Haven's Passage [Dark Fantasy, Loose System; Interest Check]

Started by Diesel Heart, March 17, 2020, 08:40:11 PM

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Diesel Heart

Haven's Passage
A Tale of Refugees


Disclaimer Section
· I, the Gamemaster, will be using Dungeons & Dragons 5th Edition as a foundation for the game's universe with some alterations. However, this is not intended to be a Dungeons & Dragons 5th Edition game, but it will have a small, loose system.
· The rules presented below are subject to change as necessary to facilitate mutual enjoyment of the game by all parties involved. I also reserve the right to interpret the rules on a case-by-case basis in the event of disciplinary action being taken.
· While this game will have multiple threads to enable people's optimal enjoyment of the game, the main storyline thread will be based on a turn order.  Because of this, I am expecting at least a weekly posting rate in the main storyline thread.




    Welcome, prospective adventurer, to the continent of Haileone (pronounced hail-e-own). Like others, it is a place with a rich history molded by the victors of the several conflicts that have taken place throughout the ages where diversity in races proliferate its settlements and monstrous creatures inhabit the darkest and forgotten reaches. You are a relatively young refugee from the small town of Hillsborough seeking safe haven in a broad borderland named Carcer Vale to escape the subjugation of an invading force threatening to conquer your home kingdom. With little but the clothes on your back and what you could manage to stuff into a sack, you have traveled for several days and now the edges of the Hurstvic Forest rest ahead of you at dusk. Knowing a few more days journey awaits you, the rumors of the haunted woods begin to set in but it is far too late to turn back. The King's lack of response to conquest was the nail in the coffin for most of those traveling with you. Forward is your only option. Will your skills be enough to survive the hardships of the forest? Will Carcer Vale be bountiful enough to harbor you and your kin? The only thing certain right now is that your story has only just begun. What decisions will you make to shape the future for the next generation?


About The Setting


World's Core Assumptions

  • The World is Untamed. Despite the various settlements dotting the landscape, what lies beyond is full of wild regions that very few have ever seen.
  • The World is Ancient. Very few places untouched by imperial grandeur or decay exist. The knowledge of long-lost settlements that have risen and fallen in the past are now legend spoken in folktale or myth.
  • The World is Magical. Practitioners of magic are rare and relatively few, but they leave evidence of their craft everywhere. Beyond the realms of civilization are caches of magic items guarded by magic traps, magical creatures, and magically constructed dungeons.
  • The World is Spiritual. Everything, from the mountains to the rocks, the oceans to the creeks, the sun, the moon, a fighter's ancestral sword, and every mortal creature, has a spirit. All of these objects, and the spirits that inhabit them, are sentient, though some are more aware, alert, and intelligent than others. It is the spirit's existence that religion and certain laws draw from.
Magic

How Magic Works
Existence is permeated with a magical essence full of limitless, potential energy lying dormant in all things. Every rock, stream, creature, mute and mindless will, every bit of matter itself, and every elemental manifestation contains this energy. Mortals have studied it for time immemorial and much of it remains shrouded behind mystery and ignorance to the bulk of the world's population as well as the most learned of scholars. Rudimentary knowledge taught to those able to afford the education know three fundamental facts.

  • Mortal life is unable to directly control, create, or destroy this raw power, although they have learned means to manipulate or call upon it through the spiritual beings that perforate all things.
  • All extraordinary feats depend on the spiritual beings, and there are currently two known methods to utilize them.
  • Some spirits have acquired a vague sense of sentience, capable of shaping the fate of the world or growing in intelligence.

How Casting Works
There are two types of individuals that can perform spells using the essence of spirits, the Invoker and the Evoker. The Invoker relies more on the veneration of spirits and utilizes prayer as the means of being bestowed such power. They often serve as the spiritual counselors, leaders of certain tribes, and focus their efforts more toward the alleviation of sorrow, pain, and taint that plague the world.  The Evoker relies more on an intuitive understanding of the spirits and harbors a connection that enables them to summon such power into being, often associated with emotional outburst or learned application. Due to their nature, they are legally required to carry proof of registrations.

Despite their differences, neither type of caster is limited in how they choose to conjure up desired effects. Each are capable of making wounds disappear, conjure fire in their palm, or cause grass to grow. The only restrictions rest in the individual. It is often referred to as Faith for the Invoker, whereas it is referred to as Will for the Evoker. Nonetheless, most casters choose to follow one of 3 Disciplines.

  • Abjuration. The emphasis and intent behind Abjuration is to repeal or do away with. This is often classified as spells that create forms of protection, but also includes spells that mend wounds or placate a creature's mind.
  • Conjuration. The focus of Conjuration is to create something from nothing. This is primarily considered the production of elemental power, but it can also be used to create objects, floral life, or even other creatures.
  • Divination. The purpose of Divination rests solely in acquiring information, often by seeing glimpses of a spirit's memory. This can be used to foresee potential futures, gain insight into the past, or even discern present events.

Religion

The Basis of Worship
Religion is both loose in terms of its tolerance and malleability, but it also strict in its fundamental focus and heavily influences the daily lives of Haileone's populace. Every individual is at least aware of the spirits that surround them and it is extremely rare to find an individual offering allegiance to a single spirit. Instead, an individual gives prayer and sacrifice to different spirits at different times as appropriate to the situation. A pious woman will make a daily prayer and offering to her ancestors and the spirits of her house and land. A pious man will make regular petitions and occasional sacrifices of incense to local spirits of his culture or region, such as those to a forest surrounding his village. Even with such piety, he or she remains tolerant as most spirits care not to whom is offered sacrifice so long as they receive just due. New spirits spread through the land, typically winning adherents but not converts and it is often that people incorporate new spirits without displacing old ones.

The Hearth
Across Haileone, there is a worshiped set of consecrated spirits that were elevated long ago to be the people's mutual ancestors which are referred to as "The Hearth". Although the level of veneration varies from individual to individual, these spirits are the only ones to inspire annual days of worship. Collectively, they are always given respect, prayer, and offering on the first day of every year. Individually, they each have a day dedicated to themselves that are considered just as important.

  • The Patron. Often seen as the example in which all men should aspire to be, it is believed that The Patron is responsible for the continuance of civilization, man's ability to endure the hardships of war, and the people's ability to make sound judgements.
  • The Matron. Viewed as the exemplary standard all women are able to become, it is believed that The Matron cares after her children by promoting the fertility in women and creating the means in which crops and life grows.
  • The Virgin. Esteemed in the eyes of those that wish to create or show affection and beauty, it is believed that The Virgin holds the power to instill purity such as cleanliness, innocence, and the means to express one's self.
  • The Sage. It is said that the pursuit of intellectual capacity is a virtue, and it is believed that The Sage is held accountable for that gift.
  • The Soldier. Regarded as the foundation of military might, it is believe that The Shield is the muse behind athletic achievement, martial prowess, and the precepts of courage and bravery.

The Sins
Serving as the counterparts to The Hearth, the Omens are a reviled set of descrated spirits that were designated as taboo by the Council of Kings. Proof of veneration toward these spirits is subject to punishment or even death. Although Haileone makes efforts to purge their existence from the records, remnants have been found from time to time.

  • The Tyrant. The existence of unchecked ambition, the desire for conquest, and the potential for maliciousness is believed to stem from The Tyrant. This spirit is considered the embodiment of hubris.
  • The Spy. The concept of secrecy and deceit is said to originate from The Spy. This spirit is considered the embodiment of avarice.
  • The Bloodmonger. The principles of suffering and the means to proliferate it are believed to be of The Bloodmonger's design. This spirit is considered the embodiment of gluttony.
  • The Feral. The means that nature becomes destructive is born from The Feral according to the spiritual leaders. This spirit is considered the embodiment of wrath.
  • The Harlot. The allure of flesh and the potential for adultery as well as overpopulation is believed to stem from The Harlot. This spirit is considered the embodiment of fornication.

The Laws of Haileone

Within Haileone, two sets of laws were created by the Council of Kings in the Second Age. The first is the 'Spiritual Law' which serves to facilitate care and harmony with the spirits. The second is the 'Laws of Civility' which serves as a basis for hospitality and societal progression.

Spiritual Law
Unlike the Laws of Civility, Spiritual Law is considered absolute and unforgiving, and it serves two key purposes. First and foremost, it is a created standard of respect toward the physical manifestations of spirits that all are required to follow. Secondly, it places regulations on spellcasters to prevent overzealous abuse that can damage or corrupt the spirits. It is stated by Spiritual Law, that is it paramount for all to care for the environment like The Matron, honor the ancestors like The Father, and respect one's personal health like The Virgin. It is also believed by the religious leaders that the majority of spirits are neutral, sentient aspects of the universe that contain the potential to be consecrated or desecrated. A consecrated spirit ascends into a more powerful and influential state that is benevolent, such as those in the Hearth. This also creates celestial spirits. A desecrated spirit descends into an equally powerful and influential state that is malevolent, such as The Sins. This also creates infernal spirits.

In Spiritual Law, the act of desecrating a spirit is a punishable offense and those that choose to violate such a sacred foundation are no longer entitled to joining his or her ancestors. To facilitate this, castration is a common practice as well as servitude toward the ancestral line they violated is the only means of redeeming a corrupted spirit. Only the most high of offenses is punishable by death such as acts that corrupt many spirits at once or the practices that work with corrupt or devoid spirits directly. The death penalty is always a public event and often falls on the criminal's peers to redeem or condemn his or her spirit. Those that are condemned are executed by drowning in consecrated water so the spirit can remain neutral upon death. Those that are redeemed are executed by hanging so the spirit can simply leave the body upon death.

  • The Spirits of the land provide you the means of survival and it is a gift of The Matron. Therefore, you are required to provide for them in return by exercising care of the land's natural splendor. Those found guilty of extensive destruction of the environment will be publicly executed.
  • The Spirits of your ancestors provide you guidance and protection from the corrupted and they are a gift of The Patron. Therefore, you are required to protect them in return by exercising care of your family's shrine. Those found guilty of violating another family's ancestral shrine will be forced into serfom after castration to the victimized family.
  • The Spirit of yourself provides you the means of intelligence and longevity and it is a gift of The Virgin. Therefore, you are required to dictate its ascension of descent and must exercise care of your body's health and integrity. Those found guilty of the study or practice of arts that violate another's body will be forced into serfdom after castration to the victimized individual.
  • The Spirit of the body leaves upon death to join its ancestors. A corpse, be it humanoid, beast, or monstrosity, is to be cremated within 24 hours. Those found guilty of neglecting to do so will be publicly executed.
  • The undead are without spirit and is, therefore, a blight. Those found guilty of the study or practice of arts that use undeath will be publicly executed.
  • The Spirits are of free will. Therefore, you are forbidden from forcing them into servitude. Those found guilty of enslaving a spirit will be branded, castrated, and condemned as heretics.

Laws of Civility
The Laws of Civility were made to provide a foundation of behavioral standards that all citizens of Haileone should adhere to. Although there is a core that is mutually shared among the sovereign states, some have made an addendum, modifications, or go so far as to abolish certain core tenants.

  • Taxation is to the benefit of the sovereign state's ability to care for the land and to provide shelter and security to its citizens. Those found guilty of not paying taxes will be forced into serfdom to the sovereign state to do menial labor for five years.
  • Practice hospitality to your neighbors and foreigners while remaining loyal to your monarch, nobleman, and knights. This enables the preservation of peace. Those found guilty of disrupting the peace will be fined with each repeated offense raising the fine's price.
  • All citizens are entitled to the ability to barter, choose a spouse, speak freely so long as it does not slander a monarch, and publicly celebrate so long as peace is not disrupted. Those found guilty of slandering a monarch will be fined with each repeated offense raising the fine's price.
  • The act of theft or violation of a Borrow Contract will be publicly mutilated by the removal of a finger for each offense. The only exception is when the theft in question is from the crown. In such a case, the criminal will be mutilated by the removal of a hand.
  • The act of assault will be punished by public beating by the victim or a chosen representative.
  • The act of accidental homicide will be punished by forced serfdom to the victimized family, but will not be castrated.
  • The act of premeditated homicide will be public execution.
  • The act of intercourse with the dead, livestock, those under the age of 16, or another's spouse will be castrated.
  • The act of cannibalism will be public execution.
  • The act of carrying weaponry or poison within a walled settlement owned by a monarch must obtain a permit. A Permit must be renewed daily through an adjutant.
  • The act of Invoking within a walled settlement owned by a monarch must obtain a clerical rite granted by an ordained bishop.
  • The act of Evoking within a walled settlement owned by a monarch must obtain a casting rite granted by a Court Evoker.



Hello, writers of Elliquiy! I present to you a homebrew setting I have been working on for a bit of time now and I wanted to extend it to the community to see if people would be interested in partaking in it. I intend to have character sheets and the loose system designed for when enough interest is gauged by you all, including more information about the setting such as locations, names of important people the character would know, timeline of events, and more.  The information above is largely metagame knowledge that you, as the player, should know. The information yet to be revealed is what your character could possibly know. The initial idea is that your characters all come from the same small town so a lot of knowledge about the world is relatively limited, you see?

Anyways, please let me know if you are interested, have any questions about the information already presented, or anything else pertaining to what I hope to be a wonderful, collaborative experience.

AribethAmkiir

The setting is definitely interesting. I know you were waiting to see if you'd get interest before revealing more of what you have, but presenting that information and showing this is a game ready to play may generate more excitement.

I really like what you've got so far.

Ghrymhawke


Carly

interesting.

one question:

homicide laws : Does this only relate to laws when at settlements only ? Soldiers would have to kill, and I thought adventurers would too.


Diesel Heart

#4
Quote from: Carly on March 24, 2020, 10:40:41 PM
interesting.

one question:

homicide laws : Does this only relate to laws when at settlements only ? Soldiers would have to kill, and I thought adventurers would too.

The laws are applied to civilians and yes, the laws are typically enforced only when in the domain or walled settlement of a placed owned by a sovereign state. I did it that way to allow more plot potential and character creation freedom.  Adventurers are considered mercenaries in the eyes of the sovereign states. So the law's a legally gray area. To me, that makes choices matter so much more.  Obviously there's loopholes, but it gives me the chance to play the legal side of things if things are decided a certain way.

Edit: It should also be noted that it's premeditated homicide specifically. Self-Defense is not listed in the laws, so that's the 'gray area'.

Carly

would there be known enemies of the state that can be attacked on sight without repercussions ? even if it isnt self defense ?

Diesel Heart

Quote from: Carly on March 25, 2020, 08:55:36 PM
would there be known enemies of the state that can be attacked on sight without repercussions ? even if it isnt self defense ?

Things that are not considered "people" by the sovereign state, such as monsters.  In addition to that, people that are identified (with proof) as worshipers of The Sins.

Carly

thanks for answering my questions.

this is an interesting idea. And well fleshed out so far.

What smut level were you thinking of it having ?

Diesel Heart

Quote from: Carly on March 25, 2020, 10:46:56 PM
thanks for answering my questions.

this is an interesting idea. And well fleshed out so far.

What smut level were you thinking of it having ?

In the main thread, I was hoping to avoid it. But I was going to allow threads on the side where it's possible. If I was to put a ration, I'd rather have an 80/20 in favor of story.

Arcanist

Choice is but an Illusion. Consequences are however real.

Kit


noric

Apologies if this is necro'ing a thread..but I also have an interest.