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Usare struttura png di blade of the dark come base per avere legami iniziali con i png dell’ambientazione
Choose a close friend and a rival. Mark the one who is a close friend, long-time ally, family relation, or lover (the
upward-pointing triangle). Mark one who is a rival, enemy, scorned lover, betrayed partner, etc. (the downward-
pointing triangle).
Giudici?
Foresta governata da driadi con druidi come servitori. I druidi sono umani che quando usano i poteri
diventano semivegetali
Dei del crepuscolo sono gli dei dell’ambientazione per le regole sui chierici. Gli dei sono pioggia, vita o
morte
racconto iniziale come fiaba. Hai due dei, una è gaia, un altro e x il forgiatore. Da loro vennero i loro figli
il padre creo palazzi di vetro alti come il cielo mentre la madre creo i frutti per sfamarli. Ma padre geloso
dell’amore che i figli davano a madre, li riempì di meravigliosi giocattoli meccanici ed essi voltarono le
spalle a madre e alla fine padre la avvelenò per avere i figli tutti con sé…
Feat: Amico di tutti. Parti con 1d3 conoscenze extra tutte positive
flooded levels, cave levels, laboratories, ancient cities and ancient machines.
1. A great field full of black stone ziggurats, all embedded into the ground at
different angles, including upside down. Clearly they all fell from the sky,
probably from a great height. Strange creatures, and the undead remains
of their original occupants, lurk inside.
2. A sunken town at the bottom of a lake. Weird coloured lights can be seen
flashing down there at night.
3. An apparently ordinary field which, once a year, echoes with shouts,
screams, battle-cries in forgotten languages, and the roar of unimaginable
weaponry. Digging down far enough will reveal a compacted layer of
bones, which must once have comprised tens if not hundreds of
thousands of skeletons, intertwined with all manner of military wreckage.
4. Magical beings designed to test the faith of pilgrims visiting a long-fallen
shrine. The shrine is dust, now, but the guardians are still there, waylaying
passers-by and insisting that they answer questions relating to the
doctrine of their long-forgotten faith. Those who failed were supposed to
be taken for compulsory religious instruction; but as the last priest died
millennia ago, the spirits just grab their victims and march them round in
circles until they die of exhaustion.
5. Ancient law-enforcement golems, looking like prison blocks on legs.
Animated chains leap out and grab 'lawbreakers' and 'trespassers',
depositing them in cells within the golem's body: when it has a full load, it
returns them to 'the courthouse' for judgement. The courthouse in question
is a ruin inhabited by tribes of cannibal ghouls, who view the golems as a
food delivery system.
6. Floating islands, topped with the ruins of what were once flying castles,
flying across the world in endless, looping circles. Their inhabitants use
various means of getting down to the surface: some have domesticated
great flying beasts, some use refurbished flying machines, and some just
drop down really long ladders.
7. A series of icy caves, in which rest the perfectly preserved corpses of
various ancient saints and heroes, guarded by a race of tiny, cold-skinned,
wide-eyed creatures which never speak and never sleep and worship the
corpses as sleeping gods.
8. An immense fallen war-golem, so huge that a small town has grown up in
its shadow. The town's leaders have figured out how to turn its deadly
eyebeams on and off by yelling command words into its enormous stone
ears, but they have no way of turning its head.
9. A ritual complex once used to teach magic to apprentices, now in ruins.
Glitching magical images of ancient tutors recite mixtures of wisdom and
gibberish, and direct 'students' into further rooms, half of which are now
filled with deadly monsters or lethally-misfiring magical effects.
10. A lonely sea-coast on which the fisher-folk frequently bring up
fragments of unbreakable green glass in their nets, pieces of the dome
which once protected a long-ruined underwater city. The older ones swear
that they can hear something singing to them out of the water on
moonless nights.
Mirrors show the world as it should be had the cataclysm not occurred.
The doors to Hell have closed and no one can contact the devils. Any liens on
souls have been revoked and the powers or riches gained vanish.
Blind monsters, former oracles, wander the lands and consume all they
encounter.
Shadows detach from the dead and form a shadowy city or forest. Those who
visit come back different, able to see into the spirit world when drunk or high.
Unity has failed among the insects. There are no more swarms of any sort.
Those creatures that specialized in preying on them have gone to alternate
dietary sources.
Individuality is no longer possible in one of the non-human races. They either all
act alike or have a hive mind mentality.
The definition of beauty has changed so much that art (portraits and abstract)
from the old world disgusts all who view it.
In the wastelands that formed during the cataclysm, women can not become
pregnant. This sterility is not permanent and does not occur elsewhere.
All pets and livestock have gone feral and nothing can tame them. Crops may
also go feral- that means they pull themselves up and start eating people.
Termites and ants have become gigantic and war over the last few green places.
Unlike in the real world, the termite armies are equal to the ants’ and so there is
equilibrium. If someone was to disrupt that, the result is a carnivorous monster
or herbivorous monster gone wild.
Rain, lightning and other weather phenomenon slows greatly, to the point where
an observant character can dodge natural lightning most of the time.
Trees ooze dark sap that can be dried and turned into cloth. If someone were to
view the stars through this cloth, they would see the prison where the gods have
been locked away.
Doppelgangers exist for everyone, the result of all of humanity splitting into two
after birth. If one is slain so is the other. They are not good and evil, but rather
spiritual and material. Doppelgangers can not stand the sight of their other half
and do anything to escape such an encounter. If they come into contact, they
fuse and become something monstrous.
Gigantic crystal caterpillars are consuming the moon(s) and the lunar god’s pain
is felt by everyone in the world. This pain is driving everyone to desperation and
foolish actions are much more common than before the coming of the insects.
Ogres were exposed to psionic energy and are becoming more and more
intelligent with every generation. They may very well ascend to an energy form
in the near future and then take their ancestral frustrations out on the world.
The seas have become toxic and rough, so much so that ships are a thing of the
past. Every so often something pulls itself onto the shore, a jellyfish/clam/whale
thing that tries to find a lake to make its new home. If that happens, the lake is
likewise corrupted until the beast (and possibly its spawn) are slain and burned.
Forests are retreating into the depths of the world. The trees themselves are so
terrified of whatever caused the cataclysm, they are forcing themselves to adapt
to a life in darkness.
And that is that from me. I plan on sprucing all my ideas up a little and posting it
to my blog*. Big thanks to Kage for starting this thread, it has been fun to read
and participate in.
* A bridge apparently carved from a single piece of white crystal which doesn't
show a single scratch or sign of age
* Carved reliefs alongside a major river, depicting ancient rulers. No one can
read the inscriptions, but the older faces and figures are clearer than the more
recent ones
* A tower of metal without any windows or doors rising out a plain
* A ruined city which houses a terrible fog-like creature that devours all who dare
enter
* A stone hand emerging from the ground and holding a massive crystal globe.
Judging by the size, the rest of the statue must be immense.
8. The Experiment
When the world came crashing down, the complex safeguards and layers of
secrecy built around the less palatable government experiments inevitably came
crashing down with it.
Should you refuse, the brain will send its thrall after you, in an attempt to subdue
you so that the "enthrallment" procedure can begin... it will not be pleasant.
Oath Stones
There are these monolith stones scattered across the land. Some are in cities, some are in the
wilderness, some are next to desolate roads, whatever. Probably there is some long-ago
history reason for why they exist, and they used to have sacred groves growing around them
but then the earth was defiled.
If you go to an oathstone, you can shed your blood on it and swear an oath to the ghosts of
the oathstone. They will hear you and touch you. When you make efforts to pursue your oath,
the ghosts will aid you, if they can. They are fickle and sometimes useless, so there is no real
guarantee. But that is not why people use oathstones.
If you die before completing your oath, you are still tied to the world of ghosts. Their hands
will stop you from passing on and disappearing from the world. You become a ghost, instead,
and continue to work to fulfill your oath. Since you are a ghost, you don't have all that much
influence upon the world, but there are those who would come to you for advice and
knowledge, and there are occasions where you can have a physical effect on the world that is
even more powerful than what mortals can do (without magic). Maybe I will think of some of
those instances later, maybe I won't. Anyway, as a ghost, you can bargain your services in
exchange for mortals fulfilling your oath, or trying to. You can try to fulfill your oath using
your limited influence, after all, you have forever. Unless someone else dying makes it
impossible to fulfill your oath, in which case you are stuck in ghost-land.
So that's why people use oathstone: to cement bargains they want to be super-binding. Or if
they really, really, really want revenge on someone.
Magic Trees
Trees of Life are cool. Defilers turn vegetation to ash around them when they use magic, and
nothing grows in that spot for at least a year. But if you’re near a Tree of Life, you can just deal HP
damage to a Tree and that’s that, they heal in a day or so. Trees are good because:
- Sorcerer-kings keep gardens of them so they don’t defile their cities when they use magic.
- They grant spells to druids and clerics.
In Tad Williams’ Memory, Sorrow, and Thorn series, the Norns, the enemy, an elf-like race, are associated with winter as
well. And their leaders, Ineluki the Storm King and Utuk’ku, the Norn Queen, are also undead.
Tempio abbandonato con cultisti che in base ai pochi resti cercano di ricostruire religione
Elfi dei boschi nascosti nlla foresta fanno guerriglia contro dei della foresta
Le donne degli elfi dei boschi alla morte diventano banshee (incontri con banshee)
Villaggio dove i pg trovano tutti morti. Corpi massacrati A snow has fallen which hides most signs of the
massacre that that has taken place however the interiors are full of of the evidence: mutiliated
corpses, hung bodies, burnt victims and the like. There was a cruelty behind this massacre that one
doesn’t generally see described. It’s not all that graphic however you do get the sense that of a
palpable EVIL behind these actions.
Tremen torturatori
The council scene is one of the high points of high fantasy, clearly: in Tolkien we have the
Council of Elrond, here in Midnight we have the Council of the Wise, and even in my Prydain
campaign I actually had to invent a new council scene to have a solid starting point for the
campaign. (Not that there aren't canonical councils in the novels there, too.)
Religion
VALUES
What is the culture that this religion primarily operates in? If you take Western Christian
beliefs, change the name, and dropped it intro sub-Saharan Africa the resulting traditions
look very different.
What are the 1st level values that are communicated in this religion? These are things like:
kindness, respect, honor, obedience, piety, offerings, recognition.
What are the 2nd level of values? These are practical considerations that affect how people
treat each other and cover things like: castes, sexism, sexuality, and business values.
These are extremely important in building a community as it will link the tenets of a faith
with people's day-to-day lives.
How does this religion view other groups? Does it promote any forms of xenophobia?
DEITY
Are the god's real beings or are they symbols only?
Where did the god(s) come from? The book Small Gods by Terry Pratchett is a great stroy
about where gods come from and where they go.
What do the gods value? How is this different from what the people value?
On what scale do the gods operate? Local, Regional, Global, Star System, Galaxy, Galaxy
Group, Cluster, Super Cluster, Universe...
What is the god's interaction with their believers? Tools, witnesses, sources of power,
symbols of their power?
What time-scale do the gods work on? Do they care if they avenge your family 100 years
after you asked for vengeance?
What are the long term goals of the gods?
SYMBOLS
What are the primary religious symbols?
What do the symbols represent?
How sacred are the symbols in day-to-day life?
Forest Beastmen
d10 Forest Beast Men
1 Stagmen
2 Owlmen
3 Beavermen
4 Bearmen
5 Grasshopper Men
6 Hedgehogmen
7 Boarmen
8 Haremen
9 Squirrelmen
10 Hawkmen
11 Toadmen
12 Leopardmen
Stag Men
These noble woodland warriors guard sacred and hidden places from men and often meet with druids in
secret. Some even learn druidry in their older years as war loses interest to them. In spring they meet to
dual and roam the woods looking for a fight.
Their are smaller staglings who are red and spotty and prefer bows with poison arrows. The standard
stagmen are brown going grey in winter. Their are bigger breeds and some adapted to winter. Some are the
size of minotaurs or ogres. They will frequently interact with faerie and sylvan beings and will freely mingle
with mixed groups. Some even wear human clothing. They regard themselves as lords of the wood and have
a sense of benevolent ownership of other forest folk. They often come to battle civilized humans who intrude.
They think anyone with a axe is a potential enemy. they are pretty suspicious of dwarves and hate orcs.
Some humans include stagmen in their seasonal rituals and dances but this happens less often now days
with the new faith. While not as anti human as some beastmen they dislike humans entering the woodlands.
They maintain good terms with elves and will cooperate with them. They don't like goblinoids however and
even prefer humans to goblins. As many of the old races have been returning these last few years some
stagmen have been visiting human barbarians more and helping humans recover lost druidic lore. They like
having their backs to elf kind but some have decided to reach out to human kind and support those of the old
ways. Of course the ecclesiarchy does not approve of backward beast men teaching heathers old magic.
Some paladins have begun to announce a crusade. Of course other chaos beastmen who are a threat like to
blame stag men.
Owl Men
These fearsome night hunters rule the night in the woods. Many attribute magical powers to them some are
good and wise and some are evil and mean but both types are fearsome. Some have learned witchcraft or
druidry or priest magic and some places they even learn wizardry. Some are witches or shaman or even
alchemists. Some are necromancers who have turned victims into undead to make forests haunted. Most
are knowledgeable in spirits and magic of the woodlands and advise other beings who seek them out. They
know quite a bit about humans and often spy on them in secret from rooftops or attics. Owlmen strike by
silent ambush and often tear apart their victims on the spot. The evil ones are the most malicious and might
taunt victims by speaking their names and parts of private conversations they might have recently had. The
good ones mostly hunt the wicked especially those who try to use the woods as shelter. Some owlmen are
more into esoteric knowledge and less in worldly conflicts. Owl men keep civilised tree houses and like
books. Some live communally to establish libraries where they teach select humans. Some are lone killers
who live in old abandoned barns or ruined windmills and haunt lonely trails by night. Some follow their
goddess of craft and wisdom and war and others follow a witch queen or the lady of the underworld.
Beaver Men
These ancient peoples are mostly concerned with managing wetlands and will domesticate normal beavers
and giant beavers like dogs. They help maintain the ecological balance and help form wetlands that attract
other animals. They are sociable and can squeak adorable noises when young. Living in tight nit families
they are industrial and devoutly lawful good. They often surround dams in walls and spike filled pits and have
secret entrances. A smaller breed of beaverlings also exists. As they are good at many crafts they often
trade from great lodge houses. They may learn many kinds of magic but making wood golens is often high
priorities. Druidic beavers plant trees also to keep peace with tree peoples and elves and provide rich
irrigation systems that might seem natural on first glimpse. Basic wood golems are turnip and pumpkin
headed stick men but the greater ones are huge totem pole tree trunks humanoids. Many evil races like wolf
men hate beaver folk even if they profit from their land management.
Bear Men
These wise old men of the forests come in various colours and sizes from small black bears, to pandas, to
grizzly, polar and cave bears. Bearfolk are roam all kinds of wilderness. Some are quite friendly but plenty
hate humans from bad experiences or just feel competitive to any medium size animal including humans.
Those bears will hunt humans on their land and carry ancient grudges. Many druidic and shaman cults
revere bears who might learn either type of magic. Some bear folk follow evil forest cults mostly to get
revenge on human kind for stealing ancient bear land. Some human tribes include bearfolk in rituals even
welcoming and feeding them as part of ancient pacts. Not all bears stay in the forest some gather together
and visit civilization in numbers. This can be worrying for the humans as bears don't initially understand
money and such when arriving. Some assimilate and become mercenaries of become high value guards.
Bears eat most human food but enjoy deer, berries, nuts and honey most. They especially love mead. One
group of bears formed a brotherhood of bears to act as their own mercenary guild and to help bears
assimilate. The traditionalists prefer the wilds and live lives as lone magicians and wise folk of the
wilderness.
Grasshopper Men
Grasshopper folk are fairly pleasant and related to cricket folk and locust folk. Crickets are cheerful, musical
and enjoy lazing in the sun drinking and playing music. Many become bards. They have very strong flight
reflexes to run but will fight to defend their homes, crops or kin. Besides bards they make good druids and
learn any type of magic. Many are nomadic and will join travellers others more stay at home farmer types.
They are good at cooking, baking and wine making which s handy because they like to eat and drink. They
are able craftsmen too and make interesting carved artworks out of common every day tools. Some tattoo
their chitten too. As they are friendly and many are wanderers you see traders and merchants among
them. Some are a bit too lazy and cheeky and take up crime. They are not serious enough to be killers or
wage war but they can be driven to it. Grasshopper colonies can spring up fast anywhere even places with
very little. A generation can flood a area then fall back to being uncommon. Some humans worry about this.
Grasshopperlings are smaller versions only a few foot tall. Crickets are more serious and live by night or the
underworld. Locusts are warriors hordes who grow bigger from cannibalism and live to fight and eat.
Hedgehog Men
These doughy tunnel dwellers grow hedge mazes and live off fruit, bugs and grubs. Many in the city and
country work as gardners. They also make good sewer workers, miners and other burrowing trades. They
are friendly and a bit adorable which helps humans like them. They have only reputations as helpful and kind
and are welcome forest folk. A few become wandering tinkerers or craftsmen or settle down as artisans.
They will co habit with humans and even adopt various orphans and get along with cats and cat folk. Dogs
they are not so fond of. They live in villages under hills with defencive earthworks, gardens and hedges.
Hedgehoglings are a smaller breed who happily live in halflings or gnomes or dwarves. Giant and ogre sizes
exist too. Some travel in tiny pony waggons as nomads. They are not as sweet and demure as people think
and will fight and even wage war. Some are acrobatic and roll around like spiked balls into battle. Some wear
armour and go to war.
Boar Men
These iesty forrest warriors live for honour and courage in battle. Many are berserker warriors the the tribal
horde hope to die in battle where the will be guests at the feast of the gods. When not fighting they are
drinking or love making or guarding their large families. Living in close knit communities under warrior
chieftains many of their holy folk are drugs or chaos priests. Druids and chaos tribes fight constantly and
many join foreign armies to see the world and to fight. They are modest farmers and craftsmen who shun
iron in favour of bronze. They often build wooden forts on hill tops and some ride chariots or ride giant boars.
When domesticated too much thew become domesticated and lose hair and become common pigmen. Too
much soft town living and dealing with humans is to blame but they do think of other swine folk more highly
than they do other beast folk or humans. The smallest breeds mere boarlings and piglings are more shy and
rare as rich think them adorable pets.
Hare Men
These are often mistaken for rabbitmen. Except they tend to be loners or live in mated pairs with children
and are more likely to use magic especially witchcraft. They are less interested in burrowing and like buds on
branches and vines best. Hare and rabbit men hate each other and hares are violently abusive to rabbit folk.
When hares see enemies approach their homes they will dance about wildly to lure enemies away. Hare folk
often consort with witches and wise women and cults. They dance at the great witch sabbats and the witches
use hare familiars to talk to hare folk. Hare warlocks often enjoy persecuting human villagers and take
human witches as lovers. Hare women often meet in covens. Not all hares are evil brutes some use their
cunning to trick mutual enemies like fox men or wolves or bears. The worship less hostile gods like the moon
gods. While hares do enjoy beating and hexing humans it is rare for them to murder humans unless humans
endanger them. They might kidnap humans to raise as servants and as hostages. Rabbitmen are a problem,
hares can be worse.
Squirrel MenThese rascal forest folk can be charming, cheeky and cunning. They come in several tribes
red, grey brown and black who mostly hate each other. There are even gliding suirrels and arctic ones.
Squirrelings are a smaller variety but more shy as the larger ones kill them. Squirrels in many cases are fun
loving and curious and intelligent as they seem. Some are diabolic and evil minions of the night and serve as
spies and messengers for evil. Squirrels wage genocidal war against each other and their tales of squirrel
knights and heroes of the great squirrel houses are epic. Each of their tribes has great kings or chieftains
depending on how civilised they are. Squirrel politics moves too fast for most other races who cant keep up.
Many squirrels are rustic forest folk or live as barbarians but some squirrel kingdoms have developed a
refined civilization with ruff collars, printing presses, pistols and cannons which they use with great joy. There
is always one evil squirrel clan that uses necromancy or plagues or mutations. Squirrels will use any magic,
they have a gift for it. Many are bards also.
Hawk Men These serious territorial birdmen who serve the lords of air. Most are good or neutral only some
tribes are bad but loners can vary. They live in woods and mountains and prey off other lesser animals. They
vary in plumage from tribe to habitat. As warriors with a purpose the adhere strictly to codes of honour and
combat. They can be barbarians or civilised and often settled long ago to act as guardian warriors in a
ancient war most races don't even remember. Sometimes they conflict with humans but some work with
humans. With no purpose of their own they will earnestly take up working with rangers or law. They dismiss
the flashy sun worshiping falcon men and lofty eagles. Many live alone in hard to each places hard to climb.
Only their greatest heroes attain full flight and that is a mark of greatness to their kind. Hawks are smart
enough for magic and prefer priest or druid magic.
12 Evil vulture men have been murdering villagers and leaving hawkman feathers as false clues
11 A delegation of squirrelmen, pigeonmen and rabbitmen demand humans hand over a local hawkman who
kills their kin. He is quite popular and well liked but he hides from enemies in human lands and abuses this
quite often
12 A hawkman ranger needs help tracking a wounded giant, should be no problem it's just one probably
small giant
Toad MenToadmen are much maligned and often confused with chaos frogmen. Usually they prefer to live
in burrow complex and are a bit less aquatic than frogs preferring mining or sewer work.Toads can be
amiable, reliable and hard working. Some are spiteful, lazy and domineering. Toadmen come in many
different colors and shapes and textures. They can see immediate differences from sight other races cant.
Toadlings are a diminutive breed who stay at home in their burrows mostly. They are very smart and gifted at
any magic. Many toad villages live peacefully and toad tradesmen and labourers work with respect in human
lands. Toads like to grumble but are quite stoic. Some evil toad loners into magic cause trouble and this
hurts the reputation of all toadmen. While there are terrible toad kings and various despots plus middle class
guildsmen and shop keepers, most are working folk. Quite a few nobles go insane and fall prey to chaos and
ordinary toadfolk wont have a bar of it. The toad ruling class is in terrible decline due to lunacy and
eccentricity. Toads can get a bit of wanderlust and some travel by waggon or boat.
Pidgeon MenThese fellows adapt well to human life and are well liked as romantic sweethearts and
charming. In the country they are quite nice but in the city something happens and they are known to be
thuggish gangsters. They do tend to live in ghettos but affluent ones do well to. They are highly social and
good talkers. Pigeonlings are a smaller breed who get abused by their bigger kin. Pigeons follow the pecking
order of life and accept their lot once defeated. Some think they make good slaves. Many pigeons keep
fighting and keep being competitive. Rural pigeons are less flashy and competitive and more humble. Many
lowlife city pigeon thugs like to fight especially over sex or drugs or booze. Many keep concealed weapons.
They are also fairly vain and dress up in flashy clothes and groom themselves. Some sing and dance instead
of fight which can be a surprise when a gang confronts you. They prefer to give good beatings that dont kill.
Killing is rude and gets them really mad. For competent, tough and adaptable race many find it unbelievable
so many in the city are layabouts who all dream of gold plated chains, chariots silver knuckledusters.
Pigeons often hustle tourists in a big city but some of them actually are comptant guides with connections.
They are not especially magic but there are some pigeon magicians its just most are fighters or thieves or
bards
Wetllands Races
1 Oystermen 2 Ibismen 3 Starfishmen 4 Walrusmen
5 Urchinmen 6 Dolphinmen 7 Octopusmen 8 Penguinmen
9 Pelicanmen 10 Stingraymen 11 Seahorsemen 12 Storkmen
Jungle
1 Monkeymen 2 Peacockmen 3 Dragonflymen 4 Waspmen
5 Mantismen 6 Snailmen 7 Flymen 8 Slothmen
9 Parrotmen 10 Anteaternen 11 Panthermen 12 Llamamen
Material Abhumans
1 Metalmen 2 Woodmen 3 Treemen 4 Gemmen
5 Mushroommen 6 Algaemen 7 Coral Men 8 Slimemen
9 Shadowmen 10 Algaemen 11 Ambermen 12
African
1 Elephantmen 2 Rhinomen 3 Giraffemen 4 Panthermen
5 Ardvarkmen 6 Porcupinemen 7 Chameleonmen 8 Antelopemen
9 Onagermen 10 11 Crocodilemen 12 Hippomen
Australia
1 Kangaroomen 2 Koalamen 3 Playtpusmen 4 Echidnamen
5 Possummen 6 Thylacenemen 7 Devilmen 8 Emumen
9 Budgiemen 10 Wallabymen 11 Quokkamen 12 Goannamen
Other
1 Kiwimen 2 Pandamen 3 Racoonmen 4 Skunkmen
5 Beemen 6 Tigermen 7 Elkmen 8 Cassawarrymen
9 Mothmen 10 Butterlymen 11 Constrictormen 12 Yakmen
1 Bisonmen 2 Gandermen 3 Duckmen 4 Turkeymen
5 Orcamen 6 Anemonemen 7 Rattlesnakemen 8 Hermitcrabmenn
9 Horseshoecrabmen 10 Swordfishmen 11 Nautilusmen 12 Manowarmen
Prehistoric
1 Duiatrimamen 2 Brontotheriummen 3 Glyptadonmen 4 Mammothmen
5 Sabretoothmen 6 Trilobitemen 7 Amonitemen 8 Brontasaurmen
9 Tricerotopsmen 10 Raptormen 11 Stegosaurus 12 Tyranasaurmen
Monstermen
1 Barbarian 2 Orc 3 Unicornman 4 Griffonmen
5 Sphynxmen 6 Centaurs 7 Satyr 8 Harpy
9 Gorgonmen 10 Manticoremen 11 Basliskmen 12 Stymphalionmen
13 Dragonmen 14 Lamusumen 15 Devilmen 16 Demonmen
17 Modronmen 18 Slaadimen 19 Devamen 20 Nagamen
21 Rakshasamen 22 Asuramen 23 Arkonmen 24 Angelmen
Dedicated devotion to a particular god or giant is something more. Characters can typically only begin as
Initiates of a cult if they have selected a dedicated magical Career, meaning one that provides the
relevant professional skills to its members (Devotion and Exhort for Theists, Binding and Trance for
Animists, Invocation and Shaping for Sorcerers). For most Cultures this will mean selecting the Priest,
Shaman, or Sorcerer career, depending on what type of magic is available to the culture and appropriate
for the character.
For Iotar, who have no true priestly class, cult initiation is much more widespread. Unlike other peoples,
Iotar can begin play as an Initiate of a cult even if their career is not one of the specifically magical ones.
Cultures of Magic
Iotar
Iotar culture is a pagan theistic culture, and one without a priesthood. For the Iotar, it is the head of
household who leads household rites and the head of the community who leads community rites. A
chieftain leads the rites for the chiefdom or riding, a Jarl for the jarldom, a King for the whole of the
kingdom. In a warband, the leader of the band will lead the rites. On a merchant vessel, the head of
merchant or ship’s captain will do so. Cult membership is common. Simply being a part of Iotar community
means that you are at least a common member of the Cult of the Nine Winds, which includes the most
popular gods and giants of the Iotar pantheon. Still others are particularly dedicated to gods such as Eagle
Head, Old Hoary Beard, Spear Breaker, the Bock, Mother Bear, and others.
Hothar
The Hothar were once pagans like the Iotar, sharing many of their gods and cults. Now, like most other
peoples of the north, they have largely been converted to Sol worship. Churches and monasteries
dedicated to the Unconquered Sun can be found throughout the north, wherever the Hothar make their
homes. Many still hold services to Sol, even in Iotar-controlled regions, for Iotar religious traditions are
not at heart evangelistic. For their part, many Hothar in these regions still propitiate the old gods and may
even still be common members in one or more of the old cults. Sol may be the most powerful of gods, but
he is not the only god. No one claims otherwise. Hothar magic, whether it be Sol worship or worship of the
old pagan gods, is theistic. Hothar Sol worship is strongly influenced by the Ivarian Church, which is the
most common organized theological doctrine throughout the north.
Avenian
South of the Bulwark, Avenians adopted Sol worship many hundreds of years ago during the time when
Vanor ruled their lands. Many venerate Sol in his aspect as the Lightbringer, the Dawn, the Reborn Sun.
When Vanor first came to these lands, the native pagan sun god was a Bringer of Light and of the Dawn.
The Vanoran church taught that Sol was another name for this god, and that Sol, who is worshipped
everywhere in the world, is the greatest of the gods. Since those days, even with the decline of Vanor, the
worship of Sol has spread to other Avenian communities beyond the Bulwark. Indeed, a strong church of
the Lightbringer can be found in the Avenian bog kingdom, though it is a church with many sects that also
propitiate the chthonic gods of the bog and moor and venerate the saints and protectors who hold the
monsters back. Avenian magic is theistic. Avenians focus their devotion on the Dawning Sun, but they
consider their church to be in line with Ivarian church doctrines.
Ivarian
Ivarians have the most vibrant church of Sol in the north, albeit a heretical church from the classical
Vanoran perspective, with its own richly held doctrines and orthodoxies. Ivarian monks and priests worship
Sol the Dead and Reborn. Sol dies each dusk and is reborn each dawn, much as we too die and are reborn.
This focus of the Ivarian church on Sol as a god both of darkness and light, death and life, is reflected in
the ability of its theologians to incorporate in their doctrines both the Sol Invictus of old Vanor and the
newly risen Black Sun cult of Asturia. The Reborn Sun rules by day. The Black Sun by night.
Ivarian magic is theistic. While the Ivarian church is strong, deep in the hill chiefdoms of Ivaria, some
older traditions too still hold sway, and small cults to old Ivarian gods and heroes can still be found. The
old Ivarian gods resemble the old gods of the Avenians.
Heathen
Although the Heathen Knights live on the border of the western heartlands of lost Vanor and even speak a
West Vanoran tongue, still they hold true to aspects of the old religion that came with them when their
tribes first left the forest for the heath. Above all they esteem the Heathen Riders, nine gods and heroes
who ride free on the heath beneath sun and sky. The Heathen Riders are the Sun Eagle, Big Sky, the
Slaughter Guard, Spearhead, the Far Rider, the Shining Star, the Harrier, the Firekeeper, and Sentinel.
Since the increase in border skirmishes with the Asturian Empire, cults to the Shining Star have grown in
influence. Heathen magic is theistic.
Thiudar
The Thiudar hold to eldest gods of the forest, and their cults worship these old gods in the old ways.
Thiudar magic is mostly animist, though their rituals and cults are structured in ways that resemble some
of the theistic cults of the Iotar and Hothar.
Kemi
The Kemi have a rich and diverse magical tradition. They propitiate the north wind, venerate wizard
heroes, deal with the spirits of the cold tundra, and call up old northern magics. Kemi magic is blends the
animistic, theistic, and the sorcerous in eclectic ways. A custom career is available for Kemi magicians,
whose traditions are organized into lodges.
Varangian
Most Varangians are Iotar, and their cults and gods are the cults and gods of the Iotar. Some have also
adopted Sol worship in some form, often picked up in Old Vanor. Varangian magic is theistic.
Imperial (Asturian)
Asturians worship the Black Sun. Asturian magic is theistic.
Atlantean
Atlanteans worship the god within. This devotion is expressed either as mastery of the self over the world
(this being the famed Atlantean sorcery) or mastery of the self over the self (a form of mysticism).
Vandal
The cult of Old Hoary Beard remains strong among the Vandals—for they have not turned their backs on
their ancient northern heritage. Many Vandals worship him under the aspect of the Lost Man, the Far
Walker, the Far Wanderer. Vandal merchants worship him in the aspect of the Sail Filler. Vandal warriors
venerate him in his aspect as Tree Breaker. In all cases, his worship remains theistic.
Dwarfish
Dwarfs are gifted as natural sorcerers, albeit of a specialized kind. Every dwarf has access to the
professional skills of Invocation and Shaping, and every dwarf knows the spell Enchant (Object). Dwarfs
may know other spells as well. Dwarfish spellcraft is truly a craft, however – a dwarf can only cast spells
into objects in combination with Enchant (Object). As to their religion, dwarfs respectfully venerate their
ancestor Maggot-born, first of the dwarfs (a theistic cult without priests but only folk practice). Similarly,
they worship Maggot-born’s brothers: the orms, the serpents, the world maggots… the dragons. Cults to
living dragons teach theistic folk magic. Their deepest secrets are those that allow the devotee to
commune with the spirits of the orms directly.
Thulean
The Thule people maintain a shamanic (animist) tradition centered on ancestor spirits.
The Shadow-Brethren, also known as the Shadow-sworn, are the dark reflection of the Magi of the Ivory
Citadel. They exist in opposition to the philosophies of the Magi, seeing them as tyrants, meddlers and
misguided fools. Though they are often scattered across the known lands, forming cells, cults, covens and
coteries to avoid detection and infiltration, they generally operate with a loose hierarchy, as they all serve the
Twilight Court of Shadow.
The Eldritch Oath to which their full title refers is an ancient dark pact that each member of the Brethren has
taken. They have pledged to serve the Twilight Court, the Shadow Masters, demons and devils who inhabit
the realm of Shadow and long to cover the world in darkness. The Shadow-Brethren are their eyes, mouths
and hands, always doing their bidding even when they believe themselves to be acting of their own volition.
The Shadow-Brethren often possess personality traits that are the skewed, sinful versions of their Ivory
Citadel opponents (something akin to Antitribu from Vampire: The Masquerade - as I understand it).
*It should be noted that they have actually participated in our LARP, but only as NPCs.
But 9 alignments is really overkill. It comes down to: you, or others? Means, or merely ends? The
Harry Potter series gets it right with 4 Houses that determine the cut of your jib.