The World of Star Dancer, Voyages of the Emerald Wind - Setting Information
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		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: BlackStone on 22-02-2015, 05:51:34</h2>
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				Title: <strong>The World of Star Dancer, Voyages of the Emerald Wind - Setting Information</strong><br>
				Post by: <strong>BlackStone</strong> on <strong>22-02-2015, 05:51:34</strong>
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				In the beginning all was at peace, all was in harmony.&nbsp; &nbsp;The three within the three, three worlds circling the sun called Rau, the all father, creator of light and beginnings.&nbsp; &nbsp; The three planets were known as the siblings, Adon, Adlana, and Cryus.&nbsp; &nbsp;Upon each world was known as the three, the over world, the word that is, and the underworld, all living in harmony with one another, all following the same path from time immortal.&nbsp; &nbsp; They had all forgotten about Rau's brother however, and where Rau is the creator of all, Tyrus was destroyer of all,<br><br>Tyrus, he of the black void, the eternal hunger, the consumer.&nbsp; &nbsp;It was he that caused the Cataclysm, the near destruction of all.&nbsp; &nbsp; He conspired to his offspring, begotten with him and the Goddess, Gaelia, the one that breathed life into Rau and Tyrus' creations, the one that ruled over the world that was now.&nbsp; &nbsp;Where Rau's children inherited the over world, it was Tyrus's children that were given (sentenced and locked away he had whispered into their ears) the underworld.&nbsp; &nbsp;Rau and Gaelia ignored Tyrus, not seeing him as a threat till it was much too late.<br><br>The underworld rose, and Tyrus children broke free of their prisons, and in doing to murdered and killed Gaelia's children, Adon, Adlana, and Cryus.&nbsp; &nbsp;All three worlds were torn asunder, cast to the dark void, no longer following their perfect orbits and patterns about Rau.&nbsp; &nbsp; The know skay and space as everyone knew it was cracked and tossed aside to become a seething chaos of rock and lands dangling in Tyrus' void, ripe for his plundering.<br><br>War was fought, and it was only with the sacrifice of the old gods that life was still even possible.&nbsp; &nbsp;The children of the three gone, just as the three that were three were gone of this age, never to be seen again.&nbsp; &nbsp;The time of the old gods passed, and in its place new gods rose and were born, each to tender to their piece of land, blessed (or cursed) with the energies of all three to continue to support life.<br><br>The largest of the landmasses remaining was called Azureth.&nbsp; &nbsp;The Sundering paid no mind to empires or people.&nbsp; Entire kingdom and nations torn to hundreds of pieces, no longer in touch with one another, no longer to support one another.&nbsp; Such was the way of things,and as a result the lands of many cultures and people were thrust upon one another where before they have lived separately.&nbsp; &nbsp; Azureth survived better than many cultures, their lands nearly intact.&nbsp; &nbsp;So the Empire of the Bight Light was founded, and soon all people and cultures were one with the Empire.&nbsp; &nbsp; The Empire of the Bright Light has stood for well over a thousand years since the Sundering.&nbsp; &nbsp;Life went on, but once more the same mistakes were being made, as out in the dark void, Tyrus still lived, Tyrus still hungered, and was not done with his plot ans schemes, not by half.
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				Title: <strong>Re: The World of Star Dancer, Voyages of the Emerald Wind - Setting Information</strong><br>
				Post by: <strong>BlackStone</strong> on <strong>22-02-2015, 05:54:04</strong>
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				Here is a bit of background to help assist you the players to come up with your characters and background.<br><br>Azureth is an Empire, and it is a match up of Roman Republic and Imperialism mixed with some Japanese feudalism and notions of honor.&nbsp; &nbsp; For races, all basic races are allowed and would decent from the provinces of Azureth.&nbsp; &nbsp; The Imperial Dynasty are my own spin on Half-Elves.&nbsp; &nbsp;The Aquila clan is a mash up of half elves and Japanese race, but unlike half-elves this race breeds true no matter who the other parent was.&nbsp; &nbsp;In other words, if the other parent is elf or human, the offspring would still be half-elf.&nbsp; <br><br>There are six clans in Azureth, all having a totem animal.&nbsp; &nbsp;Each clan holds a province in the Empire.&nbsp; The Accipiter (Hawk) and the Leonis (Lion) are the provinces controlled by the elven race (no Drow).&nbsp; &nbsp;The other clans are human controlled and are Aprum (Boar), Cervus (Stag), and Ursa (Bear).<br><br>The government has a caste system much like the Roman Empire, Imperial Dynasty sits at the head of the caste, after that come the High Lords, who control each province, then Senators, and after Senators the nobility, then Citizens, freemen, and finally slaves.&nbsp; &nbsp;Your characters can come from any caste save the Imperial Dynasty.<br><br>The government is much a mix and match Republic feudalism.&nbsp; &nbsp;There is an Imperial Senate that debate and create governmental regulation and laws.&nbsp; Trade and commerce are controlled by guilds, with guilds regulated by the Senate&nbsp; &nbsp;The Emperor controls the Imperial Legions and Navy, enforces the laws, and can overturn laws passed by the senate.&nbsp; &nbsp;An Imperial Magistrate serves for the legal system, with laws heavily in-favor of Citizens and higher castes.&nbsp; <br><br>When it gets to the provincial government, it becomes more a feudal system.&nbsp; &nbsp;Every major city has a Lord or Lady that is the government, and all the Lords and Lady owe allegiance to the High Lords.&nbsp; Villages and towns are normally overseen by a Governor, a Freeman appointed by the Lord and as such as long as he holds that office he has all the rights as if he were a Citizen. <br><br>Magic is governed and regulated by the Imperial College of Acarnium.&nbsp; All schools of magic, save necromancy, has their own official "school."&nbsp; &nbsp;There is also a branch of mages attached to the Legions called the Impetuim.<br><br>Technology of Azeruth is early steam punk.&nbsp; &nbsp;Primitive fire arms and steam engines are put there, but very rare and extremely expensive, as is basic electricity.&nbsp; &nbsp;Only High Lords Keeps and the Imperial palaces have electricity.<br><br>The military of Azureth at the high level are the Imperial Legion and Navy.&nbsp; &nbsp;The commander of all the Legion is the Praetor, and the Commander of the Imperial Navy is the Grand Admiral.&nbsp; &nbsp;Each legion is lead by a General, each fleet by an Admiral.&nbsp; &nbsp;There are a total of twelve legions in Azureth.&nbsp; &nbsp;Six of the twelve are provincial legions and report to their respective High Lord and are tasked with the protection of their province.&nbsp; A provincial legion has a strength of one thousand men, the Imperial Army legions, 5000 men.&nbsp; <br><br>One of the Imperial Legions are the Acqualius, irregular forces that use giant eagles in combat.&nbsp; &nbsp;They are considered the elite of the legion and have the most difficult training.&nbsp; This legion is broken down to wings and flights, where a flight is one eagle and five Acqualians.&nbsp; &nbsp;A typical team of Acqualians is a commander, a war priest, an Impetuim, a sniper, and alchemist.&nbsp; &nbsp;There are a total of five hundred or so Acqualians.<br><br>The royal navy has three fleets.&nbsp; &nbsp;There is the merchant fleet that is responsible for trade, there is the first, second and third fleet, which control the inland water ways to the north, east, and west of Azureth.&nbsp; &nbsp;Each fleet is roughly made up of fifty or so ships, the majority are simple battle schooners, and about ten frigate sized sail ships.&nbsp; Each fleet also has frigate that can carry up to five flights of Acqualians, and one dreadnaught, an iron clad heavy frigate.&nbsp; &nbsp;The dreadnaughts rarely sail from their home ports as they cannot survive in rough seas.<br><br>The final fleet is the space fleet.&nbsp; This fleet is the smallest as there is no more than fifteen ships.&nbsp; &nbsp;These are the Star Dancers, which your characters will be a crew of.&nbsp; &nbsp;So far only the star dancer class is deployed.&nbsp; &nbsp;There is development of frigate type class of Star Dancer (Star Lance) and one ship to carry and deploy one Wing of Acqualians (Star Talon).&nbsp; Star Dancers are spelljamming ships with very early helms.<br><br>Star Dancers are twenty ton class spell jamming ship that is steam line in shape.&nbsp; &nbsp;It has three decks.&nbsp; &nbsp;Upper deck is the bridge as well as the light bombard cannon.&nbsp; The cannon is able to rotate its firing arc.&nbsp; &nbsp;I cannot fire directly forward, but can all other directions.&nbsp; &nbsp;It takes a crew of four to rotate the cannon 45 degrees per combat round.&nbsp; &nbsp;The main deck contains officers quarters, helm, captain's quarters, and iron throwers (medium ballista) at the fore of the ship.&nbsp; &nbsp;Lower deck has the galley, crew quarters, crew lounge, and cargo hold.<br>
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				Title: <strong>Divine Details</strong><br>
				Post by: <strong>BlackStone</strong> on <strong>22-02-2015, 05:54:46</strong>
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				In the world of Star Dancer for the Divine sphere, there are three Arch-Powers and nine greater powers.&nbsp; &nbsp; The Acrch-Powers are Rau, Gaelia, and Tyrus, with Rau the aspect of Good, Gaelia Neutrality, and Tryus Evil.&nbsp; &nbsp;Rau had three children with Gaelia, as did Tryus.&nbsp; &nbsp;These became the Gods Above and the Gods Below.&nbsp; &nbsp;Gaelia then took soil and seed from the three worlds and from that and with the blood and seed of both Rau and Tyrus, created her three Gods of the Land.&nbsp; The Arch-Powers do not grant their follower Divine magic or power.&nbsp; &nbsp;The people of their creations are generally unnoticed, as they are the creations and children of the Greater Powers.&nbsp; &nbsp;It is from them that the Greater Powers draw their influence and power.&nbsp; While their might be temples dedicated to the Arch Power, the priests and priestesses of those temples and churches wield no Divine power in those Arch Power's name.<br><br>The Pantheon of Good are the children of Rau.&nbsp; &nbsp;They are Dao, God of Light and Purity; Celene, Goddess of Love and Compassion; and Jedicar, God of Law and Order.&nbsp; &nbsp;For Clerics of these gods, here are their Domains.<br><br>Dao: Air, Fire, Good, Light*, and Nobility<br>Celene: Charm, Healing, Luck, Repose, Water<br>Jedicar: Good, Honor*, Law, Protection, War<br><br>The Pantheon of Neutrality are the children of Gaelia.&nbsp; They are Eila, Goddess of Nature; Raela, Goddess of Magic; and Shemeron, Good of Knowledge.&nbsp; For Clerics of these gods, here are their Domains.<br><br>Eila: Animal, Earth, Plant, Water, Weather<br>Raela: Destruction, Magic, Rune, Thought*, Wards*<br>Shemeron: Artifice, Community, Knowledge, Travel, Trickery<br><br>Finally the Pantheon of Evil are the children of Tyrus.&nbsp; They are Dys, Lord of Fear and Tyranny; Lashia, Goddess of Pain and Strife; and Tyron, God of Death.&nbsp; For Clerics of these gods, here are their Domains.<br><br>Dys: Chaos, Evil, Darkness, Madness, Strength<br>Lashia: Blood, Deception, Evil, Lust, Murder<br>Tyron: Destruction, Death, Law, Loss, Magic<br><br>Each of these gods have their own demi-powers and extra-planars to assist them, but none of them have any formal Church or enough followers to gain Divine Influence.&nbsp; The * notes Sub-Domain as found in the Advanced Player's Guide, pages 86-97.
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			<dt class="postheader">
				Title: <strong>Elven Lands</strong><br>
				Post by: <strong>BlackStone</strong> on <strong>24-06-2017, 23:00:26</strong>
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				In the beginning all was at peace, all was in harmony.&nbsp; The three within the three, three worlds circling the sun called Rau, the all father, creator of light and beginnings.&nbsp; The three planets were known as the siblings, Adon, Adlana, and Cryus.&nbsp; Upon each world was known as the three, the over world, the word that is, and the underworld, all living in harmony with one another, all following the same path from time immortal.&nbsp; They had all forgotten about Rau's brother however, and where Rau is the creator of all, Tyrus was destroyer.<br><br>Tyrus, he of the black void, the eternal hunger, the consumer.&nbsp; It was he that caused the Cataclysm.&nbsp; He conspired with his offspring, begotten with him and the Goddess, Gaelia, the one that breathed life into Rau and Tyrus' creations, the one that ruled over the world that was now.&nbsp; &nbsp;Where Rau's children inherited the over world, it was Tyrus's children that were given (sentenced and locked away he had whispered into their ears) the underworld.&nbsp; Rau and Gaelia ignored Tyrus, not seeing him as a threat till it was much too late.<br><br>The underworld rose, and Tyrus children broke free of their prisons, and in doing to murdered and killed Gaelia's children, Adon, Adlana, and Cryus.&nbsp; &nbsp;All three worlds were torn asunder, cast to the dark void, no longer following their perfect orbits and patterns about Rau.&nbsp; The know sky and space as everyone knew it was cracked and tossed aside to become a seething chaos of rock and lands dangling in Tyrus' void, ripe for his plundering.&nbsp; War was fought, and it was only with the sacrifice of the old gods that life was still even possible.&nbsp; The children of the three gone, just as the three that were three were gone of this age, never to be seen again.&nbsp; The time of the old gods passed, and in its place new gods rose and were born, each to tender to their piece of land, blessed (or cursed) with the energies of all three to continue to support life.<br><br>The world of Adlana was once home to all Fae, both light and dark, High Fae and Minor Fae, all had a place upon Adlana, until the Cataclysm.&nbsp; Split into dozens and hundreds of islands, entire empires, kingdoms, and nations were torn asunder, once prosperous and flourishing lands in their own way be it light or dark were tossed into chaos never ending.&nbsp; One of the pieces of Adlana held the remains of Aran-o-Seere Lussa, the eternal lands of the Light Elves, and Tulshar d'Oirna Jusron, empire of the Drow. <br><br>The Cataclysm caused more of a destructive change in d'Oirna Jusron than in Aran-o-Seere Lussa.&nbsp; Lloth, Queen of Chaos, once banished had returned to the Drow, and the once peaceful dark elves returned to their xenophobic and blood thirsty ways of old.&nbsp; A civil war gripped the Land of Eternal Night, and by the end, the followers of Lloth ruled, and the Empire of Eternal Wrath, Tulshar d'Oirna Jusron, was born. Tulshar d'Oirna Jusron was not content to sit within its own borders.&nbsp; Once the Priestess and Great Houses had consolidated their power, they turned their eyes towards Aran-o-Seere Lussa.&nbsp; The once peaceful Light Elves had to relearn the arts of destruction and war.&nbsp; These Chronitics tell the tale of the end of what history now calls, the Fate War.
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