Showing posts with label enzada. Show all posts
Showing posts with label enzada. Show all posts

Saturday, August 20, 2022

The Dreadfire Nebula Exanse and the World of Enzada

 The following is a brief introduction to the region of space around the World of Enzada, and the subject of discovery and exploration for (of all systems) the OSE game I am running. Right now they're still on Enzada, for the most part, but they are on the cusp of moving on to a much more rigorous space adventure. 

An Introduction to the Dreadfire Nebula Expanse

The mysteries of the galactic civilizations around the world of Enzada start with a region called the Dreadfire Nebula Expanse, which includes the Commonwealth, a coalition of independent worlds that united under a sort of "United Planets" charter to provide common protection and civil services across dozens of colonies. The main hub of activity is in the Seven Pillars region, a part of the Nebula known for spectacular gaseous formations called the Seven Pillars, where a dozen or so planets are the center of trade and commerce. Spinward from the Commonwealth is the Border Sector, where mostly independent colonies and free worlds can be found. Beyond that is the Hexen Expanse, a vast sector of unclaimed territory that used to be comprised of the Aon Empire, which collapsed about a century ago due to internal civil war, and left a vast swathe of unclaimed and uninhabited worlds in its wake, many devastated by the necrophage virus which was believed to be a superweapon that got loose.

A noteworthy mysterious region of the Dreadfire Nebula is known commonly as the Hub System, and is one of many worlds stretching deep into the heart of the sector that show evidence of the ancient race called the Shapers, going back at least one million years. The "greys" can be found here, or evidence of their remains, often on abandoned orbital stations. They are believed by some to be genetic descendants of the original shapers. The people on the mainworld (Enzada) call the Shapers the Sky Builders in their local beliefs. Enzada is one of a handful of worlds classified as "Anomalous" in the Shaper worlds of the region, as each one exhibits unique properties due to ancient Shaper technology that warps local physics in strange ways, allowing for what is known as magic to prevail. Magic is different from psionics in subtle ways, and considered more powerful, as it messes with higher-dimensional quantum states but is influenced by psionics and the lost technology of the Shapers. Beyond that, not much is understood about Shaper worlds, as most are considered off-limits by the Commonwealth except for academic study, and Commonwealth rules do not allow advanced technology to be placed in the hands of pre-stellar civilizations that are not ready to join the galactic community. Uplifting a pre-stellar world is considered a high crime in the Commonwealth. 

The one colony in Hub System is known as Academy-992 on the dwarf planet Ceremos, a way station and academic center run by the Commonwealth Scientific Academy of Research and Discovery (CoSARD). It's been there for three centuries now, since before it was a research station and was just a freeworlds port, and was previously dominated by salvagers and relic hunters until the authorities took it over about eighty years ago. The Commonwealth didn't grow into its current state until the Aon Empire collapsed, but on inheritng swathes of unclaimed territory once held by the Aon Empire, the Shaper Worlds posed a conundrum. The mystery of why the Aon Empire regarded the Shaper Worlds as off-limits has not been revealed, and the Commonwealth authorities decided to hold the same restriction, but with limited academic study, to see if they could figure out what the Aon Empire knew that they don't. Academy-992 on Ceremos caters to this careful research, and also still allows for local belter mining and relic hunting, but only on the ruins of salvageable relics, stations and artifacts on the other uninhabited worlds of the system, or the derelict orbital platforms around Enzada (of which there are 136 considered “fair game.”)

Five orbital stations are classified Anomalous-High Risk, and each contains what appears to be a manifestation, possibly pan-dimensional, of the anomalies locals call the Star Gods. These interstellar beings are difficult to approach and study, and appear to have exerted some influence on the religious beliefs of the world below. Only a few other planets in the galaxy have such creatures present, and researchers are convinced they are either higher-dimensional entities partially manifesting in our lower dimensional spaces, or are much older than anyone can imagine, possibly being precursor species that predate the age of the current Universe; the end product of post-Kardashev Type III civilizations that survived the collapse and rebirth of a prior universe. Either way, they are considered off limits to approach and all attempts at contact have been fatal.

Last Item of note is that the center of the Dreadfire Nebula is an immense star-cluster known as the Maelstrom, where a gigantic black hole is in the process of ripping apart a trinary star system. The dense cluster of stars is where the old empire's secret shipyards are believed to have been stationed, along with their top-secret weapons program. Multiple powers in this region of the galaxy are interested in finding this vestige of the empire if they can; and it is ostensibly part of the "Shaper Anomalies" so doing so requires Commonwealth approval or going rogue. 


Friday, January 5, 2018

Starfinder Campaign Ideas Take 3: Exploring the Conarium Expanse (An expansion on the universe of Enzada)

As I continue to toy around with Starfinder I have worked out one more "starting point" for a setting. This one specifically does not require reinventing anything currently in the game, presumes that somewhere in the galaxy are the Pact Worlds, and keeps everything suitably ambiguous....there's not a lot of assumptions about this universe at this point outside of the basic outline below.


Exploring the Conarium Expanse

Premise: Current year is 8,850 years since the dawn of the era of spacetravel, roughly, but usually called the year 3,200 of the Old Karthan Empire. The Old Karthan Empire could be considered a region of space in the unexplored frontier far from the Pact Worlds (so typically base travel to this region is at least 5D6 days).

The Conarium Expanse

The Conarium Expanse is a region of space in the Frontier of the Galactic Rim (the Vast in Pact Worlds terms). Its dominant human controlled system is the Enkannu system, which was the first colonized world in this expanse.

The Conarium Expanse was first found by human scouts and settlers approximately 1,100 years ago, but little headway was made due to the dangerous nature of local uncharted space and hostile local species. Enkannu is the heart of the human center of trade and commerce, providing a support network to roughly one hundred colonies, but the expanse has over three thousand unexplored or contested worlds.

Rumor is that those who dwell too long in the Conarium Expanse develop a form of enlightenment, a “third eye,” followed by a revelation of madness. This is where the name comes from. In truth, few regard this as a risk, but claim that the closer you get to the center of the expanse, dominated by a dense cluster of suns claimed by the Dominion, the likelier you are to “go strange” while traveling in the Drift.

Long cut off from the rest of humanity save for some treacherous trade routes, few have adopted the old ways of worship. Other gods rose to prominent belief in the Conarium Expanse, and include Pegara, the old goddess of luck who was worshipped by the first explorers in the region. There is also Samathros, the god of well being, Tythor who is the god of conflict and Deremondre, the goddess of technomagic. Kayhindrel, an obscure nonhuman deity of travelers has long been adopted in this region as well. Golgothra, the Ysoki deity of wealth and abundance, is also incidentally popular among those seeking wealth.

Stories exist of even older, darker alien gods. There are five old Star Gods as well that are said to exist in the void beyond the Outer Rim, but are believed to have long ago destroyed the forgotten cradle of human civilization once called Enzada.

The Old Karthan Empire and the Orion Expanse

The Old Karthan Empire is located in the Orion Expanse, which is located some distance away. Between Conarium Expanse and the Orion Expanse is the Serpentine Nebula in the Ophidian Expanse. Here lie the star kingdoms of the Vesk, who conquered this region thirteen centuries ago, splitting the Karthan Empire in half. The part that is located in the Galactic Rim includes the Conarium Expanse.

The Drift, the mechanism of star travel is considered semi-divine, and the nature of technomancy and the solarians is a given. The origins of these powers is lost to time, but many religions and strange beliefs have risen on dozens of worlds as a result. The most noteworthy is the Church of the Techno Union, which is the official religion of the Old Karthan Empire. The Techno Union espouses the belief in the First Sun, which they consider a monotheistic deity of creation, and believe the source of all magic and power in the universe.

The Old Karthan Empire is called such because after the sundering by the Vesk, dozens of smaller regional powers grew up in single worlds, systems and clusters. Only the Conarium Expanse lacks any true central authority, due primarily to the threat of the Outer Rim races such as the Drow and the elder beings called the Deh Nohlo of the Dominion. The existence of the Nether is also strong in this region, with light-year long nebulae bleeding the abyssal nether into realspace from the Drift. Periodically an empowered noble of the Karthan Empire seeks to gain power and prestige by finding a new, safer passage to the Outer Rim and to then conquer the colonials in the region.

One such noble, Duke Kalas Atrophion has recently established a beachhead on Sorovas, the closest world in the Karapath Expanse edgeward along the Conarium Expanse. There he is now exploring the uncontrolled region to seek control, even as his private army conquers the local planets of the Karapath Expanse in the name of the empire. His eyes are set on Conarium Expanse though, and it is believed that he thinks there is hidden power there kept by the Dominion which he seeks for himself.


Notes:

Some core conceits of this setting:

1. "standard" or classic fantasy race options exist, but are not really indigenous to any region discussed (Old Karthan Empire or Conarium Expanse). So they can be viable PCs but I won't have to worry about imagining ancient galactic star empires of elves, which seems to be the trigger for my anachronistic meltdowns. In fact in this universe I kind of like the idea that elves may only come from the Pact Worlds, or be a relic race that doesn't take well to technology and space so are exceedingly rare as a result. Only drow seem to thrive.

2. The Conarium Expanse is the "frontier of the frontier" and seems like a good way to put the PCs in a SF/fantasy setting with lots of potential for limited tech resources and difficulty escaping to safe planets in a pinch.

3. I'm fully embracing the idea that there are ancient star gods. I am implying this is the same galaxy that Enzada exists in, which is fine with me because A: Enzada was built from ground up to be a Pathfinder campaign originally, and B: the underyling plots of that fantasy setting strongly imply that it's been meddled with by ancient aliens, star gods and a supreme AI who is responsible for the creation of most deities. It allows for possible cross-over with a campaign setting that embraced the underlying fantasy/sci fi principles behind Pathfinder and now Starfinder, so requires no shoe-horning.

4. Why are Deh Nohlo fully statted out in Starfinder but Neh-Thagglu are only referenced? I love the brain collectors and need to convert them ASAP!

Anyway, I'm planning the next game for Starfinder to happen soon. I am also starting a "family night" of gaming using Starfinder. It will help my wife and I teach our son how to game in a tight group with the infinite patience of parents...heh....

Monday, July 10, 2017

What I'm Playing These Days: Traveller, Savage Worlds, D&D 5E and Mythras somehow in action!

First, for those interested I finally got around to updating my Video Game Review index. Now all the video games I've reviewed, in one spot! I was wondering why I don't do more paper and pencil game reviews, when I realized that really, what happens with PnP is that you can tell which games I like by what I produce....if a game is on my radar, you know I like it because I'm doing content for it.

The last two weeks have been weird for my local gaming circles. I have regular groups that meet on Wednesdays and Saturdays, and a prospective five part game on Mondays or Tuesdays in which I am getting to be (gasp!) a player are all ongoing.

Wednesdays are currently rotating between a D&D 5E game set in Enzada and a Traveller game which is two sessions in. This Traveller group is in the same sector of space as the Saturday group, but exploring a different subsector. We also have a possible new D&D 5E campaign budding once Enzada dies down, and this new campaign will explore Lingusia's Western Nakamura Isles.

Saturdays are hopping with an active Traveller campaign, and a long running D&D 5E level 15 campaign currently on hold. The Traveller campaign is an exploration of the Sirianthus Sector, which I'd started working on years ago but is now getting fully fleshed out. Last night I was unprepared for anything specific but the group agreed to an experiment, and I finally ran a game which hit two milestones: we played Savage Worlds as a fantasy RPG for the first time (it was very effective at the genre, and I love the Fantasy Companion) and I ran the game in my Altavir Campaign setting, which I had previously been considering for use with any number of systems from Fantasy AGE to 13th AGe and T&T. Well....tentatively at least maybe it turns out Savage Worlds will be he default system for Altavir going forward....I really enjoyed applying the Fast! Furious! Fun! ethos of SW to fantasy. We had some encounters with lead-lined skeletons, moss men and a gant scorpion in a quest for the ancient tome of evil, and a side quest involving a local witch and her evil temple. I'm hoping the rest of the group is up for it, but I think I could be pretty satisfied rotating between Traveller and Savage Worlds Altavir on Saturdays.

The final surprise was a pick-up session during the holiday of Mythras with a friend of mine who is running a historical campaign set late in the Crusades, involving what amounts to a game of ruthless opportunists cutting a bloody swathe through the holy land in searching for a lost relic in the form of Christ's cross. It was a fantastic game, more so because the GM runs games the way I like them (and I am a really particular player!)...I think the group plans to meet for Tuesdays with a planned story arc of 4-5 sessions. Definitely going to keep making this one.

I also learned that I really, really love playing Mythras when someone else is the GM.


Friday, June 2, 2017

5E Conversions: Festrog

One of my favorite minor undead from Pathfinder is the festrog. These beasts haunt the city of Huldreth, created by the demonic god Yemash'Hatal. Here's a conversion to 5E:
Festrog
CR 1/2 (100 XP)
NE medium undead humanoid
Initiative +1
DEFENSE
AC 11
HP 9 (2D8)
Resistance: necrotic
Immunity: poison, disease, does not breathe
OFFENSE
Speed 30 feet
Multiattack – the festrog makes one bit and two claw attacks as an attack action against one target.
Melee Attack – bite +5 attack (reach 5 feet, one target) 1D6+3 piercing damage and feed effect: the festrog gains sustenance from those it bites. When a festrog bites a target and deals damage it gains 5 temporary hit points (it may only have up to 5 temporary hit points in this manner).
Melee Attack – bite +5 attack (reach 5 feet, one target) 1D4+3 slashing damage.
Charging Trip – a festrog which makes a full move action or dash action and then hits a target may also trip the target; target must make an Acrobatics or Athletics test (DC 13) or fall prone.
Statistics
STR 17 (+3), DEX 13 (+1), CON 120 (0), INT 10 (0), WIS 12 (+1), CHA 11 (0)
Languages: common, ibixian
Senses: darkvision, scent (perception checks on smelling target)
Skills: Perception +3 (passive 13)
TRAITS

Four-Footed Run – the festrog can move much faster when dropping down on all fours, and may make a dash as a bonus action when it does so.

Diseased Pustules – festrog are covered with hideous pustules and blisters which secrete diseased fluid when they rupture. Any foe which strikes a festrog with a piercing or slashing weapon must make a Constitution save (DC 11) or suffer from the festrog’s disease, which takes 1 day to affect the afflicted, but then causes weakness. The target may make a new save once each day to recover.

Festrog are hideous undead, forged when a person dies due to a backlash or explosion of necrotic energy, followed by vicious predation by natural predators. In Enzada, festrog were formed when the miasma of necrotic energy forged by Yemash’Hatal (The Grasping Claws) descended on the city, killing most of the citizens in the streets immediately. Moments later harpies in servitude to the Grasping Claw descend on their remains to rip the corpses apart. The remains rose as thousands of undead festrog.


Wednesday, May 31, 2017

Denizens of Enzada


Other Denizens of Enzada

Dragons
   The dragons of Enzada are ancient, and even the oldest legends speak of a time when they wandered fee, before the Inhuridan Sorcerers sought to tame them and turn the dragons in to beasts of war, fighters for the ancient arenas.
   Most dragons are intelligent beings, though few can relate to the society of humanity. The beastly nature of dragons insures that they operate on a level of understanding better suited to the harsh realities of the wilds, and they eschew civilization and its trappings. They have their own distinctive language, and while they are capable of learning the many human tongues, they lack the ability to speak anything other than their draconic speech and the language of the lizardfolk.
   Dragons of Enzada come in two varieties, being the wyrms, which are wingless beasts of the earth, and the drakes, which are the airborne predators of the sky, The drakes are more gracile and similar to birds, though some can grow as large as the legendary rocs of the Vanzarik Sea. The wyrms can grow much larger and are some become legendary for their size and ferocity.
   Dragons are not suitable player characters, but make excellent foes. Dragons seek allies from among the many beasts and monsters of the wild, only occasionally associating with humanoids (usually lizardfolk). Many ancient dragons dwell in the ruins of the deep wilds, usually claiming the remains of some forgotten Inhuridan city where they once were held as thralls and gladiators; they prize these ruins as proof of their victory over their long-dead captors.


Hantu: Enzadan Demons
   The hantu demons of Enzada alternately claim to come from the Outer Darkness or the Spaces Between (the so-called In-Between as it is more commonly known to mortals), but their true origins are a mystery. Some demons claim fealty to the dreadful gods Utalos or the Grasping Hand, while others revere Miradaka or the Chimera. All demons speak of a domain, a realm in some unfathomed abyss beyond so terrible that even they seek to escape it. Of those few scholars who have interviewed demons, it is recorded that the strange race claims to be escaping a much more terrifying threat, something which devoured their native realm, leaving the demons nothing more than disembodied spirits who must seek mortal flesh for possession. Their once great world, now a fathomless abyss, waqs forever destroyed by this terrible, overwhelming entity.
   Enzadan demons need to possess a being before they can manifest in the flesh. Once they have possessed a mortal, they may sculpt its flesh into an image approximating the guise of their own natural form. The beast in this form can be slain or driven from the host, although the host rarely survives such an experience...sane or alive. Demons are very difficult to kill, however, for they can simply appear in spirit form and take possession of another host. For this reason, demon hunters are a feared but noble profession in Enzada, being those sorcerers and shamans of sufficient talent to slay the spirit body of the demon, going into the Spaces Between if necessary to get the job done. Some demon hunters of great renown are even known to be tieflings, who use their heritage to gain an edge against their kindred.

Giants
   There is an extensive culture of giantkin in the heartland of the Hub of Etyri. Giants are rare creatures even so, and some accuse them of being distantly related to the spirits of the In-Between, given that they have a unique elemental aspect, but the giants seem uninterested in elaborating on their nature.

Beastkin
   The wilderlands include whole tribes of beastkin, said to have been humans who went feral or mad and eventually degenerated back to the form of beastlike beings. Most of the famous beastkin come from Waladar’s deep wilds and the Barren Lands.
   Beastkin are never given any status in civilized lands, regarded as lawless beings.

Draconians
   Draconians do not exist as a race in the world of Enzada, and are instead the product of matings between the dragonkin and captive humanoids. As such, while draconians do and have existed, they have a near legendary status, and are often prized as captive thralls by nobles in the Hub of Etyri for their unique natures. (see Distant Worlds for details on what the dragonmen look like).

Dhampir
   The dhampir are most famous for being an ancient breed from the region of Nepar, cursed by an ancient dalliance with the madness of the enigmatic vampires of that land. They otherwise exist as described in Enzada, and can be found abroad; Enazadan vampires are not harmed by sunlight, and so can walk among men (but are completely mortal and without their abilities by day, detectable only for the faint odor of undeath they tend to exude if they fail to perfume themselves). Because Enzadan vampires are a weird mix of spirit whisps animating corpses and being driven mad in the process, they still manage to reinvigorate the body of their host enough to procreate, and so have the dhampir come to exist. Most dhampir cannot breed, being infertile, but the Nepari tribes seem to have overcome this limitation somehow.


Sentient Undead
   In Enzada, sentient undead usually manifest as agents of the death gods, especially Miradaka and the Grasping Claw, who use them as agents to hunt down and destroy those who seek to escape their grasp. Mohrg, wights, mummies, ghosts and some other undead appear in Enzada in this manner. Almost all undead tend to retain memories of their living selves, but something about the foreboding afterworld (or the In-Between) seems to drive them mad and simultaneously instill an insatiable hatred and envy of the living within them (even those undead who were once of good nature).


Gnomes
   Gnomes do actually exist in remote corners of the world, quizzical beings of nature that congregate in small communities and are usually mistaken for Uthitin and Duwende. Gnomes are little understood as a race, but are in fact descended from another breed of spirit that has escaped permanently into the mortal world and woven bodies of flesh for themselves. The process and events of how this transpired have been lost to time, but it is suggestive that the concept of gnomes as mischievous forest spirits is not entirely unwarranted. Like most spirits or spirit-descended beings, gnomes lack a sense of moral understanding about right and wrong.


Monday, May 29, 2017

Races of Enzada V: Kandathra


Kandathra: the Lizardfolk
   The Kandathra portend to have been the oldest sentient species of the world long before humanity rose from its simian ancestry, The Kandathra believe they were born from a dream out of the mind of the Chimera, which they revere as their creator figure.

   Kandathra are found all over the world, and they are a regular menace to most of humanity. Some lizardfolk are distinctively humanoid, with only a tail, scales and serpentine or lizardlike head to distinguish their bestial nature. Others are more beastly in nature, looking closer to hunched walking predatory reptiles. The most notorious of the Kandathra are the runners, fast-loving therapods with keen natural instincts and saurian predatory natures, a danger even to the more humanoid lizardfolk.

Traits: Conventional lizardfolk of the most humanoid variety are suitable as player characters. They are typically six to seven feet in height and have distinct crocodillian heads, long tails, heavy green to dusky black scales and heavy claws.

Attributes: +1 STR.

Racial Skills: proficiency in Stealth or survival.

Base Move: 30 feet; Therapod Kandathra gain Move 40 feet

Keen Sense of Smell: Kandathra gain a new sense called Scent, which allows them to identify and locate creatures by smell alone in a 50’ radius.

Natural Attacks: Kandathra can bite and claw, with the following serving as natural basic attacks. Both are considered light:

Bite (natural attack, 1D6+Str damage)
Claws (natural attack, 1D8+Str damage)

   Kandathra can learn monstrous feats that aid them in the use of their natural attacks although they do not start with any such feats.

Language Limitations: Kandathra have difficulty speaking non-reptillian languages and understanding mammalian visual queues. Kandathra get disadvantage on insight, persuasion and performance skills related to foreign languages and cultures. They also gain disadvantage when attempting to be understood when speaking humanoid languages other than their native Kandathric, contemporary draconic  and the lost dragon tongues, or when attempting skills that require use of other languages.

Therapod or Anthropomorph: Choose one when determining subtype. Therapods gain and additional +1 to STR (for a total of +2) and a +10’ movement bonus and advantage on  athletics checks when long jumping.  Anthropomorphs gain +1 to Dex, a Swim speed of 40’ and a natural armor class of 12 (with no Dex limit) due to thick scales. This armor bonus does not stack with other worn armor but does stack with dexterity and magical armor modifiers.


Favored Professions: hunter, shaman, tribesman

Friday, May 26, 2017

Races of Enzada IV: Uthitin, Duwende and Dev


Uthitin and Duwende: the stout Half-folk
   The stout short race of halflings called the Uthitin are but one of a number of short folk who dwell thoughout the world of Enzada. Most half-folk are known for being only about half the height of normal men, but the uthitin (literally “wily and short” in Selendari) are a slimmer and more gracile lot, while their stouter and hairier kin are called the duwende (a word for “hairy dwarf mountain spirit” in the Vanzarik tongue).

   Physically Uthitin are equivalent to halflings , while duwende are equivalent to dwarves. They are both stouter breeds of human, however, and it is perfectly feasible for normal men and women to breed with the shorter folk. The chief selection advantage is based on the insular cultures of the uthitin and duwende, who disdain marriage with taller outsiders and in many cases make such relations an active taboo.

   Many stories have arisen about the half-folk, such as a belief that they are known cannibals, imbued with whisps, and stranger. Most regular men assume that the half-folk are witches and warlocks by nature, though the reality is far removed from this superstition, and the half-folk often believe the same of normal men.

Traits: most Uthitin are dark of skin and average 3 feet in height. Most Duwende are dark of skin and extremely hirsute, averaging 4 feet in height.

Attributes: uthitin and their kind are equivalent to halflings, and duwende are directly equivalent to dwarves.

Uthitin Favored Professions: explorer, farmer, hunter, merchant, priest, shaman, tribesman

Duwende Favored Professions: farmer, laborer, merchant, priest, slave, soldier, tribesman, warrior

Uthitin Statistics: Uthitin use Halfling stats from the PHB.

Dwuende Statistics: the duwende use dwarf statistics in the PHB.


Dev: Enzadan Goblins
   Sometimes also called dev, these lesser spirits in flesh are said to have been homunculi crafted as servants for the ancient empire of Inhuridan. When the empire collapsed, those homunculi who could forage for themselves bonded together with others of their kind to form a crude society. They are fearful of light and avoid the sun, as it causes a terrible pain against both skin and eyes (a trait the ancient sorcerers of the empire bred for to better control their house servants). Today, devs are a vile and unpleasant race known for its penchant for devouring other humanoids and engaging in midnight raids against humans. They are especially reviled by the half-folk and egleppi.

Traits: short, pale humanoids with luminous yellow eyes and wide maws of sharpened teeth.  Devs were born with a mouth full of stubby molars, so they spend their life sharpening their teeth to devour meat.

Favored Professions: assassin, spy, thief, tribesman


Dev Statistics: Dev are physiologically identical to goblins from the core rules.

Wednesday, May 24, 2017

Secrets of Enzada: the Hidden Sky Builder Complex


Secrets of the Sky Builder Complex beneath the Monastery of Elinzada

The ancient Sky Builders were fascinated with the primitive life of Enzada, and early in their history they seem to have migrated to this world with the intent of studying and altering that life to suit their needs. They developed a keen fascination for the serpentmen and kandathric races, which they treated like servants and children. They regarded the cro-magnon humans they encountered like amusing curiosities, allowing them to worship the Sky Builders as gods.

The history of the Sky Builders is difficult to piece together, but it is believed that tens of thousands of years before the rise of the Inhuridan Empire and the dominance of the Daharesh the Sky Builders passed into memory. No one truly understands why, though the Scholar-Cults of the Serpent Men of Gaashk claim that their ancestors were the Sky Builders, and not mere pets. The truth of this is unknown to most, though the few scholars to dedicate their lives to the study of Sky Builder relics and ruins have found ample evidence to the contrary.

The hidden history of the Sky Builders is elaborate: they arrived on Enzada more than twenty million years ago, and appeared to be an alien race of tall blue skinned six-fingered humanoids with vaguely insectoid eyes. They were versed in technomancy and planar lore, and used their legendary Sky Cities to traverse space and time. They may or may not have been following in the wake of the great “tunneling” through reality that was crafted by the enigmatic wanderings of the “star god” called Drod.

Why they took an interest in Enzada is unclear, but they quickly set up shop. In the early days it was they sky cities, but as time went on they built great cities and temples on the ground, many of which can still be found, sometimes remarkably intact. The immense buried obsidian pyramids of Waladar are famous, for example, especially as all of the pyramids are hundreds of feet tall yet are completely buried beneath the earth in vast plains. How they came to be buried, be it catastrophe, natural processes or the wrath of the gods is unknown to this date. A few scholars even suggest that there is no homogeneity beyond language in these ancient complexes….that indeed, the Sky Builders were not a single phenomenon but an ongoing wave of “migrations” over time. No one can say for sure.
Of those few complexes that still exist and can be explored, the language is always of the same script, though the subtleties of the dialect remain difficult to translate. Thanks to the longevity of the scholarly tradition of Gaashk, the “rosetta stone” of the Sky Builder Script comes from the serpent man language, and it has also been translated to draconic and Kandathric. These translations were well-circulated in the era of the Inhuridan Empire, and so the language of this ancient people is well known among linguists and scholars in the Hub of Etyri region.

 One influential but secret complex is the buried remnants of an old Sky Builder flying city, located on the northern end of the Isle of Syrhaba. Along the northern volcanic expanse rests a monastery dedicated to Elinzada, which has stood for three thousand years as a place of sanctuary and refuge for pilgrims and students of the ancient goddess of pacifism and healing. There are actually two mysterious complexes beneath this monastery, however, both buried in successive ancient waves of volcanic lava, entombed forever.

The first tomb complex is a genuine tomb, that of an ancient “king of kings” of the Serpent Men from nearly seventy thousand years ago. This complex was built as a fabulous temple using ancient technomantic sorcery that the serpent men of the lost empire of Hazik once had mastered….allegedly because they were the true descendants of the Sky Builders, but in reality because by this era the serpent men had long since usurped control from their old masters and were spiraling into a prolonged period of decadence and decay.

The tomb complex was built to contain the undying spirit of some of the most powerful necromancers and sorcerers of old Hazik. For eons afterward the tomb lay undisturbed until a much later age, and it is known that avarice and a lust for power led some serpent men to seek out the remains of their most powerful ancestors and steal them away. This led to the tunneling and rediscovery of the lost tomb. It is unknown if anyone after the collapse of Old Hazik remembered the tomb, but no mention is ever found in old Inhuridan records, and the Monastery of Elinzada did not appear to have been built here because of the tomb, but rather the deeper sky city beneath the tomb, in an even older layer of basalt. Accidental discovery of the tomb happened within a century or two of the monastery’s founding, however, and the monks of that lost era quickly hid their discovery when they learned of the evil contained within.

Much deeper than the tomb or the monastery, almost at and below sea level is the old sky city. This was actually some form of ship, as the relic illusionary servants of the complex will relate, and it settled on this spot in an unknown era from the time of the Sky Builders, powered by the original race, at a time before the uprising of the serpent men. It’s name was “Elindre Ha’zada,” which means “Theological Observation” in the Sky builder script. A very small number of scholars have noticed that the Selindari habit of compounding words could readily explain “Elinzada,” the name of the healing goddess, as being a compound of this sky builder title. It has greatly concerned more than a few of the monks in the monastery over the centuries. The fact that the name of the world, “Enzada” is also believed to be a compound of the Sky Builder word, “Endires Ha’zada,” which in turn means “World of Observation”  is of even greater concern to a handful of enlightened but heretical scholars.
In any case, the first monks to come to this place found an entrance to the buried complex after an earthquake, seen as a sign by their ancient goddess of the time, who was believed to be one other than Elinzada. Beyond the rift created by the quake they found the complex, and entered. It was many years before they fully understood what they had found, or at least understood it as best they could. They found the chamber of Elinzada herself, and the healing waters. They found the mysterious devices which channeled planar energies into the water, imbuing it with the spirit of the goddess, and discovered that that spirit would migrate into a mortal of choice to transfer her healing gift to the world outside.

In the early years of the cult the monks would pick a bearer of the spirit, who would then go into the world to do good. They found that the bearer who perished while traveling lost the spirit, and they would have to brave the complex below to summon the spirit forth once more into a new host for the future. It was centuries before one enterprising monk realized that the healing waters were the key, and that a host who bathed in the waters could allow the spirit to transfer into another entity nearby; the water was the conduit to energizing the spirit of Elinzada.

At first the monks moved the water to a pool in their own complex, and began a ritual that insured hosts for Elinzada always returned at the right time for a transfer. Eventually they learned how to enchant water to work in the right fashion, using a small amount of sacred water in larger pools to transform that water into the same substance. Thus did they create the holy pools of water for Elinzada in Huldreth, Uralhat and other Selindari cities.

In the old days, the monks brought tribute to the ancient chamber of the goddess within the Sky Builder complex, but as the centuries wore on they brought less and less treasure, and when they learned how to replicate their own sacred water they eventually sought to conceal the complex and its entrance entirely save for a time of special need. The treasure brought to the temple in exchange for healing was ultimately brought to the temple now purely out of tradition; they knew not what the guardians of the complex did with it anymore.

Today, the complex lies fallow but for two exceptions: the secret chamber of Elinzada still functions, and contains its ever-replenishing sacred water to the goddess. Here, the goddess can manifest once more if a proper ritual of sacrifice and devotion is offered, though the ritual by which this occurs is most strenuous to those who seek to bond with the spirit.

Second, the complex contains a working “portal” or teleporting gate that opens up to three other locations in the Hub of Etyri region, plus four regions not of this world. One leads to a remnant of a powerful teleport gate now a mere decoration in the ruined city of Drath. One opens up to a lost Sky Builder complex buried beneath a mesa in the lands of Mazadran, and the third opens up along a remote stretch of Neparic coastland, in a region dominated by barbarous Kandathra.
Of the four other-worldly regions, the mystery as to where these places are deepens. The four locations are:

Tannagrath, a ruined city-complex that may have been a related species of being called “Prehunates” that existed contemporaneously with the Sky Builders. The ruins of Tannagrath are partially intact but were submerged first in earth and then water over countless eons; the portion that is intact is currently inhabited by a race of dark sorcerers called the Hamaki, and while they know how to reach the surface of their alien world, they are extremely Xenophobic.

Fastlendar, an aquatic Sky Builder ruin deep beneath a vast and deep ocean. Traveling here without protective magic is instant death. The aquatic species on the other side are friendly, and can relay to foreign visitors that their world is called Hyskortius, a water world visible in the sky from Enzada as the famous “Shy Maiden” constellation.

Gath, an ancient complex that appears to have been another species’ work entirely, which stole Sky Builder technology for their own. The haunted complex is on a vast chunk of stone floating in empty space, and it is in a vacuum. Undead riddle the asteroid, and few have been brave enough to piece together what it is or what it comes from. Visitors from Lingusia would realize that it was part of the “Haze” as they call it; visitors from Enzada would recognize it was being somewhere in the River of the Sky, a place mythically said to have been the cosmic river along which the original Sky Builders traveled to reach Enzada in the first place. In any case, a powerful evil, a being called Aodrath The Insane, stalks the asteroid of Gath and kills all who it can find, adding them to its undead army.

Shekaresk, a frozen tundra inside which is buried another ancient Sky Builder ruin, this time a monument, which appears to have been the only such structure left on this world called Astrathon by the ancients. Shekaresk is reached by way of ancient ice caves cutting into the earth, and shamans of the local culture called the An’halaki know the way to from it. Exactly where Astrathon is in relation to Enzada in the sky is unknown.

The Dragonkin Gar’Konimus, a mixed-breed dragon halfblood, has been using the artifact for countless centuries now. He is an ancient student of magic and planar explorer, but he found the mysteries of the Sky Gates as he calls them to be beyond fascinating. He has spent centuries now locating these gates and networking their passages. He once left the complex beneath the monastery to explore, and befriended the monks, though he did not have the heart to reveal to them that the complex was not the sacred temple of an ancient goddess seeking to impart her healing spirit, but in fact some sort of experimental complex which could generate potent “VEs” as the system calls them, which inhabit human forms and provide healing through technomancy. The VEs appear to Gar to be a form of complex spirit elemental, and they are all imbued with the personality and directive of the creator artifact in the complex, which of course goes by the name of Elinzada now.


Gar has figured out that the VE can create but one “spirit” at a time. He also knows that the artifact which creates these spirits seems to draw them from something the Sky Builders called the “Rasak Helare,” which roughly translated means Etheric Space. He has a weird theory that the domain of the In-Between in Enzada is actually a construct of the Sky Builders….that they effectively built this Etheric Space, and that it occupies the dominion between the mortal plane and the outer planes. He claims no other world he has visited has a dominion quite like the “In Between.”

Monday, May 22, 2017

Secrets of Enzada: Patron and Antagonist Gods

One concept I worked up both to emphasize how cosmopolitan Enzada's beliefs were, and how influential they could be was the concept of astrological signs which have a measurable impact on the daily lives of mortals. This manifests in the form of a patron deity who wants you to succeed, and an antagonist deity who wants you to fail....more on the pantheons soon!


The Divine Aspects: The Patron and Antagonist Deities of Enzadan Astrology


Enzadans believe strongly in the fates and the whims of the gods and spirits as having a direct impact on the destiny of a person. Each person in Enzada has a patron deity and an antagonist deity. Characters can roll at time of creation on the above chart. If the character rolls the same number twice then the character is “special” to that god in an unusual way.
   Characters who wish to roll from the alternate deity table for a patron and antagonist may do so, but must make a DC 15 Charisma check to demonstrate that they are sufficiently interesting to have attracted attention from more than the “Big Gods.”

Story Benefit: in situations where the deity might have an influence either favorably or negatively, then events will tend to go for or against the character in some subtle (and occasionally not so subtle) fashion.

Mechanical Benefit: A number of times per day equal to the character’s Charisma modifier (minimum 1), when the player feels that he is doing something that will benefit him he may call upon a favor from his patron; this typically calls for a DC 12 Will save, to demonstrate sufficient strength of character to gain the favor. The favor will typically grant advantage or a +2 bonus. If the attempt fails by 5 or more, then the antagonist god intervenes (usually with disadvantage or a -2 penalty).

Inspiration: When a character engages in an action that is especially compelling (i.e. it either provokes the antagonist deity or pleases the patron deity) he may gain inspiration immediately.


Secondary Deities of Elinzada

This list is ever expanding, but what follows are a sample from which to choose patron and antagonist deities that are not the principle gods of the Hub (see the earlier chart). Note that while each of the principle deities has a constellation of stars dedicated to them, each of the following gods has only a single star in their name (although some deities on this list once had one or more constellations to claim in eras past, when they were more important).

Hub Deities by Domain and Alignment:
# God Name      Symbol               Dominion           Domains
1 Sol Invictus          Sun                           Heavens                  Death, Destruction, Fire, Repose, Sun, Weather
2 Amadanthus         Shield                      Outer Darkness     Darkness, Death, Glory, Madness, Strength, War  
3 Sippurta               Venus Figure         In-Between            Charm, Community, Earth, Healing, Liberation
4 Drod                     Starscape                In-Between            Air, Darkness, Nobility, Weather
5 Utalos                   Skull                         Outer Darkness     Chaos, Darkness, Destruction, Evil, War
6 Mimbrata            Coin                         Heavens                  Artifice, Law, Luck, Nobility, Rune
7 Yganon                 Fire                           In-Between            Artifice, Fire, Knowledge, Liberation
8 Pytharos              Serpent                   In-Between            Animal, Earth, Good, Healing, Knowledge, Magic
9 Emachus              Storm cloud           In-Between            Air, Rune, Strength, Travel, Water, Weather
10 Navasar             spear                       In-Between            Death, Glory, Protection, Repose, Strength, War
11 Etyri                   Northern Star        In-Between            Charm, Community, Good, Law, Nobility, Travel
12 Natyne              Scroll of Wisdom  In-Between            Community, Healing, Knowledge, Magic, Rune
13 Chashar             Open palm             In-Between            Charm, Liberation, Luck, Protection, Travel, Trickery 
14 Gormash           Great Toad             Outer Darkness     Animal, Chaos, Earth, Evil, Strength, War  
15 Yazda                 Sword                      Heavens                  Air, Artifice, Protection, Rune, War
16 The Chimera    Octopus                  Outer Darkness     Animal, Chaos, Evil, Madness
17 Grasping Claw Claw                         Outer Darkness     Death, Destruction, Madness, War
18 Miradaka          Burning Eyes          In-Between            Goddess of Death and Gloom, Mistress of the In-Between
19 Umbras             Shadows                 In-Between            God of Shadows and Corruption; an undead god
20 Elinzada             Healing Hand        In-Between            Goddess of life, peace, community and love

Master Deity List (Primary Deities and Secondary Deities):
D100     Deity

1 Khashtaagrat
2              Enue
3 Shoes
Four Vdrdsha
5              Sitra
6 Yakaska
7 Wachan'Hular
8              Hanar the Bloody
9              Golgotha
10 Tenadrus
11 Priogar
12 Sumesthenes
13 Terenosh
Nominated three times Yspa Rukr
15 Thaven
16 Yappas Makurin
Seventeen Triktvr
18 Shadan Hatail
19 Sukavese
20 Wadan Should
21 Vakarial
22 Terengor
23 Hythera
Twenty-four Jupalis
Ota playing twenty-five
26            Yen’yuma
27 O'kigama
28 Malagontir
29 Ositro
30            Wen’dathan
Thirty-one Islks
32            Merestor
33 Murga
34 Yhodan
35            Merciless
36 Bayern
37 Warast
38 Ulgados
39 Palitonius
Forty Jms
41 Mereska
42 Drumia
43 Faragian
44 Ikathras
45 Saradan Tenor
46 Oolgam
47            Gravenor
48 Saw Will
On 49 Nenok
50 Enan Tyra
51 Priagas
52 Sheledentan
53            Selestar
54            Envirol
55            Hamath
56 Pallec
57            Sortor
58 inum
59 Priullian
60 Shegrath
61            The Ascended Kings
62 Azan Scatter
63-64 Sol Invictus
65-66 Amdanthus
67-68 Sippurta
69 trod
70-71 Utalos
72-73 Mimbrata
74-75 Yganon
76-77 Pytharos
78-79 Emachus
80-81      Navasar
82-83 Etyri
84-85 Natyne
86-87 Chashar
88-89 Gormash
90-91 spring
92-93      The Chimera
94-95 Yemash'Hatal
96-97 Miradaka
98 shadows
99-00 Elinzada