Showing posts with label narya. Show all posts
Showing posts with label narya. Show all posts

Saturday, June 9, 2018

Naryan Class Options: Roguish Archetype ~ The Sniper


THE SNIPER

Some rogues are expert assassins or thieves or faff about with arcane trickery. The magic marksman, the sniper, is the archetype that prefers to do their dirty work at a distance. Snipers build custom bolt rifles that fire magical projectiles at their intended target. They use this tool to pick off targets at a distance and cripple the enemy line with shots that would make anyone think twice before leaving the safety of cover. Some are just hobbyists, some are monster slayers but all experts at obliterating whatever gets caught in their cross-hairs.

Magic Marksman
When you choose this archetype at 3rd level, you have combined your interests of magic and marksmanship to craft arcane rifles. You gain proficiency with the Arcana skill. You gain proficiency with the Light & Heavy Crossbow and Bolt Rifles. You learn the Prestidigitation and Mending cantrips.

Fighting Style
You gain the Archery Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons.

Bolt Rifle Aficionado
At 3rd level, you also gain proficiency with the Carpenter's Kit.

By taking 1 hour, expending 25 gold, and using a Carpenter's Kit, you can customize a Light or Heavy Crossbow into a Bolt Rifle. The Bolt Rifle is a magic weapon that uses a powerful arcane apparatus to hurl magical bolts through the air from the end of a long barrel. Your Bolt Rifle deals 2d6 magical force or fire (your choice) damage per bolt and has a range of 200/800. It requires two hands when you attack with it. It weighs 20 lbs. It does not use ammunition.

Only you can use your custom Bolt Rifle.

Hawkeyes
And at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object.

You also gain proficiency in the Perception skill if you don't already have it. You proficiency bonus is doubled for any ability check that you make using that skill.

Homicidal Geometry
By 9th level, you have improved the rifling of your Bolt Rifle's barrel and increased the caliber of each bolt so that it penetrates your targets. Whenever you fire your Bolt Rifle at a target, you may expend you may instead choose to fire in a beam, which is 1 foot wide and 800 feet long, and you make an attack roll against each creature or object in that line until you miss. You may only use this feature once per round.

Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

Overcharge
When you reach 17th level, you can take a bonus action to overcharge your weapon. When you do so, you aim at a point within your Bolt Rifle's range. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw (8 + your proficiency bonus + your intelligence modifier). Each creature takes 20d6 force damage on a failed save, or half as much damage on a successful one.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

After you use this feature, you can use it again until you take a short or long rest.

Saturday, April 14, 2018

Naryan Class Option: Warlock's Elemental Patron

The elemental planes are the nexus through which the elements of earth, fire, air and water spring into the material plane and whence they, inevitably, return. It is home to hosts of alien entities that embody and control their element with supernatural affinity. These beings are arguably purer than anything in the material world and some have powers that rival the gods. And yet, within the material plane, they are weak and must submit to the whims of the gods of Narya. To avoid risking to much of themselves by personally invading or exploring the material plane, these entities prefer to send servants or, in the case of today's subject, enlist emmissaries.

Warlocks who make a pact with an elemental patron either did so to merely seek power, to repay a debt to such an entity, or to become closer to an element that they felt a deep connection towards. As part of the pact, their body and magicks are imbued with the affinity of their patron.

Whether they are a stubborn and immovable earth warlock, a fiery passionate and furious fire warlock, a flexible and easy-going air warlock or the ever-shifting and deep water warlock, these spellcasters are specialists with ties to beings that are both alien and universal.

PLANE OF EARTH
Stoneheart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of earth that resonates through your mind, body and soul.
You learn to speak, understand, read and write in Primordial.
You gain the Mold Earth cantrip. It does not count towards your number of known cantrips.
Also, as a bonus action you can activate your stoneheart ability. While active, you gain a base AC of 13+ your Constitution and stone shards cover your skin. This effect lasts until you end it as a bonus action or you are incapacitated.

Also, the elemental patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
1st Absorb Elements, Earth Tremor

2nd Earthbind, Dust Devil
3rd Meld into Stone, Erupting Earth

4th Conjure Minor Elementals, Stone Shape, Stone Skin
5th Conjure Elementals, Wall of Stone

Earthswimmer
Starting at 6th level, you move through the earth like a fish through the water or a bird through the air. While your stoneheart is active, you gain a burrow speed of 30 feet. You can choose to either create a tunnel of your size as you burrow or to move through the earth without disturbing the material as you move through it. Furthermore, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Also, you do not need to eat, drink or breathe. Instead, you can sustain yourself by consuming 1 lb. of natural minerals per day. Also, you are no longer affected by atmospheric pressure.

Unbreakable Aegis
Starting at 10th level, your stoney armor becomes even more durable. While your stoneheart ability is active, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.

Titan of Earth
Starting at 14th level, you can bring the elmental plane of earth to build and destroy your surroundings. While your stoneheart ability is active, you gain a number of charges equal to your Charisma. As an action, you can expend charges to cause a number of pillar of stone, up to the amount of expended charges, to burst from an earth surface, such as the ground or cavern wall, within 120 feet that you can see. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The earth surface where a pillar appears must be wide enough for its diameter. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw based on your spellcasting save or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Once you have summoned a number of stone pillars equal to your Charisma modifier, you must take a short rest before you can use this feature again.



PLANE OF FIRE
Blazing Heart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of fire that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the Control Flames cantrip. It does not count towards your number of known cantrips.
Also, as a bonus action, you can activate your blazing heart ability and your body emits heat and light as hot a burning ember. You gain resistance to fire damage, sheds bright light in a 30-foot radius and dim light in an additional 30 ft, and if you touch or are touched by a creature or a flammable object, you can choose for it to ignite. This effect lasts until you end it as a bonus action or you are incapacitated.

Also, the elemental patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
1st Burning Hands, Grease
2nd Scorching Ray, Flaming Sphere

3rd Fireball, Flame Arrows
4th Conjure Minor Elementals, Fireshield, Wall of Fire

5th Conjure Elementals, Flamestrike

Fire Dancer
Starting at 6th level, you move with ferocity and speed of an out of control flame. While your blazing heart ability is active, your gain a fly speed equal of 30 and you are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.

Also, you can sustain yourself on smoke alone. Instead of eating or drinking or breathing oxygen, you can sustain yourself by burning 1 pound of organic material with your spells or blazing heart ability per day.

Through the Fire and Flames 
Starting at 10th level, you relish fire's wrath. While your blazing heart ability is active, you gain immunity to fire damage. Furthermore, you can use a bonus action to teleport to any source of flame within 30 feet.

Titan of Fire
Starting at 14th level, you become an inferno incarnate. While your blazing heart ability is active, you gain a number of charges equal to your Charisma modifier. You can expend a charge to hurl flames or erupt into flames as an action.

When you hurl flames, you make a spell attack against a creature within 120 feet. The attack deals 6d6 fire damage on a hit and ignites all flammable objects.

When you erupt into flames, all flammable objects within 30 feet ignite and all creatures within 30 feet must make a Dexterity saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 fire damage. Half damage on save.

Once you have hurled flames a number of times equal to your charisma modifier or erupted into flames, you must take a long rest before you can use this feature again.


PLANE OF AIR
Soaring Heart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of air that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the Gust cantrip. It does not count towards your number of known cantrips.

Also, as a bonus action, you can activate your soaring heart ability, and your body becomes wrapped in an aetheral aura of wind. You gain a fly speed of 30 and you are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so. This effect lasts until you end it as a bonus action or you are incapacitated.

Also, the elemental patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
1st Thunderwave, Fog Cloud
2nd Dust Devil, Gust of Wind

3rd Lightning Bolt, Wind Wall

4th Conjure Minor Elementals, Storm Sphere, Freedom of Movement

5th Conjure Elementals, Control Winds

Graceful as the Wind

Starting at 6th level, you move like the wind. While your soaring heart ability is active, your fly speed increases 60 feet.

You also gain a hover speed of 30. If you are knocked prone, you can use a reaction to hover but only have up to half your speed on your next turn. If you are falling, you can use a reaction to reduce your falling damage to 0. While hovering, you ignore difficult terrain at the discretion of the dungeon master. You do not lose your hover speed when you are incapacitated and can still use a reaction to reduce your falling damage to 0.

Stormchild

Starting at 10th level, you find the power of the wind-- to create weather. While your soaring heart ability is active, you gain resistance to cold, lightning and thunder damage. In addition, when you activate the soaring heart ability, your aura of wind becomes a thick stormy vapor. When you are attacked, you can use a reaction to give the attack disadvantage. If the attack misses, the cloud disappears.

You do not regain the ability to summon this cloud until you finish a short rest.


Titan of Air
Starting at 14th level, you tear apart the battlefield like a hurricane. While your soaring heart ability is active, you gain a number of charges equal to your Charisma modifier. As an action, you can expend a charge to either summon a whirlwind or release the tempest as an action.

When you summon a whirlwind, you create a small tornado on a point in space that is within 120. All creatures within 5 feet of the point must make a Strength saving throw against your warlock's spell save. On a failure, a target takes 3d6 bludgeoning damage and is flung up 30 feet away from the point in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your warlock's spell save or take the same damage and be knocked prone.

When you release the tempest, you discharge an intense burst of electric energy. You direct the energy as a bolt of lightning in a 5 foot wide and 120 foot long line. Each creature in the line must make a Dexterity saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 lightning damage
 
Once you summoned a whirlwind a number equal to your charisma modifier or release the tempest you must take a long rest before you can use this feature again.

PLANE OF WATER
Weeping Heart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of water that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the Shape Water cantrip. It does not count towards your number of known cantrips.

Also, as a bonus action, you can activate your soaring heart ability, and your body secretes a chilling bubble of water. While active, you gain the ability to breathe underwater and you gain a swim speed equal to your speed.This effect lasts until you end it as a bonus action or you are incapacitated. You are gain resistance to cold damage. You are also not affected by water pressure or depth.

Also, the elemental patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
1st Create/Destroy Water, Fog Cloud

2nd Snilloc’s Snowball Swarm, Misty Step
3rd Wall of Water, Tidal Wave
4th Conjure Minor Elementals, Control Water, Watery Sphere

5th Conjure Elementals, Cone of Cold

From the Sea
Starting at 6th level, you are as welcome in the sea as on land. While your weeping heart ability is active, your swim speed increases to 60 feet and you are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.

Also, you can sustain yourself on liquid alone. Instead of eating or drinking or breathing oxygen, you can sustain yourself by drinking 1 gallon of pure water.

The Deep's Embrace
Starting at 10th level, you fall through your enemy's grasp like water. While your weeping heart ability is active, you are surrounded by a shield of water. While the shield is active, you have resistance to fire damage and any ranged weapon attack against you has disadvantage on the attack roll. If the shield takes cold damage, you lose the shield.

If you lose the shield, you regain it after taking a short rest.

Titan of Water
Starting at 14th level, you are the raging malestrom. While your weeping heart ability is active, you gain a number of charges equal to your Charisma modifier. As an action, you can expend a charge to either to summon an overwhelming wave or a cold snap.

When you summon an overwhelming wave, you create a wave of water that crashes down on an area within 60 feet. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw against your warlock's spell save. On a failure, a target takes 3d6 bludgeoning damage and is knocked prone. The water disperses and douses all flames in the immediate area.

When you cold snap, you create a blast of frigid air against all targets and creatures within 30 feet. Each creature within 30 feet must make a Constitution saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 cold damage. Half damage on save.

A creature killed by this spell becomes a frozen statue until it thaws.

Once you have summoned a number of overwhelming waves equal to your charisma modifier or cold snapped, you must take a long rest before you can use this feature again.

Monday, September 4, 2017

Naryan Class Options: The Cleric (5e) - Snake Cultist

There are a lot of serpentine gods in the real world, fantasty worlds and specifically in Narya. As of writing this article, there is Apep the Cosmic Serpent, Shesha the Nagaraja, Jormungandr the World Serpent, Manasa the Green Physician and a few gods with serpentine features in their heraldry or themes like Puck, Lysa, and Gorgyra.

THE SNAKE CULT DOMAIN

Snakes are a primal fear for most humanoids. These stealthy predators are cold, calculating, cunning and quick-to-kill their prey with a venomous bite or crushing power. They are deadly hunters but also, in their myriad of forms, conquering many biomes, and developing defensive solutions as well as offensive power, they've come to be a symbol of intelligence as well as strength. It is no wonder that in a world of massive and powerful serpents that cults would form to study, venerate and emulate the snake.

Cults of the snake gods, the serpent deities that have existed since primordial times, are in every society whether brazenly worshiped and proselytized or in secret.

The snake, to the snake cult, represents the potential power over life and death itself. It is a tantalizing prospect and, no matter how many times the snake cults are stamped out, they return in one form or another. Clerics of snake cult, snake priests, are exceptional members of their religious orders who rise to the top through knowing the values of patience and ruthlessness. While other members of their cult cower and kowtow, clerics are the ones that make others cower.They seek to control others to promote their own power and, especially, their power over others. If all snake cultists seek to become more like the snake, the snake cleric must be a symbol of serpentine power and, to this end, take great pride in taking measures to resemble the serpent and, through their loyalty, receive serpentine features as gifts.

 The snake cultist is feared by most but are capable of altruism, when it suits them, because the serpent holds power over life and death.

While most attributes and gods related to the snake are considered evil, adherents of these cults are more interested in the creature as symbols of power. The "ouroboros" is often a theme in these cults and is an alchemical symbol of infinity. It represents the cycle of birth, life and death and, in the case of the snake cults, renewal. As a snake sheds its skin, only becoming larger and more powerful with each molt, so to does a snake cult and cultist grow over time.

Ambition is everything. That is strength, that is power.

Snake Cult Domain Spells
1st Charm Person, Disguise Self
3rd Pass Without Trace,  Suggestion
5th Nondetection, Fear
7th Freedom of Movement, Polymorph
 9th Dominate Person, Cloudkill

Twisted Tongue
 Starting at 1st level, you become proficient in the Deception skill.

You can also take an action to give yourself advantage on Charisma (Deception) skill checks for 1 hour. You regain this ability after take a short rest.

You also gain the ability to speak with and understand all snakes and serpents. You have advantage on checks to interact with all nonhostile snakes and serpents.

Also, you have advantage on all saving throws against being poisoned and you have resistance against poison damage.

Channel Divinity: Hypnotic Gaze
Starting at 2nd level, you can use your Channel Divinity to force your enemies to become hypnotized by your gaze.

As an action or reaction, you project your penetrating gaze into the mind of a target creature within 30 feet of you that you can see. You cause the creature to make a Wisdom saving throw. If the creature succeeds, nothing happens. If the creature fails, it is charmed for one minute and has disadvantage on attacks against you and your allies until it is either damaged by you or one of your allies. It can also repeat the saving throw at the end of its turns and ends the effects on a successful saving throw.

You have advantage on attacks against all charmed creatures.

Cloak of the Serpent
Your body is protected by ethereal scales as a blessing of the snake gods.

Starting at 6th level, if the damage from any source would reduce you to 0 hit points or less, instead you halve the damage and cannot be reduced to less than 1 hit point until the end of this turn. You regain this ability on a long rest.

You are also immune to being poisoned and have resistance against poison damage and fire damage.

Venomous Ambition
 Starting at 8th level, you gain the ability to infuse your weapon strikes with poison or flame- a gift from the serpent gods. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison or fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Over Life and Death
Starting at 17th level, you can use your Channel Divinity to share your serpentine strength and allow your allies to stave off death.

As a reaction, if the damage from any source would reduce an ally that you can see/hear to 0 hit points or less, instead halve the damage and they cannot be reduced to 1 hit point or less until the end of this turn.

Thursday, August 31, 2017

Cosmic Model of the Naryan Planescape and World Map

COSMIC MODEL 
OF 
THE NARYAN PLANESCAPE

The exact nature of the universe, due to its impossible and infinite scope of both time and space, is impossible for the minds of mortals or immortals to comprehend. The best scholars of Narya have managed to, with the help of holy and unholy scripture, correspondence with the gods and other outsiders, and direct experience through inner and extra planar travel, managed to put together maps that explain the relationships and nature of the known universe. The irony is that, via this research, the picture they have of the universe is simultaneously smaller and more complex than their understanding of astronomy: they know more about this world, the material and immaterial, than they know about the nearest planets.

With so much to discover so near, why would they waste resources on discovering the rest of the universe? The gods dissuade interest beyond the subject of the world of Narya because space, that is to say the rest of the universe outside of Narya's planescape, holds threats that only the gods can comprehend and nearly tore this planescape apart during the Wyrd Wars. The chaos of those millenia nearly flattened, tore apart, and/or imploded the planescape and only through the intervention of the gods, led by Grimnir Bluecloak, has the planescape taken a shape that is unnatural orderly.

The understanding of the planescape begins with the material plan and works inward/outward.

MATERIAL PLANE

NARYA:
ANARYA & UNARYA

The world of Narya has changed over the two epochs since the Mother created it. Some even theorize that Narya was once spherical and traveled around the Sun. But, as far as the gods know, the world has always been flat, stationary and the Sun & moons rotate around Narya.

The planet resemble two world-size discs, each 40,000 km from edge to edge, with a slightly smaller disc sandwiched between them. The surface wolrd of one disc is called Anarya and the other Unarya. The surface edge of the disc between them is called Ginungagap.

Gravity, polarity, atmospheric pressure, horizon lines, weather and other complex physics that affect the world are controlled by a combinations of divine meta magic and natural forces.

Since Grimnir took the wheel of time into his hands, the Sun rotates around the world every 25 hours, taking 6 hours to travel from the edge of disc before slowing for an hour over the center and then traveling another 6 hours to the other edge before disappearing over the horizon. The moons follow a similar pattern but their visibility varies. Each year is 400 days long and dictated by the cycle of the four seasons, each 100 days long, and made up of 4 months. Each week is 10 days and each day references of the week is named after a meta plane except for the 10th day which is dedicated to the work of the gods called the Holy Day.

Each world, Anarya and Unarya, are divided between regions based on geography and culture.

ANARYA

Clockwise from North

Sublanarya. The realm of Sublanarya is an especially diverse region that has been dictated by conflict and, most recently, the actions of Queen Tytanya of the iaurdin elves. Her alliance with Red Typhon and the evil dragons of Smolder, called the Tytanyan Pact, has set the aging empires and squabbling kingdoms of man on alert as it dominates the east. In the north, the human kingdoms of Thule are modernizing and uniting into nation states. In the south, the Hamutian empires of Ptah- and Raj-Hamut try to play the other powers in the interests of their ancient rivalry. In the west, the Holy Imperium, crusaders from Xalhotecca, struggles to maintain their foothold between these conflicts and the threats that lie in the chaotic expanse of The Hold.

Xalhotecca & Matal. The smaller nation of Xalhotecca is dedicated to the cult of the Nameless God, the creator of humanity, and the ultimate goal to conquer the world and purge it of magic to bring about the return of their lost god. Matal is an expansive continent made-up of jungles, rainforests, deserts, mountains, and other wild environments and home to ancient empires of sophisticated Matal people that have built their civilizations to survive, using magic and technology, in each of these exotic biomes. The Xalhotecca have committed countless atrocities against Matal in a series of conquests and diseases brought by the Xalhotecca have devastated their population. The future of these region is in flux as the disparate Matal consider the best way to counter the invasion of the Xaholteccan conquistadors.



Lapizia. The diverse peoples of Lapiza live a life on the sea from the frozen southern mainland to the expanse of islands that reach into the central sea of Anarya. They are nomadic, traveling from island to island, in their hunt for resources. They are some of the most capable sailors in all of Narya.


Geleda. The warring city states of Geleda are set on a circular chain of island in a turbulent but wealthy sea. This region's history is tied greatly to the gods and their influence can be seen in some of the oldest temples to the modern gods of Narya. They are innovatively democratic and diverse, a very philosophical people, and have affected the understanding of the planescape.


Guagnir and Kaguya. The ancient rivalry between Guagnir and Kaguya goes back to the Wyrd Wars. To the southwest, is the mainland of Guagnir is a diverse and powerful nation made-up of the dwarf & gnome artificers of Kuku, the knights of Grimfell, and the free city of Run. Off the coast is the island nation of Kaguya ruled by the Tirikujin elf empire with rival daimyo and samurai. Between them, on the mainland continent, are the buffer territories of the jungle empire of Ykraa and the wastes that are swarming with orcs and goblins.

BOTH

Mimia. The frozen wastes that are at the edge of both Anarya and Unarya are strange barriers that prohibit travel off the edge. The harsh environment also invites giants, undead, and otherwordly abominations.

Ginungagap. The strange and dark realm between the discs is home to the airships of the Gith, crumbling ruins of aboleth and mindflayer empires, and the constant threat and machinations of the remains of the clay peoples.

UNARYA

Nohdaria. The arctic territory of Nohdaria is defined by a balance between the races of humanity, blue and green elves, the winged haemir, the stone dwarves, the hulderfolk, and the urak in the face of the machinations of the mad scrapmen, cruel svartalfar, and warring orks. This realm is defined by the warrior culture of each race and the scope of the threats (giants and dragons) they face.


Muspellheim. A vast red sea of sand between two long mountain ranges, on arctic and the other volcanic, Muspellheim is home to the mystic firemen and the three feline races of the phinx. The biggest threat to this land is the expanding fungal forests that threaten to spread like wildfire.


Mugen. This huge region begins with the volcanic region to the west and goes increasingly downhills from the tallest mountains in the world to the hills and steppes in the middle county to the flooding fields in the east. Mugen is ruled by an immortal jade empress and a bureaucratic aristocracy of fiery oni that oversees the actions of its subject and protects them from the threat of barbarians from without.


Felterra. This moderate region is defined by it being recently colonized by humans from abroad; in the west, there is the most impressive and ridiculous city of Beniro and the surrounding kingdoms currying favor with the city that never rests. In the east, there is the criminal city of Kiev in the desert and the merchant power of Tiefl that was once a devil worshiping empire. Beyond the desert, further east, are the mountains that are home to all manner of strange legends and reality warping threats.


Shard. Shard was once the ancestral home of all dwarves but, during the Wyrd Wars, a great gem called the Shard struck the land and made a city destroying crater that devestated the realm. The psychic gem's radiation has since infected the dwarves of Shard, turning them into perverse and evil versions of themselves, and causing them dominate the orcs and hobgoblins of the region and oppress the fire elves and humans unlucky enough to be caught between their warring factions on this unforgiving continent.


Sixxx. A meta joke. Sixxx is a land of sex, drugs, and music.

UPDATE:  Sixxx. has been replaced by Ona.

Ona. Ona was once a massive swampy jungle but over millenia of domestication by various empires has turned it into a diverse landscape, surrounded by diverse islands, with one of the most diverse populations in all of Narya: the Wu-Loong, a race of crafty bureaucratic wyrms help run the empire from behind the walls of the Secret Palace, Xioaung, cockroaches that are as resourceful as they are resilient, Rhodoxi, noble beetle warriors with a strict honor code, Kabuto, water bugs who work the rivers, the nomadic Henod and mystical Yptsi mothfolk, the Kodi-koti feline reptillian merchants, Kinoki, mushroom ninjas, and more!

ENERGY PLANES

All elemental energy throughout the universe from and back into the energy planes that exist not only in connection with Narya but with countless worlds. The existence of Twilight and the Meta Divine Network opens up a connection between Narya and these planes that allow it to have direct effects on these planes.

The Twilight plane is ruled by fey and dread lords that hold court and dominion over their territory. The elemental planes are each ruled by an evil elemental princes collectively called the Eternals that resent the exploitation of the planes by the gods and mortals of the material plane.

Twilight (Light & Dark). Twilight is the time and place created as a shadow twin of Narya. It is a plane of fey and dread. It is the home plane of the elves, hags, tuathans, fairies, satyrs, centaurs and any other number of fey creatures and, in the sea, lie the Isles of Dread, horrible demiplanes ruled by dark and cruel lords such as Barovia ruled by Strahd from Castle Ravenloft.

Aetheria (Air). The home plane of air elementals and djinn, aetheria is an endless sky, with some clouds and specs of floating islands, and is the source of all winds.

Promethea (Fire). The plane of fire, home to the same elementals, efreet, and azer, is a burning sea with cities of brass and volcanic deserts, and is the source of all heat.

Cthonia (Earth). This solid plane is the home to the earth elementals, xorn, dao and other creatures that can move through the earth as if it was air. For outsides, there are only small pockets of air.

Marnostria (Water). This endless sea is home to the water elementals and countless aquatic races that create fantastic outposts and cities that float forever.

TRANSITIVE PLANES

Ethereal Plane. This plane is where the ideas of everything exist simultaneously to the actual existence of everything. It is a ghost realm made-up of an incorporeal copy of everything in the material plane. By shifting somethings properties between matter and ethereal "proto-matter", magic users can manipulate the ethereal plane to phase them in and out of existence. It is commonly used in spells like blink and etherealness.


Astral Sea. This is the space between spaces. Between the inner planes and outer planes, lies the cosmic expanse of the astral sea. It is through the astral plane that planar travel is possible: it involves opening gates in and out of planes and then using magic to shrink the space in astral space between those two points. This is considered dangerous as many being can use these shortcuts to travel and puts planes at risk to invasion.

It is also possible to physically enter the astral sea or project into it. This is considered incredibly dangerous as it risks your soul to the dangers within but the potential, as this plane greatly magnifies the powers of magic, makes it attractive to the powerful and ambitious. Lately, it has become dominated by Queen Tytanya who used her incredible magical power to punish any who would abuse the astral sea and she is considered to be near god-like in her ability to manipulate this realm. She uses her power to protect the material plane from outer planar threats.

Metadivine Network. This is arcane theory but it postulates that magic is the connective tissue of all matter, proto matter, energy, time and, well, everything in the universe. It relies on a combination of knowledge and will to manipulate, granted by education or inherent qualities, anything via magic. Magic spells, as performed by wizards, use formulaic magic while the spells performed by sorcerors come from an instinctual link to affect the network. The ultimate extent of this idea:

"Gods" are not gods. They are just more powerful and knowledgeable magic users that tap into the resource of the domain they mantle.


META PLANES

The meta planes serve two purposes: they are the home of the gods and other outsiders who serve/are created by the gods. The also are a destination for souls of the departed. When a person dies, a combination of their actions, beliefs and the will of the gods determines the destination of their soul. One of the death gods helps them to this destination. 

The soul is the meta identity, the persona that exists beyond the body, that cannot be destroyed.

HEAVENS

Paradise (Chaotic Good). All who value freedom and benevolence above all else are rewarded with an exciting plane of adventure and relaxation. There are plenty of beautiful and exotic locations to explore but also idyllic islands to find peace. This is plane for the soul that doesn't like being tied down.

Elysium (Neutral Good). An endless pastoral landscape of small villages, calm lakes and babbling brooks, and fields of wild flowers provide a peaceful place for the souls of the kind and generous to find peace.

Celestia (Lawful Good). A grand city of impressive works and architecture, this is where the gods hold court, and those who promoted order and justice, for all, find an orderly hierarchy with clear purpose.

OBLIVION

Limbo (Chaotic Neutral). Limbo was once an endless storm. Then, the mechnical beings from Nth Dimension attempted to tame it. They tried to force the entire plane into a spherical shape. This only made things more chaotic. This plane is home to insane beings and souls that cannot be controlled.

Terra Nada (True Neutral). Terra Nada is an almost empty plane that holds Paradox City, a planar city that contains denizens from all planes, and countless homes of neutral gods.

NTH (Lawful Neutral). The City of Nth is a cold and calculating machine, home to mechanical beings ruled by the Prime Intelligence, and is the resting place of souls who revel in the word of the law and order for order's sake.

UNDERWORLD

Abyss of Naraka (Chaotic Evil). The infinitely deep pit of Naraka is where the most wicked souls are punished. Demons drag these souls and throw them into the pit until they land in one of the endless layers. From there they may attempt to climb out via the pillars but countless threats oppose their attempts to escape.


Hades (Neutral Evil). The no-man's land between Naraka and Hell, who are constantly at war, Hades is a grey and dark desert filled with nefarious al-shadim, "false-ones", looking to cut down and take advantage of any wandering souls within.


The Nine Hells (Lawful Evil). Ruled by the dark prince Asmodeus, the Nine Hells are an orderly heirarchy, from the top to the bottom, and home to the devils. Devils seek to corrupt the living, tricking them into signing away their souls into servitude, and constantly fight for power. Unlucky souls in Hell are made to suffer in servitude to the needs of their diabolical overlords.

Friday, July 28, 2017

Faiths of Sublanarya: House Fortuna: Moira the Spinner, Glamora of the Weal and Dysrae of the Woe

Some old tales speak of fate taking the form of three women: the spinner of fate, the drawer of lots and the inevitable shearer. It is said when a person is born, the spinner spins out their life like a thread. She sets their fate in motion. The drawer of lots duty was to help measure out the life's thread and to tie knots where they would make important choices. Lastly, the shearer's purpose and her pleasure was choosing when to cut life's short. Together these three daughters of the primordial Nyx determined fate for the peoples of Narya. Those are the old stories. Others say all three are one goddess: Moira the Spinner of Fate.


Much like Erys, Moira is often depicted as Grimnir's sister but her true origins have been lost to the sands of time. She is the one who wields the spinning wheel of fate but whether or not these threads can be manipulated are debatable. For one, her very continued existence is debated and some believe her daughters are the result of the Mending tearing her in half.

As for fate, it is argued that, perhaps, when a person is born, they are destined for certain outcomes but perhaps these outcomes can be changed. Some believe that you must take risks to change those outcomes and, to some that is where luck comes in...

In the border between Terra Nada and Mechanis, there is a place that some would describe as a temple, others would describe as a casino and most would describe as the final resting place of many gamblers. This place is called House Fortuna and this where fates are rewritten. This massive golden complex rises of the sand and lures in souls and beings from across the planes. Angels, demons, devil, gods and mortals can all be found here playing games with the souls of mortals and the fates of many at stake. The mistresses of the house are Moira's daughter's Glamora and Dyrae.

Glamora AKA Lady Luck favors the bold, the daring and the reckless. She rewards those who takes risks, often tilting fate in their favor, but, while she admires the skilled and cunning, those who cheat too often or without challenging themselves often find themselves on her bad side. Lady Luck is the roll of the dice when a gambler gambles and a risk-taker takes risks. While she is known to show favor towards her adherents, she is most often neutral in the outcome. She loves a game and is known to especially manifest, leaving the confines of House Fortuna, when the stakes are highest. She finds no greater beauty in the universe than when fate is tempted.

While she is associated with good fortunes, she is neither good nor evil, and would say she favors neither. Her sister Dysrae is associated with bad fortunes and, while she favors neither good nor evil, she certainly enjoys the suffering of others.

Dysrae AKA Miss-Fortune hears the prayers of those who wish ill upon others and manifests when fate turns against the proud and the powerful as well as the humble and the meak. She takes pleasure the more luck turns against the hapless and loves to see the downfall of the high and mighty. She has little sympathy or care. She is the cruel needling whisper, the bitter words, and the envious heart of the immortal and mortal plane alike.

While her sister prefers an iconically glamorous form that borders on the gaudy, with lots of materials, dice & coin imagery, and gold, gems and sequins, like a show-girl or magician, Dysrae prefers simpler dress but often takes the form of a red haired noblewoman. In this form, she is mentioned as witnessing many murders and betrayals at the noble lords of Thule.

Both gods, as well as their mother, are often found depicted in gambling houses, thieves guilds and other places where good fortune, as well as bad, are called upon.

Saturday, April 22, 2017

A House Divided: The Hamutian Religion

First, let me clarify the nomenclature involved in describing Hamutian subjects:

Hamut means "kingdom" in Hamutian, the Hamuts are the two kingdoms,  Hamutia refers to both kingdoms and all territories they control, and the people and all things from Hamutia, collectively, are described as Hamutians. Hamutia is split into two kingdoms: Ptah-Hamut to the west of the Hamutian Sea and Raj-Hamut to the east of the Hamutian Sea. Peoples from Ptah-Hamut are called Ptah-Hamuts and peoples from Raj-Hamut are called Raj-Hamuts. They speak Hamutian and their gods are collectively part of the Hamutian pantheon.

The Hamutian religion is one that focus on creation, preservation, and destruction of everything from the universe to the individual.


Friday, March 10, 2017

Faith of Sublanarya: The Epic of Bellero, Patron God of Heroes

The epic story of Bellero begins in a land and time far away from Sublanarya, a mythical place of heroes and monsters, and with King Acrisius of the city state of Korind in the lost sea of Geleda ["hel-eh-dah"]. King Acrisius was a powerful and proud warrior king but he had a problem. Despite having several wives and many daughters, he had no sons. Without a male heir, he felt as if the Geledan gods had turned against him. And so, as Geledan kings did since ancient times, he sought out one of the Geladan oracles for the truth behind his misfortune. The oracles were virgin priestesses, chosen by the gods to be vassal for their holy words, and provided kings and heroes with glimpses into the past, present and future with their divination.

After facing many demons and troubles to reach the cave of the oracle, the king had been impatient in his quest. He left his offering by the wayside, attacked the guardian priests of the temple when told he needed to wait his turn, and even threatened the oracle herself. This impatience angered the gods but the oracle agreed to tell him his fate:

The next child born to King Acrisius would be a male heir, by the queen of the bleeding isle, but his daughter Danae would also give birth to a hero who is destined to kill Acrisius's heir and become the king.

Hoping to avoid this tragedy, Acrisius sent his daughter to live in the Tower of Rowa, a prison for one, well-guarded by a group of all female mercenaries, on the island of Rowa which is surrounded by sharp rocks and waters filled with horrible sea monsters. No mortal could conceivably reach the island or escape. Only the light of the sun could touch the top of the tower. And it would and did.

Perhaps as divine retribution for Acrisius insulting his oracle's temple, as it was Aurelion that grants them their visions, or maybe it was just his displeasure for the Tower of Rowa as a symbol of mortal man's arrogance, but Aurelion's attentions turned to the tower. When he saw the beauty of Danae he visited her, in a beam of radiant light, and took her as his consort.

It didn't take long for the princess to become heavy with the divine child and, noticing their failure, the female warriors took her back to Korind to face her father. Seeing his daughter pregnant, Acrisius realized he had to kill her but, knowing the child was the son of a god and not wanting their further ire, he decided to leave her fate to the sea.



Acrisius took his daughter, locking her in a wooden chest, and pushes it out into the sea where he expected Danae and his unborn grandchild to drown. Yet, he had not the foresight that Delphina would hear the prayers of Danae to save her and Delphina's unborn nephew, and the box was carried to safety by a pod of dolphins to Seriphos, the island of the fisher king, Polydios. The fisher king saw the dolphins as a sign from the sea goddess and quickly, with the help of his young son Dyrus, worked to pull the wooden box from the sea. Polydios took Danae in, hiding her from her father and the world, and when she gave birth to a son, dying in childbirth, he adopted and raised the boy who was named, with his mother's dying breath, Bellero.

Meanwhile, on the island of Kaptora, their king, Minos, had his own trouble. He sought out help to have his own male heir from the oracle. In fact, he had been the one seeking assistance from the oracle when Acrisius interrupted. The oracle told him to seek a small island near Kaptora and find a large white bull. If he sacrificed it to the gods, they would reward him with a male heir. He sought out the bull but, when he found it, he was so impressed that he refused to kill it. As punishment, the gods cursed his wife to fall in love with bull. His wife Skora forced Yollo, a prisoner of Minos, to build her an apparatus to mate with the bull. The resulting child grew quickly into a blood thirsty monster. Minos sought help again from the oracle and she instructed him to contain the beast but dare not kill it.


And so, Minos had Yollo build him a maze to contain the monstrous "Minotaur" before having Yollo locked away in the recently vacated Tower of Rowa. He then sent his wife, who had gone mad, to live on the cursed red island of Moro. To contain the beast and keep it alive, Minos was forced to demand a tax from the islands surrounding Kaptora:

Each week he demanded virgins to be sent to Kaptora from other islands of Geleda and forced to enter the maze. If they survived the maze, they were chosen by the gods, and would be rewarded. He did not tell them of the beast in the maze but it was known that none left the maze alive.


Polydyos reluctantly agreed to sacrifice his son, refusing to let some other father or mother of his people make such a sacrifice without doing so himself, and he sent Dyrus to "visit" Kaptora without telling him what would become of him once he arrived. When King Minos told the fisher prince he would have to enter the maze, Bellero stepped forward and pleaded to go in his place. He loved Dyrus as a brother and believed he could solve the maze. Dyrus would have objected but Bellero said Dyrus, as the prince of the fisher people, was too important to lose his life.

Minos's daughter,  Adrian, was touched by the young man's bravery and gave him warning of the beast and, with a stroke of brilliance, gave him a basket filled with balls of yarn. She recommend that he leave a trail of yarn as he trekked and that maybe he could solve the maze rather than becoming lost in it and becoming food for the Minotaur. And so, young Bellero was lowered via a trapdoor into the maze and to face his first tests.

Inside the maze, Bellero left a trail behind himself as he walked and pray he find the end of the maze before he met the beast inside. He first heard the heavy falls of the Minotaur's steps during the day, some wall or two away, sniffing and grunting, as it searched for him. He swore to kill the Minotaur and be free. He was glad not to find it that day as he found a nice corner to hide and sleep. But he couldn't. As he tried to sleep, he heard wailing and cries. To his dismay, he discovered the Minotaur was crying out for its mother, crying "Skora!" in its loneliness and hunger. With that, Bellero realized he had no choice but to face the beast and free it from the proverbial hell in which King Minos had trapped it to suffer and survive off of the innocent.

Bellero knew the beast was tracking him and so he set about making his own trap. He made sure to leave trails in the dirt and make noises as he walked. And so, when the beast followed his trail, it would walk right into his trap. He created a mess of yarn across the floor, that tripped and tangled the beast, before setting it upon it and, with a single blow, put out of its misery.

With the poor beast slain, Bellero was able to find his way out of the maze and confront King Minos with his crimes. King Minos denied the boy's claims and demanded that he be seized and slain for his crime against the gods. Dyrus came to the boy's defense and pushed the mad king into the trapdoor of the maze where he fell to his death.


With Minos dead, Adriana took the throne and married Dyrus. Bellero was hailed a hero and asked to visit the temple of Aurelion in Korind to seek forgiveness for killing the divine monster. After all, Minos himself had been warned of the consequences of harming the divine bull incarnate. Bellero agreed and made his way to Korind.

When he arrived at the temple of Aurelion, he discovered the prince of Korind, Kalibos, sacking the temple and planning to harm the priestess Andromeda.




The mad prince took pleasure in cruelty: he murdered his enemies, humiliated his rivals and took all that he pleased without challenge. He claimed that his gods were mightier than those of the people. When Bellero arrived, he stopped the prince from defiling the temple's priestess Andromeda and challenged him. He demanded to be given an impossible challenge and that, if Bellero succeeded, his gods were mightiest and the cruel prince would cease his mayhem. The prince agreed to the game but if Bellero failed he would sacrifice Andromeda to one of his gods. He had been sacrificing virgins to it and would sacrifice Andromeda next if Bellero failed. Bellero agreed and he was given his task:

To kill one of Kalibos' gods: the Cetus Hydra.

The Cetus Hydra was an eldritch horror; a mass of writhing tentacles and screaming maws driven by hunger and madness. It is said that the tentacles of the hydra are covered in the heads of the sacrificed that scream, forever in unision, in the same breath as their last. It was a nightmare that sunk ships and dragged men to their dooms. And Kalibos had been summoning it, feeding it, and perhaps even drawing power from it.

And no mortal man could hope to wound it. For each of its writhing arms that were cut off was quickly replaced by two more. Many heroes had tested themselves against the ancient eldritch god but they too were said to become another screaming face on the pillar of eternal torment known as the Cetus Hydra.

Kalibos knew this. And so did Andromeda.

 She had a vision, a nightmare, that haunted her dreams for years. She was strapped to a rock and sacrificed to the Cetus Hydra. But, in a flash of light, she was saved and the beast crumbled into the sea. The only thing she knew that could turn another into stone was the Medusa. The Medusa was a cursed goddess who could slay any mortal or god with a mere glance, turning them to stone if they gazed upon her head of coiling serpents, and none knew of her location or how a mortal could survive an encounter with such a horror.

None knew, except the Graeae.

Andromeda told Bellero to seek out the Grey Mountain and to find their cave. She forewarned him that they were dangerous witches, as well as seers, and that they often demanded a heavy price for their knowledge. Their knowledge, as it was told, came from their possession of the Mimian Eye. All three sisters were blind but whichever sister held the eye could see the past, present and even the future.

When Bellero reached the cave and the floor was littered with human bones. Realizing the price for their knowledge, he made his way to the three sisters. The three were bickering among themselves when he sneaked into their midst, snatching the eye, and threatened to crush it in his palm unless they gave him the knowledge he sought and allowed him to leave in peace. They agreed but he could tell they would try to kill him the moment he turned over the eye.

He asked what tool a mortal would need to retrieve the head of Medusa and use it in his battle against the Cetus Hydra. They cackled and told him to seek the Pool of Twilight on Atlas Mountain. The nymphs of the Pool guarded many treasures and granted a single boon to any Geledan hero on a noble quest.

As soon as they imparted the knowledge, he fulfilled his side of the agreement. He returned the eye by throwing it into the deep end of the cave. The three witches ran after the eye and he escaped. Some say they still seek out the eye and a great reward awaits any who would find it for them.

He then made his way to the Pool of Twilight, overcoming many trials along the way, until he arrived at the Pool of Twilight. He expected to be greeted with suspicion as he had heard the nymphs killed anyone foolish enough to try and approach the pool without a pure heart. They were warriors who wielded great magic and wielded vicious spears. And yet, when he arrived, they were unarmed and welcomed him graciously for a meal. As the twilight hour came to an end, he asked for a boon to help him on his quest. And they laughed at his request.

"None are more worthy of gifts from the gods than this son of Aurelion"

He received a gift from each of his father's parents and sisters save Delphina who had saved him as an infant:

From Aurelion's twin sister Fiona of the Moon he received the hunter's sandals that would make his footfalls silent and a golden bow in the make of his father's that could fell a titan, Terra of the Earth and his grandmother Kleeona of the Heart wove him a cloak of protection that would shield him from mortal weapons, from Pyra of the Flame he was gifted an admantine vorpal blade that could behead the Medusa, and from his grandfather Grimnir the All-Father he was gifted a helm of wisdom that would protect his mind from evil thoughts.

Sophia herself appeared before the hero and granted him a silver shield of mirrors that would give him the edge over the Medusa.

The nymphs gave to him a bag that could carry the Medusa's head.

Bellero then began his long journey to the island of the Medusa with the tools to defeat the Medusa, take her head, and slay the Cetus Hydra. But Kalibos would not wait for his return and prepared to summon the eldritch god and sacrifice Andromeda. The treachery was seen by Aurelion and, finally, he decided to give his son a gift as well.



As Bellero walked along a road he saw an old beggar on the side of the road. The beggar asked for some food and, despite the journey ahead and his haste, Bellero gave the beggar half of his dinner. The beggar thanked him for his kindness and gave him a bag of bird seed. The beggar then told Bellero to throw the birdseed into the air off of a nearby cliff.

Bellero thought the beggar's request strange but he agreed to it. Bellero went to the cliff and, as he threw the bird seed into the air, the Pegasus appeared and caught the seeds in mid-air. The Pegasus was a divine beast, a flying stallion, that only the pure of heart could tame. The steed landed before the hero, lowering its head, and allowed him to climb upon its back.


As Bellero flew towards the den of the Medusa, he could feel the warmth of the sun's rays and, for the first time in his life, he knew the affection of his father who had disguised himself as a beggar to test Bellero's goodness.

His heroism would be put to the test in the den of the Medusa.

The cursed Medusa lived in a temple that more of a mortuary or stone garden, filled with corpses of arrow-slain heroes and the grimacing frozen visages of the petrified few who met the serpent woman's deadly gaze, and was guarded by beasts. With his gifts, Bellero had no difficulty entering the temple, leaving the Pegasus outside, as he crept through the winding halls and catacombs and, much like his trial against the Minotaur, he detected loneliness, sadness, and murderous intent. As he crept, he was distracted by the sound of shifting scales and rattling bones, as the Medusa moved with terrifying speed for the size and strength of the beast.

And yet, Bellero was cunning and remembered that Sophia had gifted him the shield with the intent of guarding his gaze from the beast. He used it to catch glimpses of the beasts around corners before he finally came up with a plan to distract the Medusa and overcome her speed.

As Medusa came around a corner, she stopped in her slithering tracks. Her eyes met a strange sight-- in the arms of one of her victims was the mirrored shield. Upon seeing her own reflection, she slithered close and dropped her bow, transfixed by her own horrific image. As she stared at the sight, Bellero crept behind her with Pyra's blade in hand and the Medusa caught sight of him in the shield. She could have slain him with ease but she was finished.

The Medusa was tragic creature. She had once been a mortal princess whose beauty and adoration made a deity jealous. In retribution for the idolatry of her people towards the princess, the deity cursed her so that she would be repulsive, with hair of snakes, and any that she looked upon would be killed in a single breath. Over the centuries, the Medusa had become the monster to survive. But, after seeing herself again, her own face, she was reminded of her humanity.

She begged the hero to kill her. And he tried to refuse. It seemed dishonorable. She then threatened to kill him if he did not, moving to quickly turn her head in his direction, and forcing his blade. As he scooped her head, he thought he caught a glimpse of the Medusa's face, and his heart was moved by her beauty. The tragedy of the Medusa was not lost on Bellero.

But he had little time to contemplate his actions. Instead, he climbed atop his Pegasus and flew back to Korind.

When he flew over the city of Korind, he discovered it had fallen to chaos as the members of Kalibos's cult to Cetus Hydra fought against the guards of the city and the people rioted against the Prince's evil. As he arrived in the bar, he saw the sea roil around a rock and upon it he saw that Kalibos had chained Andromeda.

Before the Cetus Hydra could lay a poisonous tentacle upon her, Bellero made battle with the eldritch god. He slashed away at its limbs, stunning it with golden arrows, and fighting his way towards on of its massive eyes. When he found it, he lifted the Medusa's head from the sack and the god's gaze met with oblivion.

It quickly turned to stone and, just as in Andromeda's vision, crumbled like sand into the sea.

After freeing her from the rocks, Bellero took Andromeda back to shore. There he was met by Kalibos who, once again, moved to harm the priestess. This time, Bellero was quick to act, and with a swing of his blade took the bastard prince's hand. With a horrible cry, Kalibos fell back off the cliffs of Korind and into the sea. The people of Korind rejoiced and celebrated as Bellero freed them from terror and tyranny.

The king of Korind, lay dying in his bed chambers, and upon hearing the death of his son and the arrival of Bellero, he called the hero to his chambers. He confessed to his crimes, thanking Bellero for stopping the evil Kalibos, and, with his dying words, named his grandson, Bellero, as his heir.


With that, Bellero became the king of Korind, marrying Andromeda, as justice and peace were restored to the city state. But happy ends are rare in Geledan myth.

Kalibos was not dead. He washed ashore on an island where he was nursed to health by a hag who found him on the shore. As he lay in her hut, having been transformed into a form befitting his hideous nature, she told him the truth: she had known his father Acrisius and that Kalibos was her own son.

The hag explained that she had once been Skora, the Queen of Kaptora, but her husband had exiled her to live among the criminals of the island. Luckily, she was a powerful witch and managed to survive and conquer the island. There she, like all on the island, exposed their "true natures" and she was transformed into a hideous hag.

She then explained that not long after the would-be execution of his daughter and grandson, King Acrisius had sought out the bleeding isle and, with some help, found it. After becoming victim to the madmen and monsters of the island, he believed he would die. Instead, he was brought before their queen at her palace. She was a beautiful temptress and, knowing his fortune, he told her that if she would bare his child that the boy would become king of Korind. The queen agreed to lay with him but, when he awoke from his drunken horror to discover his bedmate has transformed into a hideous hag and the palace transformed into a filthy hut, he fled from her side and escaped back to Korind.

But, some months later, he would go back to the island and return to Korind to raise Kalibos as his heir.

The news, combined with his defeat, drove Kalibos into further madness and the hag twisted his madness and hatred into a focused malice powerful enough to challenge the champion of the gods, Bellero. She promised that she could give him the power to conquer the Bleeding Isle's madmen and turn them into an army. Then, with his army of raiders and the other teaching the witch could provide, the bastard prince would be able to defeat Bellero.

And he tried. Kalibos's raiders attacked villages and cities all across the Geledan sea but he knew that would not be enough to draw out the hero. He took the form of shadow as a disguise and kidnapped Andromeda, dragging her to the den of a beast that Kalibos had taken under his dominion, the legendary Chimera of Lycia. Bellero flew to the cave where Kalibos's army lie in wait for him but, before he could land, the Chimera set upon him.

Bellero faced off against the Chimera and it was the most intense battle of his life: the beast had the head and forelegs of lion, also with the head and back legs of a goat and a third head of a fire-breathing dragon, with bat-like wings, and finally a venomous serpent for a tail. He did battle with the beast for a day and a night, both becoming weary and traded blows, when his helm of knowledge gave him an insight. The Chimera was a female who had recently given birth. Realizing the meaning of this revelation, he searched the battlefield below, even as the Chimera chased him.

Bellero saw that Kalibos men were guarding a cage and so, with the deft precision of his bow, he knocked the cage open and let the prisoner free. It was the Chimera's child, which flew to its mother's side and to safety. The Chimera turned on the army, immolating them with its flaming breath, before fleeing with its child in tow.

As Bellero landed on the ground to go into the cave and rescue Andromeda, he was set upon by Kalibos. This time, Kalibos was far mightier, able to shape shift into monstrous forms and was overwhelming Bellero. Finally, Bellero pulled out his trump card: the head of the Medusa, turning Kalibos to stone, before severing his head from his body. Kalibos was defeated, for now, and Bellero was victorious.

The hero ran to his queen's side, freeing her, and, as they embraced, Bellero collapsed. In the battle with the Chimera, he had been mortally wounded by the venom of the serpentine tail, and had only managed to stave off death long enough to complete his final quest. Andromeda wept for her king as she held his body. The Pegasus approached the two of them, bowing its head, and the queen knew what she must do. She lay Bellero's body across the back of the Pegasus. The loyal steed knew where to go.

Bellero was carried to heavens and received by his family. And there he was given new life but not as a mortal. Bellero had earned the mantle of godhood, inheriting the birthright of his father's divinity, and became the ideal that all heroes would forever aspire to be: courageous, honorable and kind-hearted.

Andromeda would remain the queen of Korind and would soon give birth to Bellero's only child. Bellero's bloodline was strong, watched over by the hero god, and would rise, time and time again, to stand against great evil in Geleda and across the world of Narya.

 BELLERO

Title(s)  
The Paragon, The Saint of Heroes, The Monster Slayer, The Pure-of-Heart, The True Heir


Pantheon(s)
Naryan

Power Level
Greater Deity

Alignment
Lawful Good

Symbol
A pegasus

Realm
Mount Olympus

Portfolio
Heroism, athletics, survival, courage, cunning

Domains
War, Protection

Worshipers

Athletes, heroes, guards, volunteers, warriors

Favored Weapon
Swords and Shields

Holy Day(s)
All Heroes Feast