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  • World-and-Maze: A 2e fantasy setting.

    A fantasy setting, for 2nd Edition Mutants & Masterminds. More to follow.
    The Architecturae: coming soon.|\__/|The Forever Tree:|\__/|The Forever Tree (the multiverse).\__/The Forever Tree (Earth-G).\__/Forever Tree NPCs.|\__/|The Multi-Faceted Gem: coming soon.|\__/|World-And-Maze:\__/World-and-Maze (the multiverse).

    The Realms of Idrifaulo.

  • #2
    Re: World-and-Maze: A 2e fantasy setting.

    Terminology: Cosmology.
    Maze, the: The Maze is the realm of the Gods and the Demigods. It lies parallel to the Moon, the Underworld, the Void and the World, and may only be accessed by way of a Maze-Gate. It only does not touch the Overworld. The Maze was built in the Before-times by the dragonmen, only to be stolen from them by the Gods, who had become the Titans' favorite.

    Moon, the: The sole moon of the World. The Moon is a gigantic gateway into the Overworld, though it is otherwise barren of all life...or even an atmosphere! The most barren stretches of the Maze go parallel to the Moon.

    Nuru: THE primary manifestation of the Crawling Chaos, Nuru is a magic cityscape inhabited by the nephilim, beings from Outside All Known Reality. Though not as omnipresent as the Maze, each region of the multiverse has a single district of Nuru poking through.

    Overworld, the: Created by the Titans, the Overworld is the afterlife for righteous souls. The Moon is THE only way into the Overworld, so the Moon swarms with souls of the departed, waiting to pass through to Paradise. The Maze does not run parallel to the Overworld.

    Sun, the: The Sun brings light to the World and is the realm of the Titans, They who created the cosmos and then created the Gods, before retiring to Their seclusion. The very center of the Maze lies parallel with the Sun.

    System, the: The System is the solar system containing the Sun, the World, the Moon and the Planets; created by the Titans, using designs found in the House of Azathoth. The farther reaches of the Maze exist parallel to much (but not all!) of the System.

    Underworld, the: Created by the Titans, the Underworld is a hellish afterlife for the souls of the wicked. The Underworld as a reality is actively hostile and horrific insectile aberrants constantly scour it looking for souls to torment. The very worst parts of the Maze are dimensionally co-existent with the Underworld.

    Void, the: Deep space, beyond the System, the Void is the realm of the House of Azathoth, the sanity-shredding progenitors of the Titans. Elder things, fomorians and Yithians are originally from the Void. The deepest reaches of the Maze run parallel to the Void.

    World, the: The World is the realm of the various races of mortals. It is the third planet from the Sun, and the only planet in the System with a Moon. Most of the Maze runs parallel to the World.

    Terminology: Geography of the World.
    AmaRhu: A smallish continent of desert, scrub and grasslands, AmaRhu is the homeland of dark elves, minotaurs, centaurs and Nisi humans. Placeholder.

    Amnon: A desert mini-continent, Amnon is the homeland of giants, dragonmen, Yithians and Morrhulllat humans. Placeholder.

    Earth's Maze Gate, the: The barrier/doorway relic keeping the Maze and the World separate and distinct from one another. Placeholder.

    Meisut: A large continent, Meisut is the birthplace of dwarves, fomorians, orcs and Apsur humans. Meisut is heavily forested and is ideal for agriculture. Placeholder.

    Nhor: An uber-massive horseshoe-shaped continent, Nhor is full of jungles, marshes, bayous and wetlands. Nhor is the homeland of elder things, elves, goblins and Emwu humans.

    Sun's Maze Gate: The barrier/doorway relic keeping the Maze and the Sun separate and distinct from one another.

    Terminology: Geography of the System.

    Terminology: Geography of the Maze.

    Terminology: Magic.
    blessings: Each race, including the Gods and the Titans, have a magic ability available to all members of that race, known as a blessing.

    invocations: The abilities of the Titans. Superpowers amped up to '11' and hopped up on steroids.

    miracles: The abilities of the Gods. Superpowers, basically.

    powerforgery: The creation of temporary magic items. Any race can learn to powerforgery. The Artificer feat, basically.

    psionics: The power of thought, alone, to affect material existence. Psionics are much rarer than magic is.

    relics: Permanently-empowered magic items. All races have relics unique to them and them alone. In a sense, the Maze itself is THE relic, as its inhabitants may access hidden mechanisms therein to control all natural phenomena in the universe.

    sorcery: Ritual-magic; slow, ponderous, but infinitely flexible. All races can use sorcery, albeit with some being better than others with it. The Ritualist feat, basically.

    technology: Machines powered by magic. In the World, genuine technology is limited in what it can do, so magic must be applied to overcome vast deficiencies and weaknesses.
    Last edited by Hoid; 01-07-2016, 09:55 AM.
    The Architecturae: coming soon.|\__/|The Forever Tree:|\__/|The Forever Tree (the multiverse).\__/The Forever Tree (Earth-G).\__/Forever Tree NPCs.|\__/|The Multi-Faceted Gem: coming soon.|\__/|World-And-Maze:\__/World-and-Maze (the multiverse).

    The Realms of Idrifaulo.

    Comment


    • #3
      Re: World-and-Maze: A 2e fantasy setting.

      Races: Children of the WorldsCreator.
      Demigods: The weakest of Gods, Demigods form the rank-and-file inhabitant of the Maze.
      Demigods' blessings: Demigods cannot hear prayer, but they may access some of the power of the Maze, are eternally young and are quite proficient sorcerers.

      Gods: Gods are native to the Maze. And are unbelievably powerful, both as individuals and as a race. Though They did not create the universe, the Gods have certainly come to master it. Gods are beautiful, immortal and sorcerously uber-powerful, and possess physical qualities and mental qualities far beyond those of any other race; even elves pale in comparison to Gods.

      Gods dwell in the Maze, a vast stone labyrinth from which Gods may control the World as if omnipotent. The Gods did not actually create the Maze, They merely found it and took it for themselves.
      Gods' blessing: Gods have the ability to hear prayers directed at Them, as if the petitioner were standing right next to the God or Goddess.

      humans: Humans are native to every continent of the World, though they are divided by ethnicity, language and religion---often quite bitterly. Placeholder.
      humans' blessings:
      Apsur humans: Apsur humans have golden skin, blue or silver hair and tend to have chiseled physiques, thanks to an intensely physical civilization.
      Emwu humans: Emwu humans have deep green skin; Emwu men tend to be bald, but the few who aren't tend to be purple-haired; female Emwu usually have purple or red hair.
      Morrhulllat humans:
      Nisi humans: Nisi humans have extremely dark red skin, and tend to have red or orange hair. Nisi are very physically fit in their youth, but tend towards obesity in old age.

      Titans: The direct sons and daughters of the WorldsCreator and empowered personally at the House of Azathoth, the Titans are functionally omnipotent, being PLX/Xpp entities with theoretically any powers They wish. Titans created the cosmos by following the design of the Architects of Yog-Sothoth and then gave it first to the dragonmen and then later to the Gods and Demigods.

      Titans dwell on and in the sun.
      Titans' blessings: Absolute omnipotence, so long as They obey the will of the House of Azathoth.

      Races: The Children of the RainSerpent.
      dragonmen: Dragonmen are humanoid, winged reptilians, highly psychic, native to the continent of Amnon. Relics of the Before-times and therefore the oldest race in the World, dragonmen are a pale, pathetic echo of their former glory. Dragonmen once built the Maze to command the universe, only to lose it to the invading Gods. Cast down from their strange thrones, dragonman civilization has been trapped in a slow, steady, creeping implosion.

      Every generation, fewer and fewer dragonmen hatchlings survive to adulthood, and madness now is universal among their elderly. The great magical machines of the Before-times that once made dragonman society so idyllic have stopped working and their cities are now tumbled ruins.

      Their day is past and may never come again. Despite being native to the continent of Amnon, pockets of savage dragonmen may be found in all four corners of the World.
      dragonmen's blessings: Dragonmen are immune to bladed weaponry of the non-magical variety.

      Races: The Children of the LivingEarth.
      dark elves: Dark elves are native to the continent of AmaRhu. Placeholder.
      dark elves' blessings: Eternal youth, great beauty and an immunity to disease.

      elves: Elves are native to the continent of Nhor. Gods and humans interbred in the Before-times, producing beautiful-but-much-lesser immortals dubbed elves. Elves helped the Gods seize the Maze and drive out the dragonmen, and as a reward were given dominion of the whole World. And for the entirety of the First Age, elves reigned supreme.

      But then came the Schism, and elf society disintegrated into utter chaos, leading to the creation of the dark elves and the end of elven supremacy. (The Gods, for Their parts, did nary a thing to help the troops that helped Them become omnipotent.)

      Elves are now a tribal people. Though the Schism reduced them to barbarism, elves as a whole eventually rebounded and now are begining the slow ascent back to genuine civilization. As you might imagine, elves have no unified culture, only a unified language and a singular history.

      Elves are native to Nhor, and're almost never seen elsewhere; as a result, highly inaccurate mythology pertaining to elves is rampant across the World.
      elves'' blessings: Eternal youth, great beauty and an immunity to disease.

      giants: Giants are hulking, lumpen brutes, dim of intellect but immensely physically powerful and gifted with an instinctual understanding of architecture. A tribal people, Giants are driven by the powerful urge to wage war. Giants and orcs are often allied. Giants are native to the continent of Amnon, but have since spread to every corner of the World.
      giants' blessings: Great size and monstrous brute physical strength, as well as an innate comprehension of the greatest secrets of architecture.

      goblins:
      goblins' blessings:

      Races: The Children of the SunApe.
      dwarves: Dwarves are native to the continent of Meisut. Placeholder.
      dwarves' blessings: Can subsist happily by eating rocks and coal, they need no water and they have slight regeneration whilst entirely underground.

      orcs: Orcs are native to the continent of Meisut. Placeholder.
      orcs' blessings: Orcs can sustain ridiculously grievous wounds and keep going, as well as being immune to disease.

      Races: The Children of the VoidToad.
      deep ones: Though originally native to deep space, deep ones, following the god-priest Dagon and goddess-priestess Hydra, now dwell in nearly all coastal waters. Their civilization has been in decline for a billion years and is now much reduced, practically to barbarism!
      deep ones' blessings: Disturbingly, despite being fish-people, deep ones can interbreed with humans: the hybrid offspring are perfectly human until turning 30; upon that date, a hybrid metamorphoses into a full-blooded deep one!

      elder things: Elder things come from deep space, but have colonized the continent of Nhor in huge numbers. Placeholder.
      elder things' blessings: Elder things have super-advanced technology that only they may use (due to gene-sequencing coding on all their machines).

      fomorians: Actually from deep space, fomorians heavily colonized the continent of Meisut. Placeholder.
      fomorians' blessings: Fomorians possess gargantuan size, freakish resilience and the bizarre ability to ruin the ecosystem when cut.

      Yithians: Yithians are actually from deep space, but have colonized the continent of Amnon in huge numbers. Placeholder.
      Yithians: Yithians possess super-advanced technology, and may switch bodies with non-Yithians for short periods of time, even backwards and/or forwards in time too.

      Races: The Children of the Wylderness.
      centaurs: Centaurs are native to the continent of AmaRhu. Placeholder.
      centaurs' blessings: Centaurs possess centauroid bodies (d'uh!) and are phenomenally fast.

      minotaurs: Minotaurs are native to the continent of AmaRhu. Placeholder.
      minotaurs' blessings: Horns, great sense of smell and immense strength (though nowhere near that of fomorians and/or giants).
      Last edited by Hoid; 10-12-2016, 12:16 PM.
      The Architecturae: coming soon.|\__/|The Forever Tree:|\__/|The Forever Tree (the multiverse).\__/The Forever Tree (Earth-G).\__/Forever Tree NPCs.|\__/|The Multi-Faceted Gem: coming soon.|\__/|World-And-Maze:\__/World-and-Maze (the multiverse).

      The Realms of Idrifaulo.

      Comment


      • #4
        Re: World-and-Maze: A 2e fantasy setting.

        Cosmic entities: the Demingods.
        There are 11 Demigods: 5 male, 6 female. Placeholder.
        Amaruu, PL12/150pp, Demigod of archery and hunting. Prefers to manifest as a gigantic muscular male elf with massive moss-covered antlers. Amaruu has a great many centaur and elf worshippers.
        Azlu, PL7/150pp, Demigoddess of time, order, history and nostalgia. Manifests as a huge creature with the upper body of a beautiful human woman and the lower body of an ever-shifting insectoid horror. Dwarves and fomorians are especially prone to worship Azlu.
        Bran, PL10/120pp, Demigoddess of divination and confusion. Bran usually manifests as a vaguely human-like blur, with no discernible features, obscured by a "smudge" in the air, itself; only her voice gives away her gender. Dragonmen honor Bran as their first queen who was given Demigodhood as a compensation by the Gods for the dragonmen losing the Maze.
        Keelu, PL11/151pp, Demigod of bravery, athletics and nobility. An adept and eager shapeshifter, Keelu has no preferred shape, save only that his forms are always male. Giants and dwarves especially honor Keelu in religious rites.
        Lal, PL6/120pp, Demigoddess of gardens and meditation. Elves and minotaurs are very pious towards Lal.
        Mashaa, PL10/145pp, Demigoddess of wolves and hyenas. Orcs view Mashaa as the legendary First Orc, though goblins contest this, and claim she was the equally-legendary First Goblin.
        Sheshoramu, PL15/160pp, Demigod of lions. Sheshomaru usually manifests as a male lion made from living, enchanted gold, but, on occasion, he will take the form of a lean, attractive elf man of unusual height, covered in yellow-colored tattoos. Sheshoramu is especially popular with giants and elves.
        Tirit, PL12/150pp, Demigod of mountains and earthquakes. Tirit is credited as being the literal father of the dwarf race, having sired them by literally mating with the World, itself.
        Vy, PL9/120pp, Demigoddess of dreams, nightmares and sleep. Elder things and Yithians pay especial devotion to Vy.
        Yaealu, PL7/120pp, Demigod of the stars and navigation. Elder things, fomorians and Yithians believe Yaealu to be the Demigod who led them to colonize the World, a belief humans, elves and giants bitterly dispute.

        Cosmic entities: the Gods.
        There are 11 Gods: 6 male, 5 female. Placeholder.
        Aramrur, PL9/211pp, God of beauty, poetry, architecture and memory. Manifests primarily as a leonine, heavily muscled "sculpted" humanoid, with a mane made of congealed sunlight. As the God of beauty, Aramrur is bisexual and has had countless lovers. Aramrur is a mighty brick with power over sunlight.
        Byhalla, PL9/211pp, Goddess of summer, peace, love and hope.
        Ceeruu, God of knowledge, fire, blacksmithing and the sun. A divine engine gifted with sentience, Ceeruu is the greatest automaton ever built, and is the only God to not be a shapeshifter (to one degree or another).
        Eaahuu, PL12/300pp, eldest of Gods as well as the Goddess of the wilderness.
        Elat, PL8/200pp, Goddess of storytelling, magic, riddles and puzzles.
        Mahat, PL14/290pp, God of war, aurochs, farming and stone.
        Malli, PL10/211pp, Goddess of the sky, weather, luck and madness.
        Nulluthys, PL18/299pp, God of destruction, hatred, evil and tyranny.
        Tir, PL8/211pp, Goddess of cities, towns and villages.
        Trwur, PL8/211pp, God of winter, death, prophesy and disease.
        Zahal, PL14/211pp, God of the moon, autumn, harvests and werecreatures of all kinds.

        Cosmic entities: the House of Azathoth.
        Ia! Ia! Cthulhu fhthaghn!
        Atlach-Nachtla, Spinner in the Depths; a Great Old One. Highly sentient, Atlach-Nachtla is one of the few in the House of Azathoth with absolutely no psionic powers.
        Azathoth, Daemon Sultan of the Universe. Ruler of the House of Azathoth and (with Yog-Sothoth) co-ruler of the universe. Azathoth is a "blind idiot God". An Outer God.
        Bokrug, the Doom That Came to Sarnath. A Great Old One; sentient; highly telepathic.
        Cthulhu, Dead-but-Dreaming. A Great Old One. God-King of Sunken R'lyeh; sentient; vastly psionic in a huge array of psychic disciplines.
        Ghroth, the Nemesis to the World. A "blind idiot God" of the universal heat death. An Outer God.
        Hastur, the King in Yellow. Ruler of the planet of Leng; sentient; a most mighty sorcerer, but only mildly psychic. A Great Old One.
        Nyarlathotep, the Crawling Chaos. Avatar of Azathoth; sentient; THE ultimate shapeshifter, as well as a powerful psychic AND a proficient sorcerer. An Outer God.
        Shub-Niggurath, the Black Goat of the Woods with a Thousand Young. Fertility, embodied. A "blind idiot Goddess". A wildly powerful biokinetic psychic. A Great Old.
        Ublo-Satha, the Source of Life. A "blind idiot God". An artificial Great Old One.
        Yog-Sothoth, the Key and the Door. An Outer God; a sentient co-ruler of the universe, along with Azathoth.

        Cosmic entities: the Pillars of Heaven.
        The Pillars of Heaven are non-sentient "blind idiot gods" that created the Titans and inadvertently led to the creation of the universe. The Pillars of Heaven are the mindless flautists of the House of Azathoth. There are 6 Pillars of Heaven: 1 male, 5 female.
        LivingEarth, the:
        The LivingEarth is the "blind idiot Goddess" of corporeal existence. She is a singer performing forever in the House of Azathoth.

        RainSerpent, the:
        The RainSerpent is the "blind idiot Goddess" of liquids (not just water, mind you!). She is a musician performing forever in the House of Azathoth.

        SunApe, the:
        The SunApe is the "blind idiot God" of radioactivity and supernovas. He is a musician performing forever in the House of Azathoth.

        VoidToad, the:
        The VoidToad is the "blind idiot Goddess" of outer space. She is a musician performing forever in the House of Azathoth.

        WorldsCreator, the:
        The WorldsCreator is the "blind idiot Goddess" of creativity and imagination. She is a musician performing forever in the House of Azathoth.

        The Wylderness:
        The Wylderness is the "blind idiot Goddess" of chaos. She is a musician performing forever in the House of Azathoth.

        Cosmic entities: the Titans.
        The Titans were created by the Pillars of Heaven and were empowered by the entire House of Azathoth. There are 15 Titans, 10 male, 4 female, 1 hermaphrodite. Placeholder.

        Asrut: the 1st Titan.

        Bel Thor: the 2nd Titan.

        Calebris: the 3rd Titan.

        Cinnibris: the 4th Titan.

        Cursed Malszu: the 5th Titan.

        Daj Hadu: the 6th Titan.

        the Dragon-God: the 7th Titan.

        Eakilli: the 8th Titan.

        Feer: the 9th Titan.

        Gibi: the 10th Titan.

        the Great God Silenis: the 11th Titan.

        Hugin: the 12th Titan.

        Iriksi: the 13th Titan.

        Marrha-dweller-in-Nightmares: the 14th Titan.

        Oro: the 15th Titan.
        Last edited by Hoid; 10-12-2016, 02:31 PM.
        The Architecturae: coming soon.|\__/|The Forever Tree:|\__/|The Forever Tree (the multiverse).\__/The Forever Tree (Earth-G).\__/Forever Tree NPCs.|\__/|The Multi-Faceted Gem: coming soon.|\__/|World-And-Maze:\__/World-and-Maze (the multiverse).

        The Realms of Idrifaulo.

        Comment


        • #5
          Re: World-and-Maze: A 2e fantasy setting.

          Geography of the World: The mortal realm; a Planet.
          The continent of AmaRhu: Geography.
          Ilesia:
          The Ruins of Metliiri:
          Very Greco-Roman in style, architecture and theme, Metliiri is a faded, ruined echo of what once was. Placeholder.

          Northern Arcadia:
          The Duvvik Forest:
          Placeholder.

          Olympus Mon:
          Mrunggh the Crawling Chaos:
          An extension of Nuru the City of the Crawling Chaos. Placeholder.

          Southern Arcadia:
          The Duvvik Wastes:
          Placeholder.

          The continent of Amnon: Geography.
          The Spine Mountains:
          Deathwatch Caverns:
          Placeholder.

          Vult Woods:
          Ashvurm the Crawling Chaos:
          An extension of Nuru the City of the Crawling Chaos. Placeholder.

          The continent of Meisut: Geography.
          Alfheim:
          The Place of Seventy-Seven Trods:
          Placeholder.

          Asgard:
          Valhalla:
          Placeholder.

          Gladsheim:
          Vidar:
          Placeholder.

          Jotunheim:
          The Peak:
          Placeholder.

          Midgard:
          Va the Crawling Chaos:
          An extension of Nuru the City of the Crawling Chaos. Placeholder.

          Veshkik (the Ninth Realm):
          Placeholder.

          Niflheim:
          The Lands-under-Hel:
          Placeholder.

          Svartlfheim:
          Dzarrit':
          Placeholder.

          The continent of Nhor: Geography.
          Placeholder.

          Oceans of the World: Geography.
          Placeholder.

          The subterranean World: Geography.
          Placeholder.

          Geography of the Moon: Unique throughout the System.
          The Darkside: Geography.
          Navfiv the Crawling Chaos:
          An extension of Nuru the City of the Crawling Chaos. Placeholder.

          The Lightside: Geography.
          Placeholder.

          The Northen Polar Region: Geography.
          Placeholder.

          The Southern Polar Region: Geography.
          Placeholder.

          Geography of the Sun: The source of all life.
          The Sun's interior: Geography.
          Placeholder.

          The Sun's surface: Geography.
          Mustu the Crawling Chaos:
          An extension of Nuru the City of the Crawling Chaos. Placeholder.

          Geography of the Maze: The World's Maze.
          AmaRhu's Maze: Geography.
          Placeholder.

          Amnon's Maze: Geography.
          Placeholder.

          Meisut's Maze: Geography.
          Placeholder.

          Nhor's Maze: Geography.
          Placeholder.

          The oceanic Maze: Geography.
          Placeholder.

          The sky's Maze: Geography.
          Nhuhugru the Crawling Chaos:
          An extension of Nuru the City of the Crawling Chaos. Placeholder.

          The subterranean Maze: Geography.
          Placeholder.

          Geography of Nuru the City of the Crawling Chaos: The City Outside the Outside.
          The Inner Districts: That which is not connected to the World.
          Placeholder.

          The Outer Districts: That which is connected to the World.
          Ashvurm District:
          The Ant District. Ashvurm District is ruled by Ba Lhuuh, a Dreaminglord. Placeholder.

          Mrunggh District:
          The Beetle District. Mrunggh District is ruled by Reeghhu, a Dreaminglord. Placeholder.

          Mustu District:
          The Flea District. Mustu District is ruled by Af, a Nightmarelord. Placeholder.

          Navfiv District:
          The Centipede District. Navfiv District is ruled by Whururm, a Nightmarelord. Placeholder.

          Nhuhugru District:
          The Fly District. Nhuhugru District is ruled by Rhoht, a Nightmarelord. Placeholder.

          Va District:
          The Aphid District. Va District is ruled by Efkesperohk, a Dreaminglord. Placeholder.
          Last edited by Hoid; 02-13-2016, 01:28 PM.
          The Architecturae: coming soon.|\__/|The Forever Tree:|\__/|The Forever Tree (the multiverse).\__/The Forever Tree (Earth-G).\__/Forever Tree NPCs.|\__/|The Multi-Faceted Gem: coming soon.|\__/|World-And-Maze:\__/World-and-Maze (the multiverse).

          The Realms of Idrifaulo.

          Comment

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