Fateverse: 3.5 DnD Campaign

Started by Zaer Darkwail, January 10, 2018, 05:38:20 AM

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Zaer Darkwail



The fates spin and turn, crushed under the ever moving wheel of destiny. Crushed under the ever flowing time across worlds and universes. One of such things is greedy mages seeking ancient glories through bloody conflict where they conjure ancient heroes, antiheroes or villains to battle in bloody war of sacrifice for a Holy Grail which holds power grant any wish, miracle or desire upon the receiver. May said wish or desire shatter reality, the grail will make so.

However this tale does not happen on earth but upon world of Magaia, world of magic and wonder where humans, elves, dwarves and other wondrous races live alongside and where magic is more common than technology compared to earth. But even so in this world the mages of this world have lost the ancient wonders what their ancestors were capable of doing and they thirst to get it back and so far grail is their only answer. Now past six Holy Grail Wars have declared and grail succesfully summoned, each war ending without a solid victor to receive the grail. Now seventh time Holy Grail Wars are declared and stakes are higher than ever to finally get a victor and get first grail received and used! Despite the population and world dreads consequences of this greed, the mages gamble it all in bloody tournament where must be one decisive victor.



Thank you for reading the fluff! Yes, the game will be based on popular novels/animes related to nasuverse, especially on Fate/Stay Night and overall Fate series. Now the game format uses 3.5 edition rules because it allows lots of customization and is system I am most familiar with. Everyone plays a servant, master and finally a minimum a one peasant. Peasant is simply called a characther which does not get directly involved (or should not) get involved with holy grail war and are meant to play role of people living on the site there Holy Grail Wars happens (or play role of spouses, lovers or cohorts of the masters etc).

To keep things even (and not need enormous cast) everyone plays each other's servant and master (peasant roles are open to be played by PC's who create them). I know Holy Grail Wars is basically player vs player setup normally but (
spoiler
) plot element happens which changes things a bit. The levels of each one varies and you can have multiple peasants. The exact levels are build based on total ECL which is 35 and with following formula in mind;


  • Each player controls at least one peasant at all times.
  • No master you control can be of higher ECL than a servant you control.
  • No peasant you control can be of higher ECL than a master or servant you control.

So in short example you decide play super powerful servant which is playing maximum level cap which is level 20. You then make master take 10 levels and then last 5 levels go for either single peasant or five 1st level peasants. The individual rules for each char are in below spoilers.

Servants
Special Rule: Servant's death is permanent upon demise (no resurrection magic works on them, not even a wish). All servants (with some exceptions) are default in ethereal plane when they are farther than master's CL x 10'ft away from their master and while beyond that range they do not recover magic abilities or other daily limited abilities. By spending command seal command master can extend the limit range to master's CL x 100'ft and it lasts 24 hours.


  • Servants are the spirits of legendary Heroes -or Villains- brought to life again to fight in the Grail War. Since they are legendary, they enjoy many benefits.
  • They can have any class or prestige class (including homebrew material approved by GM).
  • They can have a race with LA or monster HD. Can take single template of their choice (LA removes levels gained as usual).
  • Point-buy, 32 points for abilities.
  • Hit points per level ar always maxed.
  • WBL according to ECL or 8 (whichever is higher), no limits.
  • One extra feat.
  • One special boon that can be either a mystical companion or artifact or something else entirely, appropriate to them according to their mythos. This includes option to make char a gestalt char with no limits how to gestalt or apply paragon creature template on the char (this counts as one template which each hero can get so cannot get two templates).

Codename
The true identity of a servant is usually kept secret by them and their masters and are referred by a codename. Each servant has a codename based on his or her abilities in life. There is only one servant of each codename (and each codename gives them three additional feats and one extraordinary ability to fit to the theme given with each codename).


  • Archer- Famous for fighting in raged combat, no just with bow and arrow.
    Gain Point Blank Shot, Precise Shot and Far Shot feats for free. As extraordinary ability Archer never runs out of ammunition and ammunition can take whatever shape, material or form of given choice, if not using ammunition then gain untyped +2 bonus to attack and damage rolls with given ranged weapon of choice. Also Archer can recover magic and daily class features without a master's presence and retain physical form beyond the usual range for master and servant. When without a master it takes two weeks for a archer servant to fade away instead of one week (but they loose able recover their abilities during that time).
  • Assassin- Famous for stealth and their ability to take lives by underhanded methods.
    Gain Darkstalker, Weapon Finesse and Master of Poisons feats for free. As extraordinary ability assassin can change shape like with alter self and gains nondetection property and all divinations automatically fail confirm is he servant or not (so can bypass wards which would block servants or detect one). Also assassins can retain physical form beyond normal range for servant and master but cannot recover magic or abilities.
  • Avenger- Famous for having dedicated their lives to revenge, for having consummated one, or for having died trying.
    Gain Endurance, Diehard and Steadfast Determination feats for free. As extraordinary ability you gain mettle class feature and once refuse to die under any circumstance (example facing instant death from death effect or fall 0 HP in face of disintegrate spell). Upon using the refusal to die they restore all HP and remove any status effects from themselves when doing so but do not recover spend abilities or magic powers.
  • Berserker- Famous for their fury in combat. Also possibly for being afflicted with madness.
    Gain Power Attack, Cleave and Improved Sunder as bonus feats. As extraordinary ability you are under of rage spell effect as constant effect as extraordinary ability. You can gain benefits of improved rage or mighty rage version of the rage (check barbarian class) but each improvement reduces mental stats by -2 (for total -4 reduction on mental stats).
  • Caster- Famous for being a magic user. Caster can also become a master.
    You gain three feats which can be freely chosen from metamagic, item creation or reserve feat lines. As extraordinary ability you can use Guards&Wards and use any number of magical effects from the alternative list and able place up to your own ECL worth of traps in given area. You can have only one such warded area given time. Also as caster you can become master to servant and acquire command seals (by force) to yourself. Having command seals give you no immunity for your own masters commands.
  • Lancer- Famous for fighting using spears, lances and other polearms or sticky weapons.
    Gain improved Initiative, Combat Reflex and Run feats for free. As extraordinary ability your natural movement speed is doubled as is your initiative score.
  • Rider- Famous for their ability to ride a mount, for a special mount, or for their great speed.
    Gain Mounted Combat, Ride-By-Attack and Spirited Charge as bonus feats. As extraordinary ability you gain Phantom Steed like the spell able conjure your own steed but it has half of your HP and deflection bonus to AC equal your charisma. Alternatively if you got already animal companion/familiar class feature, your companion becomes large (if not already) and double of normal movement speed and +4 to all physical stats and natural armor bonus.
  • Saber- Famous for their skill with the sword.
    Gain Weapon Focus, Weapon Specialization and Improved Critical for weapon of their choice (not necessary just for a sword but any melee weapon) as bonus feats. As extraordinary ability you gain spell resistance equal to 10 + class levels and +2 profane or sacred bonus to all d20 rolls.

Some legendary heroes could qualify for more than one codename. For example Achilles could be either a lancer or an avenger. However for this game you can use established mythos or create your own for your servant (related to ancient hero of Magaia or another world).

Limits
Servants need a master to stay in this world. Without a master they cannot regain Hit points nor recharge their spells and special abilities, and they vanish in one week time.

Master


  • Masters must be spellcasters/magic user of some sort, even if it's just by being able to use spell-like abilities. Masters are elite on some way/manner.
  • They can be of any class of tier 2 or lower (link to class tiers)
  • They can be of any race without LA.
  • Elite array or 25 point buy for ability scores.
  • Maximum HP at first level, roll for HP at other levels. If you roll under half the hit dice, you gain HP as if you had rolled half.
  • WBL according to ECL or 7 (whichever is lower). They can only have magic items with simple enhancements but no other special property.
  • Each magi presents one magi families and considering increased stakes on the game, each family gives out a single 'artifact' for their magi for the game (the GM will generate given item but expect that the item will be something standard item albeit considering low magic setting will be powerful magic item in range of major tier item with around worth of 80,000gp - 120,000gp).

Command Spells
Each master starts with three command spells. Command spells are needed to keep control of a servant. As an action on their turn, a master can spend a command spell to give an absolute order to the servant that the servant cannot refuse and must comply with. (Unless the servant can beat the master on a charisma check contest, with both master and servant adding their level as a bonus). Once a master loses all command spells the servant is free of that master's control and has one week to seek another master before vanishing. A master without a servant but keeping at least one command spell can make a deal with a free servant.

A master can freely transfer their command spells and their servant to another spellcaster.

Once a master dies, he or she is gone and all command spells are lost, but can be raised as normal. A raised master doesn't recover the lost command spells nor their servant.

Peasant


  • They can have any class of tier 4 or lower. (link to class tiers)
  • They can be of any race without LA.
  • Non elite array or 15 point-buy for abilities..
  • Roll for Hit points at every level.
  • Only starting equipment/gold by class

All players must control at least one peasant at all times. As such there are many provisions for peasants:

Peasants get some minor "plot protection", they cannot die in the crossfire between masters and servants. A master or servant has to deliberately target peasants in order to hurt them.

Unless they are part of a Master's entourage, they are considered off-limits for masters and servants by the Grail War Rules. Targeting unrelated peasants is frowned upon, and could cause a ceasefire in order to hunt and kill the offending party.

However both of these protections go away if a peasant directly confronts or attacks a master or servant.

If your peasant dies, you are free to roll a new one of the same ECL. (Or more of them of an equivalent combined ECL). They can still be raised as normal


Now comes some actual homebrew stuff which are in the play but up to each player decides do they use it or not.

Feats
The feats given variety on classes and builds. So besides above rules for each 'char' you get feat at every odd level instead even levels. Similar like it works in Pathfinder.

Classes
Players can choose use one my homebrew core classes/prestige classes (which include merging paladin and marshal together, knight + fighter and monk + swashbuckler). In tier list wise class uses highest of the two merged class tier and adds +1 to it. Also samurai class got complete revamp and rework as did soulknife+hexblade combo. Anyways entire list of them are in here.

Recovery of magic through sexual energy
Yes, it's sort canon in fate verse that sex some reason restores magic to magi and other mana users. However not going force use spell point system from unearthed arcana we use following formula;

Restoring single spell slot of 0-3 levels = 1 orgasm
Restoring single spell slot of 4-6 levels = 2 orgasms
Restoring single spell slot of 7-9 levels = 4 orgasms

The daily used powers (like smite or such) class features or able change/prepare again locked powers (like bind new vestiges again as binder without penalty) follow this formula;

Restoring single usage or refocus/respec element = 1 orgasm
Restoring two usages or refocus/respec elements = 2 orgasm
Restoring three usage or refocus/respec elements = 4 orgasm

Another important element is that your fellow partner must be a magi, otherwise number of orgasms needed is doubled for regular partner. Also your partner does not need consent to receive benefits of this recharge method (so yes, evil magi can go rape peasants to recharge their magic through sex). Servants, despite their class distribution or method, count as magi for magic restoration. If both partners are consensual, then both parties recover magic by harvesting magical energy.

The number or orgasms the either party can achieve during sex is limited to 1 + 1/4 HD + Con modifier and sex leaves targets fatigued until they rest 4 hours (while fatigued you cannot restore magical energy but can enjoy sex otherwise). So Steph, a 4th level rogue who works as part timer waitress with Con mod +2 can have four orgasms before she taps out and is fatigued.

Magic harvesting through mortal souls
Another element in fate verse is use of regular souls to empower or restore spellcasting. Overall if you kill someone in arcane/religious ritual you can direct soul energy either to yourself or indicated party (example a servant). Number of daily class features, spell slots restored or refocus/respec elements is equal to 1/2 of sacrificed creature's HD (minimum 1). So to restore 9th level slot you need either kill eighteen 1 HD people in ritual or one 18th level one. Magi souls count quadruple for the value given. Beneficial party must be present on ritual or carry a token which receives soul energy from sacrifices (needs to be specific ritual token and functions only in 1 mile range). Ritual creates unmistakable aura which can be felt by all magi and takes 1 hour to complete (can exact location tracked with divination spells). Sacrificed individuals can be consenting or non-consent.


Now I am checking for interest and I will add more to this post as time goes on. Details on Magaia and so on, think Magaia as regular DnD fantasy world which has absence of tier 1 classes and magic items rarely go beyond +3, sort like low magic world like Eberron with some places potential for magic steampunk sort environment (so thus reason why openly magic using world seeks the Holy Grail is able to restore some lost magic back into it as magic is bit limited). However overall magic and mage families are public knowledge and are sort of nobility who governs the world at presently (world wide magocracy based on seniority and influence). Dragonmarks from Eberron as potential addition to the world and could be part of magi clans (which would limit magi clans made from humans, half-elves, elves, orcs, halflings, gnomes and dwarves).

However world lore is open for suggestions and ideas.

Zaer Darkwail

Now bit update from above regarding world of Magaia. In three parts; History, Society/Nations and Races/Relations.

History of Magai 0-20,000
Exact origins how world came to be aren't known, but it's known first sentient creatures were dragons who lived in first brutal primordial world where vast chaotic elemental energies ravaged the landscape; volcanoes erupting every hour, oceans devouring lands, hurricane winds howling and earth quaking and cracking.

But once elements settled down, dragons calmed down as well and became the rulers of the world controlling vast territories. This era became known as Era of the Dragons. Exact amount how long this era lasted is not known but is speculated it may had lasted hundreds thousands of years before first mortal races emerged from the world. There had always been animals and other monstrous humanoids like giants, ogres, trolls and so on. But somepoint, through perhaps divine agent or whim of a god(s), mortal races started appear as small tribes here and there.

Mortal races refer to sentient society driven races which were medium in size and were not related to monstrous humanoids; orcs, elves, halflings, gnomes, dwarves and humans. Naturally overtime dragons grew curious for these new mortal races and very soon dragons enslaved these tribes and made use of them to various whims; between raising herd animals to feed dragons to mine gems and ores for bottomless greed for shiny things the dragons ruled over mortal races. However this tyranny came with dragons passing their lore and knowledge and also giving mortal races a driving focal point to form kingdoms and societies which surrounded their masters and along with came concepts of law and customs unified under one banner. Dragons in their might were akin to gods in mortal races point of view.

However destiny had other things in mind; a child of dragon and it's concubine set out to adventure into world and discovered hidden artifacts. Forgotten by modern dragons but dreaded by dragons of the past; dragon spheres. Ancient artifacts of unknown origin which gave anyone sentient being power control dragons keyed to specific sphere and given sphere giving user part of dragon's power on themselves and become immune to it. Said child then gathered all the spheres and formed a crown made from the gemstones and emerged take over dragon territories one by one. A slave turning her masters into her slave in the process. She became known as Queen Demaris Dracowrath and she became founder of first empire and first (and last) empress of said empire and thus started Age of Mortals.

As she enslaved the dragons she realized something; dragons were living and breathing raw magic. So using crown's powers she commanded elder wyrms who were about to die not to just fade away like they usually did; instead she turned elder wyrm to world's magical leylines. So thus transferring magic from dragons themselves upon the world itself and thus grant magical powers first time upon mortal races. Queen Demaris Dracowrath becoming first sorceress of the world and most powerful one ever recorded in history. So thus begun the era of magic and first age age period and time where history started to be recorded.

First Age lasted fifteen thousand years, Queen Demaris Dracowrath thanks crown's powers and imbued by draconic magic and intimate connection to leylines she was effectively immortal. She ruled the first empire which build society of magocracy which was ruled by twelve mage families which were founded upon by twelve consorts which queen Demaris Dracowrath had taken over the years of her reign. Overall according all divination's and history records this was era of peace, wonder and high magic. Empire was build upon a absolute monarch ruling it forever and with no laws nor plans ever replace her nor none the twelve families taking the reigns. Then she died, through assassination by unknown means. It was never found out who guilty party was, but it made all twelve mage houses to blame each other and distrust each other as they imagined only motive for murdering the queen was for purpose to take over the throne and crown she wore.

Then started Mage Wars where twelve houses splintered from cooperation and fought each other openly, using devastating magic, curses and powers they had inherited from their monarch mother and finally they started use leylines themselves as a weapon than just source for wondrous magic which was foundation of the empire. The massive magic use and tampering on leylines, creation of the first empress, grew unstable and then erupted! causing world wide magic oriented cataclysm which tore world apart into ten distinct landmass pieces which held remains of the original leylines which were once original part of larger whole landmass but now was splintered to ten and cut by oceans. Forming the present state of the world land mass. Reaching this point took just less than hundred years of warfare.

As part of this event magic grew weaker and unstable and all mage family members were marked by leylines, branding them with magical works which became known as dragonmarks which granted bearer magical powers and thus became sign of having spark for magic. For many ages this mark became mark of shame as when world erupted and was torn apart, the regular mortal races without magic started spurn, execute and hunt down mages and thus once prosperous mage families were cut down in number and went to hiding for many centuries. The era known after this cataclysm became known as Age of Darkness and Destruction, named after cataclysmic event and point where mortal races almost wiped out themselves by reckless use of magic. The mortal races started struggle on survive as they had depended on magic provide everything so all mortal races learned through hard way how to survive without magic and every country has it's own tales and stories how they coped this era. The Age of Darkness and Destruction lasted around three thousand years, which was followed then era of thousand kingdoms and era of thousand conflicts which combined took two thousand years.

The ten countries founded kingdoms, nations and even empires. Then over the years they encountered each other, started trades, alliances and then wars. Wars grew in intensity and drew everyone into them and soon entire world was in constant war with each other over resources, revenge, greed and desires ruled by thousand kings, queens and emperors. This era lasted thousand years, which during it the ancient bloodlines of the magi families emerged once more and instead of noble families they became ruling merchant families who provided magical services for money for their nations (and others). After thousand years of war through sheer manipulation the ten magi families through economic means send nations into bottomless debts to them and made literal peaceful takeovers in each nations until all nations became under control of massive rich merchant families who then reestablished magocracy; world governed by mages, but no longer bound by single house or family but by world wide organization of mages in form of a council.

Since then world has remained at peace albeit there are conflicts here and there spurned by mage's ambitions and criminal organizations and rebels who disagree with society standards and such. But since First Age the Second Age (as the present era is called) has been prosperous and progressive in fields of invention and science as well.

Nations (present)
Since start of Age of Darkness and Destruction there has been ten land masses and ten nations. Each nation forming own society and customs which were based on the roots of the society founded in given area during first age where once ten nations were all part of single empire in single landmass and each nation carried out it's draconic empire oriented name to present.

Etoria
Etoria was in ancient times a land where first empire warriors were trained before spreading out to elsewhere. The roots of it can be seen even today in ancient sand covered ruins in the desert. Etoria is a desert country and it's people live in nomad tribal communities who ride on camels and live by lifestock raised by themselves and where knowlegde is passed as oral tradition than written form. Population is 99% human and Etorians are naturally distrustful to any non-humans and they discriminate them while visiting their lands. There is no central government nor central army and tirbes regularly battle each other and raid, but individually each tribes warriors are skilled combatants and Etorian's warriors often travel out from Etoria and do mercenary work (and during thousand conflicts era Etoria was not in war but other nations used widely Etoria mercenaries in the wars). They do little to no trading besides mercenary work and they pay handsome sum of money for textiles like fine silk and cloth materials.

Besides these factors Etorian's are heavily religious driven and also driven to self-perfection (in martial arts, arts of war and conflict etc). They worship multiple gods and tribes gather together to religious festivals to give joyful sacrifices to the gods every year and during said gatherings marriages are agreed or performed and men move to wife's tribe as there are eight women to single man in population wise and thus tribes are ruled by matriarchs most of time. Even if men are married they are expected to perform duties to all women in the tribe, including sharing bed with them and thus often than not sisters marry single man which they share with each other (and with their cousins and mothers if need be). Because of this there is very few if none male warriors in Etoria, as most Etoria warriors are women. Besides arts of warfare and battle they appreciate epics from famous heroes, warriors (even other nation ones if their entertaining) and also they are passionate about music and music plays internal part in most aspects of their lives.

Etorians have strong beliefs on ghosts and they fear them dreadful fashion, so thus reason why they always burn the body of their defeated enemies as without body they cannot haunt. If some ghost is bound to location than body (like into ruin) they avoid the place like plaque. Their view on magic is quite open and had always been (in Etoria discrimination against casters did not happen, desert is brutal place to live and every advantage makes it easier live there). However even if some their divine servants (divine sorcerers) are part of mage association, it's alien mind concept for them to think mages use magic powers only benefit of themselves than for others.

The list of Etorians gods are following;

Imsuld the Farseer (True Neutral)
This god of prophets takes the form of an elderly man who has blue skin. He has a wide-chested build. He has no hair, but instead his head is covered in spines made from crystals. His eyes seem to show strange scenes, as if they were windows. He is usually portrayed as wearing a white furred robes. He carries a dart blowgun which he can transform into a pipe which to smoke from. He sometimes takes the form of a cloud made from shimmering crystals.

Estonia people pray for Imsuld for advice, guiding visions when they face dilemma or when they are lost and do not know where to go. Servants of Ismuld are always men and they serve role as seers and they live alone in the desert in their own huts, caves or in ancient ruins and make home in there and take oath to never marry nor have children of their own (but they can adopt and at times adopt their successors this manner). During grand tribal gatherings seers gather together into their own hut tent which is raised during festival where they can rare occassion meet fellow seers and talk things they had seen. Many tribes elders travel to these locations and give handsome gifts for powerful seers for divine future for the tribes (all between seeing tribes overall future to future of chieftain's son and so on). It's customary for many tribes bring young children to seer and seer then divines part of child's future. Imsuld is grandfather of Sonya and Sonaris (father of their father).

Domains: Dream, Destiny, Oracle, Fate
Favored Weapon: Pipe of Dreams (Dart blowgun/Darts)

Belzara, goddess of Justice (Lawful Neutral)
This goddess of justice takes the form of an older woman. She has an amazonian build. Her deep-set eyes are violet. She has tanned skin. Her outfit incorporates bizarre designs and has trappings what druids of Estoria wear (mostly animal furs, roots and leafs). She can speak, and force anyone listening to obey her given command or declaration. She sometimes takes the form of a black bee.

Belzara is prayed for when someone feels injustice has occured and pray for her to correct it. Or she is prayed to whenever oaths, pacts are made or new tribal laws are made or made performed (mostly in serious cases like in banishments or when accepting a adopted member into tribe). Belzara's servants are all women and in each tribe there must be one what's called Belzara's Witness, a tribal role where person remembers and passes on laws of the tribe and handles judgement calls and also is one who declares who will be new chieftain of the tribe when one passes away (and usually temporally serves as chieftain in absence of one). She is mother of Sonya and Sonaris.

Domains: Law, Retribution, Pact, Inquisition
Favored Weapon: Beesting (short sword)

Sonya, Goddess of Sun and War (Lawful Evil)
This prideful and rude goddess of the sun takes the form of a young beautiful woman with a small delicate mouth painted in gold which is usually in frown. She is very short and has an amazonian build. Her hooded eyes are plum-colored and she has brass-colored skin and honey blond hair. She is usually portrayed as wearing an attractive outfit made from sunlight. She carries a golden burning scimitar. She sometimes takes the form of a column of burning sunlight.

Sonya is goddess daugther of original sun god who was kind and benevolent god of protection and warriors but she killed her own father in a duel to assume his position. So she is goddess of ambittion, sun and war. She favors bold warriors who take anything they desire by force of arms. She is sister of Sonaris.

Domains: Law, Evil, War, Sun
Favored Weapon: Sunflare (scimitar)

Sonaris, God of Disease and Healing (Chaotic Good)
This god takes the form of a narrow build sickly pale teenage boy. He has straight, sand-colored hair worn in a style that resembles a rooster's crest and his eyes are concealed by dark cloth but when he removes the blindfold (usually sign of his disfavor in visions), his eyes are decayed pits of pus. His skin is covered in a toxic substance and has seeping wounds covered in stained bandages. He is usually portrayed as wearing dirty fur clothes. He carries a quarterstaff for support his frail frame and he can cure and inflict disease by touch.

Sonaris despite appearance is compassionate god of healing and reason for his appearance is thanks for his big sister Sonya throwing him as a child into abyssal layer filled with sick maggots which eated into his flesh and made him sick before his father rescued him. He is god who is prayed for warding away disease and curing injuries and as answer of that prayer he absords the illness or injury upon his own body. Servants of Sonaris are usually either gender who have taken oath to cure anyone without asking for reward and willing endure any hardship to spare someone else from suffering.

However Sonaris is not always kind, as he has inherited his mother's sense of justice and he inflicts disease upon wrong doers as punishment and smites those who harm his subjects with plaques and withdraws his favor in face of injustice. So by this Estorians view disease as divine form of punishment from Sonaris and thus need repent for some crime or sin.

Domains: Chaotic, Good, Healing, Pestilence
Favored Weapon: Walker's Friend (quarterstaff)

Samsara, Goddess of Passion and Luck (Chaotic Neutral)
Goddess takes the form of a beautiful, inhumanly tall curvy maiden. She has curly, neck-length, red hair. and her wide eyes are blue. She has light-colored skin which has golden tattoos and she wears fine clothing made from feathers of peacock. She carries a shield and short spear. She brings good fortune to anyone within range, unconciously. She sometimes takes the form of a peacock.

Samsara is goddess of life's passions; may it be traveling, art, music, carnal pleasures or other life's joys. She is also goddess of luck and so Estorian's pray for her for good luck and also protection from misfortune. But also many Estorian's warriors revere to her instead of Sonya as Estorian's view conflict and war with passion than with calculated cold mind set of a conqueror usually. Despite this though Samsara has not challenged Sonya nor taken active role as war goddess. Compared to rest deities she is not related to them and is thus viewed as stranger in pantheon (albeit some suspect she was secret concubine to earlier sun god and explains why Belzata and Samsara often are at odds). Divine servants of Samsara are widely varied and only one common factor to them is that they travel a lot outside to Etoria (thus reinforce concept that Samsara is outsider entity and other gods divine servants are bit suspicious about her).

Domains: Chaos, Luck, Passion, Travel
Favored Weapon: Luckstrike (short spear)

Madania
Madania was breadbasket of the first empire and it's agriculturally and natural resource wise rich even present era standards and it shows. Madania is populated by gnomes and halflings; halflings in more open plains/meadows and gnomes more in coast and mountains. It's island where thousands of years harvesting and raising lifestock has been done and people had lived in comfort. Compared most other nations, Madania had easy time during Age of Darkness and Destruction as their land lacked any serious monsters and predators. Besides vermin which as most everything; tends grow enormously big. In here cockroaches reach sizes of rhinos literally and cause havoc on farms. But as clever smallfolk they made use some of their giant vermins and made them into beasts of burden, security or even part of military (halfling dragonfly aerial calvary is still most mobile and agile aerial force in present era and feared for good reason). However despite some clever military use, overal Madania's military is very small and driven by volunteers than active recruitment. So in Thousand Conflicts era Madania played defensive game than doing any invasions, but after Thousand Conflicts era the Madania has become growing rich nation thanks their immense export on food and animal (and bug) related products. Unique export being amber which is wonderful construction material for armor, weapons and some technology which needs flexible welding material which is resilient and liquid proof. Also another main export and source of wealth is their mountains where gnome artisans mine for precious minerals and gems.

Besides trade Madania in itself is landscape filled by natural beauty and considering pleasant attitude of locals, it's highly popular spot for tourist to come and relax and enjoy local beverages (Madania beer is among the best as there is and is yet another exported good which brings loads of wealth into pockets of Madania elite which run the trade companies and exporting). Drinking and watching magic TV (read below) for entertainment is highest popular form of local entertainment.

Madanians have pantheism sort religion where they view world and universe itself is manifestation of a god, so thus god (or divinity) excist inside everyone and thus those especially brilliant and gifted are more attuned to their divine self and thus great and thus must be revered and respected. On this mind set Madanian are religious but they hold no churches or rituals, just private meditations but it plays heavily on politics as Madanians are ruled by council made from 'brigthest and most gifted' what Madanians has to offer for themselves. Elections happens once every 100 years and if any members of council die, their replacement is voted on seat duty for hundred years. Overall society wise Madania is conformist; having laws and such based on comforts of the community and society and overall is meant to make life easy and simple with minimum amount of stress besides work related matters. Madanians had suspicions for magic users for long time, not direct discrimination but more subtle ignorance and rejection. But overtime magicians earned their place in society when it came to one important aspect in their culture; communication and entertainment.

So thus bards (or other entertaining minded magician) are by tradition most respected and highest social class someone can achieve. Magical shows are main form of entertainment which is broadcast with magic across Madania and most popular magical shows relate to interview and praising the council members of Madania (magical TV-talk shows). Considering the deep rooted pantheism the general population believes watching these shows, listening their admired icons, they themselves can get more attuned to their inner divine brilliance like these icons and someday themselves perhaps get seat on the council or important position if lucky enough. This technology was later on shared rest of the world and now crystal screen delivered shows, news or other entertainment is delivered.

However there is darker side on this entertainment; magicians who are so highly popular on screen may suffer from stress playing a 'role' all the time. Most cases said role is to be entertaining nice guy, so they go other extreme in private for their own relaxation; in form of using darker magics to manipulate, control, dominate, deceive, trick and humiliate regular people with magic as form satisfy their own inner egos and freedom. Of course this is tried to be kept secret but regularly one scandal or other surfaces around these public figures and besides regular shows the scandal or exposure shows are contesting in popularity.

Deneris (w.i.p)

Ragora (w.i.p)

Wyarm (w.i.p)

Chiss
Chiss was steamy and wild jungle region during first era and on first empire, a stock for exotic fauna and animals which were left freely roam in this entire region based zoo which was originally build in reservation in mind. As cataclysm struck, many wards and warded areas turned off and unleashed the trapped beasts and animals upon local population which was mostly made from nature and peace loving elves. As Age of Darkness and Destruction begun, beasts and wild monsters rampaged and devoured elves and elves had no sanctuary nor safe place to be. Until a archrduid Lenala Rosewood used ancient seed which she found resting in leyline and using druidic magic and channeling power of leyline into it and raised what would be called World Tree, Mygralla in elven tongue. The tree became elves sanctuary and home for coming thousands years.

The elven society became extreme intolerant for arcane magic despite it so naturally flowed to them, any spellcaster found had their hands broken and tongues taken off as punishment from practicing it (if not outright killed if they dared cast even single spell for self-defense). Divine magic and nature oriented magic became the base foundation of the society and growing organically along with their tree home where they build houses and structures which have endured numerous ages and changes. Lenala Rosewood lived well beyond over four thousand years old and founded a royal family; Rosewoods who ruled the Mygralla which society ranking was based on how far up you lived in the tree (root layer being lowest one). As Thousand Conflicts era began, other nations sought to harvest and plunder their land for the timber, plants and animals. Elves, even if they originally they had fled from wilderness onto Mygralla for safety, had taken entirety of their land under their protection and they respected natural forces. So conflict naturally occured.

Elves fought in ranged and skirmish fashion and using animals and beasts they tamed for warfare use. However other nations arcane magic started to overcome their defenses....until forgotten legacy of magi families started whisper and contact to Rosewood next coming monarch, second youngest daugther; Rosalin Rosewood. The magi family aided nation secretly as spies and information gatherers and using shadowy dark magic to cause discord to enemies and became heroes living in the shadow of the war and many attributed their deeds to Rosalin. Rosalin fell in love at one the magi advisers but eventually the family's return and magic was discovered and society reacted; desperate and finding no other way to save her beloved Rosalin by her own choice secretly plotted and succeed murder her elderly mother and through making a false document and fooling divinations with illusions, she was declared as new ruling monarch in the nation and one her first degrees was free magi users from imprisonment (and rejoin with her beloved whom she took as prince consort).

Because of the move nation suffers internal turmoil and even if magi were officially returned there is much scrutinity amongst the population to the magi and more so fear magi taint monarch bloodline with blood of magic from their veins. But thanks close royal support the elven magi are in essence true royalty as well in their homeland, even if distrusted and disliked and have lots of power in their homeland.

Druga (w.i.p)

Rethiss (w.i.p)

Mirgash
Mirgash is rocky mountain filled land of fire and ice, volcanoes and ice fields. It's land of extremes where in first empire underneath the black obsidian mountains dragons (and first empress) imprisoned some horrors which weren't meant to born or surface ever again. When world was torn asunder in Age of Darkness and Destruction, the magi who were responsible overwatch the prison of these forsaken entities became trapped in land where already harsh weather became augmented and further insane upon collapse of the leylines. Their subjects turned against them and drived them away to die and waste away in the harsh wasteland while their subjects worked to counter and undo the wards and break into prison to seek safety from the ravaging storms outside the prison.

But cracking ancient prison was perhaps worst mistake the subjects did as they became targeted by mindflayers, aberrations, abominations and worser as they stumbled upon the ancient wards, cells and prisons full of these entities and foolishly broke the chains which kept these things at bay. The subject (dwarves) fought centuries for freedom from slavery and then start carve homes underneath the mountain. They found abundance of wealth and they started use machines, some which were original concepts build by denizens of the ancient prisons turned against them. Dwarves formed clans and fought amongst each others and then when starting run dry resources, turned to outside world and other nations for plunder with their armored steam powered ships. One grander inventions was development of machine figthers; golems and then through evolution of invention; warforges. Once warforges were developed the dwarves took back seat on all conflicts, become puppetmasters who ran military than walk in front lines and grew lazy and haughty and military ranks became more subject of ego than actual function (you could buy yourself a dwarven military rank, even despite race!). Warforges even to today are more military slaves of dwarves thanks runes carved on their foreheads which subjects them obey dwarven commands and they hold no military rank despite all function wise they are the military. Their ancestor arms and armor became more ceremonial antiques than something they seriously wear and instead focused live life on indulgence provided by machines.

In dwarven culture woman was always someone who supported dwarven male and dwarven male protected the clan and his family. So this gender bias continues on and female dwarf career options are very minimal as they are always expected to marry and be home caretakers and builders than warriors. Only after ending of Thousands Conflicts, the magic clan which was banished ages ago into merciless wilderness? They returned. They had survived but also changed, they wielded powerful warding magic but also elemental magic and they disdained on technology because they saw how their 'ancient subjects' had grown lazy and indulgent upon it. Compared to other magi families the dwarven based magi families are more warrior and extreme survivalist types and disdain from using technology (compared most rest dwarven culture embraces and harnesses it). Dwarves main export are metals, machines and other factory produced products. Import mostly on food, textiles.

Neegard (w.i.p)

Society&Magic (present)
Regular society is based on each nation but overall society is mix of magi ruling upper class (founded usually on wealth or other advantage) and middle and lower classes who make use of low magic items to create society where magic has grown common through magical technology. Of course there is genuine science and technology (mostly on dwarves) but it's often mixed with magic as well (electricity replaced on magic or it conjured and generated by magical means).

The magi are organized into single organization simply called magi organization and it's consist from members of magi families and there is dozens of them. Most revered ones bear mark of dragonmark, while least respected are those who bear aberrant marks. True dragonmarks inherit by blood to next generation (and thus gift of magic) 100% certainly, where as aberrant marks are more chaotic. But there are aberrant marks which had grown 'stable' somewhat and produced magi families who despite rough origins have grown renown because their aberrant mark follows certain theme (fire, death, disease, illusion, transformation etc).

Magic overall as art is exclusive right which is carefully monitored, usually magi families have their own traditions and customs but overall organization rule is that only magi from magi families can use magic. Anyone else who is not licensed or under organization thumbs must be eliminated (which means removal magic powers, imprisoned or killed). Recruitment to organization as individuals is offered only those whose powers are unique and well developed (and individual itself influential and from renown background) while those rare foundlings who start use magic accidentally are given chance for adoption but with absence of adoption elimination comes last option to deal with them. The incidents with foundlings had turned public opinion on magi to negative side but powerless to do so thanks vast and powerful influence of the organization which is based on ten powerful magi families.

List of the families are in below;

Yggdrasil

Yggdrasil is founded on idea on that everyone has right to wield and use magic despite lack of family connection (acknowlegded or otherwise) and thus is family founded on cross-blooded family heirs who bear aberrant marks, bastards with lineage to established magi families or foundlings with aberrant marks. Before house excisted the foundlings had zero chance to survive, but now they have one house where they can likely get in if their willing submit themselves to be slaves to elders who bear most potent aberrant marks and overall house is ruled by seniority than actual ruling bloodline and such.

Because of very nature of aberrant marks the family holds little influence on magi organization nor have much alliances to other magi families, but because 90% all members are adopted they can marry inside the family members more easier and production of their union likely creates a magi. Or not, as is with nature of aberrant marks. But because of their dealings with foundlings and allowing foundlings keep connection to their birth families, this magi family has most positive reputation amongst regular population and are viewed in good light usually despite whatever powers their marks may have and overall are very regular community friendly magi. Only reason why magi organization haven't pushed family entirely out of organization and stopped acknowlegde it is because the elders in family have over generations been very political savy and driven to prove themselves and attained high seats of power in organization despite their aberrant marks; driven there sheer tenancity and skill with magic and thanks their chaotic marks are driven think outside the box and develope unorthodox magical techniques.

Rosewood

Albeit this magi family originally started as elven royal family and was later inflitrated by magi family (bloodline wise), but now in present era and time Rosewood family have become established magi family which magic flows true thanks bearing dragonmark of Shadow. Their dragonmark allowing using shadowy illusions and divinations spy on their opposition has given them suppreme field in knowlegde and espionage and it served family well when it played critical role during Thousand Conflicts era.

Family is founded on Lenala Rosewood and Valen Rosewood, both of which are alive still albeit retired from daily routines and moved spend quiet retirement days in peace and in love much as they can. Lenala was not magi and so family is not opposed to marry non-magi so long they are elven in descent and are from noble family origin wise (as means establish connections to noble families who are disgruntled and dislike the magi still from the scandal from the union and correctly assumed rumors that Lenala murdered her own mother to get onto throne and save her beloved).

In present society wise Rosewoods display themselves as charming ambassadors, playful entertainers and renown crafters but keep their secret magical arts of spying and deception (information gathering) to known exclusive few outside their family.

Comet

This aberrant bloodline was established by Marcus Comet, a half-elf aberrant sorcerer during Thousand Conflicts era. Marcus Comet was powerful warmage who earned repute and rank with his destructive and fiery magic, after years of service he was given noble title and he acquired some land and established his house name. He had children by marrying a another magi, a sorceress with fiery magic and end result was children with aberrant marks which were themed around fire. Marcus himself possessed a exceedingly rare Khyber category mark (opposite of Siberys mark) which allowed him conjure meteors from the sky (so thus family name and family magi mark). So he saw potential his family could maintain the 'theme' so long other partner had close connection to fire element.

So this naturally led the future generations children were married only to magi who had fire based powers and it eventually stabilized the mark so that it got some uniform fiery form albeit never same per individual nor same powers neccesary per generation. But so long it was fire or fire related it passed as genuine family 'brand' so to speak. To this date family still follows on as professional battle magi, magi who specialize using magic in battlefields and on war even if Thousand Conflicts era has ended and is one stronger determined families who have strong confidence to win Holy Grail War.