The Zal'hohan Memorial hospital is the Core greater free hospital, and it house the Chapel of Life, Darkonos most renowned temple; The Governor of Viaki and Minister of Health is Mulciber Sleen; The Museum of Grotesque is a core-renowned funhouse, while the Viaki's Teahouse is a renowned expensive location for wedding and cerimonies by the welltier people; both belongs to the Borcan Dilisnya family; Four Inns, also belonging to a Borcan family,the Boritsi, are the Clearwater Inn, the Manticore's Tongue, the Mosscloak Inn and the Toadsfoot Inn, all four are more popular for the entertainmenbt they provide then for the quality of its food and rooms, with the exception of the Manticore's tongue, which is also the more expensive of the four. The Governor reside in the Grey House, a stone manor outside of the town.
Maykle is the largest town in the Vale of the Vuchar, and the main river port on it after the capital city of Il Aluk; it house a renowned mental health clinic, the Serene Abode Asylum, while the Serenity House is an hotel owned by the Asylum director Dr Quintin Clangor; the city hosts many retirement homes and holiday resorts, and a permanent Carnival. Iris Sturlock, the Minister of Wellfare double as governor of Maykle and rules from Quiet Hill Palace.
Tempe Falls is a most lively city, which employs its massive waterfalls to substain a fervid industrial activity; It's a mainly Dwarf-populated town, who have builded theyr houses behind the waterfall, growing theyr city even outside of it on the side of the river. The governor of the city and Minister of Infrastructures is a dwarf called Oscari Gunderin who resides in the Power Forge Manor; the main inn is the Boar's Tusk, whose owner is an agent of the Kargat called Argar Slashingfang.
Delagia is an halfling-dominated town, which is the main port on the Lake Korst and its governor is the Minister of Trade Alaric Pocketfull, an halfling who rules from the luxurious halls of Green Gate Manor, on an Hill in the center of the city proper. The main inn belongs to the Governor himself, and it is a vast wellcoming structure who can satisfy any kind of customer; it is named Abode of the Lake Guardian.
Devering is a an heavily fortified city which lays in the Mountain of Misery and it house the bulk of the Army of the Dead, and also the training facilities for the living soldiers; The Marshal of Darkonese Army and Minister of Defense is Devering Governor Jeffery Steelhand. Several inns are in the town frequented by the soldiers when out of duty; the Falcon's Head is the best known one, as it's owner, Quentin Talonslayer got his last name becoming a war-hero veteran of the Wars against Falkovnia;
Karg is the oldest human city in Darkon, and it was the birthplace of Vecna I; some says his secret lab is still hidden in the depth of the city's underground; if the local clergy of Vecna knows about that, it keeps the secret very much so; a temple of Vecna, the Cradle of Whispers, on the presumed birthplace of Vecna is found in Karg, as it is the Obsidian Tower, the seat of Darkonese intelligence service the KargATS (Karg Agency of Trouble Solving), sometime mispelled Kargat (and its agents, also called KargATS, are mispelled as Kargatane) outside of Darkonese borders ; the Tower doubles as state prison and as seat of the local governor, Minister of the Interior Affairs and Director of the KargATS, who is the mysterious Kazandra Redshroud. Karg has many inns or rumoured to be filled to the brim with agents; in truth no agent works in Karg's Inns, but the owner of the Maloudorous Goat, Venrith Chole is one. The Karg Security Enforcement Accademy, near the Obsidian Tower trains both agents of the Darkonese Conestabulary and KargATS.
Sidnar is a minetown, and it sits in a vital position, becuse throught the Stingo Road and the Khourx River it is joined with all the more important centers of Darkon; Timber and Construction material come frome the woods and quarries surrounding the hill; Sidnar is Governed by the Minister of Natural Resources , Kasen Constantine. The Collegiate Caelists is an University specialized in natural sciences and astronomy. Its observatorium, the Star Spire, is an huge structure, the biggest one in the known word. The Brooding Bridge dwarfs the majority of bridges in the Core, and in its center lays the majestic Water Palace, the governor's abode; Many inns exist in the city, the most renown,expecially for its cooking is the Logs Hut, which in spite of its name is a renowned resort, owned by lady Aletha Constantine, the governor's sister. Sidnar host also the Ezra's Motte, a temple of Ezra with a mainly Elven priesthood.
Corvia is the financial heart of Darkon, and house the third biggest Exchange Market in the known word, after the one in Paridon and the one in Levkarest; The Darkonese State Mint, the Darkonese Revenue Service and the Darkonese National Bank are all also seated in Corvia. Corvia's governor, currently a dwarf called Urjo Mustanen double as Minister of the Finances and directs the Darkonese economical instituions. and resides in the Gubernatorial Tower, at number 29 of Barricade Street. Two main inns distinguish themeselves: the cozy Obsidian Heart and the more vivacious Silver Mistress.The Economic Studies Institute is a very prestigiuos school of Economics and Finances.
Mayvin is the city of wonders; magic and technology are both employed to make this Gnome-majority industrial town stand out; every innovation which appear in Darkon have surly been in Mayvin for five years, before; The Governor of Mayvin is Minister of Industry, Arcane Research and Technological Development, and also directs the Patent House, and the Darkonese Institute of Technomancy, a school of applied archane solutions, engineering and architecture rivaling with Lamordian ones. The Market of Wonder is a permanent bazar in the center of the city, dominated by the Clockworks Tower, were the Governor, the brilliant gnome inventress Roodyl Narglin resides. The most distinguished inn in the city is the Clockwork Pot, which owner is an awakened Automaton named Raynard Tincan (Awakened Automaton Bard 7, C/G).
Despondia's name serves as a remind of less favorable times, when the Undead Tyrants ruled over Darkon; Despondia was a prison-city, where the families of the peoples who dared defy the will of the Emperors (or of those which simply despleased them) were forced to live a miserable life; it kept the name to kept the memory alive, but today, this livingly city is the last wellcoming place before the Frozen Wastes and the Icewall Mountains; this city, ones one of suffering has become a city of beauty, albeit a fortifyed one; to forget the misery of its past Despondia became the seat of Darkonese Academy of Arts, and also house the majestic Black Curtain Theater, also part of the Academy; the largest Shrine of Darkonos in Darkon is also in the city, it was built in the dark past and it was the only beacon of hope in the bleakness of those days; today, it is the unofficial center of the very loose ierarchy of the Cult. The Governor of Despondia is Francine Compton, and she double as Minister of Culture. Nearby the theater you can find the Gift of Darkonos, an inn renowned for its great cooking and very confortable lodgings, and for the great entertainment it provide its guest with; a jolly and wealthy halfling named Jomo Rockwell is the owner.
Desolatus, like Despondia, bores a name which is a reminder of a bleaker time; Desolatus was a refugee camp made up of the survivor of the city of Portus Somnis near the Dreamlake, which was razed to the ground and salted by Vecna XVI on a whim; the city keeps its name but it has rebuilded the old philosophical lore of Portus Somnis, with the Portus Somnis Memorial Philosphical School and Library; the city is a touristic location, full of thermal installation (the Dreamlake water is incredibly warm) The Pleasant Dreams House is the biggest hotel in Darkon and one of the most renowned in the Core. It is owned by Michelle de Voure a charming, yet mysterious Bard of Dementliuse ancestry. Desolatus'es Governor Rula Barcliff double as Minister of Tourism.
Rookhausen is a fortified port town, the last big urban center before the Dead Horse Steppa and the Vaasan border; In spite of its peripherical location, both magical and mundane way of comunication allows fast travel from and to Rookhausen, which house the Naval Academy and the headquarters of Darkonian War Navy; Lord Admiral Francis Stuart is the Governor of Rookhausen and the Minister of the Navy, and he doubles as Supreme Commander of DWN (Darkonese War Navy). He rules from the fortified Dismal Four, four islets in front of the port, which also house the Ruledge Beacon; The main Inn, the Fisherman Table is owned by the city welthiest merchant, retired army officer Edward Durkins (Middle Aged Human Fighter L/G)
Religions
Erlik the Reaper is an offshot cult of the Eternal Order; Erlik is a N/E god of Death, Undeath, Doom, Winter and of the Dead; he teaches his faithfull that life is a very small candle that he can snuff out in every moment; only death is eternal; everything can die and undeath is a reward for faithful service to him. His followers are assassins, gravediggers, graveyard keepers, evil undead and peasants which want to appease him. His symbol is a skull with a scyte, his favourite weapon is the Scyte and his Domains are Darkness, Death, Destruction, Evil, Luck and Weather.
Vecna the Whispered, the Betrayed Lord and the King which will return is a N/E god of Dark Magic, Forbidden Knowledge, Secrets, Ambition and Treachery. He teaches his faithfull to keep theyr mouth shut and theyr eyes and ears well opened; he teaches them to never trust your underlings, and to crave power and knowledge. His followerss are unscroupoulus scholars, greedy reserchers and ambitious archanists, but also nostalgical of the Empire times; as it was the State Religion before the revolution, 50 years before the current year,it had a lot of followers, at least as a lip service. Its numbers have dropped in the years, but it is still the third religion in Darkon. His symbol is an hand holding an eye, his favourire weapon is the dagger and his domains are Evil, Knowlefge, Magic, Rune and Trickery.
The Eternal Order is a True Neutral religion which adores Death in all its aspects; the Church of Elrik separated from the Order century ago. The Church teaches that Death is unavoidable and a part of life, and thus life must be cherished and protected; Undeath is an abomìnation, but exceptions can be made to those whose time of service is yet to expire, as everyone who lives has a mission and a duty. Its symbol is a circle with a skull in its center; it has followers from any social class; it has quickly replaced the Church of Vecna as national church, even without being proclaimed church of state. It's domains are Community, Death, Healing, Knowledge, Repose and Travel, plus whatever the single venereated aspect may allow (Osiris bring Earth and Plant, Hel brings Destruction and Luck exc,exc) its favored weapon may vary, but all clerics may take the Scythe as one)
Zakhata the Overseer is a god of Community, Tradition, Hard Work, Fairness, Social Bonds and Conservation, and his faith was the religion of the Terg barbarians which offshot formed Nova Vaasa but also settled in part of Darkon; this L/G religion is opened to every race, but it is mainly human; it's followers are humans from every social estraction; he teaches his followers to respect the law of the land, to work hard and to respect authority; it enphatizes the importance of bonds; family, community, nation, church and traditions. He also enphatize generousity, zeal and gratitude. This Lawfull/Good deity takes an iron lock with a golden chain as his symbol, and his favourite weapon is the mace; his domains are Community, Good, Law, Nobility, Protection and Strenght. It has followers from every social class, but it's conservative bent attracts particularly the wealthy and the middle class, and the seminomad population in the North and in the South.
Darkonos the Life Bringer is Darkon eponymus, a C/G deity of Hope, Change, Life, Light, Summer, Freedom and Courage. He teaches his faithfull to never stop fighting for theyr dreams, because no night is eternal, and every tyranny will end; he also teaches them that undead are prisoners in theyr own body and should be liberated as soon as possible; his favored weapon is the rapier and his symbol is a lightened candle; His followers are rebels, reformers, artists and revolutionaries, often young people. His domains are Chaos, Good, Healing, Liberation, Sun and Trickery.
Ezra the Avenger, is the aspect of Ezra venerated by the L/E sect in Darkon; This Church teaches that the world is a batterfield, with civilized being on one side and monsters on the other; everyone need to choose a side, the one who is not a friend is an enemy, and you can't have mercy for the enemy; you must know your enemy and plan carefully, only the smart fighters live to fight another day. The church favored weapon is the longsword, and its symbol is a shield with a bloodied sword. The Domains of the Church are Evil, Knowledge, Law, Strenght, Protection and War. Ezrite followers are people from every social class generally coming from the frontiers and the less urbanized zones of Darkon.
Elf Deities
Also known as the Seldarine, the family of deities descendants of Corellon Larethian. Elven Religion is extremely codified and rithualized. The Seldarine are divided in two faction Altha (faithfull ) Seldarine and Daitha (unfaithfull) Seldarine. The Altha Seldarines includes:
Corellon Larethian :C/G god of Magic, Arts, Beauty, Fighting and Nature, the father of the Gods in the Elf Religion, he represents Spring, and he teaches to enjoy the life and to create beauty. His favored weapon is the longsword, and his symbol is a an ornated silver crescent with six green gems. His Domains are Chaos, Good, Magic, Plant, Protection and War. Every Elf pay at least lip service to him.
Other important deities are Angarradh Salinmae ,Corellon's Consort, goddess of Fertility, Medicine, Maternity, Light, Summer and Life (N/G, Good, Healing, Knowledge, Magic, Plant and Sun; symbol downwards pointing triangle with three interwined circles in it; favored weapon shortspear ), and theyr children:
Moon and Autumn goddess Sehanine Moonbow, also a death goddess venerated in the Eternal Order (C/G, Chaos, Darkness, Good, Repose, Travel; Favored weapon shortbow, symbol an Arc over a full moon) ,
Love goddess Hanali Celanil (C/G, Chaos, Charm, Good, Magic, Protection, favored weapon: dagger, symbol:a golden heart),
Wind goddess Aerdrie Faenya (C/G, Air, Animal, Chaos, Good, Weather; Favored weapon quarterstaff, symbol: a flying heron),
Fire, Magic, and Rune goddess Alathrien Druanna (L/N, Fire, Knowledge, Law, Magic, Rune; Favored weapon, sling, Symbol: Seven silvery runes),
Sea god Sashelas Dulva, also worshipped by human sailors as Deep Sashelas (C/G, Animal, Chaos, Good, Water, Weather; favored weapon: trident, symbol: a dolphin),
Forrest god and Druid's patreon Rillifane Rallathil (NG, Earth, Good, Plant, Protection, Travel; favored weapon: quarterstaff, symbol, an oak tree),
Revenge god Shevarash Gilmadrith ( L/E, Destruction, Evil, Law, Strenght, War, favored wapon: longbow, symbol a broken violet arrow with a purple tear ),
Knowledge and Craft god Labelas Enoreth (L/G, Artifice, Good, Knowledge, Law, Magic, favored weapon:quarterstaff, Symbol :a sundial),
Mishief god Erevan Ilesere (C/N, Chaos,Knowledge, Luck, Magic, Trickery; Favored Weapon: short sword; Symbol: Asymmetrical starburst),
Duels and Hunt god Solonor Thelandira (C/G, Animal, Chaos, Good, Plant, War, Favored Weapon: longbow, symbol: a green arrow.)
Mountain, River, Wildlands, Winter god Tarsellis Meunniduin (N, Air, Animal, Plant, Water, Weather, favored weapon: spear, Symbol: a stylized mountain.)
The Daitha Seldarine represent the dark side of the Elves; they followed the rebellion of Araushnee Lolthu, Corellon first wife, the Spider Queen, goddess of Lies, Treachery, Ambition, Turmoil and Cruelty who teaches her followers to take what they want as long as they can get away with it, to wait patiently in the darkness, and to spin webs of lies to pave your way to success, that love is weakness and that the weak must be purged , and that males are inferior; she is C/E, her domains are Animal, Chaos, Charm, Darkness, Evil and Trickery, her symbol is a spider and her favored weapon is the flail.
The other Daitha Seldarine are;
Assassination god Vhaeraun Maskedshade (C/E, Chaos, Darkness, Evil, Travel and Trickery, favourite weapon: short sword, symbol:A pair of black glass lenses that form a mask.),
Hope and Night goddess Elistraee Nightdancer (C/G, Chaos, Charm, Darkness, Good, Protection and Void, favored weapon: bastard sword, symbol: long haired dancing naked elf woman under the moon),
War god Selvetarm Xaranei (L/E, Animal, Evil, Law, Strenght and War, Favored weapon: heavy mace, Symbol: spider over a crossed mace and sword),
Death and Undeath goddess Kiaransalee Alabanshee, also a goddess of the Eternal Order (C/E, Chaos, Death, Destruction, Evil, Magic; favored weapon: dagger, Symbol: hand with silver rings.)
Opportunism and Intoxicants god Keptolo Mithardan (N/E, Charm, Evil, Nobility, Plant and Trickery, Favored weapon:rapier, Symbol: mushroom);
Thief and Seduction goddess Zinzerena Shadenhand (C/N, Chaos, Charm, Darkness, Trickery; Favored weapom: shortsword, Symbol: Shorsword draped in a cloth)
Dwarf Deities
Dwarf religion is a strictly familiar and clan-based matter; The Morndinsamman (Hight Dwarves) are the legendary founders of the Dwarven Clans, descendants of Moradin Soulforger the All Father, theyr eternal king, god of the Forge, of Crafting, of Mining, of Creation, of Tradition, of Honour and of Family, L/G, his Domains are Artifice, Good, Earth, Law, Nobility and Protection, his symbol is an anvil with an hammer. His Consort is Berronar Truesilver a N/G deity of Family, Fertility, Home, Healers, Records and Marriage, her Domains are Community, Good, Healing, Law, Nobility and Rune her symbol is a pair of interwined silver rings.They teaches theyr followers, dwarves from every clan (every dwarf pay them at least lip service) to be true, brave and loyal, to respet the elders, to do your duty to family, to clan and to nation, and to be dedicated to your work, no matter how menial, so much as to turn it in an art.
The 18 Morndinsamman are the children of Moradin and Berronar.
They include:
War god Clangeddin Silverbeard, patron of the Silverbeard Clan (L/G, Glory, Good, Law, Protection, War; Favored weapon: battleaxe; Symbol: crossed silver battleaxes.)
Burial and Exploration god Dumathoin Hiddengem, patron of the Hiddengem clan and also a god of the Eternal Order. (N, Earth, Knowledge, Protection, Repose and Strenght, favored weapon: maul; Symbol: a gem hidden in a mountain)
Greed god Abbathor Tightgrip, patron of the Tightgrip clan (N/E, Community, Earth, Evil, Luck, Trickery; favored weapon: dagger, Symbol: enjeweled dagger).
Trade god Vergadain Smartfingers, Patron of the Smartfingers clan (N, Artifice, Community, Luck, Trickery and Travel; favored weapon : longsword, Symbol: a gold coin)
Healing and Moon goddess Sharindlar Mercydance, patron of the Mercydance clan (C/G, Chaos, Charm, Darkness, Good, Healing; favourite weapon: whip, Symbol:a fire ring coming from a steel ring.
Progress and Exploration god Dugmaren Brightmantle, Patron of the Brightmantle clan (C/G,Artifice, Chaos, Good, Knowledge, Travel, Water; Favored weapon:shortsword; Symbol:open book.)
Sentinel god Gorm Gulthyn patron of clan Gulthyn (L/G, Earth, Good, Law, Strenght, Protection, Favored weapon: battleaxe, Symbol:Bronze mask with flame eyes)
Luck goddess Haela Brightaxe, Patron of clan Brightaxe (C/G, Chaos, Good, Luck, Protection, War; Favored weapon: greatsword; Symbol: Flaming Greatsword covered in rune)
Travel god Marthammor Duin Patron of Clan Duin (N/G, Good, Luck, Protection, Travel, Weather; Favored weapon: heavy mace, Symbol: Upright mace in front of a fur-trimmed leather boot.)
Wildlands god Thard Harr, patron of clan Harr (C/G, Animal, Chaos, Good, Plant and Strenght; Favored weapon: spiked gauntlet, Symbol: two crossed scaly clawed gauntlets of silvery-blue metal)
Alcohol god Hanseath Laughtroar, patron of clan Laughtroar (C/N, Artifice, Chaos, Travel, Strenght, Plant; Favourite weapon: greataxe, Symbol: a mug of beer)
Fire and Sun god Tharmekhûl Sunforger, patron of clan Sunforger (L/G, Artifice, Good, Fire, Law, Sun; Favourite weapon: Warhammer, Symbol: a lighted forge with a sun halo.)
Exploitation god Laduguer Grimhammer, patron of clan Grimhammer (Duergar) (L/E, Artifice, Evil, Law, Nobility, War; Favourite weapon: warhammer; Symbol: broken arrow.)
Tenacity goddess Deruena Teethgnasher, patron of clan Teethgnasher (Duergar) (L/G, Good, Knowledge, Law, Protection, Strenght, Favored weapon: Spiked chain, Symbol: hands with broken chians)
Mind goddes Duerra Deeplurk, patron of clan Deeplurk (Duergar) (L/N, Knowledge, Law, Magic, War, Favored weapon: Battleaxe, Symbol: an Illithid skull)
Sorcery god Diirinka Blackhand, patron of clan Blackhand (Derro) (C/E; Chaos, Evil, Knowledge, Magic, Trickery; Favored weapon: dagger, Symbol: a spyral grey white and black.)
Revenge god Diinkarazan Madslaywer, patron of clan Madslayer (Derro) (C/N; Air, Chaos, Darkness, Destruction, Madness; Favored weapon: heavy mace.Symbol: throne wrapped in chains with floating rocks around. )
Freedom and Art god Diibarkan Brightspark, patron of clan Brightspark (Derro) (C/G, Artifice, Chaos, Good, Knowledge, Liberation; Favored weapon, Warhammer, Symbol: a chisel and an hammer.)
Halfling Deities
Halfling Religion is an evolution of an Ancestor Cult; All Halfling claim to be Yondalla's Children, and the deities are her first ones; the three evil deities of the pantheon Lo'ugal the Laughting Imp, Ilvuan the afflicted one and Sharrek the Despoiler are regarded as black sheeps but still included in the family tree, since Yondalla do not rejects any of her childrens.
Yondalla is a L/G deity of Protection, Bounty, Children, Security, Leadership, Wisdom, Crops Family and Tradition and her domains are: Community, Law, Good, Plant, Protection and Travel, her favoured weapon is the short sword and her symbol is a shield with a full cornucopia on it; she teaches her followers (every halfling, after a fashion) to cherish theyr families, to travel the world, working honestly and be good friends and good neightbours; She exorts her children to live in peace but to defend theyr life and theyr families if theyr life or freedom is threatened.
Her Children includes
Dalla Thaun, Goddess of Stealth, Subterfuge, Disonesty and Gambling is her eldest daughter, her Twin or her dark side, it is not clear; she is C/N; her domains are Chaos, Darkness, Destruction, Luck, Travel and Trickery, her favoured weapon is a dagger and her symbol is the back of Yondalla's shield with abag of gold on it. Dalla Thaun teaches all Halflings to be smart, quick and quiet, to not attract attention, and to be ready to exploit any opportunity of gain and any opportunity to take advange of the tall peoples who keep understimating them.
The other children includes:
War god Arvoreen, a deity of defence and vigilance, (L/G, Law, Good, Nobility, Protection, War; favored weapon:short sword, Symbol: crossed short swords.)
Love goddess Sheila Peyoryl a deity of fertilty and weather (N/G, Air, Charm, Good, Plant, Weather, Favored weapon: sickle; Symbol:a daisy)
Thieves god Brandobaris, god of night, seas, and escape (N, Darkness, Luck, Travel, Trickery, Water; Favored weapon: dagger; Symbol a fading footprint)
Hospitality god Cyrrollalee, god of Cooking and daylight (L/G, Community, Fire, Good, Law, Sun; Favored weapon: quarterstaff, Symbol:opened door.)
Death god Urogalan, a deity of underground and burial, also a god of the Eternal Order (L/N, Death, Earth, Law, Ptotection, Repose; favored Weapon: double headed flail; Symbol: black hound head)
Children goddess Shirra, a deity of immagination and stories (C/G, Chaos, Good, Knowledge, Magic, Trickery; favoured Weapon:dagger; Symbol: a sketchbook with coloured chalks)
Wagon-Makers god Truggar, deities of crafting and journeyng;(N; Animal, Artifice, Protection, Strenght, Travel; favored weapon: warhammer; symbol: A sledgehammer with a cart wheel)
Deabauchery god Lo'ugal, the Laughting Imp (C/E Chaos, Destruction, Evil, Madness and Trickery, favoured weapon: whip, Symbol: a laughting halfling with imp-like horns, tail and wings)
Misery god Ilvuan the Afflicted also a god of the Eternal Order (N/E, Darkness, Death, Evil, Luck, Madness; Favored weapon:short bow; Symbol: two crying eyes)
Industry god Sharrek the Despoiler (L/E, Artifice, Destruction, Evil, Fire, Law; Favored weapon: dagger; Symbol: a smoking Chimeney.)
Gnome Deities
The Soreigns of the Golden Hills are the deities of the Gnomes, and theyr cult is more alike a philosophy, with the gods personifying the various tenants of it The Path of the Golden Hills has three main deities:
Garl Glittergold, a N/G deity of Humor, Wit, Innovation, Pranks, Friendship, Jewelry and Prosperity, who get lip service at least by every gnome; he teaches his followers to strive to be innovative and origininal in what they do, and to take life with a smile; use your humour as a weapon against the people which would like to harm you; be generous and luck shall assist you.
His favourite weapon is the battle axe, and his symbol is a gold nugget; his domains are: Artifice, Community, Good, Luck, Protection and Trickery.
Sheyanna Flaxenstrand, a C/G deity of Love, Passion, Fertility, Romance, Family and Flirts, who teaches her followers to follow theyr hearts and to love without restrictions, and without second ends; She also asks her followers to be lighthearted and flirtuos but without any malicious intent. Her favored weapon is the heavy mace, her symbol is a lightened torch with twin goblets. Her Domains are: Chaos, Charm, Good, Fire, Healing and Trickery.
Gelf Darkhearth, a C/N deity of Rage, Revenge, Destruction, Disorder, Revolution and Rebellion, who teaches his followers to revolt against the system, to never forget nor forgive a wrong, to always put sticks in your rivals gears and to always get the last laught, his favored weapon is the warhammer, his symbol is a broken anvil, his Domains are Chaos, Destruction, Liberation, Luck, Trickery and War.
The other Soreigns are:
Woodlands god Baervan Wildwanderer, a deity of exploration and climate (N/G, Animal, Good, Plant, Travel, Weather ; Favored weapon: halfspear, Symbol: The face of a raccon)
Illusion goddess Baravar Cloakshadow, a deity of deception and magic (N/G, Darkness, Good, Magic, Protection, Trickery; Favored weapon:dagger, Symbol:a dagger over a hooded cloak)
Mining god Callarduran Smoothhands, a deity of underground and caution (N, Artifice, Darkness, Earth, Protection, Trickery; Favored weapon:battleaxe; Symbol:Golden signet ring with sixpointed star.)
Forge god Flandal Steelskin, a deity of craft and fire (N/G, Artifice, Earth, Fire, Good, Strenght; Favored weapon: warhammer; Symbol: Burning hammer.)
War goddess Gaerdal Ironhand, a deity of preparation and battle (L/G; Good, Knowledge, Law, Protection, War; Favored weapon: warhammer, Symbol: Iron band)
River god Laevar Freeflow, a deity of navigation,river animals and floods (C/N, Animal, Chaos, Destruction, Freedom, Water; Favored weapon: Heavy Mace, symbol : an oar.)
Brilliance god Nebelun Brightmaker, a deity of light and progress (N, Artifice, Knowledge, Luck, Protection, Sun; Favourite weapon: warhammer; Symbol: A Sun shaped cog.)
Night goddess Nehara Spitesour, a deity of Envy, wind and gossip (C/E, Air, Chaos, Darkness, Evil, Trickery; Favored weapon: dagger; Symbol: a mouth with bat wings.)
Book god Rill Cleverthrush, a deity of knowledge and magic (L/N, Knowledge, Law, Nobility, Magic, Rune;Favored weapon: quartestaff; Symbol: Two books with a common set of pages)
Health god Segojan Earthcaller, a deity of rest and soil, also a deity of the Eternal Order
(N/G, Earth, Good, Healing, Plant, Repose; Favored weapon:heavy mace; Symbol: Glowing gemstone)
Pact god Tarvan Goldenskin, a deity of Trade, blackmail and manipulation (L/E, Evil, Law, Knowledge, Trickery, Rune; favored weapon: dagger; Symbol: a dagger covered in rune with a spinning wheel).
Gluttony god Urdlen Ravenousclaw, a deity of selfishness, murder and greed, also a deity of the Eternal Order (N/E, Death, Destruction, Earth, Evil, Madness; Favored weapon: claw bracer, Symbol: White, steel-clawed mole emerging from the ground)
The Famed and the infamous and Azalin stats will be in the next post.
Feedback, as always is appreciated, and sorry for the eventual typos.
Official Name : The Darkonese Egemony
Culture level: Chivalrious
Ecology:Full
Climate & Terrain: It varies greatly, from the fertile plains of the south east to the cold wastes of the far north, to the hills and mountains in the south-west..Some of the terrains are influenced by magic.
Languages:Common, Darkonian, Lamordian, Vaasan, Okrainian .
Religions: Erlik the Reaper, Vecna the Whispered, the Eternal Order, Zakhata the Overseer, Darkonos the Life Bringer, Ezra the Avenger, Elf Deities, Dwarf Deities, Halfling Deities, Gnome Deities .
Races:Humans 65%, Caliban 5%, Elves 5%, Dwarves 5%, Gnomes 5%, Halfling 5%, other 10% ).
Governement: Federal Meritocracy de jure Absolute Monarchy de facto.
Ruler:Azal'lan Firan Zal'honan .
Darklord: Firan Zal'honan .
Lightlord: Irik Zal'honan.
Inhabitants: 30 millions.
Surface :1,000,000 square kilometres.
Analog:Peter the great Russia with Soviet Union's vibes, on a smaller scale and Modern USA after a fashion.
Capital City:Il Aluk (450,000 in, Non Standard, L/E),
Important towns: Martira Bay (300,000 in, Standard L/N), Rivalis (283,000 in L/N), Nartok (200,000 in Non-Standard N),Vuchargate (180,000 in, non Standard L/G), Neblus (170,000 in Standard, L/G), Viaki (150,000 in, Standard, L/E), Maykle(130,000 in Standard L/N) Tempe Falls (120,000 in, Standard L/E), Delagia (78,000 in L/N, Standard), Devering (60,000 in, Standard L/E), Karg (50,000 in, monstrous, L/E), Sidnar (Standard, 48,000 In, L/N) Malanuv (35,000 in L/N Standard), Despondia (30,000 in, Non-Standard, L/E) Desolatus (30,000 in, Non Standard L/E), Rookhausen (28,000 in, Non Standard, L/G)
Borders: North: Okraina and Sanguinia, East: The Nocturnal Sea, South: Lamordia, Falkovnia,Tepest, Nova Vaasa; South-West: Nova Vaasa, West: The Sea of Sorrows.
Domain Overview
The vast Darkonian Egemony stretches from the Nocturnal Sea in the East, to the Sea of Sorrows in the West. The Capital city of Il Aluk, the largest city in the Core, lays in the eastern plains of the Vuchar River, the longest river in the Core (It is born in Lamordia, in the Rigor Lake) and it's the main riverport; The Vuchar is navigable for all it's Darkonese course, and it is the main trade route of the Egemony, it's mouth lays on the East Coast near the city of Vuchargate. The City of Nartok, heart of Darkonese Craft, in the Shadow Forest, makes good use of the neightbouring port of Malanuv on the Vuchar. The Cities of Viaki and Maykle are the two other main ports on the Vuchar.
The city of Rivalis is the main food producer in the Hegemony, layng at the mounth of the Valley of the Vuchar, near the Lamordian border, in the middle of two lakes, the Pacific Lake in the West and the Red Leaf Lake in the East where small hills and rade forrests signale the passage in the Valley proper.
A vast swamp, called the Great Salt Swamp lays in the center of the nation est of Il-Aluk; South-West to the capital lays the Great Forest of the Shadows, on the heavy fortified border with Falkovnia, while in the South-east the Mountains of Misery range marks most of the border with Nova Vaasa. Several rivers are born from those mountais and end in the Vuchar in the North; The Frozen Waste and the Icewall Mountains separates Darkon from Okraina and Sanguinia in the far north. The main port on the West coast, called the Jagged Coast, is Martira Bay; In the South East, between the Misty Coast and the Mountains of Misery a rocky steppa called Horse Graveyard, on the border with Nova Vaasa. On the Mountain of Misery two peaks stands far above the others, the Nylka and the Nyid (two active Volcanoes); The port of Rookhausen is the last Darkonese Stroghold before the Steppa. The city of Karg sits on a vital crossing of the Tempe river, one of the more important tributaries of the Vuchar river. The Tempe River is navigable up to the great Roaring Falls, an impressive waterfall were the Tempe Falls city lays, partially carved in the rock behind the waterfall. The greatest lake in Darkon is the Korst Lake, the source of the omonimous river; The city of Delagia sits on the mouth of the Foaming River, where it enter Lake Korst; The city of Sidnar lays at the crossing of the Khourx River, the twin tributary of the Lake Korst. The Main tributary of the Vuchar river is the Corvus River, which connects the cities of Mayvin and Corvia with the Vuchar River. The city of Devering in the Forgotten Hills, guard the way to the Dargal Pass in The Mountain of Misery. In the North, the fortified citiy of Despondia guards the Frozen Waste and the Icewall Mountains. The city of Desolatus guards the River Somulus and the Lake of Lost Dreams in the Dream Dales, while the City of Neblus control the crossing of the Nezron River in the Middle-north.
The People
Darkonese are a various lot, we can differentiate them beetween the ten (+1) regions Darkon is divided into;
The people of the Jagged Coast are open minded, and mainly human, deeply religious and wellcoming, full of traders and sailors; The People of the Vale of Tears, aka the Plain of the Vuchar River are a practical lot, adaptable and well-versed in trade and negotiations. The country Halfling Population concentrates here; People of the Icewall Mountains and of the Frozen Waste (collectively aka the Icy North) are a nomadic and hardened people, close-knitted in theyr clannish organizations, and do not discriminates the many Calibans inside the clans; The people of the Dreamdales are deeply spiritual, and usually human, a quiet people of farmers, fishermen and breeders, very hospitable if a bit reserved; The people of the Mountain of Misery and the Forgotten Hills (collectively aka the Rocky South) are a stout and battle-hardened people, many of them Dwarves, with strong family ties and a martial tradition; People from the Forest of Shadows are often on the Front line of Falkovnian invasions, and so they are a wary and tenacious people; they are also practical and resourcefull; Many Gnomes lives here. The Mist Vale is the region North of the Vuchar and south of the Frozen Waste; it's inhabitants are a cultured and fashionable lot, boasting a number of renowned scholars; many elves lives in this lsands; The Boglands are a land of marshes and lakes, inhabitated by a people renowned for easy-going attidude, sharp wit and ingenuity, if a bit naive; The People of the Misty Coast are an hard working people, honest and loyal, if a bit superstitious; the sailors there are of a more martial bent then on the Jagged Coast; The Horse Graveyard Steppa is the less populated region in Darkon, still, it boasts a pridefull and resilent population of crafters, goat-breeders and merchants. Il Aluk, while geographically part of the Vale of Tears, is politically and culturally autonomous; the biggest city of the core proper boast a very diverse and cosmopolitan population.
A common trait of Darkonese people is a certain degree of tolerance for undeath and magic; Mindless undead are seen as usefull tools, while intelligent undead are respected yet feared; magic is likewise an usefull tool even if a dangerous one. Since the fall of the Empire, and the raising of the Egemony, the national ideology in Darkon has been meritocracy, Darkonese do not judge people by blood and birth, only by theyr deeds.
History
Age of Creation
In the dawn of times, Elrik, Death personified, ruled a gray and lifeless world; Darkonos, one of his children, stole the spark of life from his father treasure, and gifted it to the word; his father pursued him in the lands now known as Darkon, were a battle ensued; the other gods, awakened by Darkonos, chiefly beetwen them Zhakata the Overseer, and Ezra the Avenger,fought alongside Darkonos and together they forced Elrik to yeld; life was allowed to spread, but Elrik bestowed three curses upon the living beings of the world: The Curse of Mortality: All life will have a term, and after that it will be returned to him; The curse of Strife: Life will prosper praying on other life; The Curse of Fear: People would fear his touch so much that they will be ready to kill others to escape it, and they will embrace his tenants to avoid the judgement. But as he tried to make a four Curse to damn anyone who die without his blerssing to ndearh and torment, he was stopped by the other gods, so Undeath did not completely fell under his control.
Age of Empires:
In the Age of Empires, The Olimpyan Empire claimed Darkon's fertile lands but it colonized it only partially, mainly due to the fierce opposition from Lamordic Barbarians and the concentration of powerfull creatures, like Dragons and Giants, in the mountains and vales. The Elven Kingdom of Nebion is born in this age while Dwarves immigrates in the Mountains of Misery from the Land of Bluetspur fleeing from the the underground menace of the Illithid.
Age of Darkness
The Wizard King Vecna I creates a vast empire unifying the lands of nowady Darkon, and the lands North of the Icewall Mountains; Vecna became the first Lich-King in Darkonese history; he developed the secret arts of Necromancy and started to animate vast armiers of undead; After his betrayal and killing by his lieuteant Kas, Vecna is reported ascending to godhood, leaving the throne for the taking to a long succesion of ambitious liches, which encouraged migration from many lands including Zherisian and Mordentish (which influences current Darkonese heavily).
The Modern Age
The last of the Undead Tyrants started his rule in the wake of a great upheaval; Vaasan and Lamordian victories in the wars lead to Okraina and Sanguinia independence; Vecna XVI was a lazy, abusive and ineffectual ruler, and he sow the seeds for his fall, at the hand of a minor noble, very well versed in the arts of magic.
The Current Age
The overthrowning of Vecna XVI lead by Azal'lan Firan Zalhoan, together with the last public execution in the history of Darkon, with Prince Irik executed by his own father on ground of treason, marks the end of the Empire of Darkon, and the beginning of the Darkonese Egemony.
Places of Interest:
Il Aluk is the biggest and most advanced city in the Core proper, a sprawling metropolis carefully designed to avoid the mess big cities usually has; there is no slum-town in the outskirt of Il-Aluk, and even popular quarters are clean, illuminated and fully patroled and serviced; Castle Avernus, the massive Royal Palace, now seat of the Egemony Council, of the Council of Chosers and of the Azal'lan, sits on the vacuum left by Cavitius, Vecna I first massive forteress which disappeared after his ascention; many inns, restaurants and hotels grace the districts of the Capital; The Eternal House is a massive cathedral of the Eternal Order, and the biggest temple in the whole core, dwarfing even the Dome of the Lawgiver in Nova Vasaa, Our Lady of the Shield in Borca, and the Pillar of Mankind in Paridon, Zherisia. The Sanctuary of the Betrayed Lord was builded in the place were Kas attempted to kill Vecna, and house a restricted library.
The Vecna I School of Arcane Arts with its 9 departments is a massive institute of magic learning.
Many hotels and restaurants can be find in the city, the most famous being the Sated Hill Giant (an inn renowned for the abundance of its portions, whose owner is a friendly Ogre named Carl Bonecrusher, N/G Fighter 5), the Manticore Head, a luxurious resort, The Azal'lan's Rest an inn famed to wellcome the Azal'lan himself once every month, at dinner. The Potter's Pub is frequented by very exotic patrons. Il Aluk host the Egemoy Council and the Ministry of Progress chaired by the Azal'lan himself.
Martira Bay is the greatest port on the Nocturnal Sea and is the seat of the Church of the Overseer, housing its principal temple, the Beacon of Faith. The principal inns in the city are: the Black Goat whose owner, Morris Blake (Human Thief 10 L/E) is an agent of the Kargat, the secret police of the Egemony; the Wellcoming Den, owned by Karlon Daanviers (Human Werelion Ranger 4 C/G) a Zeindosteinian retired adventurer, and the Laughting Skull Inn, a shady resort frequented by pirates and smugglers. Martira Bay is also the seat of the Ministery of Foreign Affairs role held by the governor of the City, which resides in the Black Tower the current Governor is Karimana Relddkasen.
Rivalis is a great hub of agricultural trade, cultivating rice in the Pacific Lake and grain and oil all around. Rivalis is also the seat of the Ministery of Agronomics role held by the elected governor of the City, which resides in the Crystal Palace; the Crystal Garden is a botanic garden and greenhouse which houses the Rivalis University. The two main Inns in the city are the expensive Traveler's End and the cheaper Old Waypoint, owned by an halfling named Karl Dustybreechs (C/G Rogue 6) a former smuggler. The Governor of the City, and Minister of Agronomics is Lord Arian Windfoot.
Nartok is the Darkonese green gem, and it's Governor is also the Minister of Environment; Nartok is also the seat of the Darkonese Circle of Lifebringers, a druidic circle who also patrons the School of Nature a prenstigious university specialized in ethology, zoology, and environmental sustenibility. This city armonize perfectly the environmental necessities of the national park it resides in, and the necessities of the citizen, managing to successfully exploit its resources in a very low-impact way.Many inns grace this turistical town, the four bigger ones are Cedar Splint, The Crow's Roost, Season's Turn and Veteran Arms which belong all four to the same person, a Forfarian Halfling merchant called Gordek Goldenhand (Actually, a Forfarian Goblin in disguise, Goblin Wizard 7 L/N). The Governor abode is the Grove Manor in the center of the city park; the current Governor and minister of Environment is Lord Burkhart Volker.
Vuchargate has been uncorrectly named Nevuchar Springs or Vuchar Springs until the deposition of the last Undead Tyrant (who wanted to impose the idea that the Vuchar was born in his land), and it is still known with that name in many places, outside Darkon; Vuchargate is the main hub of trade in the Core eastern coast and the seat of the Minister of Maritime Trade ; the Darkonese mercantile navy is primarily housed in the Docks of Vuchargate, while Martira Bay houses primarly passenger ships; The elves in the city are famed seafarers, up to the current Governor, Captain Thalis Redmast ; He rules from his docked flagship, the Blackstar; The city house a prestigios university and library called the Pharmacology Library. The Baths are a renowned termal station, and the Mist Refuge is the biggest inn by the docks; The Last Redoubt is the seat of the Darkonese branch of the Church of Ezra. The prestigiouse Darkonese Arsenal is located here.
Neblus is an ancient elven city which was capital city of the ancient elven kingdom of Neblion, until Vecna I conquered it and made it a stronghold for his army of the Dead. Today it still house a huge necropolis-fortress but the elves has returned to populate it, lead by the current Minister of Education and Governor of Neblus, Iomar Lonshadow, an Elf old enought to remember the reign of Vecna XV, who rules from the ancient Leochan Palace, which once was the seat of the Elven Kings of Neblion. The Shrine of the Spirits, a Dome-like temple of the Eternal Order which patronize the Eldest Superior School, a renowned philosophical, archeological, historical study and theological faculty. The most renowned inn, the Tower, has an owner which is in attraction per se, a ghost named Trillen Mistwalker.
Viaki is the main city in the Boglands, a very important trade hub who guards the Neblus Road where it cross the Zeron River; pharmaceutical industries all around the Core depends on the rare ingredients collected in the Boglands; The Zal'hohan Memorial hospital is the Core greater free hospital, and it house the Chapel of Life, Darkonos most renowned temple; The Governor of Viaki and Minister of Health is Mulciber Sleen; The Museum of Grotesque is a core-renowned funhouse, while the Viaki's Teahouse is a renowned expensive location for wedding and cerimonies by the welltier people; both belongs to the Borcan Dilisnya family; Four Inns, also belonging to a Borcan family,the Boritsi, are the Clearwater Inn, the Manticore's Tongue, the Mosscloak Inn and the Toadsfoot Inn, all four are more popular for the entertainmenbt they provide then for the quality of its food and rooms, with the exception of the Manticore's tongue, which is also the more expensive of the four. The Governor reside in the Grey House, a stone manor outside of the town.
Maykle is the largest town in the Vale of the Vuchar, and the main river port on it after the capital city of Il Aluk; it house a renowned mental health clinic, the Serene Abode Asylum, while the Serenity House is an hotel owned by the Asylum director Dr Quintin Clangor; the city hosts many retirement homes and holiday resorts, and a permanent Carnival. Iris Sturlock, the Minister of Wellfare double as governor of Maykle and rules from Quiet Hill Palace.
Tempe Falls is a most lively city, which employs its massive waterfalls to substain a fervid industrial activity; It's a mainly Dwarf-populated town, who have builded theyr houses behind the waterfall, growing theyr city even outside of it on the side of the river. The governor of the city and Minister of Infrastructures is a dwarf called Oscari Gunderin who resides in the Power Forge Manor; the main inn is the Boar's Tusk, whose owner is an agent of the Kargat called Argar Slashingfang.
Delagia is an halfling-dominated town, which is the main port on the Lake Korst and its governor is the Minister of Trade Alaric Pocketfull, an halfling who rules from the luxurious halls of Green Gate Manor, on an Hill in the center of the city proper. The main inn belongs to the Governor himself, and it is a vast wellcoming structure who can satisfy any kind of customer; it is named Abode of the Lake Guardian.
Devering is a an heavily fortified city which lays in the Mountain of Misery and it house the bulk of the Army of the Dead, and also the training facilities for the living soldiers; The Marshal of Darkonese Army and Minister of Defense is Devering Governor Jeffery Steelhand. Several inns are in the town frequented by the soldiers when out of duty; the Falcon's Head is the best known one, as it's owner, Quentin Talonslayer got his last name becoming a war-hero veteran of the Wars against Falkovnia;
Karg is the oldest human city in Darkon, and it was the birthplace of Vecna I; some says his secret lab is still hidden in the depth of the city's underground; if the local clergy of Vecna knows about that, it keeps the secret very much so; a temple of Vecna, the Cradle of Whispers, on the presumed birthplace of Vecna is found in Karg, as it is the Obsidian Tower, the seat of Darkonese intelligence service the KargATS (Karg Agency of Trouble Solving), sometime mispelled Kargat (and its agents, also called KargATS, are mispelled as Kargatane) outside of Darkonese borders ; the Tower doubles as state prison and as seat of the local governor, Minister of the Interior Affairs and Director of the KargATS, who is the mysterious Kazandra Redshroud. Karg has many inns or rumoured to be filled to the brim with agents; in truth no agent works in Karg's Inns, but the owner of the Maloudorous Goat, Venrith Chole is one. The Karg Security Enforcement Accademy, near the Obsidian Tower trains both agents of the Darkonese Conestabulary and KargATS.
Sidnar is a minetown, and it sits in a vital position, becuse throught the Stingo Road and the Khourx River it is joined with all the more important centers of Darkon; Timber and Construction material come frome the woods and quarries surrounding the hill; Sidnar is Governed by the Minister of Natural Resources , Kasen Constantine. The Collegiate Caelists is an University specialized in natural sciences and astronomy. Its observatorium, the Star Spire, is an huge structure, the biggest one in the known word. The Brooding Bridge dwarfs the majority of bridges in the Core, and in its center lays the majestic Water Palace, the governor's abode; Many inns exist in the city, the most renown,expecially for its cooking is the Logs Hut, which in spite of its name is a renowned resort, owned by lady Aletha Constantine, the governor's sister. Sidnar host also the Ezra's Motte, a temple of Ezra with a mainly Elven priesthood.
Corvia is the financial heart of Darkon, and house the third biggest Exchange Market in the known word, after the one in Paridon and the one in Levkarest; The Darkonese State Mint, the Darkonese Revenue Service and the Darkonese National Bank are all also seated in Corvia. Corvia's governor, currently a dwarf called Urjo Mustanen double as Minister of the Finances and directs the Darkonese economical instituions. and resides in the Gubernatorial Tower, at number 29 of Barricade Street. Two main inns distinguish themeselves: the cozy Obsidian Heart and the more vivacious Silver Mistress.The Economic Studies Institute is a very prestigiuos school of Economics and Finances.
Mayvin is the city of wonders; magic and technology are both employed to make this Gnome-majority industrial town stand out; every innovation which appear in Darkon have surly been in Mayvin for five years, before; The Governor of Mayvin is Minister of Industry, Arcane Research and Technological Development, and also directs the Patent House, and the Darkonese Institute of Technomancy, a school of applied archane solutions, engineering and architecture rivaling with Lamordian ones. The Market of Wonder is a permanent bazar in the center of the city, dominated by the Clockworks Tower, were the Governor, the brilliant gnome inventress Roodyl Narglin resides. The most distinguished inn in the city is the Clockwork Pot, which owner is an awakened Automaton named Raynard Tincan (Awakened Automaton Bard 7, C/G).
Despondia's name serves as a remind of less favorable times, when the Undead Tyrants ruled over Darkon; Despondia was a prison-city, where the families of the peoples who dared defy the will of the Emperors (or of those which simply despleased them) were forced to live a miserable life; it kept the name to kept the memory alive, but today, this livingly city is the last wellcoming place before the Frozen Wastes and the Icewall Mountains; this city, ones one of suffering has become a city of beauty, albeit a fortifyed one; to forget the misery of its past Despondia became the seat of Darkonese Academy of Arts, and also house the majestic Black Curtain Theater, also part of the Academy; the largest Shrine of Darkonos in Darkon is also in the city, it was built in the dark past and it was the only beacon of hope in the bleakness of those days; today, it is the unofficial center of the very loose ierarchy of the Cult. The Governor of Despondia is Francine Compton, and she double as Minister of Culture. Nearby the theater you can find the Gift of Darkonos, an inn renowned for its great cooking and very confortable lodgings, and for the great entertainment it provide its guest with; a jolly and wealthy halfling named Jomo Rockwell is the owner.
Desolatus, like Despondia, bores a name which is a reminder of a bleaker time; Desolatus was a refugee camp made up of the survivor of the city of Portus Somnis near the Dreamlake, which was razed to the ground and salted by Vecna XVI on a whim; the city keeps its name but it has rebuilded the old philosophical lore of Portus Somnis, with the Portus Somnis Memorial Philosphical School and Library; the city is a touristic location, full of thermal installation (the Dreamlake water is incredibly warm) The Pleasant Dreams House is the biggest hotel in Darkon and one of the most renowned in the Core. It is owned by Michelle de Voure a charming, yet mysterious Bard of Dementliuse ancestry. Desolatus'es Governor Rula Barcliff double as Minister of Tourism.
Rookhausen is a fortified port town, the last big urban center before the Dead Horse Steppa and the Vaasan border; In spite of its peripherical location, both magical and mundane way of comunication allows fast travel from and to Rookhausen, which house the Naval Academy and the headquarters of Darkonian War Navy; Lord Admiral Francis Stuart is the Governor of Rookhausen and the Minister of the Navy, and he doubles as Supreme Commander of DWN (Darkonese War Navy). He rules from the fortified Dismal Four, four islets in front of the port, which also house the Ruledge Beacon; The main Inn, the Fisherman Table is owned by the city welthiest merchant, retired army officer Edward Durkins (Middle Aged Human Fighter L/G)
Religions
Erlik the Reaper is an offshot cult of the Eternal Order; Erlik is a N/E god of Death, Undeath, Doom, Winter and of the Dead; he teaches his faithfull that life is a very small candle that he can snuff out in every moment; only death is eternal; everything can die and undeath is a reward for faithful service to him. His followers are assassins, gravediggers, graveyard keepers, evil undead and peasants which want to appease him. His symbol is a skull with a scyte, his favourite weapon is the Scyte and his Domains are Darkness, Death, Destruction, Evil, Luck and Weather.
Vecna the Whispered, the Betrayed Lord and the King which will return is a N/E god of Dark Magic, Forbidden Knowledge, Secrets, Ambition and Treachery. He teaches his faithfull to keep theyr mouth shut and theyr eyes and ears well opened; he teaches them to never trust your underlings, and to crave power and knowledge. His followerss are unscroupoulus scholars, greedy reserchers and ambitious archanists, but also nostalgical of the Empire times; as it was the State Religion before the revolution, 50 years before the current year,it had a lot of followers, at least as a lip service. Its numbers have dropped in the years, but it is still the third religion in Darkon. His symbol is an hand holding an eye, his favourire weapon is the dagger and his domains are Evil, Knowlefge, Magic, Rune and Trickery.
The Eternal Order is a True Neutral religion which adores Death in all its aspects; the Church of Elrik separated from the Order century ago. The Church teaches that Death is unavoidable and a part of life, and thus life must be cherished and protected; Undeath is an abomìnation, but exceptions can be made to those whose time of service is yet to expire, as everyone who lives has a mission and a duty. Its symbol is a circle with a skull in its center; it has followers from any social class; it has quickly replaced the Church of Vecna as national church, even without being proclaimed church of state. It's domains are Community, Death, Healing, Knowledge, Repose and Travel, plus whatever the single venereated aspect may allow (Osiris bring Earth and Plant, Hel brings Destruction and Luck exc,exc) its favored weapon may vary, but all clerics may take the Scythe as one)
Zakhata the Overseer is a god of Community, Tradition, Hard Work, Fairness, Social Bonds and Conservation, and his faith was the religion of the Terg barbarians which offshot formed Nova Vaasa but also settled in part of Darkon; this L/G religion is opened to every race, but it is mainly human; it's followers are humans from every social estraction; he teaches his followers to respect the law of the land, to work hard and to respect authority; it enphatizes the importance of bonds; family, community, nation, church and traditions. He also enphatize generousity, zeal and gratitude. This Lawfull/Good deity takes an iron lock with a golden chain as his symbol, and his favourite weapon is the mace; his domains are Community, Good, Law, Nobility, Protection and Strenght. It has followers from every social class, but it's conservative bent attracts particularly the wealthy and the middle class, and the seminomad population in the North and in the South.
Darkonos the Life Bringer is Darkon eponymus, a C/G deity of Hope, Change, Life, Light, Summer, Freedom and Courage. He teaches his faithfull to never stop fighting for theyr dreams, because no night is eternal, and every tyranny will end; he also teaches them that undead are prisoners in theyr own body and should be liberated as soon as possible; his favored weapon is the rapier and his symbol is a lightened candle; His followers are rebels, reformers, artists and revolutionaries, often young people. His domains are Chaos, Good, Healing, Liberation, Sun and Trickery.
Ezra the Avenger, is the aspect of Ezra venerated by the L/E sect in Darkon; This Church teaches that the world is a batterfield, with civilized being on one side and monsters on the other; everyone need to choose a side, the one who is not a friend is an enemy, and you can't have mercy for the enemy; you must know your enemy and plan carefully, only the smart fighters live to fight another day. The church favored weapon is the longsword, and its symbol is a shield with a bloodied sword. The Domains of the Church are Evil, Knowledge, Law, Strenght, Protection and War. Ezrite followers are people from every social class generally coming from the frontiers and the less urbanized zones of Darkon.
Elf Deities
Also known as the Seldarine, the family of deities descendants of Corellon Larethian. Elven Religion is extremely codified and rithualized. The Seldarine are divided in two faction Altha (faithfull ) Seldarine and Daitha (unfaithfull) Seldarine. The Altha Seldarines includes:
Corellon Larethian :C/G god of Magic, Arts, Beauty, Fighting and Nature, the father of the Gods in the Elf Religion, he represents Spring, and he teaches to enjoy the life and to create beauty. His favored weapon is the longsword, and his symbol is a an ornated silver crescent with six green gems. His Domains are Chaos, Good, Magic, Plant, Protection and War. Every Elf pay at least lip service to him.
Other important deities are Angarradh Salinmae ,Corellon's Consort, goddess of Fertility, Medicine, Maternity, Light, Summer and Life (N/G, Good, Healing, Knowledge, Magic, Plant and Sun; symbol downwards pointing triangle with three interwined circles in it; favored weapon shortspear ), and theyr children:
Moon and Autumn goddess Sehanine Moonbow, also a death goddess venerated in the Eternal Order (C/G, Chaos, Darkness, Good, Repose, Travel; Favored weapon shortbow, symbol an Arc over a full moon) ,
Love goddess Hanali Celanil (C/G, Chaos, Charm, Good, Magic, Protection, favored weapon: dagger, symbol:a golden heart),
Wind goddess Aerdrie Faenya (C/G, Air, Animal, Chaos, Good, Weather; Favored weapon quarterstaff, symbol: a flying heron),
Fire, Magic, and Rune goddess Alathrien Druanna (L/N, Fire, Knowledge, Law, Magic, Rune; Favored weapon, sling, Symbol: Seven silvery runes),
Sea god Sashelas Dulva, also worshipped by human sailors as Deep Sashelas (C/G, Animal, Chaos, Good, Water, Weather; favored weapon: trident, symbol: a dolphin),
Forrest god and Druid's patreon Rillifane Rallathil (NG, Earth, Good, Plant, Protection, Travel; favored weapon: quarterstaff, symbol, an oak tree),
Revenge god Shevarash Gilmadrith ( L/E, Destruction, Evil, Law, Strenght, War, favored wapon: longbow, symbol a broken violet arrow with a purple tear ),
Knowledge and Craft god Labelas Enoreth (L/G, Artifice, Good, Knowledge, Law, Magic, favored weapon:quarterstaff, Symbol :a sundial),
Mishief god Erevan Ilesere (C/N, Chaos,Knowledge, Luck, Magic, Trickery; Favored Weapon: short sword; Symbol: Asymmetrical starburst),
Duels and Hunt god Solonor Thelandira (C/G, Animal, Chaos, Good, Plant, War, Favored Weapon: longbow, symbol: a green arrow.)
Mountain, River, Wildlands, Winter god Tarsellis Meunniduin (N, Air, Animal, Plant, Water, Weather, favored weapon: spear, Symbol: a stylized mountain.)
The Daitha Seldarine represent the dark side of the Elves; they followed the rebellion of Araushnee Lolthu, Corellon first wife, the Spider Queen, goddess of Lies, Treachery, Ambition, Turmoil and Cruelty who teaches her followers to take what they want as long as they can get away with it, to wait patiently in the darkness, and to spin webs of lies to pave your way to success, that love is weakness and that the weak must be purged , and that males are inferior; she is C/E, her domains are Animal, Chaos, Charm, Darkness, Evil and Trickery, her symbol is a spider and her favored weapon is the flail.
The other Daitha Seldarine are;
Assassination god Vhaeraun Maskedshade (C/E, Chaos, Darkness, Evil, Travel and Trickery, favourite weapon: short sword, symbol:A pair of black glass lenses that form a mask.),
Hope and Night goddess Elistraee Nightdancer (C/G, Chaos, Charm, Darkness, Good, Protection and Void, favored weapon: bastard sword, symbol: long haired dancing naked elf woman under the moon),
War god Selvetarm Xaranei (L/E, Animal, Evil, Law, Strenght and War, Favored weapon: heavy mace, Symbol: spider over a crossed mace and sword),
Death and Undeath goddess Kiaransalee Alabanshee, also a goddess of the Eternal Order (C/E, Chaos, Death, Destruction, Evil, Magic; favored weapon: dagger, Symbol: hand with silver rings.)
Opportunism and Intoxicants god Keptolo Mithardan (N/E, Charm, Evil, Nobility, Plant and Trickery, Favored weapon:rapier, Symbol: mushroom);
Thief and Seduction goddess Zinzerena Shadenhand (C/N, Chaos, Charm, Darkness, Trickery; Favored weapom: shortsword, Symbol: Shorsword draped in a cloth)
Dwarf Deities
Dwarf religion is a strictly familiar and clan-based matter; The Morndinsamman (Hight Dwarves) are the legendary founders of the Dwarven Clans, descendants of Moradin Soulforger the All Father, theyr eternal king, god of the Forge, of Crafting, of Mining, of Creation, of Tradition, of Honour and of Family, L/G, his Domains are Artifice, Good, Earth, Law, Nobility and Protection, his symbol is an anvil with an hammer. His Consort is Berronar Truesilver a N/G deity of Family, Fertility, Home, Healers, Records and Marriage, her Domains are Community, Good, Healing, Law, Nobility and Rune her symbol is a pair of interwined silver rings.They teaches theyr followers, dwarves from every clan (every dwarf pay them at least lip service) to be true, brave and loyal, to respet the elders, to do your duty to family, to clan and to nation, and to be dedicated to your work, no matter how menial, so much as to turn it in an art.
The 18 Morndinsamman are the children of Moradin and Berronar.
They include:
War god Clangeddin Silverbeard, patron of the Silverbeard Clan (L/G, Glory, Good, Law, Protection, War; Favored weapon: battleaxe; Symbol: crossed silver battleaxes.)
Burial and Exploration god Dumathoin Hiddengem, patron of the Hiddengem clan and also a god of the Eternal Order. (N, Earth, Knowledge, Protection, Repose and Strenght, favored weapon: maul; Symbol: a gem hidden in a mountain)
Greed god Abbathor Tightgrip, patron of the Tightgrip clan (N/E, Community, Earth, Evil, Luck, Trickery; favored weapon: dagger, Symbol: enjeweled dagger).
Trade god Vergadain Smartfingers, Patron of the Smartfingers clan (N, Artifice, Community, Luck, Trickery and Travel; favored weapon : longsword, Symbol: a gold coin)
Healing and Moon goddess Sharindlar Mercydance, patron of the Mercydance clan (C/G, Chaos, Charm, Darkness, Good, Healing; favourite weapon: whip, Symbol:a fire ring coming from a steel ring.
Progress and Exploration god Dugmaren Brightmantle, Patron of the Brightmantle clan (C/G,Artifice, Chaos, Good, Knowledge, Travel, Water; Favored weapon:shortsword; Symbol:open book.)
Sentinel god Gorm Gulthyn patron of clan Gulthyn (L/G, Earth, Good, Law, Strenght, Protection, Favored weapon: battleaxe, Symbol:Bronze mask with flame eyes)
Luck goddess Haela Brightaxe, Patron of clan Brightaxe (C/G, Chaos, Good, Luck, Protection, War; Favored weapon: greatsword; Symbol: Flaming Greatsword covered in rune)
Travel god Marthammor Duin Patron of Clan Duin (N/G, Good, Luck, Protection, Travel, Weather; Favored weapon: heavy mace, Symbol: Upright mace in front of a fur-trimmed leather boot.)
Wildlands god Thard Harr, patron of clan Harr (C/G, Animal, Chaos, Good, Plant and Strenght; Favored weapon: spiked gauntlet, Symbol: two crossed scaly clawed gauntlets of silvery-blue metal)
Alcohol god Hanseath Laughtroar, patron of clan Laughtroar (C/N, Artifice, Chaos, Travel, Strenght, Plant; Favourite weapon: greataxe, Symbol: a mug of beer)
Fire and Sun god Tharmekhûl Sunforger, patron of clan Sunforger (L/G, Artifice, Good, Fire, Law, Sun; Favourite weapon: Warhammer, Symbol: a lighted forge with a sun halo.)
Exploitation god Laduguer Grimhammer, patron of clan Grimhammer (Duergar) (L/E, Artifice, Evil, Law, Nobility, War; Favourite weapon: warhammer; Symbol: broken arrow.)
Tenacity goddess Deruena Teethgnasher, patron of clan Teethgnasher (Duergar) (L/G, Good, Knowledge, Law, Protection, Strenght, Favored weapon: Spiked chain, Symbol: hands with broken chians)
Mind goddes Duerra Deeplurk, patron of clan Deeplurk (Duergar) (L/N, Knowledge, Law, Magic, War, Favored weapon: Battleaxe, Symbol: an Illithid skull)
Sorcery god Diirinka Blackhand, patron of clan Blackhand (Derro) (C/E; Chaos, Evil, Knowledge, Magic, Trickery; Favored weapon: dagger, Symbol: a spyral grey white and black.)
Revenge god Diinkarazan Madslaywer, patron of clan Madslayer (Derro) (C/N; Air, Chaos, Darkness, Destruction, Madness; Favored weapon: heavy mace.Symbol: throne wrapped in chains with floating rocks around. )
Freedom and Art god Diibarkan Brightspark, patron of clan Brightspark (Derro) (C/G, Artifice, Chaos, Good, Knowledge, Liberation; Favored weapon, Warhammer, Symbol: a chisel and an hammer.)
Halfling Deities
Halfling Religion is an evolution of an Ancestor Cult; All Halfling claim to be Yondalla's Children, and the deities are her first ones; the three evil deities of the pantheon Lo'ugal the Laughting Imp, Ilvuan the afflicted one and Sharrek the Despoiler are regarded as black sheeps but still included in the family tree, since Yondalla do not rejects any of her childrens.
Yondalla is a L/G deity of Protection, Bounty, Children, Security, Leadership, Wisdom, Crops Family and Tradition and her domains are: Community, Law, Good, Plant, Protection and Travel, her favoured weapon is the short sword and her symbol is a shield with a full cornucopia on it; she teaches her followers (every halfling, after a fashion) to cherish theyr families, to travel the world, working honestly and be good friends and good neightbours; She exorts her children to live in peace but to defend theyr life and theyr families if theyr life or freedom is threatened.
Her Children includes
Dalla Thaun, Goddess of Stealth, Subterfuge, Disonesty and Gambling is her eldest daughter, her Twin or her dark side, it is not clear; she is C/N; her domains are Chaos, Darkness, Destruction, Luck, Travel and Trickery, her favoured weapon is a dagger and her symbol is the back of Yondalla's shield with abag of gold on it. Dalla Thaun teaches all Halflings to be smart, quick and quiet, to not attract attention, and to be ready to exploit any opportunity of gain and any opportunity to take advange of the tall peoples who keep understimating them.
The other children includes:
War god Arvoreen, a deity of defence and vigilance, (L/G, Law, Good, Nobility, Protection, War; favored weapon:short sword, Symbol: crossed short swords.)
Love goddess Sheila Peyoryl a deity of fertilty and weather (N/G, Air, Charm, Good, Plant, Weather, Favored weapon: sickle; Symbol:a daisy)
Thieves god Brandobaris, god of night, seas, and escape (N, Darkness, Luck, Travel, Trickery, Water; Favored weapon: dagger; Symbol a fading footprint)
Hospitality god Cyrrollalee, god of Cooking and daylight (L/G, Community, Fire, Good, Law, Sun; Favored weapon: quarterstaff, Symbol:opened door.)
Death god Urogalan, a deity of underground and burial, also a god of the Eternal Order (L/N, Death, Earth, Law, Ptotection, Repose; favored Weapon: double headed flail; Symbol: black hound head)
Children goddess Shirra, a deity of immagination and stories (C/G, Chaos, Good, Knowledge, Magic, Trickery; favoured Weapon:dagger; Symbol: a sketchbook with coloured chalks)
Wagon-Makers god Truggar, deities of crafting and journeyng;(N; Animal, Artifice, Protection, Strenght, Travel; favored weapon: warhammer; symbol: A sledgehammer with a cart wheel)
Deabauchery god Lo'ugal, the Laughting Imp (C/E Chaos, Destruction, Evil, Madness and Trickery, favoured weapon: whip, Symbol: a laughting halfling with imp-like horns, tail and wings)
Misery god Ilvuan the Afflicted also a god of the Eternal Order (N/E, Darkness, Death, Evil, Luck, Madness; Favored weapon:short bow; Symbol: two crying eyes)
Industry god Sharrek the Despoiler (L/E, Artifice, Destruction, Evil, Fire, Law; Favored weapon: dagger; Symbol: a smoking Chimeney.)
Gnome Deities
The Soreigns of the Golden Hills are the deities of the Gnomes, and theyr cult is more alike a philosophy, with the gods personifying the various tenants of it The Path of the Golden Hills has three main deities:
Garl Glittergold, a N/G deity of Humor, Wit, Innovation, Pranks, Friendship, Jewelry and Prosperity, who get lip service at least by every gnome; he teaches his followers to strive to be innovative and origininal in what they do, and to take life with a smile; use your humour as a weapon against the people which would like to harm you; be generous and luck shall assist you.
His favourite weapon is the battle axe, and his symbol is a gold nugget; his domains are: Artifice, Community, Good, Luck, Protection and Trickery.
Sheyanna Flaxenstrand, a C/G deity of Love, Passion, Fertility, Romance, Family and Flirts, who teaches her followers to follow theyr hearts and to love without restrictions, and without second ends; She also asks her followers to be lighthearted and flirtuos but without any malicious intent. Her favored weapon is the heavy mace, her symbol is a lightened torch with twin goblets. Her Domains are: Chaos, Charm, Good, Fire, Healing and Trickery.
Gelf Darkhearth, a C/N deity of Rage, Revenge, Destruction, Disorder, Revolution and Rebellion, who teaches his followers to revolt against the system, to never forget nor forgive a wrong, to always put sticks in your rivals gears and to always get the last laught, his favored weapon is the warhammer, his symbol is a broken anvil, his Domains are Chaos, Destruction, Liberation, Luck, Trickery and War.
The other Soreigns are:
Woodlands god Baervan Wildwanderer, a deity of exploration and climate (N/G, Animal, Good, Plant, Travel, Weather ; Favored weapon: halfspear, Symbol: The face of a raccon)
Illusion goddess Baravar Cloakshadow, a deity of deception and magic (N/G, Darkness, Good, Magic, Protection, Trickery; Favored weapon:dagger, Symbol:a dagger over a hooded cloak)
Mining god Callarduran Smoothhands, a deity of underground and caution (N, Artifice, Darkness, Earth, Protection, Trickery; Favored weapon:battleaxe; Symbol:Golden signet ring with sixpointed star.)
Forge god Flandal Steelskin, a deity of craft and fire (N/G, Artifice, Earth, Fire, Good, Strenght; Favored weapon: warhammer; Symbol: Burning hammer.)
War goddess Gaerdal Ironhand, a deity of preparation and battle (L/G; Good, Knowledge, Law, Protection, War; Favored weapon: warhammer, Symbol: Iron band)
River god Laevar Freeflow, a deity of navigation,river animals and floods (C/N, Animal, Chaos, Destruction, Freedom, Water; Favored weapon: Heavy Mace, symbol : an oar.)
Brilliance god Nebelun Brightmaker, a deity of light and progress (N, Artifice, Knowledge, Luck, Protection, Sun; Favourite weapon: warhammer; Symbol: A Sun shaped cog.)
Night goddess Nehara Spitesour, a deity of Envy, wind and gossip (C/E, Air, Chaos, Darkness, Evil, Trickery; Favored weapon: dagger; Symbol: a mouth with bat wings.)
Book god Rill Cleverthrush, a deity of knowledge and magic (L/N, Knowledge, Law, Nobility, Magic, Rune;Favored weapon: quartestaff; Symbol: Two books with a common set of pages)
Health god Segojan Earthcaller, a deity of rest and soil, also a deity of the Eternal Order
(N/G, Earth, Good, Healing, Plant, Repose; Favored weapon:heavy mace; Symbol: Glowing gemstone)
Pact god Tarvan Goldenskin, a deity of Trade, blackmail and manipulation (L/E, Evil, Law, Knowledge, Trickery, Rune; favored weapon: dagger; Symbol: a dagger covered in rune with a spinning wheel).
Gluttony god Urdlen Ravenousclaw, a deity of selfishness, murder and greed, also a deity of the Eternal Order (N/E, Death, Destruction, Earth, Evil, Madness; Favored weapon: claw bracer, Symbol: White, steel-clawed mole emerging from the ground)
The Famed and the infamous and Azalin stats will be in the next post.
Feedback, as always is appreciated, and sorry for the eventual typos.