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Archive VI. Apocrypha The Homelands Document [Homelands][OFFICIAL]
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2 years ago  ::  Feb 18, 2011 - 11:25AM #1
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,457
Backstory for Magic the Gathering : Homelands
By Scott Hungerford and Kyle Namvar

June Revision/June 14th, 1995
©1995 Wizards of the Coast

Keeper's  Note: This whole article, and the sections that will follow, were  originally given to the poster Ashtok by Scott Hungerford himself. They  first circulated on mtgsalvation, then on phyrexia.com, and now I am  posting them here, with Ashtok's permission. They were a part of the old Tome of Flavor for a while, and now it appears here, in the archives, compiled for the first time with the actual cards from the Homelands set that the text describes.

See Also: The Creation of Homelands.




Amongst  the multi-verse that encompasses the game of Magic, most of the worlds  already mentioned in the previous expansions and sources have been  written about the plane of Dominaria, or the worlds immediately around  Dominaria that are convenient for the Planeswalkers to travel to and  from. The Homelands set is based on a world somewhat distant from these  familiar places, a world distant enough that it would even be a trying  journey even for one experienced in walking through the worlds.

Far  back in distant history, the world was known to the all-knowing  World-Sages as Ulgrotha, a word that is comparable to "garden" or  "sanctum". Apart from being a world incredibly rich in mana and diverse  life forms, it was not much different from any of the other worlds that  connected to it, or made up the fabric of the multi-verse. On this world  was a Citadel, a fortress belonging to a expansive group of  planeswalkers known as the Tolgath. They were a powerful group of  wizards directly opposed to an older group known as the Ancients. All  the members of these rival groups were incredibly powerful sorcerers,  and had a great deal of experience in artifice creation and wielding the  forces of mana.

Making sure that this new threat did not grow  strong enough to be dangerous, the repressive Ancients lay siege to the  worlds the Tolgath held. Finally, the battle was joined at Ulgrotha, and  all across this small world packs of wizards dueled each other,  summoning creatures and casting spells of destruction and manipulation.  The battle was so massive that at one point, by the coast of the Greater  Sea, one of the Ancients' War-Lords was forced to rent open a rift from  Ulgrotha to a different world entirely, just to fuel its spells.

In  the end, after weeks of fighting, the Ancients finally lay assault upon  the Citadel itself. A Tolgath wizard named Ravi returned to the  fortress too late, and found it surrounded by the armies of the  Ancients. For three days she watched helplessly as the walls and spells  were breached, and the mental connections to her compatriots vanished  one by one as they were killed or captured. Knowing it would be a matter  of time before the Ancients discovered her, Ravi went to a place where a  great Spire of basalt rock rose out of the ground. There, she lifted a  small chime from where she had wore it around a chain on her neck, and  gently rang it on the pommel of her knife. Quickly, she walked down the  stairs into a caverns beneath the Spire, closed and sealed the huge door  behind her, and climbed into a magical sarcophagus (Tawnos's Coffin  type object), and closed the lid over her, just as the first effects of  the chime were occuring.

The effects of the magical chime were  monstrous, as the artifact caused a magical backlash that erupted across  the entire world. The Chime, attuned to the mana patterns and streams  of Ulgrotha, disrupted mana channels all over the planet. Any creature  who required mana to survive perished, and all of the wizards who could  not escape in time were burnt in the holocaust of colorless fire, as an  entire world of energy surged against them. The land died, the energy  channels were run dry, and most of the summoned creatures died within  days, their lifeforce drank by the very soil they walked upon. Where  before the rich earth had produced mana, now it drank mana and life from  any creature who walked across its surface. Even the flyers couldn't  glide forever.

Ravi had been given the Apocalypse Chime by her  master in case of such an occasion; she knew that it would be a terrible  thing to ring it, and she came to know just how terrible the object was  as she lay in the sarcophagus. Being a wizard based on life and nature,  feeling her ties to the land ripped away drove her to madness, and she  was left with a suffocating feeling of solitude. Even through the Coffin  protected her against the magical backlash of the Chime, the very feel  of all of her connections and relations fragment to nothingness caused  her to regress into an unstable state.

After a week within  stasis, the coffin was supposed to open, providing egress and thus  escape from the battlefield. But her master had neglected to give Ravi  the source of mana that would power the Coffin to open. Trapped, Ravi  lay in stasis, awake, unable to dream, aware of every passing second for  the centuries she was locked within the artifact. With all of her  land-ties gone, and no means to generate the power to open the lock, her  spirit was rapidly broken, and claustrophobia set in. Madness does not  even begin to describe the state of her mentality.

But one  location on Ulgrotha withstood the devastation. Where the Ancient  War-Lord had rent open a mana-gate deep beneath the surface, mana still  poured through. The summoned creatures in the vicinity of the Rift  survived the effects of the Chime, as the steady flow of mana kept the  area alive and not drinking; an oasis amidst a planet thirsty for  energy. Most of the humans took to the plains to the North, while the  Goblins and other humanoids found a home within the Mountains to the  South, naming them the "Koskun Mountains". The Minotaurs that had  already lived secluded within the vales of the mountain-range continued  with their lives in much the same fashion, and were relatively  unaffected by this dramatic turn of events. The swamps were for the most  part unpopulated, and most of the sea creatures that survived along the  shallow shores were destroyed by the devastation. The forest still  contained many creatures and monsters, some indiginous to the area,  others summoned and left behind by the Tolgath and Ancient duelists.

Most  of the small planet was left desolate. The climate changed, and where  the trees died and withered, grasses, brush and hardy plants survived,  as did the smaller lizards, insects, reptiles and other creatures that  did not depend on mana to survive. But where the rift still poured mana  through from deep beneath the ground, the rich concentration of foreign  mana made the oasis a paradise of health and vitality amongst the  devastation. Not even a trace remained of the many Tolgath towers and  structures that used to dot the landscape around the Citadel, let alone  any sign of the individual battles or duels.

Feroz

A  long time ago, there was a planeswalker by the name of Feroz. Feroz was  a kind and gentle human whose special trait, apart from his ability to  walk the planes and harness the energies of the plains and islands, was  his uncanny knack for understanding and learning the languages of nearly  any creature. With the aid of powerful spells, Feroz prevented his body  from aging, and protected himself against predators and enemies with  powerful artifacts he had acquired during his travels.

For  lifetimes, Feroz did little but wander from plane to plane, seeing the  sights and exploring the wonders of the multi-verse. As result, he  gained a level of wisdom and understanding few planeswalkers achieve,  for Feroz knew that the multi-verse was connected on every level, rather  than just understanding it as most wizards claim. He had explored most  of the hospitable worlds and had begun to suspect the relationships  between them all.

Thus, after having conversed with so many  creatures and beings, and studied so many cultures, the practice of  summoning creatures by wizards had come to disgust Feroz. After  travelling the worlds for so many decades and seeing so many cultures  decimated by wizards summoning them for duels, Feroz had come to despise  those planeswalkers that summoned creatures from their birth-planes,  away from their families and homes. But what could one planeswalker do  against the entire multi-verse?

To have so many creatures die on  battlefields for empty causes, to have so many creatures helplessly  slaughtering each other in meaningless duels infuriated him. Feroz was a  wizard who summoned no creatures to fight his battles and duels, but  instead defended himself with a collection of simple spells and potent  artifacts. Because of his hatred for the summoners, Feroz rarely  interacted with them, and rarely accepted any challenges from them. But  when a cause was great enough, or there were lives of innocents in the  balance, Feroz would duel until his opponent had no spells left to cast,  then banish the wizard to a far away plane, preferably one which would  take them years to travel back from.

Portal to the Homelands

One  day, Feroz planeswalked from one little known world to another, and  encountered a mountain-aboriginal tribe of Minotaurs. (He appeared in  the Koskun Mountains, within reach of the Rift.) He was struck by the  ritual-tattoos of one particular Minotaur. These tattoos bore an uncanny  resemblance to the relationship of the five colors of mana. This proved  to be more than a coincidence because Feroz was able to detect the  spark of embryonic planewalking ability within the Minotaur.

The  importance of this individual could not be overestimated to Feroz, who  decided to settle with the Minotaurs until he could educate the novice  planewalker. Feroz would only depart once the Minotaur could protect his  clan and his home from the predations of other planewalkers.
The  Minotaur, Sandruu, proved to be a natural. Within a few years Feroz felt  ready to explore the Homelands with Sandruu in tow. Feroz was quickly  drawn to the abundance of life in the city of Onella, on the Northern  Plains. Upon entering the city he became aware of another planeswalker.  Girding himself for possible conflict, he was relieved to discover a  planeswalker named Serra, one whom shared his beliefs in the  non-exploitation of fellow creatures. Where Feroz was wise, older and  well-travelled, Serra was a headstrong woman who had settled in this  world. Feroz was equally impressed with Serra's guardians, whom she  called, "her Angels".
Serra's Angels were not living beings, but  instead incarnations of white mana inhabited by war-spirits. The  war-spirits that possessed the incarnations did so of free will, for if  the physical body died, they would suffer no lasting damage, and would  eventually come to Serra to be reformed, or journey to a place where  white mana was prevalent and take physical form again.

Battle for the Homelands

Eventually  Feroz's admiration for Serra turned to love, and their relationship  bloomed. After but a short time, he proposed to her on one of the peaks  within the Koskun Mountains, the site of his original entry into the  world. With his residency cemented, he released Sandruu to explore the  multi-verse, while he stayed behind to watch over the world he was  beginning to be quite fond of.

Sandruu sought the wisdom of  several planeswalkers, but his trusting nature was to lead to his  downfall. He fell in love with a planeswalker named Kristina, who taught  him much about life and magic. But he crossed paths with the ferocious  Taysir, a user of all the colors of magic who also loved Kristina. He  was caught offguard by the ferocity of Taysir's attack, and fled back to  the safety of the Homelands. Unfortunately, his panic made him  careless, and instead of reaching Feroz, Sandruu fell to earth near the  Minotaur caves. Taysir followed him, and in front of Sandruu's tribe,  imprisoned him on a faraway plane of existence.

Sensing  Sandruu's distress, Feroz appeared in time to witness the Minotaur's  fate, but could do nothing to prevent it. Confronting Taysir, enraged at  the banishment of his friend, Feroz engaged Taysir in battle. Taysir  forced the Minotaurs to fight for him. Alarmed, Feroz attempted to end  the battle without harming the Minotaurs but this only forced Taysir to  desperately Earthquake the battleground resulting in the destruction of  the Minotaur's ancestral pictoglyph caves, and the loss of centuries of  history, tales and heroic saga. The aftershocks wreaked havoc with the  Koskun Peaks as a whole.

From the rubble Feroz was able to grab  one of a dead Minotaur's knives and embedded it into Taysir's skull - it  was the first time he had ever actively taken a life, and it disturbed  him greatly. The remaining Minotaurs disposed of the planeswalkers body,  and then mourned for their tribe. Unknown to the tribe Taysir was not  dead; his soul had been taken by the ancestral gods of the Minotaurs,  where they held him for many decades, temporarily stripping him of his  planeswalking abilities and showing him the error of his ways. Only when  he was redeemed would they return Taysir to his body, now a shriveled  husk lying on the graveyard pile deep within the Minotaur caves.

Shortly  thereafter, Feroz and Serra were married in a Minotaur ceremony, and  received wedding tattoos on their wrists, as well as giving each other  the customary ring.

The World of the Homelands

Feroz  and Serra began to dedicate their time to researching their home in  more detail, and they found that most of the world had already been  ravaged by a great calamity of some kind many centuries beforehand.  Except for their small section of the planet, the entire world's mana  channels had been drained or destroyed. The world was mostly desolate,  with only shallow scrubs for plants and inhabited by a variety of  poisonous insects. It was a world without any significant vegetation or  habitation of any kind, or any marks of any kind of ancient  civilization. To travel through these wastelands was a sure invitation  to death, for the life drained from any traveller who ventured across  the soil, as if the very earth were drinking the life from them to  replace what it has lost. To travel by water or air was safe, but if you  ventured too close to the hungry land, you would suffer the same fate.  This world had once had been a beautiful place, but some terrible event  had happened that turned the world into nothing better than a desolate  nightmare.

They learned that only one section of the world had  any life at all. A well-populated place on the edge of a vast ocean,  with sprawling forests, high mountains and plains that reached from the  Sea to the very edge of the desolation. Humans were prevalent on the  plains, monsters and creatures in the forest and a variety of humanoids  in the mountains. The only large structure in evidence was a huge stone  castle, dwarven built, that was built overlooking the swamps. Feroz  tried to enter into the castle, but an overwhelming sense of dread kept  him from exploring the interior. He had an idea that there was something  ancient and evil residing within, and though his curiousity was peaked,  he had no wish to find out what it was.
After some research, Feroz  and Serra determined that there was some incredible mana source deep  beneath the ground, and that it was what had caused the small domain to  grow amidst the total desolation of the world.
After a few months of  research, Serra and Feroz were able to discern few answers to the  mystery, save that the mysterious and powerful source of mana that  brought life to the land came from deep under the earth, and that it was  what caused the small domain to grow amidst the total desolation of the  world. The ocean floor near the habitated part of the world still had  many fish, sea monsters and even a small population of seafolk that  herded
sea-cows.

Serra's Isle, Feroz's Ban.

The  couple set up their home on a small island far away from the coast, and  then proceeded to build a paradise there. With Serra's magics, they  infused the small island with mana from the faraway continent, making it  into a beautiful and fertile island, and no longer a place where the  very earth would sap their life. Using his own sorcery, Feroz brought  great blocks of granite and marble from the mountains of faraway worlds,  and used them to build a great villa that faced over the deep blue sea.  Over the two years it took to construct the house, Serra travelled  across a number of planes and collected a variety of creatures, ones  that would live well on the isolated island. By the time she returned  with her last trip's collection of pets and creatures, the house that  Feroz built was done - great standing columns, shallow reflecting pools,  and even a garden he had grown by linking with Serra's mana spell.  Albatrosses as flying mounts and spellbattery-powered skiffs to sail the  waves.

In the main tower overlooking the largest of the  reflecting pools, Serra and Feroz then settled down to work. Studying  the sole mana stream available to the world, ancient tomes on spell  construction, and analyzing one of Serra's artifacts, a device that cast  an incredibly strong barrier of force, they endeavored day and night  for nearly a year. Then, on the night when the flow of mana was at its  strongest, (when it was solstice on the world where the mana came from,  they figured) Feroz cast a powerful spell, Feroz's Ban, that sealed his  world off from the other planes. Proof against other planeswalkers  either entering or stealing the creatures of the world, and invisible  from scrying or even detection, the world became shrouded from the rest  of the multi-verse like a ship in a bottle of volcanic glass.
To the  point of view from the few other planeswalkers that even knew of the  place, the world suddenly disappeared, and the gates vanished. But in a  world with so few resources to use, it was of no loss to them. And in a  multiverse where worlds and gates occasionally came and went with the  cycles of the years, there was no great panic.

Illusion's End

Over  the next ten generations, Feroz and Serra worked hard on maintaining  their illusions, keeping their eternal middle-age/youth, and keeping up  the Ban. But, on a stormy midsummers night, Feroz suffered a fatal  accident in his laboratory - an elemental he had been studying had  gotten free and committed grevious harm against him. By the time that  Serra reached him, he was near death. With his last breaths, Feroz  begged her to leave this world, that she should never tell anyone of  what they had done, and to leave "their children" to live their own  lives. But, before he could tell her why, Feroz died, beyond the reach  of her magics.

She was very angry with him, and soon found  herself within the City of Onella, capitol of the Citizenship of Aysen,  wandering the streets in disguise. While observing, she witnessed an  accident about to happen, and tried to use her powers to "change" the  scene so the man would not be seriously hurt. But as fate has quirks,  the man instead was killed, and she quickly learned why Feroz had asked  her to leave the Homelands, and leave the inhabitants to their own  destinies and fates. For years Feroz had guided Serra in her actions,  and without him there as her partner, a lot of the responsibilities she  had taken lightly now had a much more serious nature.
Serra buried  Feroz in an unmarked grave near the spot where he had first come into  this world, atop the Koskun Mountains. She also erected a huge stone  wall, and burned the story of the world into the stones in wizard's  runes - if any planeswalker were to breach the Ban, it is likely that  this place would be the point where they would come through, and thus  would hopefully, they would read the story of Feroz's life on the wall,  and his dreams, then leave the world unharmed.

When all was  finished, she opened the one-way gate for a moment, and stepped through  into the outside world. When the gate closed behind her, closing her out  forever, she dropped to her knees and wept.
Serra was killed less  than a month later by another planeswalker who coveted her wedding band.  He believed it to be magical in nature, and thus challenged her to a  duel over it. Trapped in a world she now hated, never to return to her  paradise or to the arms of her husband, she accepted the duel, and  fought the wizard for two days. Finally, as the opposing wizard was  raising a final series of spells, she disenchanted her own protection  circles, and let herself and the wedding ring be blasted with lightning  and fire. One of the spectators, a young priest by the name of Angus,  couldn't stand to watch the wizard blast Serra as she lay on the ground,  helpless. With a strong blow from his walking staff he knocked the  wizard unconcious, and watched as the man dissolved into a puff of  smoke.

Angus then carried Serra back to his house, and tried to  heal her as best he could, but she had been damaged too badly by her  opponent. In the two days before she died, in confidence she told the  story of her life to the priest, and the story of Feroz's life and  dream. When she finally died from her injuries, he buried her in an  unmarked grave in the hills overlooking Sursi. When his life dream, his  Cathedral he had spent fifty years building and overseeing was finally  finished and dedicated on his seventieth birthday, he dedicated it to  Serra and her life - thus, the Cathedral of Serra in Legends.

Present Day

It  was twenty years ago that Feroz died and Serra was killed in a  sorcerer's duel. The Ban that Feroz created was still intact, but it was  built without knowledge of the Gate in the Dwarven City deep beneath  Castle Sengir. Over time, the mere presence of the Dwarven Gate has been  unravelling the Ban, and now, without Serra or Feroz to tune and  strengthen the spell, the Ban is beginning to unravel. The world of the  Homelands is open to outsiders once again, and the planeswalkers have  felt the pulse of the world re-joining Dominia once again, like sharks  smelling blood in the water. If the Dwarven Gate can be closed or  destroyed, the Ban will reinstate, and keep the world safe from harm,  likely forever.. And thus begins the game!
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2 years ago  ::  Feb 18, 2011 - 11:26AM #2
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,457
Rough Timeline [For the Homelands Setting]

(1  generation = 20 years.  Humans have 20-25 year generations which this  chart is based on.  The Goblins of this world have a lifespan of about 8  years, Orcs about 15, and the Dwarves are somewhere in the range of  well over two hundred years or more.)

After the Great Destruction

1st Generation (600 years before present)

•  Those few creatures and beings who actually survived the final conflict  between the Tolgath and the Ancients are the ones who were in the  vicinity of the Rift, and thus did not get their lifeforce drunk out of  them.  There are nomadic human cultures forming on the plains, formed  from a mish-mash of the summoned people, warriors, healers, sorcerers,  and the like.  The humanoids have started to make their homes in the  Koskun Mountains, and are starting to dig through the rich soil.   The  world is going through serious changes; violent storms are a constant,  as are going to be unpredictable seasons and weather patterns.

3rd Generation (560 years)

•  The creatures and people continue to adapt to their new homes and  environments, and now consider the oasis to be their true home,  surrounded by a deadly scrubland.  Most have given up any hope of  rescue, and the tales of the great war have become stories to teach to  your grandchildren. 
4th to the 10th Generations (540 to 420)
•  The stories of the great war are now hundreds of years old, and have  started to degenerate with every telling, as there is no one written  language that is common.  Occasionally a lone wizard will appear, steal a  creature or group of creatures, then leave.   

12th Generation (380)

•  A colony of Dwarves dig through a natural gate from another world to  this one in search of minerals and gems, deep beneath the mountains of  the Homelands, within the vicinity of the Rift.   A Dwarven city is  established, and is called New Freedom in the Dwarven tongue.  It is a  beautiful place filled with Dwarven-constructed artifacts and  power/air/light generating machines, and the mining there yields great  wealth.  The Dwarves dig to the surface, and start to build a great  stone castle called Morning Light overlooking the saltmarsh.  They are  not discovered by any other culture, and are unaware of the history of  the world.
• Two planeswalkers duel in the swamps near the  uncompleted castle.  When the duel is over, an ancient Vampire Lord by  the name of Baron Sengir is left stranded when his wizard is banished.
•  A number of the Dwarves build sailing ships to explore the local world  they have found their way into, and leave the rest of their kin to  finish the castle.  They contact many cultures and have many adventures. 
• When the Sea-Dwarves return six years later, they find that all  of their kin who stayed behind have been slain by a Vampire that has  taken over their castle.  Even though they know many ways to get into  their own castle, Baron Sengir proves too strong for them to destroy.   In one of the raids, Baron Sengir captures the Dwarven King's daughter,  Irini, and turns her into a vampire.  Finally, the Dwarves accept the  fact that they will never be able to get through the castle and down to  their city and back through the gate without being caught and killed by  Sengir, or all of their kinfolk who have been turned into vampires by  Sengir.  They leave the castle to the victor, and go to find their own  home in this world, and wait to enact their revenge.
• Serra arrives  in the Homelands.  She encourages peace between the various plains  nomads and the foundation of the state of Aysen.  She takes on the  godhood/protector role over the people of Aysen. 

13th Generation (360)

•  The Dwarves learn that many of the beings who live on this world have  little idea that there are worlds beyond their own.  These humans and  humanoids who have such short lifespans have either forgotten or lost  the reasons why they are here, or what has happened to the world in the  past.  The Dwarves then set out on a greater quest, to try to find out  what has occured in the past and put the pieces together.

14th Generation (340)

•  Many of the Dwarven ships that sailed beyond the edge of the area  saturated by the off-world mana don't come back - and never will.   Approaching an alien shoreline when away from the rift has the same  effect as walking over the hungry earth - there are a pair of Dwarven  ships that anchored, and all the crew died when the tide lowered,  placing them just within reach of the life-draining effect.

20th Generation (220)

• Feroz duels the evil wizard in the Koskun mountains.
•  Baron Sengir stirred awake by magical activity and echoes of Feroz's  presence, and the draw from the Earthquake spell.  Soon after, he  discovers the resting place of Ravi, and frees her from her prison.  He  turns her into a vampire, and she becomes "Grandmother Sengir", and  begins to slowly teach him what she knows of green and black magic,  wisdom, and lost knowledge.  She is still completely insane, and has  little idea who she is, or her history.
• Feroz and Serra build their home; Feroz's Ban is cast.
• Aysen Abbey is built in the city of Onella.
• Baron Sengir sends Vampires and monsters on raids against Aysen; the intent is fear and morale collapse, not domination.

21st Generation (200) 

• Due to the side-effects of Feroz's Ban, the Autumn Willow gains sentience and a great deal of power over the Forest.
•  Wizards' School founded on Floating Isle by Feroz in disguise, and the  people begin to learn more of wizardry; Baron Sengir is suspicious, but  does nothing - he has all the time in the world, and better to play his  hand carefully.

22nd Generation (180) 

• City of An-Havva Founded by people leaving Aysen's bureaucracy.
•  Eron the Relentless is made into an immortal by a Wizard Savant on the  Floating Isle, with one of the books given to him by Baron Sengir as a  corruption tool/bribe - the Wizard disappears thereafter, as he severly  displeased Baron Sengir.

29th Generation (40)

• Baron  Sengir calls a halt to sporadic, "fear" attacks against Aysen, courtesy  of a visit from Ihsan's Shade and the lesson it brought. 

30th Generation (20)

• Feroz dies, Serra departs from the Homelands never to return.
31st Generation  [The Current Day]
• The Ban begins to collapse.  Planeswalkers enter into the fray.
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2 years ago  ::  Feb 18, 2011 - 11:37AM #3
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,457
STORYLINE for Homelands

White : The Citizenship of Aysen



History
- After the Great War, the few humans that survived the destruction and  managed to find their way to the Homelands adapted and became nomadic  wanderers on the plains. As time went on, they divided into different  "families" and came to forget where they came from, and why they were in  this world. Skirmishes with the humanoids from the mountains were  frequent, but they rarely ended with more than two or three deaths per  conflict. Where the humanoids from the mountains had wolves and riding  mounts but were lousy at fighting, the nomads didn't have warhorses of  any kind but had a good idea of tactics and archery. The nomads' mounts  included a stock of work horse and a breed of light pony that wasn't  really any good for riding (at least for humans).

There came a  time when the nomads were growing so numerous, they started to war  amongst themselves. A god by the name of Serra came from the skies  during one of their battles and acted as peacemaker amongst them,  bringing them together as a people. They respected her, and followed her  instructions and wisdom, and in a matter of time they were able to  scare off most of the invasions from the mountains, and began to build  their first city named after the first Abbot chosen by Serra - "Onella".  They also named themselves the Aysen after a star constellation which  Serra said stood for "harmony".

Philosophy -  Firm believers in good and evil, right and wrong, most of the people of  Aysen are generally pretty fierce and stern tempered - though it is more  a philosophy than a faith. As a culture they regularly and loudly  vocalize their concerns with everyday life, but also value their privacy  and homes. They've got serious hatred for Baron Sengir and any who  serve him, as well as mixed feelings regarding the rogues and Goblins in  the Koskun Mountains.

Government - The  government of Aysen is run by a mostly democratic method. Bureaucrats  from all over Aysen journey to Onella three times yearly to decide  important issues of state. The daily affairs and bureaucracy are  maintained by the Abbey Matrons, red robed women that tend to the sick,  maintain justice, settle disputes and arguments, and act as a police  force when necessary. There is one figurehead ruler in Aysen, the Abbot,  who is responsible for the spiritual and moral wellbeing of his  culture. The Abbot is chosen from the populous by Serra after the old  Abbot dies, and is chosen for his potential and his open minded-ness.  There is a lot of red tape, a lot of bureaucracy and quite a few  complicated procedures involved with getting anything done in the Aysen  government, and many of the citizens who live in Onella are starting to  get fed up with all of the hassle.

Religion/Philosophy - though many of their beliefs may have religious overtones, the Aysen  are much more philosophical by nature. They believe that there is life  after death, but no reincarnation, and that there are many mysteries  they have yet to solve about the world, and about life.

There  are two major divisions in how people think in Aysen, that of the Serra  and the Samite. The Serrans are those that think that good and evil are  absolute, and (of course) those who are of Aysen are good, while just  about everything and everybody else is evil, or at least on the way to  being evil. The Samites are much more open, tolerant of the opinions of  others and generally unbiased- they believe that every creature has  potential for good and evil within them, but no being can be only good  or only evil. When confronted with absolutism, or called evil for the  way they think, Samites usually just ignore the name-caller, or tell  them to look into their own heart if they really want to find the true  meaning of evil. As result, the Samites are a bit more nieve and don't  have the political power the Serrans do, and are a bit of an accepted  abnormality in Aysen society.

Magic - There are  some healing and protection magics practiced openly in Aysen, but they  know little of the "chivalrous war magics" so prevalent in Dominia.  Recently, divination and fortune telling has become popular in certain  circles, as well as other forms of "white" magic. There is the recent  phenomena of the Death Speakers in Aysen, those who supposedly practice  evil spellcraft and dark sorcery. In reality these young men and women  are mostly harmless, though a couple of them are actually being  corrupted by agents of Baron Sengir.

Trade - As  result of the Treaty between Eron the Relentless of Koskun Keep and the  Citizenship of Aysen, the peoples of Aysen sell food (crops, dried  meats, etc.) to the Goblins and thieves of Koskun, in exchange for ore,  metal, nails, coal and the promise that Eron the Relentless ensures that  his people will never invade the plains. (Also, since the Abbey  Gargoyles will slay any Goblin or Orc they find in Aysen, most of the  trading between Koskun and Aysen takes place at the Border Gates or in  the town of An-Havva). There is also a great deal of trading of lumber  between Aysen and the Pioneer town of Kerselin on the edge of the Great  Wood.

Art Guidelines - The colors of just about  everything in Aysen are White, Blue and Green, with very little red or  black. Most of the homes and buildings are built of wood, and rarely  exceed two stories in height. Glass is prevalent in the culture, as are  metalworkings. A number of types of clockwork laborers are found in the  Aysen culture, courtesy of the Wizard's Isle (and Feroz's teachings).  Lots of natural colors can be found in the buildings and artwork, but  wood is almost always painted or stained. People wear colored robes over  their clothes in place of coats. Metal armor is minimal, and full plate  is a luxury allowed only to the Serra Paladins. Sharply defined colors  are a constant in the color scheme - there is any doubt whether  something is blue or green. Onella is a place full of shops and homes,  businesses and small temples, and even a sort-of-functioning clocktower  with ten divisions to the hour instead of twelve.


Major Plot Points for White

Hatred

The  spirit of the peoples of Aysen is fueled by hatred for Baron Sengir  ("The best way to unite a divided people is to give them a common  enemy"). For generations the Baron sent his vampires and foul creations  to plague the fields and farms of the countryside. His vampires were  usually driven away or destroyed, and were never numerous enough to  actually take control of any part of Aysen - but the Baron's plan was  not conquest, but instead to install fear in the peoples of Aysen. It  worked for some time, until after an special incident with a Serra  Paladin by the name of Ihsan, he noticed that the citizens were actually  gaining strength through their righteousness, rather than becoming  weakened by their fears of nightly attacks. Thus, the Baron slowed the  rate of his "obvious" attacks on Aysen, to the point where it is a rare  thing in the modern day to even see a vampire anywhere in Aysen. As per  his plan, as his presence vanished, the citizens started looking  elsewhere for an enemy to found their anger upon - and have started to  divide and look amonst themselves for "evil". The Baron is an immortal,  and thirty years to him passes as does a blink of an eye - waiting a few  years isn't going to hurt him any, but it could lead to the downfall of  Aysen without him

Death Speakers

The main  point of schism in the Aysen culture. As result of Baron Sengir's  reduced presence, the peoples of Aysen have started looking for a new  place to direct their anger. A number of disillusioned teenagers, and  those dissatisfied with their regulated lives, have begun to take to the  occult, to practicing minor divination and spirit-summoning. Primarily  "white-magic" oriented, these people generally are doing no harm to  anyone, including themselves, as they are only doing a little card  reading or the like. However, the rumors of the fact that they have the  ability to summon the spirits of the dead and make them answer questions  about those still living really unnerves those bureaucrats in power who  have secrets that need to be kept. With the Baron no longer being a  constant threat, the combined hatred of the Citizenship of Aysen is  starting to turn on the Death Speakers. Recently, the Serra Inquisitors  have started to conduct armed raids on the homes of Death Speakers, and  have conducted witch trials against those that they catch and convict.  This form of Serra persecution has made the Death Speakers even more  stern in resisting their persecutors, and when a number of books of  actual black magic appeared in circulation, (courtesy of Baron Sengir) a  number of the more desperate Death Speakers acquired them to use as  weapons in their fight against oppression. The Samites are well aware of  both sides of the argument and are doing their best to try to avoid  getting involved, but a number of Samites are now harboring Death  Speakers in their homes or are being dragged into the conflict in other  ways. So far, no one has died or been seriously injured, (though the  city rumors state that an entire den of them have mastered the art of  fabricating skeletons, zombies and other undead) but it will be a matter  of time before some event or accident causes the first explosion that  could turn into a schism that could send the entire Citizenship of Aysen  into a frothing witch hunt.

Serra's Missing

Some  twenty years ago was Serra's last known visit to Aysen, and the Serra  Angels haven't been seen in ten. Many of the populous are starting to  wane in their faith and believe that Serra has abandoned them. Aysen  Abbey was built in her honor, and the Aviary was built as a temple to  her and a place for her to visit. Without her annual visits, the culture  is starting to lose their convictions, even their sense of purpose. The  Abbey Gargoyles, her gift to the city of Onella so long ago, are still  around and doing their duties, which means she has not forsaken them  entirely. But her absence weighs heavily on those peoples of Aysen, and  the Abbey Matrons are starting to have their hands full quelching rumors  that Serra has died, or believed the peoples of Aysen to be unworthy in  her eyes. There have been times when she has been gone for five or ten  years beforehand, but never twenty. Thus, the fervor for the witch-hunts  against the Death Speakers is fueled by Serra's absence.

Abbot's Dying

The  Venerable Abbot is growing near death, and is likely in the last year  of his life. In the past, it is tradition that when the Abbot dies,  Serra will walk amongst the peoples of Onella and choose a new spiritual  and cultural leader from the crowds. A number of people believe that  Serra's long absence is permanent, and that when the Venerable Abbot  dies, she will choose no new person to take his place. This will cause  complete collapse in the Citizenship, and no one is looking forward to  the day when the Abbot finally kicks the bucket. What will happen?  Riots? Anarchy? The rise of the clans again? Who knows. But in the  timeframe of Homelands, the Abbot will not die, but will linger on the  edge. His knowledge and insight make him an invaluable ruler, but as his  age incapacitates him, he is rapidly becoming a symbol of the spiritual  and societal bankruptcy that is growing within Aysen.



CONCEPT LISTINGS FOR WHITE


Abbey Gargoyle


•  Abbey Gargoyles were created by Serra to guard the city of Onella  against Orc and Kobold raids. They also make an excellent police force  in times of peace. They were created very similarly to the Serra Angels,  in that they are not true beings but complicated mana constructs.
•  If one of these creatures witnesses a crime, they will ceaselessly  follow the perpetrator until the person turns himself in. They are also  slightly empathic, and easily can discern individuals suffering mental  instability, guilt, anger or sadness. If they see a Kobold, Goblin or  Orc, they will usually attack on sight. Thus, most of the trading that  happens between the peoples of Aysen and the denizens of the Koskun  Mountains (as per the Treaty) happens at the Border Gates, as no Goblin  in their sane mind would want to be within the walls of Onella.
•  Abbey Gargoyles do not speak, eat, mate or drink. They have no fear of  fire, and sword-blows will not penetrate their stony white hides. They  live on the parapets of the older buildings in Onella, usually around  Aysen Abbey. They are fearsome creatures with long, sharp claws, have  non-vestigal wings, and have stony white hides.
• The Abbey  Gargoyles are seen by the populous of Onella as one of the few signs  that Serra still watches and protects them, even though she has been  gone for nearly twenty years now. The creatures are watched almost  religiously by the populous, and are thought of as walking miracles.


Abbey Matrons


Female Humans
•  In the City of Onella, the Abbey Matrons are second in power only to  the Abbot. These women are responsible for the daily affairs of the City  of Onella. While a central council delegates responsibilities,  red-robed women of all ages settle disputes, attend to the sick and  injured of Onella and all of the villages and towns of Aysen, and work  out agreements with traders and merchants. They hold the deciding votes  in the trice-yearly bureaucratic councils attended by representatives  from every community of Aysen, decide peacetime military issues, and  oversee the operation of the Aviary, in order to make sure that the  young men and women who watch over the birds get strong doses of common  sense and wisdom.
• Many of the Abbey Matrons hear a lot of the  rumors in the city, and with Serra having been gone for so long, there  are rumors spreading that she is never going to come back. These women  are strong of will and have been trying to maintain order, but even they  are starting to have second thoughts on whether Serra is ever going to  return.
• The Abbot grows older and older. When an old Abbot dies,  it is known that Serra will walk amongst the Marketplace and choose a  young man to be the new Abbot, one who will lead the peoples of Aysen  morally and spiritually. But with Serra gone for so long, and her  Avatars (the Serra Angels) also missing, there is serious doubt on when  the Abbot dies that Serra will come back to pick a new leader for the  peoples of Aysen - doubt even amongst certain Abbey Matrons.


Serra Aviary


Place
•  The Aviary is a place of peace and tranquility. Open to the sky, tended  to by the young men and women of Onella (especially by those Initiates  who are seeking to become Matrons), and inhabited by many of the common  small birds, pigeons and crows of Onella, the Aviary is a beautiful  place. No cages, and watched over by the Falconer. The Mesa Falcons and  other wild birds of the Homelands will occasionally visit, and the  Falconer will speak with all of them if she gets a chance.


Beastwalkers


Sex : Male or Female, Humans
•  These secretive men and women roam the roads and coasts of Aysen,  watching for the Barons' minions or any signs of trouble or conflict.  They are competant fighters and are devoted to the protection of the  City of Onella and all those who travel the to and from it. They are  reputed to be able to turn into bears or crows, and while they are  shapeshifters still to be proven, their ability to protect the region  from beasts and the Baron's allies is rarely disputed.
• The  Beastwalkers do have the ability to shape-shift into bears or crows,  courtesy of a spell taught to them by a mysterious wanderer named Porrin  (actually Feroz in disguise). In times of great danger one of their  number will transform themselves into a crow and fly to the Aviary at  Onella and report to Soraya, the Falconer.
• The Beastwalkers are a  sort of secret order, one that has existed for nearly as long as Aysen  has. They are from towns and villages all over Aysen, and they are  devoted to protecting the many towns and villages from harm. While the  Aysen Crusaders and Serra Paladins do all of the visible work, the  Beastwalkers are much more covert - sort of guerrila feudal superheroes,  Robin Hood philosophy folk.
• They don't generally have much say or  opinion on modern political issues, as they have their hands full  monitoring the roads for Baron Sengir's spies, invading vampires, or  bands of rogues. While the rest of the country is fueled by two sided  issues (we are good, Baron Sengir is evil), the Beast Walkers have for  the most part open minds - they follow the Samite way of thinking.

Bureaucrats


•Bureaucrats  are the elected representatives of the different towns and villages of  Aysen. Three times a year, the Bureaucrats travel to Onella where they  debate and mull over issues of state, and are mediated by Abbey Matrons  when differences in opinion threaten the order of business. While it is  the Abbey Matrons who run the daily affairs of Aysen, the Bureaucrats  are responsible for the future economic welfare of the myriad small  villages and towns that dot the countryside of Aysen.
• Bureaucrats  are marvelous at lengthy debates, and have the right to detain any  citizen for any reason - especially on suspicion of dark sorcery, as the  Serra Inquisitors have been hard at work convincing the many  representatives that the Death Speakers are a menace and should be  rounded up as soon as possible.

Citizen's Arrest
[??? CARD UNKNOWN]

•  Though the Bureaucrats have the special priviledge of having just about  anyone arrested, any citizen of Aysen can declare Citizen's Arrest  against anyone that they believe of criminal activity. Of course, both  the citizen being arrested and the one declaring Citizen's arrest are  going to be detained by the officials or police for some time, and most  citizens prefer to go to the authorities instead of trying to capture  criminals themselves.

Crusaders


Sex : Male or Female, Humans
•  Crusaders is a glorified name for the home-militia of Aysen. Comprised  mostly of commoners and volunteers, they are best known for the wise  commanders that lead them to victories against evil creatures and the  treacherous minions of Baron Sengir. It takes a strong leader or Hero to  make a rabble armed with hoes and spears into a fighting force good  enough to defeat the occasional creature that rampages through the  countryside.


Death-Speakers


Humans, Male and Female
•  The Death Speakers are an oddity amongst the peoples of the City of  Onella. This group is made up primarily of dissatisfied youth and those  who have become bored with everyday life, or firm believers that Serra  is really gone. They are said to toy with forces beyond their control,  as it is believed they can summon forth and control the spirits of the  dead and make them answer questions about those still living. It is also  said that the Death Speakers boast that they can control the spirits of  the dead and forces of darkness, and that more than a few of the Death  Speakers have died under mysterious circumstances.
• The Serra  Inquisitors believe that the Death Speakers are well versed in the  occult and forbidden knowledge, and constantly persecute these citizens  for practicing black magic. In reality, all the Death Speakers are doing  are simplistic forms of divination and hedge magic, and none of them  have actually died, or summoned anything more potent than local faeries.  A few have fled to An-Havva to get away from the Inquisitors, but none  have died yet as result of spell or spirit - but the terror is just  beginning.
•It is a fact that a variety of texts have surfaced in  the last few months, and that it is true that Baron Sengir is  responsible for seeding these impressionable youth with Books of Dark  Knowledge that just may eventually turn them into puppets of the Vampire  Lord. The Serra Inquisitors have the best intentions in trying to save  these youth from the forces of darkness, but conducting armed raids upon  the homes of suspected Death Speakers is likely not the way to solve  the problem or bring these youth out of hiding.
• The Samites are  doing their best to protect the Death Speakers, and if things keep  getting worse, a number of the more borderline Samites may start taking  action against the Serra Inquisitors who are conducting the explosive  witch-hunt. Complicating things, many of the Death Speakers do believe  that Serra is gone, and have been talking with their friends a lot of  subjects that the Abbey Matrons would consider blasphemy.


Soraya, the Falconer



Sex : Female Human
•  To be a Falconer is to be respected and honored, for to have the  respect of the great Mesa Falcons is to have the respect of Serra  herself. More than a few of the caretakers at the Aviary have suffered  nasty bites from the Mesa Falcons when they've gotten too close.
•  It is a fact that the Falconers know the language of the birds, and that  this knowledge has been taught from Falconer to Falconer throughout the  history of the Aviary. In case of invasion or times of trouble, the  Falconers always seem to be the first to know of any calamity in Aysen  or in Onella, for the birds would come and tell them. To take on the  duties of being the Falconer is a life long duty with many hardships and  responsibilities.

Imperial Highway


•  In recent years, nearly every town and village in Aysen has been  connected by cobbleroads, which has increased trade and travel times  extensively. In times of invasion the road can be used to get troops  quickly from once place to another, and in times of peace it will create  economic possibilities. Built almost entirely by convicted criminals,  it was created with very little expense overall. (See Truce, Aliban's  Tower)
• Baron Sengir is well aware of the recent creation of the  roads, and knows well that the roads will someday make fine and  efficient pathways for his armies, as well as aid the spread of any  diseases or sicknesses that may someday plague the countryside of Aysen. 


Leeches



Human, Male or Female
•  The Leeches that the Samite Alchemists use are an effective,  non-magical means to drain toxins from people suffering from toxins.  While the Serrans rely on magical means and drawn out ceremonies, the  Leeches that the Samite Alchemists breed are completely natural, and are  good for ridding the body of poisons, rather than just suppressing them  while the body slowly heals.


Mesa Falcons


•  These creatures have no qualms of visiting the Aviary for an occasional  bite to eat or to have someone tend to their wounds. They have learned  that this is a safe place, even to build a nest during a difficult year. 
• There is always one amongst the tenders at the Aviary who is  known as the Falconer, and is responsible for tending to the birds and  ensuring their safety and comfort. The position is prestigious, for to  have the respect of the great Mesa Falcons is to have the respect of  Serra herself.


Serra Paladin


Sex : Male or Female, Humans
•  The Serra Paladin are the living embodyments of the Serra point of  view. They seek to destroy all evil in the world, and view all things as  black and white scenarios - never grey. To them, there is good and  evil, and it is obvious that those of Aysen are the good and just about  everybody else is evil - a prejudiced bias, as well as a nieve and  closed-minded one.
• Common soldiers who excel in their duties and  revel in faith are most often chosen to become the Serra Paladin, sworn  enemies of Baron Sengir and the traitor Lord Ihsan. But instead of  valiantly marching forth to death and honor, they are forced by their  government to defend their borders from marauding creatures and wait for  the day when their nemesis is foolish enough to venture from Castle  Sengir and fight. The Paladins do not lead the commonfolk, but stand  apart from them as examples. A number of these brave men and women have  been sent to single-handedly assault Sengir Castle over the years, but  they are rarely heard from again once they enter into the mists of  Koskun Falls.


Prophecy


•  Long ago, supposedly a young Paladin of Serra by the name of Lord Ihsan  talked with a soothsayer in the Marketplace. There, she explained to  him about the dreams he had been having of his dark future, perhaps of  his doom at the hands of Baron Sengir. It shaped his very life, and in  the end when he confronted Sengir, he came to realize how correct she  was shortly before Baron Sengir put him to death. (See Ihsan)


Samite Alchemist


Sex : Male Human
•  The Samite Alchemist is a curious breed of healer and scientist. They  are well known for their potent healing potions, and their casual  attitudes and philosophies about the issues of the day. The healing  potions these Alchemists concoct may well knock out the patient for days  at a time, but the accelerated healing process is well worth the  strange dreams and the eventual hangover.
• The Samites are strong  believers that there is no such thing as good or evil, and that  everything will likely turn out in the end just the way it was supposed  to - thus, they are not too popular in the current society of Aysen.  Neutrality and balance are their goals, and while the purity of the soul  is important to them, they firmly believe that it is not their job to  bend anyone's will to their peculiar philosophy.
• Samites believe  that opposing viewpoints have always existed, and always will exist. The  Dark Baron has a purpose in the world, and without his dark presence,  it is likely that the people of Aysen would probably seek another common  enemy - as witnessed by the current armed raids against the Death  Speakers. When talking with militant Serrans, the Samites usually tell  them to look for the evil within themselves before they blame all their  problems on the distant Baron Sengir or upon the persecuted Death  Speakers. Obviously, the Serra Inquisitors and the Samites have come to  debate far more than just a few times, but there is never an obvious  conclusion in any of the public arguments, as the Samites aren't really  trying to change anyone who doesn't want to be changed.
• Amongst  those few who survived the Great War millenia ago, there were a number  of Healers who survived, and passed down both their trade and Samite  philosophy to their children and students. The louder the Serran, the  more pleasant the Samite.


Serra Bestiary


•  The Bestiaries contain creatures from all across the Homelands.  Whatever the Serrans qualify as beasts, they will generally have one on  display. Since the Minotaurs are not within the "civilized qualities" of  the Serrans, when a Aysen party had a chance to acquire a travelling  Minotaur from the Koskun Mountains they did so and brought it back for  display. Some people believe that the Minotaurs are the servants of  Baron Sengir - and most Serrans, if they know the truth or not, aren't  telling them otherwise.


Serra Inquisitors


Sex : Male or Female Humans
•  Serra Inquisitors are the shepherds and caretakers, priests and judges  of the people of Aysen. Though good at heart, sometimes their justice  and undominable will can be a bit too excessive. They come from all  walks of life, and their right to police the populous comes from their  devotion to a cause greater than themselves - the salvation and  protection of all those who live within the boundaries of Aysen. While  the Serra Paladin tend to have more common-folk ideas, the Inquisitors  are educated to the point where they can say the world is one way and do  a pretty good job convincing those who are not quite as quick witted as  themselves.
• The Serra Inquisitors have their place in society,  and do a good job keeping the populous from harm, evil and vice. But in  their recent persecution of the Death Speakers, a small faction amongst  the populous who practice divination and spirit magic, they nearly go  too far with their punishments and armed raids. The Dark Baron has taken  notice of this, and has started to clandestinely equip the Death  Speakers with actual books of spells and dark knowledge, in hopes that  the schism will continue to grow into something he can use.

Truce/Treaty


Refers  to the Treaty between Eron the Relentless and Aysen: as long as Aysen  provides food and goods to Koskun Keep (which will be bartered or paid  with an acceptable and fair amount), Eron the Relentless will do his  damndest to make sure that the humanoids of Koskun don't raid Aysen for  food, or turn the inhabitants of Aysen into food.


Venerable Abbot


Sex : Male Human
•  The Venerable Abbot is the current figurehead-ruler of the civilized  lands of Aysen. Where most of the city affairs are governed by  Bureaucratic councils and the Abbey Matrons, the Abbot is in charge of  the spiritual and cultural development of the people of Aysen. He is a  very old man, and though his attention span is starting to lack, his  knowledge and insight still make him an invaluable asset to the City.
•  When an Abbot dies, a new Abbot is chosen within the next day by Serra  herself. She will walk amongst the streets of Onella in disguise, until  she sees the person she wishes to be the next Abbot, then reveal herself  as Serra, and declare that the man she has chosen is to be the new  Abbot. Now, with Serra apparently gone missing, the people of the City  of Onella are starting to doubt whether Serra is going to appear and  choose a new leader for the peoples of Aysen when the current  figure-head finally dies from old age.
• It is said by some of the  Abbey Matrons that Abbot's growing weakness is starting to make an  impact on the country he rules over. The Abbot is still capable of  acting and making decisions when needed, but he no longer has the  initiative and energy of youth. His knowledge and insight make him an  invaluable ruler, but he is rapidly becoming a symbol of the spiritual  and societal bankruptcy that is growing within Aysen. Serra has not  appeared in many years, the Serra Angels have ceased their visits to the  Aviary, and the prescence of the Abbey Gargoyles is questioned by those  of lesser faith. Without any sign or visitation from Serra in many  years, the culture is starting to bankrupt itself, and the Venerable  Abbot is an excellent figurehead of that moral and spiritual decay.


Winter Sky


•  Each year the weather-diviners turn to the clouds and search for some  sign of the seasons to come, whether the winter will be warm or cold,  wet or dry. Few have mastered the art of predicting the cycles of wind  and weather, but any advance warning of a bad season is blessing to the  farmers and herds-folk of Aysen, especially in recent year as the  weather has started to grow more extreme.
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2 years ago  ::  Feb 18, 2011 - 12:13PM #4
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,457
Red : Koskun Keep & Anaba Minotaurs



History - After the  Great War came to a close, the few surviving groups of humanoids settled  into the mountain range of the Homelands.  There were Goblins, Kobolds,  Orcs and Minotaurs, enough numbers so they could continue their  families and heritage lines.  The Minotaurs settled into a remote part  of the Koskun Mountains (named after the Goblin word for "Big  Mountains") and lived their lives seperate from the rest of the  inhabitants of the Mountains.  The Goblins and Kobolds thrived while the  Orcs suffered, as the Goblins outnumbered the Orcs by more than ten to  one.   
The Koskun mountains began to be riddled with tunnels and  family caves, and one site became the bartering center of the Goblin  civilization, ruled by one of the largest and strongest families, all  within the tunnel warrens of Koskun Keep.  While the humans still had  some memory of the Great War after a hundred years, for the Goblins more  than eight generations had already passed for them, and their sense of  oral and written tradition was almost non-existant.  The Orcs, who had  story, memory and lifespans similar to humans had a *, they kept to  themselves for fear of being completely annihilated by the Goblins and  their wizards.  The Goblins frequently rode to the plains and fought the  humans there on a regular basis, for no real reason other than fighting  them and gaining family status.

*[Keeper's Note: this part of the document sort of trails off. I have no  idea what should have gone here, or at what point in the process of  passing the document around this section got lost.]

At about the same time, the plains  cultures came together under the influence of a god-woman named Serra,  and the Dwarves built their Castle overlooking the bog-swamps.  By the  time that the Goblins learned of the Dwarven Castle, it was already  inhabited by Baron Sengir, and the Goblin tribes simply stayed away from  the place, insisting that it was cursed.  (In the Dwarven Tongue, it  was called the "Castle of Morning Light", while the huge underground  city was called "New Freedom".)
When the Plains cultures came  together under Serra, the Goblins also organized to confront the threat  of the organized nomads.  The first Goblin King was chosen from all the  families, and Crank led his people until a desperate planeswalker  summoned Crank and the rest of the "high court" of the Goblin society to  fight in one of her duels.  They never returned.  

The Goblins,  however dismayed at the elitehood of the Goblin race being disintigrated  before their very eyes, quickly got over it and chose a new leader, a  Goblin Wizard named Aliban, the only survivor of the "mass  disintigration" that destroyed the elite core of their society.
There  was little change until just over a hundred years ago, when a human by  the name of Eron marched into Koskun Keep and proclaimed himself King of  the Goblins.  Eron was quickly put to death, but his miraculous  recovery caused the Goblins to eventually put him on the throne. (He is  an immortal of sorts, courtesy of a wizards spell some years  beforehand.  See Eron the Relentless.)  Since then, Eron has managed to  build a strong culture out of the clans, families and bickering, and has  even negotiated a treaty with the Citizenship of Aysen - they supply  the Goblins food and goods in return for fair prices and bartering, and  he won't have his Goblins destroy all of the towns and cities of Aysen,  and lay siege to the capitol city of Onella.  To show his goodwill, Eron  had one of his Goblin Wizards teach the Northerners a spell that would  supply all the cobblestones they would ever need for building their  infernal roads.

Philosophy - Order amongst Chaos.  Eron the  Relentless does a pretty good job at keeping the Goblins from murdering  each other, and takes a generally blind eye to any machinations or  intrigues between the rival families.  Anything that touches on his  life, interferes with his private business, or affects the caravans in  any way whatsoever will find themselves earning his wrath.  .
  
Government - Eron the Relentless is the dictator over all of the Goblin Families,  which number somewhere in the area of two dozen.  Beneath Eron, the  entire system is full of murder and simplistic intrigue, full of those  creatures trying to make a fast deal, as well as those trying to gain  prestige for themselves and their family.  It is a true dictatorship,  and his personal bodyguards are the Minotaurs that come from beyond the  edge of his domain.  His lieutenants are rogues and thieves from all  over the Homelands, and he rules over them with an iron fist.  There is  still one minor family of Orcs left, and these are watched over very  carefully by Eron, for they possess a level and cunning and intrigue  that make them dangerous.  

Religion - There are few who practice  any kind of religion in the mountains, and they do one of two things -  worship a mystic sungod that has many names and forms, or worship the  dark occult and are in some way tied to Baron Sengir, but these are far  and few between indeed, and have no power or influence in Goblin  society.

Magic - There are a couple of Goblin families which have  magic in the blood, and thus produce Goblin Sorcerers.  Capable of  destruction and mayhem, they have turned the tides of a number of power  struggles amongst the families of Koskun Keep.  Also, a number of the  Goblin Sorcerers that had superior abilities actually schooled at the  Wizards Isle generations ago, but the rivalries and hatreds there caused  bitter conflicts, and a certain number of Goblin Sorcerers have sworn  to someday destroy the Wizards School and all that traffic with it.  The  Orcs have little magic, and have no one even remotely capable of  competing against the Goblins in terms of magical ability.

Trade -  The Treaty between Eron the Relentless and Aysen ensures there is enough  food to feed all of his people comfortably, but without allowing anyone  to get too full or get lazy.  The Goblins and Orcs mine and forge  constantly, and whatever extra they create is traded either to the  caravans from Aysen, or through Eron's contacts to the people trapped in  the Sengirian Villages.  It's a good position to be in, but Eron knows  that it is tenuous.  If for some reason the trade caravans stop coming,  it will be a matter of days before the Goblins revolt and become  uncontrollable.  It will take some time for the Goblins to get up enough  nerve to try to raid through the Great Wood to Aysen, but if there is  no food, Eron knows the Goblins will do almost anything to eat.

Major Plot Points for Red

Food

The  denizens of Koskun Keep must eat.  Eron has arranged for food to be  delivered to his people as result of a stronghanded trade agreement with  Aysen.  If he doesn't feed his people, they will likely revolt and  cause an untold amount of damage to both themselves, and to Aysen (if  they can reach it through the Great Wood).  Also, if Baron Sengir can  somehow break the food chain between Koskun and Aysen, the same result  will occur. 

Baron Sengir

Eron has been contacted by Baron  Sengir a number of times, and he knows that the Baron wishes to meet him  and see how "his stay of immortality" is going.  So far, Eron has  politely declined every invitation to Castle Sengir.  Eron fears Baron  Sengir the most, for he has the feeling that the Baron is just biding  his time, waiting for the moment to strike.  The narrow mountain pass  that leads to Koskun Falls is manned by Eron's best guards day and night  year round, and even though Eron's spies would tell him a week ahead of  time if the Baron was going to try and lead an army through the pass,  he is still worried.  Eron tries to get supplies and food to the poor  villagers the Baron has acquired over the years, but he is never really  sure whether he is doing any good or not.

Theives and Rogues

Koskun  Keep is a milling ground for the criminal minded element of the  Homelands.  Many of those who flee persecution from Aysen eventually end  up in either An-Havva or Koskun, and Eron is wondering how long it is  going to be before he gets his first Death Speaker on his doorstep, and  what Aysen is going to do about him harboring their heretics.  Most of  the crime that happens in his realm he takes a blind eye to, but the  tactics of two thieves, Joven and Chandler he takes special dispensation  to, for the two of them tricked him out of one of the few possessions  he really valued, an artifact that one of the Goblin families traded him  for position, an Ebony Rhino, (left over from the Great War).  If he  ever catches either of them on his side of Strongrock, he's going to  make sure they pay for a very, very long time.

• Anaba Minotaurs

The  Anaba Minotaurs live in a hidden part of the Koskun Mountains.  They  live a simple, quiet life, though the young Minotaurs that have left the  settlement in search of adventure elsewhere have started to bring  attention and exploration parties to their part of the mountains.  It is  a matter of time before Eron's search parties find them, and a matter  of time before he brings them into his sphere of corrupting influence.   There is a certain tension in the air, as every day brings the Goblin  parties one step closer to discovering their ancestral home, and  bringing an end to their peaceful, aboriginal culture.  

• The Great Wood

At  the western base of the Koskun Mountains lies a huge Wood that divides  the mountains from the plains.  In the distant past it was simple to  traverse through the Wood and come out the far side.  But now there is  some force, some controlling entity that is ensuring that any war  parties Eron sends are destroyed or vanish, while any unarmed trade  caravans are let through unmolested.  He doesn't know what it is in the  Wood that he dislikes so much, but looking from one of the ridges  overlooking the Wood gives him the chills.  He knows that whatever is in  the Wood is allianced with him in some strange fashion, as it isn't  eating his people on a regular basis, but he still doesn't trust  whatever force is controlling the creatures of that haunted place.

CONCEPTS FOR RED

Aliban's Tower

•  Aliban's Tower is a spell created by Aliban, a Goblin Wizard who lived  during Crank's reign many hundreds of years ago, before Feroz had come  to the Homelands.  With a single gesture, a small tower of stone and  earth will rise up from the ground, providing a defensible place to hold  off enemies or a good site to camp for the night.  The only flaws of  this spell are that the tower has no doors, and it is prone to  collapsing and killing any inhabitants inside.   Remains of these towers  are numerous throughout the Koskun Mountains, as it is still a common  spell amongst the few Goblins who are capable of spellcasting.  You can  either summon it up so you are inside, or you are outside - your choice. 
• Aliban was a legendary Goblin Wizard, personal attendant to the  historic Goblin King Crank (the Goblin who discovered the usefulness of  the lever as a tool). However, when Crank and his entire culture were  summoned away by a planeswalker, Aliban was accidentally left behind.   In the history of the Goblins that have lived in the Homelands, Aliban  holds the level of a great hero as he was the sole survivor of the great  apocalypse (summoning spell) that vaporized the entirety of his Goblin  family without a moment's warning.  Amongst the many families of Goblins  in the Koskun Mountains, there is a line of Goblin Wizards who are  descendants of Aliban's, and some have even studied at the Wizards  School on the Floating Island.  Aliban is also known for the spell he  created, Aliban's Tower.
• This spell was used quite frequently  during the building of the Cobbleroads in Aysen.  The wizard would cast  the spell, then workers would tear the structure down and use the stones  for the roads.


Ambush Party


Sex : Male and Female, Humans, Dwarves, Humanoids, whatever...

•  Ambush Parties are frequent on the roads to and from Koskun Keep.   These bands faithfully serve Lord Eron, as they are well paid and well  fed.  When they descend out of hiding onto a passing caravan, they will  subdue anyone stupid enough to offer resistance, inspect the goods, take  their nominal percentage, then warmly escort the merchants to  Strongrock, a small fortress at the the base of Koskun Keep.  A number  of merchants will bring a keg or two of Goblin Ale just to ensure there  are no "accidents".
• The few surviving groups of rogues and  brigands that still assault the caravans near the Koskun Mountains are  hard pressed to find an unguarded caravan.  Their attacks have to be  lightning quick and their retreats well planned to avoid being  slaughtered by Eron's roadguard.
• Ambush Parties include sentient  creatures and humanoids of many races, including humans.  It is well  known that the members of these groups are hired for their intelligence  and fighting ability, not for their form or shape.   
• Eron the  Relentless knows well that the best way to protect against thieves is to  hire better thieves.  When the food caravans supplying Koskun Keep were  being constantly raided, causing food riots amongst his unruly  populous, he contacted the most powerful group of brigands and arranged  to have them paid to protect the caravans rather than destroy them.   


Chandler

Sex : Male, Human
•  Chandler is a small time con-man who has plagued all the cities and  villages of the Homelands ever since he was old enough to travel the  roads.  Born with a knack for scams, he has an obsession for liberating  magical toys and mechanical devices from their owners, (usually from the  Wizards' School on the Floating Island).  Chandler is one of the best  known rogues in the Homelands.  The Wizard Savant of the Wizards School  has placed a good sized bounty on Chandler's head, as the thief stole a  ring of keys from her that are more than useful in altering and changing  the mechanisms of clockwork creatures.  While Chandler is at large, no  artifact creature is safe.   
• Chandler sells most of the toys and  artifacts he collects to an anonymous buyer for high prices, but  Chandler does not know that he is indirectly working for one of the  agents of Baron Sengir, who is collecting many of these devices in  preparation for his day of triumph.
• Chandler and Joven have worked  together on occasion to raid the museums and homes of the Floating City  for clockwork creatures and valuable artifacts.  If they are caught  there, it will surely mean their deaths or at the very least, life  imprisonment.


Curse of the Ironclaw

• The Ironclaw Orcs were  (are?) one of the greatest Orcish bands of legend in Dominia, as they  were magically bound by their camp-wizards not to attack any force  stronger than themselves.  While this was viewed as a detriment by most  other warring cultures, the Curse made the Ironclaw Clan one of the  strongest Orcish clans in all of spoken history, for they would not  fight battles they could not win, and they would not sacrifice  themselves in hopeless causes.  The difference between the Ironclaw and  their Orcish brethren?  While the other orcs were being slaughtered, the  Ironclaw carefully retreated, took note of the strength of the opposing  force, and made plans for another day.   
• A spell-scroll with this  Enchantment was recently discovered by a planeswalker on Dominia. It  was found in the ruins of a Orcish camp that is believed to have been  the location of the last stand of one of the Ironclaw Clans - over two  hundred dead orc skeletons have been uncovered so far, each with the  identifying ceremonial knife grooves carved into their skulls.  The  scars are a ritual of adulthood, and identify the Orcs of the Ironclaw  Clan as warriors both in life and in death.  The planeswalker also  uncovered the remains of four Craw Wurms, the thigh-bone of an Elder  Land Dragon, and the sword-hacked remains of a Craw Giant Chieftan.
•  The Ironclaw Orcs were the only Orcs to survive the Great War that  nearly destroyed the world of the Homelands, and they survived for  generations in the Koskun Mountains.  A passing planeswalker took them  as fodder for his battles, and was pleasantly surprised when they turned  out to be veteran soldiers.  The Ironclaw are now mostly vanquished,  but they earned quite a history for themselves as an exemplary Mercenary  unit in Dominia before their final battle.


Dwarven Pony

•  Dwarven Ponies are born and bred to traverse mountain paths and to carry  heavy loads.  They have a severe dislike of water, and have been known  to stand and fight Grizzly Bears when annoyed.  They frequently bite  people, creatures, and buildings they don't like and are generally  disagreeable to any sort of strenuous work.  It is known that the  Dwarvish Traders use these ponies in their travels, and that the  Dwarvish Trader Renzel has taught her Pony to count as high as six.
Dwarvish Trader 
•  These Dwarves travel the roads of the Homelands, buying, trading and  selling goods and services.  With Dwarvish Ponies securely in tow, they  have travelled throughout most of the traversable world.  Long ago, when  the Castle was being built (see Castle Sengir, black), a number of  Dwarves built sailing ships to explore the local area.  When they  returned, they found that their castle had been taken over by an ancient  Vampire.  After a number of unsuccessful attempts to retake the castle,  a dispute broke the Dwarves into two factions.  One took to the sea,  and the other stayed on land.  The episode that drove the Clan apart has  been for the most part forgotten (the Sea Dwarves wanted to give up the  castle, and the Land Dwarves wanted to reclaim their castle when the  time was right) , but the attitude of adversity has been passed from  generation to generation.   
• The Dwarvish Traders would never raise  a killing weapon against a fellow Dwarf without good provication, but  they have no qualms in trying to beat the pants off of the Sea Dwarves  in business, or smacking them with a chair leg in a bar brawl.

Keeper's Note: The "Renzel" above was probably renamed "Halena" on the cards for some reason. Dwarven Pony is widely understood to be the best card in Homelands.


Dwarvish Sea Clans

•  The few Dwarvish ships that are still being sailed along the coasts of  the Homelands are relics of the time when the Dwarves were building the  Castle that is now better known as Castle Sengir.  Made of the strongest  wooden beams and the best forged metal, these sailing marvels were  built to protect the smaller trading ships from the dangerous creatures  found in the Sea.  Each Ship has a Dwarven Family that has crewed it for  hundreds of years, and all are well versed in the wonders of astronomy,  the sea, and the world they live in.  Traders and wanderers by heart  and blood, no one dock is ever home to these folk, and no storm is too  great for them to weather.
• One of the members of the Clan of the  Gentle Wave is Reveka, who is now the Wizard Savant over the Wizards'  School on the Floating Island.


Eron the Relentless 

• Eron the  Relentless is a man of legend in the Homelands.  He is a human enchanted  by a spell that ensures that he will come back from almost any form of  death.  After performing a dangerous journey into the wastelands for a  long-dead Wizard Savant, he was granted his wish - he chose eternal  life, and has yet to regret it.  On a side note, the spell that  enchanted Eron was from a tome that Baron Sengir had given to the Wizard  Savant as a bribe to "look the other way, once."  Shortly after Eron  was made into an immortal, the Wizard Savant disappeared - and thus  another Wizard had to be found.
• A thief and a rogue, a man of low  moral standing, Eron is the current ruler of Koskun Keep, and the twenty  seven assassinations he has experienced as ruler over the underground  city has given him a habit for severity and extremity.   The simple fact  that he cannot be killed by an assassins blade keeps him on the Goblin  throne, and his recent contacts with the organized thieves that escort  the Trade Caravans to and from Koskun Keep make him invaluable.  If Lord  Eron were to vanish, the caravans would cease and the bandits loyal to  him would ensure that no trader would ever reach Koskun Keep ever again -  and thus many of the Goblins would likely starve.  He is a cunning  ruler, but an inexperienced immortal compared to the Dark Baron.   
•  Lord Eron has also formed a Treaty with the Citizenship of Aysen.  As  long as Aysen provides traders free access and will sell food to the  denizens of Koskun Keep, Lord Eron will ensure that the inhabitants of  his castle will not invade and lay waste to Aysen.  Lord Eron regulates  the prices and quantity of trade goods, and makes sure that those  traders who come into Koskun Keep are treated fairly and get good  prices.  Eron knows that under his rule, the humanoid population of the  Koskun Mountains has quadrupled in just a few years, and that if he does  not keep a firm command on all of the issues, his subjects just may  well throw him down a mineshaft and set themselves to the task of  declaring war against everybody they can get their knives into. While  Eron can be a total bastard, he is also concerned with the future of all  of the cultures of the Homelands, and his own place of power amongst  them.
• It is said that Baron Sengir would like to have Eron made  loyal to him, but the ruler of Koskun Keep has "politely declined any  invitations to Castle Sengir, and has no plans of visiting in the near  future."  Though he isn't comfortable doing trade from the Sengirian  Villages, Eron knows that the villagers there would soon perish without  the goods and necessities they get from the traders of Koskun Keep.   Without Eron ruling Koskun Keep, it is likely that the Sengirian  Villagers would die during the winter for lack of blankets, heating coal  and food.
• Eron has a great deal of tolerance for thieves, but he  has sworn to someday slay Joven by his own hand, for the troublesome  rogue has wronged and embarrassed Eron on a number of occasions.  Eron  has sworn that if he ever catches Joven on the wrong side of Strongrock,  the stories of Joven's terrible death will far outweigh all the stories  of Joven's life. 
• If Eron could get his hands on more Minotaurs,  he believes he could do just about anything, including take over  An-Havva for a seaon or two.   


Heartwolf

• Heartwolves are the  standard riding mounts of Goblin sub-chiefs, dignitaries and  ambassadors, and Dwarven Traders as well.  Heartwolves make fine riding  beasts for the smaller folk, and are adept at travelling quickly across  difficult ground.

Keeper's Note: Not to be confused with Throat Wolf, which is the best card in Magic.


Joven

• Joven is a man of great reputation  throughout the Homelands.  A master thief, excellent cat-burglar, and  well-versed in talking his way out of tight situations, Joven has earned  a reputation of fear amongst merchants, and respect amongst the other  rogues and thieves of the world.  He is best known for stealing jewelry  and other valuables, and fencing it off to others for little profit.  He  is hunted by a variety of public and private groups, though Joven has  been very careful to not offend or steal from anyone who may have the  money or resources to catch him.  Lord Eron of Koskun Keep and Joven  have had a number of disagreements in the past, and if Joven is ever  caught on the wrong side of Strongrock, Eron has promised that the  stories of Joven's terrible death will be far more legendary than his  deeds were in life.  This of course does not keep Joven from sneaking  into Koskun Keep, but it does keep him well aware the dangers he faces  when he walks the twisting passages beneath the Koskun Mountains. 


Minotaur Bodyguard


•  The few of these Minotaurs that exist are an unfortunate lot.   Originally from a remote tribe of Minotaurs free from the influence of  any other society, a number of these young creatures have ventured to  Koskun Keep to get a taste of the world beyond their ancestral home.   They quickly get indoctrinated into the vice and violence that is the  social structure of the underground city, and generally become  bodyguards or pit-fighting champions.  Complete with battle scars rather  than ceremonial tattoos, outfitted in leather armor and bearing heavy  iron crossbows, these Minotaurs make up the core element of Eron the  Relentless' personal security force. 
• When one of the young  Minotaurs leaves for Koskun Keep, they know well that they will never be  allowed to return.  They are considered dead by their parents and loved  ones, and are mourned as if they had died in a tragic accident.
Minotaur Shaman 
•  Shamans amongst the Anaba tribe are usually female, those who are in  tune with the mountains and the weather.  Where the Minotaur  Spiritcrafter works primarily with the world of spirits, the Shaman is  much more involved with talking with storms, leading ceremonies, and  helping tattoo those who have bravely endured peril and hardship.   Shamans are sometimes tormented by wind spirits who taunt them and call  them bad names, but if a Shaman can win their friendship, the  wind-creatures have much to teach of the world and its secrets.   
•  The ability to call lightning down upon their enemies is one of their  most powerful magics, and no Minotaur would ever consider call itself a  true Shaman unless it could control the powers of the storm.


Minotaur Spiritcrafter


•  The Spiritcrafter is usually a male Minotaur who is known to talk with  spirits, read the ashes for divination, and occasionally hold long and  complicated arguments with stones and other small objects.  Even though  these Minotaurs are more than a little strange, they are one of the  focuses of the Tharoosan culture and its history in the Homelands.   Though all the Minotaurs make music in one form or another, the  Spiritcrafter is responsible for memorizing the few remaining songs the  Anaba know, and to teach the stories that have been passed down through  the generations.  When the great earthquake destroyed the pictoglyph  caverns, most of the history of the Minotaurs was lost.   
• The  Spiritcrafter is an offerer of strange and mystic advice, and can  sometimes foretell the future by listening to the ancestral spirits that  frequent their dreams.  In case of an impending battle, they can allow  themselves to be possessed by an ancestral Minotaur champion who will  lead the group victory over any foe.


Orcish Mine

• Orcish Mines  are common around Koskun Keep, but the efficiency and future planning  abilities of the Orcs as a race do not even begin to compare to the  subterranean abilities of the Dwarves.  The Orcs are rather good at  tunneling out living spaces and passages through the stone, but the  careful art of mining, probing and extracting minerals from the earth is  a long and tedious process for them.  Orcish Mines are similar to  labyrinths with no center and far too many dead ends.  One can easily be  lost within these nonsensical, three-dimensional mazes of tunnels for  weeks if a person isn't careful.  The Orcish Mines break the very  structure of the land, and commonly disrupt the flow of mana to the  surface world, as the Orcs have little feel for the natural conduits of  power through the living stone.  


Retribution

• Retribution is  one of Lord Eron's favorite punishments.  When one of his lieutenants  gets out of hand, he has them brought forth before a court of their  peers.  There, he will accuse them of the crimes, present sufficient  evidence, then condemn them to death by the axes of his Anaba  Bodyguards.  But just at the last moment, just when the axe is about to  swing, Eron will bring forth a business partner or loved one of the  criminal, and offer the doomed lieutenant a deal - if he lets the loved  one die in his place, the lieutenant will be let off with only  disfigurement and and torture.  It is well known that Eron will  sometimes change the nature of the deal, and that if the lieutenant  chooses the loved one to die instead of himself, Eron will have him  killed anyway, after making the doomed man watch Eron's henchmen torture  and disfigure the partner.  A nasty, but effective means to keep  subordinates under control, and to maintain his rule over Koskun Keep.



The Ruins of En-Sendra

Red Card, Enchantment
Flavortext : None, Enchantment
Artwork : artists discretion, but snowy and mountainous background.  The ghost should be male. 
•  There is a small castle hidden within the Koskun Mountains, though it  is now no more than a tumble of stones and snow haunted rooms.  But  there is indeed a ghost there, the spirit of a dead planeswalker slain  by Tolgath trickery during the Great War.  It is said that when the dead  wizard walks through the night, all those creatures he finds are  transformed into ice-sculptures and left for the morning sun. All of the  creatures of the mountains fear this terrible creature, and will not  comfortably leave the safety of their homes if they suspect the ghost is  travelling the roads that night.

Keeper's Note: It seems pretty obvious that En-Sendra became An-Zerrin. The concept seems to have shifted as well, from a single ghost to a whole race destroyed by Sengir. It is unclear how the An-Zerrin, or the nameless planeswalker ghost that appears in the picture, serve Baron Sengir.


Trade Caravan

• Trade Caravans  are a constant on the roads between the Sengirian Villages and the  cities of Aysen.  Merchants and traders of goods, foodstuffs, news,  craft goods, tools, lumber, dried meats, grains, coal, precious metals,  gems, jewelry and a hundred other things ride the roads ten months out  of the year, before the winter storms make travel impossible.  The  caravans usually ride with an armed escort, and for a fee they will  allow common travellers to ride safely with them from town to town.   They are well used to dealing with common brigands, as well as having a  special monetary gift or barrel of Goblin Ale set aside for the Ambush  Parties that frequent the roads around Koskun Keep.  There are a number  of  nomadic families who have lived on the road for decades, travelling  back and forth from coast to coast all of their lives.  One of the best  known caravan leaders is a young dwarven woman by the name of Renzel.   Renzel is the only trader who has actually been invited into Castle  Sengir, and emerged with a caravan full of Dwarven artifacts in exchange  for her precious gems, information and gossip.  Even though the profit  she gains from the trips are very good, she has only accepted the  Baron's invitation once, and was so unnerved by the visit she will  likely never do it again.
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2 years ago  ::  Feb 19, 2011 - 6:33PM #5
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,457
Green : The Great Wood, and the Pioneer Towns of An-Havva



History - The Wood has been pretty much as it always was, though now because of  the mana rift, much richer and full of life energy.  When the Great War  happened that left the rest of the planet a barren wasteland, this  section of the world grew and flowered due to the mana rift deep beneath  the surface of the world.  Creatures, insects and bacteria were  created, lived and died in their same cycles as they always had - at  least the ones that survived the first years after the War.  Some of the  creatures not native to the world that had actually survived the war,  (such as the Mammoths), managed to survive in the alien environment,  though they did not prosper as a species.  

When Feroz's Ban was put  into place, the normal flow of energy that flowed through this world  was hindered somewhat.  It still flowed in at the same rate, but left at  a much slower rate - just as if you dam a stream with a rock, the pool  will slowly build up behind the stream, even though water is still  pouring around the rock on its seemingly normal course.  The trees grew  at an incredible rate, and the forest became healthy and incredibly  fertile.  The amount of creatures and monsters within the Wood kept most  of the other survivors of the Great War clear of the forest, and the  place was mostly unmolested by outsiders.  

In every forest there is  an aura of sorts, a sense of presence between the trees.  When the Ban  started up, the aura in the Great Wood increased, to the point where it  became a sentient, physical manifestation, an avatar of the Wood  itself.  It gained in power over the years, and when the first Pioneers  arrived from Aysen to settle on the edge of her Wood, it/she went forth  and met them, and found that they were good people.  She opened up a  Path for them between the Koskun Mountains and their main settlement, a  city called An-Havva, and kept a keen guard over it with her creatures.  Traders, a necessity to An-Havva, Koskun and Aysen were allowed to  travel through, but any war parties from either Aysen or Koskun Keep  were to be detained, or even destroyed.  

A huge river courses  through the middle of her wood, fast and full of rapids.  Where the road  intersects it, she had the Faeries construct a large bridge, then set  them to guard it against any interlopers.  Any being who tried to cross  that bridge without her permission would be beset upon by a Host of  Faeries who would drive them into the frothing water, and thus to their  deaths.
Time continued, with the Autumn Willow acting as the  balancing agent between all of the cultures and factions within her  reach, and keeping a careful eye on all of the lands and peoples of the  Homelands.  But when Baron Sengir ceased his obvious machinations  against the Citizenship of Aysen, she grew concerned.  She consulted her  divining pool and saw a terrible future, one where Baron Sengir marched  all of the survivors of a terrible war down a long stairwell leading  deep into the earth, and through a gate into a place far away from this  one.  Though only a possibility, a reflection of chance, the  prophecy/Ihsan  still frightened her.

The Pioneers from Aysen, those  escaping the bureaucratic red tape and tyranny of a close minded  people, settled by the Wood.  Houses were built, fields plowed, and  select sections of the Forest were cut down for lumber.  ("I swear to  Serra, the place is so fertile that you've already got a twelve foot  pine growing from where there was only a stump a year before.")   An-Havva became the focus point between Koskun and Aysen, the breaking  point where all the caravans stop for a meal, or even build a house and  settle over for the winter.  The Avatar watched as her "children" grew,  and became quite fond of them.  

Shortly thereafter, Feroz's Ban  failed (following his death and Serra's exit from the Homelands), and  she felt the energies that sustained her start to fade.  She knew that  with the strength she had now, she may have a chance at restarting the  mana channels that had been broken and bring the planet back to life -  but it would cost the lives of every creature on the planet, including  herself.  But if she didn't use her power, then the power will wane and  fade until she even ceases to exist, and Baron Sengir may very well take  over the Homelands.  She is at a loss of what to do, and is trying to  find some third option, because to destroy all of the ones that she  loves brings a cruelty that even a being created from natural balance  could not endure.  So she waits, waiting for a champion, an event, or a  miracle.

Philosophy - The Autumn Willow/Avatar is an avatar of  nature and balance.  It's not necessarily fair, it's not necessarily  equal - but who said that the jungle was ever polite.  The people who  live in the Pioneer towns don't take kindly to people getting in their  business or people pushing attitude at them - they had enough of that,  and moved to An-Havva, risking their lives in order to live the lives  they wanted.  

Government - The Autumn Willow rules the Wood.  The  Guardians of An-Havva try to make sure that nobody does anything too  rash or gets out of line.

Religion - You choose for yourself in the Wood or in An-Havva, and nobody should tell you different.

Magic - Healing and growth magic is natural in the wood, but the people of  An-Havva have very few amongst them who can do any kind of spellwork.   The life and glamour in An-Havva isn't good enough to attract the  attentions of any good sorcerers, and few sorcerers would want to live  in such a frontier town.  In a world where the mana is good everywhere,  it would take a special, personal reason for a sorcerer to move to the  rough townships of An-Havva or Kerselin.

Trade - The lumber that is  cut in Kerselin is then sailed to Aysen, or carted up the Lady's Path to  Koskun Keep.  While there is a lot of lumber available, few have the  right to enter the wood unmolested and cut it down.  The folks of the  Wood trade wood and goods for what things they need from the plains and  the mountains, but live a pretty independent life, one based on their  own hard labor rather than just earning a wage.  The Autumn Willow  ensures that the Path between Koskun and An-Havva stays open and free of  brigands.

Art Concepts - Frontier town, wooden boardwalks, lots of  carvings and artwork.  The trees of the Wood are huge, and everything is  just full of life - but not overdoing it or melodramatically. 
 
Major Plot Points for Green

• Autumn Willow's Dilemma

As  described above, the Autumn Willow is facing a terrible choice - try to  save the planet as a whole and knowingly kill everyone she loves, or  take no action, let the Homelands continue to be the only patch of life  on the planet and let the people she loves possibly be enslaved to a  dark future, one in which she is powerless.

An-Havva is located halfway between Aysen and Koskun; between a rock and a hard place. 

Economics and survival on the Frontier.

Though  the city of An-Havva and the other Pioneer towns are still young, they  hold an important place in the politics and lives of all of the  Homelands, for they represent a place for the different cultures and  peoples to come together.  But the threat of war ever looms overhead,  and if anything happens to the caravans or to Lord Eron, An-Havva will  be the first place to burn.


Concepts for Green

Rashka the Slayer
•  This lady has a serious vengeance against Baron Sengir, for her family  was on the ship that Sengir hijacked many years ago, and now are slaves  and prisoners within the Dark Barony.  She knows the only way to free  them is to slay Sengir, and has been in training for most of her life,  fighting and killing the vampires in Aysen and An-Havva.  Human.

Keeper's Note: This is the first and last we ever hear of Rashka. I doubt anyone, Wizards of the Coast included, remembers that she exists. It seems pretty clear to me that this is the champion hinted at in the discussion of Autumn Willow's dilemma.


Faerie Noble



Faerie Noble is male.
•  While most of the Faerie Folk spend their time playing pranks upon one  another, the Faerie Noble broods over the safety of his subjects.  In  times of war they will lead the Faeries into battle, and in times of  peace they will act as ambassadors and diplomats.  Philosophy amongst  madness is a hard thing to find, but the Faerie Nobles are wise in the  ways of both the humans of An-Havva and of their own people.   
•  There is supposedly a Noble who has taken the River Bridge for his own,  and will let anyone cross who does not bear the anger of the Autumn  Willow.  At a single command the faeries and sprites will drive any  invaders from the River Bridge into the rushing waters and thus to their  deaths.  The Noble is the spitting image of Veldrane, the Baron's  Vassal, a joke created by the Autumn Willow.  Nothing could be more  disconcerting than being attacked by a host of faeries, led by a six  inch high replica of yourself shouting orders..

Keeper's Note: He really is the spitting image. Also compare this to David Bowie from The Labyrinth...


Folk of An-Havva

•  The people of An-Havva and the Pioneer Towns left Aysen because the  atmosphere there was too restricting.  They watched their children be  shaped by tradition and custom, and watched their duties and jobs to  state and society grow heavier and heavier with each passing year.  They  wanted a chance to raise their own families without having to follow  the codes and laws of Onella, and to get away from the strict idea that  if you aren't exactly in the right, you're completely wrong.  Out here,  amongst the trees, monsters, dangers and hardship, at least you are  running your own life and live each day with a sense of value and  self-respect.  A tough people, hardened by experience, and growing used  to an rough life, they are a strong force for change and new ways of  thinking.


An-Havva Inn

• An-Havva Inn is one of the finest  eating and drinking establishments on the road anywhere between the Dark  Barony and the Border Gates of Aysen.  Anyone is welcome there, as long  as they behave themselves and pay in recognizable coinage or barter.   Fine musical entertainment occurs nightly, while merchants and  travellers whisper intrigues over candle-lit tables. An-Havva Inn is  truly a wonderful place, is one of the hubs of story and song, and is  remarkably free of brawls - namely, the Guardian of An-Havva is one of  the owners of An-Havva Inn, and lives in one of the upstairs apartments. 


Hungry Mist 

• Hungry Mist is a term coined by the first  Pioneers from the City of Onella to build homes close to the Wood.  A  silent, drifting predator that consumes livestock and dogs in but a few  seconds, it is one of the most vicious beasts within the Wood.  No one  is really sure whether these life-forms serve the Autumn Willow, or  whether it is just an especially dangerous creature.  During the rainy  season, the citizens of An-Havva don't let their children out at night,  for that is when the Mist is best concealed.  It hates sunlight and  bonfires, but a torch or lantern will not deter it in the slightest from  rendering its prey into a pile of bones and ropy tendons.


Joven's Ferrets 

•  Joven's Ferrets are a number of well-trained ferrets that are skilled  at climbing the sides of buildings or providing suitable distraction  while their master escapes in another direction.  One of Joven's  trademarks, these wily, mischevious creatures have years of training and  understand basic hand signals (sit, beg, run, climb).  They are loyal,  but as the Guardian of An-Havva well knows, if he could learn the  hand-signal code he could control them just as easily as Joven does.


Leaping Lizard

•  The Leaper is a large beast with skin the color of thick mud.  It is a  rather stupid creature, but has rudimentry intelligence enough to eat  vermin and dig itself a nest when the weather grows cold.  The Leaper  has remarkably sticky feet, can jump many times its own height, and have  been known to avidly bound after crows through the trees.   
• It is  believed by most of the residents of An-Havva that these creatures are  transformed humanoids, changed into giant lizards by the Autumn Willow.   One of these creatures was killed recently near the small pioneer town  of Kerselin, and was found wearing a shredded tunic over its shoulders,  and had a wedding band crimped onto one of its crinkly toes.


Mammoth Harness

•  A Mammoth Harness is an exceptionally large harness used to keep  Mammoths from getting loose and causing too much havoc.  Though most of  the Mammoths found in the An-Havva area have been raised and bred in  captivity, the harnesses are a necessity, especially during the mating  season.
• The Mammoths are trained to pull heavy wagons for short  distances, as well as towing plowshares through the rocky fields native  to the area.  There were more Mammoths many years beforehand, but now  they have all nearly died off as result of bad breeding practices.


Natural Habitat


•  The Natural Habitat is very important to the Autumn Willow, and  ensuring that the natural order of her Wood and the rest of the  Homelands is not disrupted is one of the most important tasks of her  existance.  Even though the changes are not very noticable to the rest  of the inhabitants of the Homelands, for one in tune with nature such as  the Autumn Willow, the abrupt change in the energy patterns caused by  the collapse of the Ban is already causing an incredible amount of  damage - though she does not know its source, or why the energy that  powers her existance is starting to fade.  With the world slowly  starting to change, the Autumn Willow is faced with the choice of  watching her world die, or using the last of her fading magics to try to  restore balance to an otherwise unbalanced world, even if it means the  destruction of herself and every other creature, structure and civilized  culture on the plane


Daughter of Autumn

• The tale of the  Daughter of Autumn is a common one throughout the Homelands, and most  people seem dream of her from time to time.  There have been stories of a  beautiful woman appearing out of thin air and rescuing children from  danger, as well as the occasional wandering woodsman getting led safely  out of the forest by a misty apparition.  She has become an important  part of the myths and tales of the lands, and represents the power of  nature over the land.   
• Ever since Feroz's Ban was created, some  of the natural energies that come from the rift to the Homelands have  been trapped within this domain.  As a result, the natural avatar of the  woods, normally no more than a mere presence or aura has manifested  into a being with physical form, one complete with intelligence and  ideals - thus, the Autumn Willow.  She has appeared from time to time  across the Homelands, usually to aid someone in need, and has been  instrumental in keeping the stories of the Autumn Queen alive.  This  being is merely her Avatar, one who will fight for the innocent and  nature.  Her very presence is so strong that it will cause beings to  dream of her and of the Great Wood where she lives.
This being may also be her child  depending on Continuity Needs


Root Spiders 

•  Whereas most trapdoor spiders consume only insects and small forest  vermin, the huge arachnids that the Autumn Willow calls her own have the  appetite and capability to chase down and eat a small horse.  They will  sometimes bury themselves beneath the surface of a path or trail, and  wait patiently for their lunch to come by.  Those who have slain Root  Spiders have found that their brains are quite large, and it is surmised  that these terrible creatures may actually be as intelligent as a young  child.  More than once have caravans travelling along the Lady's Path  have been led into danger by the mournful cries of a young boy or girl  calling for help from the trees...


Rysorian Badgers 

• Rhisorian  Badgers are a strange breed of creature.  They build their homes deep  within the forest soil, then decorate their living quarters with the  bones of dead animals and any shiny objects they find along their  travels.  Just as soon as a creature is hunted down and eaten in the  Wood, these Badgers are usually amongst the first scavengers on the  scene, scouring through the corpse for whole bones, and occasionally  nibbling at whatever the predators have left behind.


Guardian of An-Havva 

•  The Guardians of An-Havva are the self-appointed protectors of the  people who live by the edge of the Great Wood.  They are one of the core  forces that hold the frontier towns together, and their influence keeps  the towns talking and negotiating instead of breaking down into armed  feuds.  Where the City of Onella has Abbey Matrons and government  councils to take care of business,  the Guardians are the only people  capable of stopping total anarchy from erupting any time a major crisis  occurs, to organize fire brigades and monster hunting parties.  The  frontier towns are still young by comparison to the lands of Aysen, and  most of the men and women that moved to the towns of An-Havva are  generally strong spirited to the point of being stubborn and pig-headed. 
• To be a Guardian means having an excellent grasp of public  speaking and frontier morality.   All of the Guardians recognize the  importance of the Treaty between Lord Eron and Aysen, and all grimly  know that if the trade between the countries ceases, the people of  An-Havva will be the first to die if the army from Koskun Keep  successfully marches through the Great Wood.  With that grim knowledge  in mind, they do the best they can to ensure their people the best  protection and guidance possible, without infringing on their rights or  privacy.


Spectral Bears 

• Spectral Bears are believed to be the  personal guardians of the Autumn Willow, and are often seen escorting  caravans from the River Bridge to An-Havva.  Huge creatures with pelts  of the softest, most beautiful fur, they ramble through the Wood at all  times of the year, even when their counterparts are hibernating.  The  simple sight of one of these beasts makes most Orcs and Goblins flee,  for there is a tale in their past of a great Spectral Bear that consumed  an entire Goblin village, shacks and all, in a single night of  feasting.
Willow Priestess 
• A Willow Priestess is a servant of  the Autumn Willow.  Often seen wearing gowns of luminescence and  gossamer, these beings seem no more tangible than a shaft of soft  moonlight in the trees.  There are a few stories about an old trapper  who witnessed a Willow Priestess lift an injured creature from a metal  vise and vanish into the forest mists.  The Willow Priestesses are said  to tend to the injured creatures of the Wood, and sometimes even pets or  livestock if a farm is built close to the border of the Wood.  They do  not accept payment for their work, and have never been known to talk  aloud, though there is a story of a trader named Renzel who heard  strange languages in her mind when she was walking the Lady's Path.


Autumn Willow

•  The Autumn Willow is believed by most of those who live in the Pioneer  Towns to be a creature of Faerie, and has been seen very few times  outside her precious Wood, apart from her Avatar form/Queen of the  Autumn guise which is only a manifestation of her will.  She controls  the very nature of the Great Wood, and decides whether a caravan is to  be set upon by Root Spiders or given safe escort by her pet Spectral  Bears.  Little is known of the Autumn Willow, though it is known she  finds the town of An-Havva fascinating, and that her hatred for the Dark  Baron is well established.   
• It is said that she once took Lord  Ihsan as her lover, though that is likely more of a bawdy tavern tale  than one of a scholarly nature.  Her neutrality is well known, but so is  her spontaneous wrath for those that displease her or travel in her  forest without her permission. 
• The Autumn Willow is an  incarnation of nature and Faerie, a representation of the forces of the  Great Wood and the creatures that live amongst the trees.  While all  groves and forests have their own special spirits, Feroz's Ban magnified  the energies of the Wood, so that their Avatar became an intelligent,  living, breathing creature rather than just a spiritual apparition.  As  the years continued, she has gained incredible power, and now has  feeling for the entire area of the Homelands, though she has no  sensation for the dead wastelands beyond.     
• The Autumn Willow  has existed as long as the plane has existed, but only gained true  sentience as result of the Ban.  Now, faced with a world on the brink of  domination by the Vampire Lord, with Koskun Keep and Aysen kept from  war only by the stream of traders and merchants she allows through her  Wood, the Autumn Willow holds a very tenuous position in the Homelands.   For all the years since the Ban was installed, she maintained balance  as best she could.  But now in the present day, the Ban has begun to  fail and her magics are waning quickly.   She is starting to lose  corporeality and sentience, and knows that her time is limited to just a  few decades.  The Autumn Willow is faced with the impossible decision  of either using the last of her powers to try and reinstate the  ecosystem of the world, or whether to simple continue to play the  balancing agent through the last days of hope and chaos.  If she  reinstates the ecosystem, she will likely destroy every sentient  creature in the world, including herself and the people of An-Havva that  she loves so dearly.  If she does nothing, then her divinations have  showed that Baron Sengir will eventually rule over the entirety of the  Homelands, and with her inaction all that she cares for may be  destroyed.  But her divinations and future castings are imperfect, and  she has yet to gamble upon which course to take.  She has tried to cast  small spells to natural balance across the world, but it seems only to  hurt everything and not do any good.   
• The Autumn Willow is faced  with a very serious choice.  Does she pull the trigger and destroy all  of the peoples she has come to love in an attempt to reset the natural  mana systems of the world with one huge burst of energy, or will she  simply be inactive and let her powers drain to nothingness and gamble  that her people will be stronger than the Dark Baron.  She does not want  to just sit and watch as the Dark Baron takes control over the world  and uses her people for his dark purposes, but she has not made up her  mind, and desperately looks for other alternatives.
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2 years ago  ::  Feb 20, 2011 - 8:30AM #6
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,457
Blue : The Floating Island, and the Wizards' School



History - The Floating Island is not actually a Floating Island.  When  the first Dwarven Ships approached the isle, they saw that it was as  barren as the rest of the wastelands, with only a few low grasses and no  animal life.  But when they set foot on the beach, they found that the  draining effect found elsewhere in the world was not present here.  It  became a Dwarven port for the Sea Clans, though the lack of fresh water  made it unfeasable for anything more than a place to store goods or to  harbor during the winter seasons.  

As Feroz watched the nomads  build the Abbey at Onella, he also noticed the same escalation in  population and activity in the Koskun Mountains.  Feroz realized that  there must be a balancing agent in this world, a referee of sorts to  ensure that total destruction is not realized.  Feroz knew that whomever  controlled the Sea would end up controlling the Homelands, and it would  be matter of a few decades before one side or the other took control.   Though the Sea Clans sailed the seas, they were few in number, and  weren't interested in playing watchguard.  

Feroz went to the  Floating Island, and with the aid of his magics he built a great school  there, and created wells of fresh water.  When the Sea Dwarves returned  that winter, they were astonished to find a huge, castle-like structure  built on their island.  They were even more astonished when a black-clad  stranger approached them and said he would teach them how to wield  magic in exchange for services.  

The island was called the Floating  Isle because of the lack of shallows around the place.  Ships could be  brought within a few lengths of the "shore", and anchored safely, even  when the Winter Storms brought the huge waves that pounded the cliffs of  the Floating Island.

Within a few years, the Wizards' School was  thriving, and had more that twenty Apprentices serving under the  mysterious First Master.  Though Feroz did not teach them anything of  the worlds beyond their own, or anything of summoning or binding, he  taught them enough so they could learn and discover for themselves.   Even to this day, the libraries of the Wizards' School are filled with  preserved journals which detail the spell research and history of all  those who had worked in the sanctums and laboratories of the School.  

After  a short time, the First Master vanished, leaving behind a number of his  own magical texts detailing white and blue magic, and the construction  of certain clockwork artifacts.  There was chaos for a short time, but  in the end a Council of Wizards was created, led by a Wizard Savant.   Their role was to ensure that the seas stayed open and clear for trading  and shipping, and to control and maintain their own neutrality, and the  peace between the other rising nations.  

As time went on, the  Wizard's Council grew more self serving and more prone to trying to  control the world around them.  Maintaining the balance between the  countries became their lifework, and maintaining fragile (and sometimes  near-illusionary) alliances with Aysen and Sengir, the Wizard's Council  became masters of manipulation and subterfuge, along with having some  control over the wind and the waters of the Homelands. 

In the  modern day, they are in a precarious situation.  The Serrans in Aysen  think that they are all evil and should be put in irons, and the general  populous still holds a deep grudge against the Wizards for once miring  the harbor at Onella with kelp, keeping the forces of Aysen from  invading the Dark Barony once and for all.  Baron Sengir has become more  reclusive, but the Wizard's Council is well aware that his agents are  at work in their midst, and that a number of their students are being  corrupted to the darker magics.  Lord Eron of Koskun doesn't like them  much, for one of their unwiser members took up a contract to try to  assassinate the Goblin King and failed.  None of their members have been  able to walk the Lady's Path or anywhere near the Wood for decades.   But, their ability to teach, and their neutral position on trading with  any ship who navigates the Reef keeps them alive and comfortable,  however precarious.  

Philosophy - Control.  While the previous  Wizard Savant was a spineless little bastard with no real morals or  compunction to maintain balance, the current Master is a Sea Dwarf named  Reveka, a very determined female.  She desires control more than  anything, and has a strong temper and a cunning mind.  She wants to  re-establish a good position for the Floating Island amongst all of the  cultures of the Homelands at nearly any cost, but trusts no one but her  own council.  Reveka makes a strong and good leader, though she is edgy  by nature, and easily riled.  She really does have the best intentions,  but her methods are manipulative and she will do nearly anything to  maintain the careful political alliances.  She has spent time in the  Bureaucratic chambers in Onella, as well as sipped wine with Baron  Sengir.  She has met with ambassadors from Koskun Keep in the foothills  of the mountains to try to stop the feud between the Goblin Wizards and  her own people, and personally sailed a loaded frigate through the  winter storms to ensure that the peoples of the port town of Kerselin  had food to last until spring.  It's all for show, all just a game, but  one that Reveka has to win. 

Government - The Wizard's Council is an  advisory board made of the eight most powerful mages on the Island,  usually the teachers and residing masters.  The ninth member of the  council is the Wizard Savant, who maintains absolute final say on any  matter, though they are obligated to listen to any argument from the  Council.  To become the Wizard Savant means challenging the existing  Master to a duel of some form or nature - the strongest wins, the loser  is either exiled from the Island or asked to take a seat on the Wizard's  Council as a valued advisor.
The rest of the island around the  school is a thriving port town by the name of Port, one with a highly  organized underground black market and barter system beneath the hustle  and bustle of the hundreds of families that live on the hills around the  School.  Though the Council oversees all of the bureaucratic functions  of the town, the subculture living there pretty much does as they  please, unless they are clumsy and make waves, in which case the Wizards  Council and their apprentices will remove the offenders by whatever  means necessary.  The town could not exist with the school and vice  versa.  

Religion - As you wish, as per your beliefs, nothing is enforced, though any open displays are generally not tolerated.

Magic  - Lots of control magic and defensive spells.  However, Baron Sengir  has corrupted a number of the Apprentices with books of black magic in  an attempt to have one of them to grow strong enough to duel Reveka for  the position of Wizard Savant.  It is a place where white, blue and  black magic all overlap, though white and black are usually kept hidden  from view.

Trade - If you want something, you can likely find it  here.  Ships frequent the coasts of Aysen and the Pioneer towns, but  rarely go to the Barony due to the number of terrible things that has  befallen visiting crews in the years beforehand.  Transportation is a  simple matter, and the Sea Clans weather the winter storms on the  Floating Island.  A lot of goods and barter happens here, and you could  consider the entire city around the School to be one huge marketplace.

Art  Concepts - Wooden buildings surrounding the stone School.  Tarps and  bright sunlight, boats in need of a paint.  Sea colors, though the  frequent rains, sunlight and winds cause most things to never look quite  new.  It is a place where folk from all cultures can mingle and do the  social games so required in such a social hub.  Many inns, taverns and  gambling establishments.  The School is kept seperate, an ideally  peaceful place from the chaos of Port.


Plot Devices for Blue

• Control

Reveka  is the current Wizard Savant over the Wizards' School, and is in a very  precarious position.  She knows that the only way that the School will  survive is by taking control over the rest of the world piece by piece.   It doesn't mean domination or playing dictatoral games, but it does  mean trying have spies and contacts everywhere - thus the intrigue game  and trying to save the world from war all in one. If the School does not  soon become a world power, it is in danger of being politically usurped  by either of it's "allies" or at the worst being economically destroyed  by Eron's influence.  Also, Reveka is constantly in a position where  she knows the Apprentices in the school have the right to challenge her  for position, just as she challenged the old Master, and if she lets one  of them win, it could mean her exile, the fall of the School, and open  war will erupt across the waters between Aysen and Baron Sengir.

• Mystery

The  Wizards of the Floating Isle are the closest to solving the great  mystery that there is more worlds than just the one they live on.  Now  that the Ban has fallen and the mysterious force that prevents the  Wizards from exploring the AEther has vanished, it will be a matter of  time before the AEther starts being explored, and the word will get out  that they are just a small world amongst many, which could have severe  repercussions on all of the societies and cultures, as well as speed up  Baron Sengir's plans to get off this forsaken world.
There is also  the mystery of what lays beneath the surface of the waters of the great  Sea, and what the oceans of the Homelands hold.

• Magic

The  limits of the empirical knowledge and theories of magic in the Homelands  are constantly being tested by those in the School.  As the Goblin  Wizards gain in strength, vengeance and egotistical duels are becoming a  constant on the beaches and low hills of the Koskun mountains.  Reveka  is aware that her students are leaving on week long trips to Aysen, but  she is not aware that they have actually been sailing to the beaches of  Koskun to have conflicts with the Goblins there and worsening the  overall situation.  No serious battles have happened yet, but that is  going to be a matter of time.  


Concepts for Blue

Aether Cage

•  One of the Wizards on the Floating Isle discovered the existance of the  Aether by accident, and since then, an entire branch of the School has  been working for years trying to learn more about this mysterious  phenomenon, and how they can use or control it.  But with Feroz's Ban,  they could not truly explore the depths of the Aether, as they were  stopped by a wall of force they could not breach.


Aether Storm

•  By channeling mana into the parts of the Aether they could access, the  Wizards of the Floating Island have learned to cause violent storms in  the Aether around the Homelands.  Though this generally does not affect  the Wizards much, as they have no knowledge of summoning spells and the  violent storms happen outside their sphere of reality, the spell is not  frequently cast as many strange things begin to happen around the tower  and compound during one of the Storms.  Ghosts and apparitions manifest,  food goes bad, masonry loosens and eerie sounds emanate from dark  places.


Albatross

• Feroz loved riding and flying, and magically  altered normal albatrosses into riding steeds for himself and his  wife.  Far bigger than a horse, these birds were capable of flying great  distances across the open sea. 
• There are stories of sailors who  witnessed one of these huge Albatrosses drifting in the skies above  their ships, complete with saddle, stirrups and harness, but no rider.   The true owners of these strange birds are unknown, and has left the  Wizard's Council on the Floating Island searching fruitlessly for  answers to this riddle for years.
• Now that Feroz is gone, there  are few of these beasts left alive, and have moved from the island to  the shore-coast of the Homelands.


Chain Stasis

• This spell was  developed by the Wizards of the Floating Island to protect their  travelling parties from harm from brigands or other adversaries.  While  killing their attackers may damage their carefully maintained political  balances, incapacitating them without hurting them was a really good  idea.  Unfortunately, the spell was not well constructed, and can  sometimes be a detriment if there is a wizard in the opposing party to  throw the spell back at the casters.


Coral Reef

• Feroz first  discovered this coral growing in the shallow waters near his island.   After some experimentation, he learned that it could easily adapt to  nearly any environment, especially one as rich with energy as the  Wizards Island.  It took him a number of years to keep the coral from  getting completely out of hand, but now it makes an impressive bastion  against hostile forces, (there is only one, albeit wide, channel that  leads from the open sea to the bays and docks) as well as great material  for framing houses once it was properly dried and enchanted.


Dark Maze

•  The Dark Maze is an odd phenomenon, its origin and habits unknown to  any scholar, as it is a place that thinks and hunts like a creature.  It  is a misty maze of simple twists and turns that any creature can  discover and follow.   The true danger lies not in finding your way to  the center of this labyrinth, but the horrible truth that lays at its  center.  After cold foggy nights, Sengirian Villagers will sometimes  find the corpse of a loved one in the marsh-fields, torn into pieces,  bones broken into splinters.
• A number of these creatures were  created years ago on the Floating Island by an apprentice who had been  given "special books" by a mysterious stranger.  The stranger was Baron  Sengir, and the apprentice who was destroyed by the very creatures he  summoned was none other than the son of an important Bureaucrat in  Aysen, one who was heavily advocating a full scale assault against the  Dark Barony.  The maze-elementals have since been at large, though they  seem to frequent the area around Castle Sengir.


Delusions
(possibly)


• This  spell was developed by the Wizards of the Floating Isle, after their  allies suffered a number of defeats from Goblin Sorcerers who were using  enchantments to turn the tides of a combat.   
Forget
• To  Forget is one of the harsher punishments of the Wizard's Council of the  Wizards' School on the Floating Island.  In the event that an Apprentice  commits a crime of great magnitude, there is a certain spell that will  strip them of the knowledge of how to cast magical spells.  Once  repentent and when the lesson is learned, the enchantment is usually  removed, though there have been a few cases in the history of the  Wizards' School where the recipient of the spell was cursed for life.


Giant Oyster

•  These undersea creatures have little notoriety, save that on the rare  occasion when one of the Seafolk discovers a pearl within one pure  enough to be sold to Reveka, or when one of these giant creatures is  washed up on the shores of the surface world by storms.  While living,  if anything is thrust between their shells, the Oysters clamp down on it  until either they are killed or the object is crushed into powder.


Labyrinth Minotaur

•  Labyrinth Minotaurs may be distantly related to the Anaba, but are  definately fewer in number. The only known lair of a Labyrinth Minotaur  is within the Dark Barony, where a Minotaur named Sergius the Axe has  dug out an ever-increasing labyrinth over the course of the last few  centuries, covering the halls with traps and filling the vaults at its  center with treasure and valuables.   
• Labyrinth Minotaurs are  excellent miners and fierce fighters, as they are magically enchanted to  never need food nor rest.  They enjoy food and copulation, but the few  remaining Labyrinth Minotaurs are sterile.  They generally do not get  along with their Minotaur cousins, but also have not encountered one in  centuries.  Occasionally a Labyrinth Minotaur will be seen travelling  the roads near Koskun Keep searching for treasure, and may even stop to  frequent the An-Havva Inn for cooked food and spirits.  The Labryinth  Minotaurs of the Homelands are survivors of the Great War, sheltered  from the final days of devastation, and their lairs contain a number of  potent artifacts and wealth that they have watched over for centuries.


Wizard Savant

•  The Wizard Savant of the Floating City is currently a Dwarven woman by  the name of Reveka.  As result of her skills of sorcery, wizardry,  artifact creation, research, astronomy, alchemy and the other magical  arts, she managed to usurp the position from the previous Wizard Savant  in a most unusual challenge -  a riddle contest based on astronomical  knowledge.  Having grown up on one of the ships of the Dwarvish Sea  Clans, and having three hundred years of astronomy and sailing  experience under her belt, the young Dwarvish woman won the contest in  less than an hour. 
• Reveka is a wise woman, and an excellent  teacher and guide of all the students of the Wizards' School.  She  maintains a careful balance amongst the Council of Wizards that rules  the Floating City, and has final say on any issues that the members of  the Council disagrees on.  She is in charge of maintaining the spells  that keep the waters free of warships from Aysen, Koskun or the Dark  Barony, and of maintaining relations between the surface folk and the  undersea dwellers, the Seafolk.   
• Reveka is also rumored to have  an ancient text on how to turn an ordinary pearl into an artifact of  incredible power, and that she has been creating and hording these  devices for well over forty years in anticipation of the time when she  will need to defend or take control of Aysen.   


Monstrous Serpent 

•  Monstrous Serpents are only creatures of legend, and have been told of  in tall tales for as long as stories about the Sea have been told.  The  idea that a creature large enough to consume whole ships in a single  bite even exists is ridiculous.  There's the story of the Leviathan that  the First Master taught us, about a sorcerous experiment gone awry, but  no natural creature could ever grow that large without the Wizard's  Council knowing about it.  Bedtime stories for children.  Nonsense.   Humph.  (polish eyeglasses, wait for the listeners to be impressed)
•  These Serpents do exist, and have existed for centuries in the deep  waters between the continents.  Feeding on schools of fish twice a year  in the waters off of the coast of the Homelands, these huge beasts avoid  the ill effects of the world by swimming in water far from the  influence of the hungry land.   


Mystic Decree

• One of the few  spells that Feroz actually taught the first Wizard Savant, one that  would guarantee that no warship or flying vampire could cross the waters  between the Dark Barony and Aysen without the permission of the Wizards  Council.  It has been used very little, but the threat of it is enough  to generally keep the Citizenship of Aysen from building warfleets, and  to make the Dark Baron's vampires sticks to the roads and coasts instead  of flying across the open sea.


Narwhal

• Narwhals are the great  migrating whales of this world, growing up to twenty feet in length,  and known best for their spiraling tusk.   Travelling in schools  consisting of dozens of Narwhals, these travellers are a welcome sight  for any sailor, for if they swim near the surface, there will be good  weather on the 'morrow.


Sea Trolls

• Sea Trolls are vicious,  cruel, and extremely crafty undersea hunters.  They can walk on land for  a few hours at a time, but are best off in the deep water away from  sunlight and bright illumination.  Whole tribes of Sea Trolls exist  within deep subterranean caves, and live by stealing from Seafolk  fish-herds, attacking passing surface ships, or even ambushing Seafolk  towns and dragging their prisoners back to the caves for a quick,  predatory meal.  Sea Trolls have been the bane of the Seafolk for years,  as they swim faster, fight harder, and are well versed in camoflauging  themselves by painting the color of their skins with scum from the ocean  floor.   


Wall of Kelp

• Walls of Kelp are one of the best  deterrants of a sea-borne invasion from any port in the Homelands.   These magical walls were developed by the Wizard's Council of the  Floating Island decades ago, in any effort to stop the futile siege of  Castle Sengir by the forces from Aysen.  The Wizard's Council knew it  was senseless, and didn't want to see either the loss of so much life,  or any sway in the careful balance of power between Aysen and Sengir  that they had spent so much time trying to maintain.
• When seeded,  these fast growing plants will replicate themselves until they seal off  an entire harbor, or until the Wizard's Council casts a spell to destroy  them all.  If there is any sign for preparation of a war fleet from any  quarter, the Wizard's Council would mire the harbors in Kelp until the  ships were dismantled.
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2 years ago  ::  Feb 20, 2011 - 8:54AM #7
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,457
Black : Baron Sengir, Castle Sengir and the plots to rule the Homelands.




History - An ancient and powerful vampire by the name of Baron Sengir was  summoned and abandoned on this world long ago by a Planeswalker.  The  Baron discovered a number of Dwarves building a huge castle nearby - in  proper fashion, he slaughtered most of the Dwarves, and settled into his  new home, accompanied by the few Dwarves he turned into undead or  vampires under his control.  No matter what the distressed Dwarves did  to try to retake their castle, the Baron was simple too strong for them  to defeat.  In one of the raids, the Baron took the Dwarven King's  daughter for his own, and spelled her mind so that she would love him  rather than her father.  Irini has since been his own loyal vampiric  daughter, kept beautiful and young through the years by dark magics. 

The  Baron discovered two things of importance in the years following his  arrival in the Homelands - that a hidden stairwell led from the  throneroom to a huge Dwarven City deep beneath the ground, and that  within the underground city lay a Gate that led to another world.   Though the Baron knew little of true magic, he knew that Gates were  dangerous things, and that if one should be prepared to go through as if  you would never return through it again.  Realizing this, he decided  that he would go through the Gate completely prepared, and started  trying to devise a way to take control over a sizable number of the  inhabitants of this world as his private army to lead through the Gate.   Any of the vampires or undead servants he pushed through the Gate never  returned, and none of his magics were able to discern where the gate  led to.  While he was somewhat sure that the Gate led back to some  Dwarven Place, there was no guarantees.  He searched through the city  for clues for hundreds of years, interrogated Dwarves his servants  captured for him and consulted divination devices from all over the  Homelands - but to no avail, as he was still confronted with a one way  gate to a place he knew nothing about.  

So he slaughtered all of  his captives and servants, to ensure that they would not get out of hand  while he was asleep, then he and Irini slept the sleep of the dead for  many years.  While they slept, Feroz arrived and set up his Ban, Serra  began to work with the nomad cultures, and the humanoids in the nearby  mountains began to organize themselves in response.  Shortly after Aysen  Abbey was completed, a band of thieves from the Koskun Mountains crept  into the Castle, intent on searching it for Dwarven treasure.   They  knew it to be haunted, and had been warned away by the Dwarven Trader  they encountered on the road, but they never expected to encounter the  likes of the Dark Baron.  Angry at being awakened by such rabble, the  Baron either killed or transformed the thieves into blood-thirsty  vampires.  All who were made into undead were sent off by the Baron to  ravage the Homelands in their Master's name, much to his enjoyment.

In  the first years after his awakening, the Baron had his servants kidnap a  variety of humans from Aysen, as well as a vessel carrying thirty one  families from Onella that was en route to the Pioneer town of Kerselin.   He had them set up a small village in the marshlands beneath his  Castle, and they lived under his influence.  Though he does not need the  short lived   humans for any given purpose, dominating them kept him  entertained through the long years, and turning their dead into  handservants and vampire warriors made them useful.  He instigated firm  rules - that if one person tried to flee the Barony, he would murder ten  people in their place. But since the only ways out of the Barony are  through the wastelands (guaranteed death), up through the windy road  leading to Koskun Keep (guaranteed to be captured by his servants, as  the path is barely wide enough for one person) or by sea (his vampires  watch the coast), few have ever made it, and the repercussions on their  families and friends were serious.  Serious feeding ground, as he needs  mortal blood to survive.
Over the years, the people of the Sengirian  Villages became broken and without will, and since have grown as a  population to a number of villages throughout the Barony.  The Baron  continued his vampires' raids of terror throughout the Homelands, still  seeking a way to gather an army for himself.  Eron the Relentless  claimed himself the Goblin King, and though Baron Sengir tried to tempt  the rogue, it was to no avail.  When the caravans and traders started  going between Aysen and Koskun as result of the Treaty, the Baron and  Lord Eron worked out a secret deal, that Eron would ensure that the  Sengirian Villagers were getting food and necessities that the growing  population could not create themselves, and Baron Sengir would take no  more hostile actions against the denizens of the Koskun Mountains.  But  he kept up his constant raids by his vampires everywhere else, to  install fear and hopelessness amongst all those he could reach.

Shortly  after the treaty was signed, another Paladin of Serra came to Castle  Sengir to confront the Baron in personal combat.  Lord Ihsan was  different from all the rest of the Paladins that had come before, as he  offered his own existance for dark power, unconsciously he offered his  own life as sacrifice for the safety of Aysen.  After the Baron dealt  with Ihsan, he learned a major lesson - that his raids of terror were  giving the peoples of Aysen strength and purpose, and that their culture  was hinged on their hatred of Sengir.  Thus, he came upon a plan to  stop his obvious attacks, and wait and see if the culture, without a  common enemy, would collapse and turn on itself.  In a few short years  it began with the persecution of the Death Speakers by the Serrans, a  minor incident that the Baron's agents could easily turn into a full  scale schism if they were cautious.

Thus his plan was created in  full.  He would wait until the population of Aysen was firmly divided  over the Death Speakers, then commit the final assassination of Lord  Eron personally, throwing Koskun Keep into chaos.  Eventually, the  thousands of Goblins in Koskun Keep would begin to starve, and would go  to the only place where they knew there was food - Aysen.  Many would  die when they charged through the Wood, but enough would live to destroy  many of the villages and farms of Aysen, if not the capitol of Onella  itself.  The Baron knows well that the Goblins are great at taking land,  they are terrible at farming or tending to it.  After a few more years  of complete misery, the Baron would reappear, turn the weak leaders of  the Homelands to his control, and offer them a choice - follow him to a  new world where they can do as they wish, or die here in misery.  Faced  with impending death, either by their own ineptitude or at the hands of  the enemy, it is doubtful that the Baron would get any less than a few  hundred loyal followers to take with him through the Gate, and start his  regime in a new world.  Without the schism to divide Aysen, the  disappearance of Lord Eron would only cause minor chaos, and his  Villagers would likely die off from lack of supplies.  Courtesy of Lord  Ihsan's sacrifice, victory was in his hands, and being an immortal, he  had no problems with waiting for the world to destroy itself.

The  Homelands were in danger, all because of the selfless act of Lord Ihsan,  who threw his life away for his people, and gave the Baron the idea  that could eventually collapse the Homelands into armageddon. 

Government - Baron Sengir runs the show, absolute dictator, final say in  everything.  Even his most loyal servants are nothing more than pawns to  him, save Irini, who has earned his favor through centuries of  corruption.  There are those in the villages who are the Sengir  Autocrats, those chosen to transfer information and keep an eye on the  villagers, but they have no real power in the Barony whatsoever.

Religion - For a people that have no hope, they nearly worship the Serra Paladin  that come through from time to time to challenge Sengir, for if Sengir  was to die, they would be free of his dark influence.  Thus, the  Paladins are revered as demi-gods, and the traders who bring them  supplies and the like are sacrosanct.

Magic - None is allowed.  The  Baron knows well that knowledge is power, and if the Villagers were to  learn even the basics of spellcraft, it would eventually be used against  him.  The villagers do know some healing and divination magic, but in  the swamps there is little use for it.   
Trade - They grow a variety  of medicinal herbs and plants which can be traded to the merchants for  goods, but the poor Villagers of the Dark Barony have little to offer.

Art - The sun can shine here, it is not always cloudy and grey, and there  really is blue sky just beyond the mists.  It should be a place of  oppression by the Dark Baron, but he does not control the weather by any  means.  The Manor Houses should be gloomy, and the Dwarven Castle is  covered with Gargoyles and other statuary which is designed after  creatures the original Dwarves had encountered in their world-spanning  travels; to the Dwarves of old friends and allies, but to those who have  never met such creatures, they are horrors and abominations.  Think  Roman, then Gothic, then combine them to make large halls and bathing  pools, luxury for hundreds, metal shutters over the window slots,  hallways where no being has walked in hundreds of years.  The Baron  lives on one place in the Castle, and has no fear of fire whatsoever -  candles and fire are good things, as long as they are under control.


Plot Devices for Black

• Domination of the Homelands

Plain  and simple, Baron Sengir has a plan to get out of this world, courtesy  of an idea given to him by the meaningless death of Lord Ihsan some  years before.  Now he lays low and bides his time until he can resurface  and claim himself an army to take through the Dwarven Gate into a world  beyond.  This goal overshadows most every other plot in the world, for  if the Baron's plans go through, he is going to win "everything".


Concepts for Black

Baron Sengir

•  He is an immortal, has seen a dozen worlds, and though he has dark  tendancies, he is not evil - just practical and rather direct.  No  stereotypes, make him as real as you or I.   
• Baron Sengir is a  Vampire Lord, and is the ultimate progenitor of all of the Sengirian  Vampires that wizards use in their battles and duels all across  Dominaria.  He is ancient and wise, and is used to creating lots of  vampires to serve his will.  While he spent time being summoned from  world to world by a number of planeswalkers, he created a large number  of Sengirian Vampires which still exist in the modern day, and torment  those who live on Dominaria.  (See the History section of this document  to get the full story.)
• In the current day, Baron Sengir rules  over all of the land from the edge of the Koskun Mountains to the Sea.   His presence is well known to the other cultures of the Homelands, for  the Baron's minions occasionally walk amongst them searching for  information, and the bitter hatred the Serra Paladins have for the Dark  Baron is the core philosophy of their order and purpose in this world.   
•  Baron Sengir has a small family he likes to call his own; his Dwarven  daughter Irini (once the daughter of a Dwarven King long ago), caster of  spells and disrupter of enchantments.  His teacher and guide,  Grandmother Sengir (once Ravi), is a planeswalker who has survived the  centuries with black magic, but is hopelessly insane and has little  memory of who or what she is.  His faithful Huntsman who walk the lands  of the living in his stead, and his carnivorous steeds who pull his  infamous Black Carriage along the muddy roads of the Dark Barony.     
•  Of all the inhabitants of the Homelands, the Dark Baron and his  extended family are of the few who is truly aware of the fact that there  are worlds beyond the reality they exist in - he still avidly remembers  being pulled to this plane from his own world by wizards, then was  stranded here when his wizard lost the duel and was forced off world by  the opponent.  He keeps the knowledge to himself, for he knows that  someday it will be to his advantage that the inhabitants of this world  know little of the other worlds beyond this one.  He suspects that there  are other planeswalkers on this world, but he has been able to find  little more than circumstantial evidence of them.  The only other group  that has any idea of the other worlds are the Anaba Minotaurs who live  in the Koskun Mountains, 
• The Baron has discovered the hidden  passage beneath the parapets of Castle Sengir, and has followed it down  into the Dwarven City.  There, amongst the tunnels and great halls he  discovered the remnants of an advanced Dwarven civilization, as well as  an active Gate that led directly from this world to somewhere else.  (It  is the solitary place where one can enter or leave the Homelands  through the Ban.)  Ever since discovering the Gate, the Baron has always  known that he can leave this world through this gate and travel to  another reality, but he is very sure that he would never be able to  return.  Thus, he wishes to take through an army, and has devoted much  of his time to the challenge of collecting people who will willingly  follow him and be loyal to him, without being made into undead or  vampires.
• Even though the Baron is not aware of the existance of  the Ban, the Dwarven Gate that he found is far more powerful and stable  than Feroz's spell.  Recently, the Ban began to collapse because of the  mere presence of the Dwarven Gate, and the lack of keepers to watch over  and maintain the spell (Feroz and Serra are both dead).  If the Gate  were to be closed or destroyed, then the Ban would reinstate itself and  the Baron would be trapped in the Homelands, and the world would be  saved!


Veldrane of Sengir

• Veldrane is a poacher, scout and  messengers for his master.  He has been known to walk to roads and paths  from Onella to Castle Sengir, to bring victims back for his master, or  to deliver information to the Baron's allies and agents.  He is often  disguised as a simple traveller or trader, and is not easily recognized  as a foreigner to the sunlit lands.  The only means of constantly  identifying him is a Dwarven-made, emerald studded scabbard (sword  inside, of course) he carries on his person at all times.  Some say that  this person is only a puppet of the Dark Baron's, and that he is  nothing more than a necromantic automaton of some sort.


Black Carriage

•  The Black Carriage is Baron Sengir's favorite way to tour through the  Sengirian countryside.  When Baron Sengir wishes to ride, he chooses a  villager to act as Coachman.  When the tour of his lands and properties  is complete, the Baron personally unbridles his steeds and lets them  consume the terrified peasant as reward for their labor.  Careening  along the cobbleroads at breakneck steeds, the Baron's chargers have  been seen to sweat fire and blood, and that when they gallop their  horseshoes throw fiery sparks.


Irini

Female, Dwarf, ancient but  still quite young and attractive looking.  Regality, as she was the  Dwarven King's daughter.  Diminuitive body frame, but looks something  between Dwarf and a teenage human girl.  Remember that she IS a vampire,  and it should show in her appearance somehow without being too  obvious.  She is actually Reveka's Great-Grandmother.
• Irini is the  beautiful "daughter" of the Dark Baron, and a skilled enchantress.    She was once the daughter of a Dwarven King long ago, back before  Sengir came amongst them and destroyed most of them.  Her heart is dark,  she takes pleasure in the pain of others, and loves corrupting that  which is pure.  She has learned to unweave the magics of others and has  become adept in unravelling the spells of her father's enemies.  She is  obsessed with Ihsan's Shade, and covets the Ring that controls him.  She  has seriously considered stealing the Ring, but she fears her father's  wrath.  She now hates Dwarves after many hundreds of years of being with  Sengir, and believes her reflection to be hideous, even though she is  quite attractive.


Cemetery Gate

• Cemetery Gates are more than  necessary in most Sengirian Villages, as the dead are much more likely  to get up from their graves rather than stay in them, due to the high  amount of swamp mana available.  Since Baron Sengir has made the  incineration or dismemberment of a corpse a crime punishable by a  hundred years of torture, the villagers have little choice but to bury  their loved ones in the city graveyards, and hope the small magics  placed on the gates will keep the undead from getting out until the  Baron comes to collect them, to use as servants in Castle Sengir. 


Feast of the Unicorn

Black Card, Instant
•  Pearled Unicorns lived in the Homelands during the times when the  nomads still stalked the plains.  They are usually found in the sanctum  of the Autumn Willow deep within the Wood.   


Ghost Hounds

•  Ghost Hounds are packs of canines that frequent the countryside around  Castle Sengir.  These loping dogs have been known to torment and chase  travellers for days before they close in for the kill.  Some say these  creatures feed only off of mortal fear, and thought the are ravenous  eaters, they gain no sustenance from meat or blood - hunting their prey  provides all the nourishment they need to survive.  Melting from shadow  to shadow, usually the only time they are seen is when their jade-green  eyes reflect in the darkness, as when they are just on the edge of the  light cast by a midnight campfire.  


Grandmother Sengir

•  Grandmother Sengir is a planeswalker of nearly the same age as Baron  Sengir, as result of her spells and exploration into the dark magics.   She refers affectionately to the Dark Baron as her grandson, and has  been his tutor and guide ever since he rescued her from a magical prison  deep within the Wastelands (this is Ravi).  She has a singing voice  that causes eggs to spoil and grain withers into dust at her touch.  A  formidable woman, she is the ultimate personification of the crone.  She  is a master at casting hexes and curses upon those she scryes through  her magical crystal pendant, and has been known to boil the flesh off of  beautiful young women and drink the juices in order to keep herself  alive throughout the years.
• It is from her collection of spells  and hexes that the Baron has been learning magic, and from them has been  writing the Books that have had so much corrupting influence on the  apprentices of the Wizard's Isle and in Aysen amongst the Death  Speakers.  She is looking forward to the day when a Death Speaker from  Aysen or one of the Apprentices from the Floating Isle will become her  next student.


Greater Werewolf

• Though the exact origin of  Werewolves is uncertain within the Homelands, it is a common fire-tale  that anyone who survives being bitten by a Werewolf will eventually  become a Werewolf in the service of the one that bit him.  A number of  these ferocious creatures serve as messengers and lieutenants for the  Dark Baron, while many more simply roam the lands in the form of wolves  looking to feast on the flesh of any creature they find.  Most who are  bitten by Werewolves simply die of the wounds after a time, because they  usually don't heal.
• There is one Werewolf that serves the Baron,  and all the others serve it.  The Wizard Savant that gave Eron the  Relentless immortality over a hundred years ago did so with one of the  Baron's spellbooks, and without the Baron's permission.  When the Baron  was experimenting with Lycanthropy, courtesy of Grandmother Sengir's  spellbooks, the imprisoned Sorcerer became the first volunteer to test  the serum.  Since then, it has proved to be a loyal servant and has been  an important player in keeping the Sengirian Villagers under control.


Ihsan's Shade

•  Lord Ihsan was one of the greatest paladins of Aysen, a champion for  the Serra faith and point of view - but ultimately, Ihsan fell to the  wiles of the Dark Baron, and has become one of the Vampire Lord's most  powerful servants, and ultimately, responsible for the eventual  destruction of the Homelands.
• Lord Ihsan grew up in one of the  small towns common through the plains of Aysen.  When he was just coming  of age, he had a dreams and visions of confronting the Dark Baron in  Castle Sengir.  Ihsan devoted his life to becoming a Paladin of Serra,  an order of knights devoted to the protection of the towns of Aysen, and  of the ultimate destruction of Baron Sengir.  After serving for many  years, Ihsan bravely journeyed to the Castle of the Vampire Lord, and  confronted the immortal.  Lord Ihsan kneeled before the Baron and begged  that the Baron make him into creature of eternity, that the Baron share  his power and show Ihsan the true meaning of eternal life.
      The Baron agreed.
       The Baron was an experienced immortal, and knew that Ihsan wanted  the power of eternal life only to use it to destroy Sengir, and that  Ihsan was martyring himself to darkness only for the good of the world  he had left behind.  (The typical heroes journey, to become one with  darkness and then use the power to destroy the darkness whole.  "Maybe  if I was younger," the Baron thought to himself, "maybe I would have  died by his trickery.  But today, I shall not.")   The Baron smiled,  arched over Ihsan, and with fangs extended sunk his teeth into Ihsan's  neck and proceeded to drink the lifeblood from the man.  As Ihsan died,  he whispered, begged to become just like Sengir.   The Dark Baron  smiled, pulled free of the Paladin, then spoke the words and  incantations of a powerful spell he had learned from his Grandmother,  calling upon the magics of the swamps and bogs to fill Ihsan's body.   When Sengir stood up and wiped his mouth clean of the red stain, Ihsan  was dead. 
      But not undead.
      The Baron had turned Ihsan  into a ghost rather than a vampire, a impotent, helpless spirit, a  puppet under the Vampire Lord's control rather than a being that could  fight back and eventually usurp its maker.  Binding the Paladins' soul  to his own signet ring, the Baron then placed the ring on his index  finger, and ordered Ihsan to stand by his side, to act as his guardian  and ally, friend and companion for all of the days to come.  As all  black magics are complete only with a flaw, the Baron also told Ihsan  that he shall never be his own creature again, that he would always be  the thrall of whomever owned the ring. 
      And so Ihsan begged  and wept for a hundred days, but the Baron paid no heed, as what is but a  hundred days to an immortal?  Now, Ihsan is one of the Baron's most  treasured possessions, and the Serra Paladins have vowed to destroy the  traitor of their order - Ihsan the weak, Ihsan the fallen, Ihsan the  betrayer.
• Irini, Baron Sengir's daughter, wants to own the Ring  for herself, for she wishes to control, torment and drive Ihsan  completely mad.  Even after many years, Ihsan is still sane, which at  the very least provides Irini with nightly entertainment.


Koskun Falls

•  Koskun Falls lays on the last leg of the journey between Koskun Keep  and the Sengirian Villages.  After the Koskun River negotiates a channel  clogged with stones and rapids, it pours over the lip and falls more  than a thousand feet.  Though the view is magnificent, the frequent  clouds of mist often impede sight, and the treacherous journey down the  slick mountain path have caused the deaths of more than just a few  travellers.   
• Koskun Falls is the border between the Dark Barony  and the holdings of Koskun Keep, and is the only place to cross from the  swamps to the mountains without flying.  Many truces between the  Goblins and the agents of Baron Sengir have been negotiated within sight  of the majestic falls. An army could be easily ambushed and defeated  here, which effectively protects both the Baron and the denizens of  Koskun Mountains from invasion by any significant military force.


Manor Lord

•  Manor Lords are the Dark Baron's administrators over the many small  Sengirian Villages within his domain.  It has been years since the last  Serf uprising, and the terrible stories of that time are still strong in  the minds of the surviving residents of the Barony.  The Manor Lords  are given special rights and are a social class all to themselves.  They  are free from doing any of the backbreaking labor that their peers are  forced to do.  The Manor Lords take care of most of the non-essential  negotiations with the caravans from Koskun Keep, and do their best to  ensure their people have what they need to survive within this harsh and  dangerous land.  All of the Manor Lords must walk a careful line  between keeping the people of their Villages from uprising, and  maintaining good relations with Baron Sengir, for if they fail or anger  their master, they are usually disposed of quickly and a new Manor Lord  installed in their place.  It is generally uncertain whether to be a  Manor Lord is beneficial or a death sentence.


Sengir Bats

• The  beat of their wings against wooden shutters is enough to unnerve the  sternest traveller, and their piercing cries are enough to cause  children to wake from the deepest sleep.  Though they are not controlled  or used by the Baron for any purpose, these winged bloodsuckers have  become the seal and symbol of the Dark Barony.  Even though they are a  blessing for they eat a good portion of the insects from the swamps  around the Sengir Villages, their presence and number is still  unnerving.


Timmerian Fiends

• Timmerian Fiends are strange  creatures that travel the AEther between the planes, searching for  magical artifacts and devices to take back to their Master.  When these  creatures discover a site where the magic radiates exceptionally strong,  they will open themselves a doorway into the world, take everything  they can carry, then retreat back through their doorway and seal it  behind them.  These creatures have plagued the rest of Dominia for  centuries, and most spellcrafters will destroy the Fiends without a  moment of hesitation, for these plunderers have been the downfall of  many wizards on many different worlds.   
• It is believed by a  number of planeswalkers that the Fiends serve a wizard named Timmothius -  but the mercenary Timmothius was reportedly slain during the final days  of the Brother's War, and perished with the destruction of Argoth.  A  planeswalker has offered a high reward for anyone who can bring him a  Fiend alive, so that he can interrogate it and unravel the secret of its  existance, and who it currently serves.
• With the recent failing  of the Ban, the Fiends are finally able to journey to the Homelands.   They have been well aware of the magic that kept them from raiding the  rich mana sources of the world, and are now more aware that the spell  has finally failed.  The many artifacts, the Labyrinth Minotaur's Den,  the Wizards' School, and even the heart of the Great Wood itself  attracts them.  If the Ban is not reinstated soon, it is likely that  many of the artifacts and mana devices of the Homelands will be whisked  away by these creatures.  The true danger is whether or not the rift  that fuels the Homelands with mana can be affected in any way by the  Fiends, but only time will tell.
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2 years ago  ::  Feb 20, 2011 - 9:06AM #8
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,457
ARTIFACTS FOR THE HOMELANDS SET

Apocalypse Chime

• This is  the device that ruined the world, the device that ended the Great War by  destroying the mana systems of the very planet the war had been fought  on for so long.  The planeswalker that survived the blast is none other  than Grandmother Sengir, and she was wearing the potent device around  her neck when the Baron found her.  Since then, she has traded away the  cloth-wrapped chime to a Dwarven Trader for a few trinkets, and warned  the Trader never to never ever let it be rung.


Clockwork Gnomes

•  Created by the Wizards of the Floating Island, courtesy of the "First  Master's" teachings.  They walk, talk, teach and communicate with those  who speak with them, but they don't have a lot of personality or  manners.


Clockwork Racehorse

• Created by the Wizards of the  Floating Island, courtesy of the "First Master's" teachings.  Built  originally for entertainment, these beasts have become a common sight on  the cobbleroads of Aysen.


Clockwork Swarm

• Created by the  Wizards of the Floating Island, courtesy of the "First Master's"  teachings.  Built to drive vermin out of homes and buildings, but they  frequently went awry, and most of these "collections" of devices were  destroyed because they were too dangerous.


Ebony Rhino

• This is  the artifact that a certain Goblin family recently traded to Lord Eron  in exchange for a trial to go "their way."  They unearthed it from deep  within the Koskun Mountains, have no idea what it is or how it works,  but decided it would be better to trade it to Eron as it looks damn  impressive.


Joven's Tools

• For the most part, it is a utility  belt of rope, picks and other thieves tools, but all extremely high  quality, and some are of a magical origin.  It is mostly made up of  things Joven has acquired along his travels in the Homelands. 


Roterothopter

•  Created by the Wizards of the Floating Island, courtesy of the "First  Master's" teachings.  Meant for a variety of uses, including assault in  certain cases - the edges of the rotors are very sharp.


Sawtooth Arrows

•  Developed by Feroz for use in emergencies, these bolts cause such  grevious wounds that healing is very difficult, even by magical means.
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2 years ago  ::  Feb 20, 2011 - 9:39AM #9
ArcadesSabboth
Date Joined: Aug 24, 2008
Posts: 1,346
Thank you for doing this!

Keeper's Note: This is the first and last we ever hear of Rashka. I  doubt anyone, Wizards of the Coast included, remembers that she exists.  It seems pretty clear to me that this is the champion hinted at in the  discussion of Autumn Willow's dilemma.



Rashka the Slayer was printed as a white human legend.

I think it's worth pointing readers' attention to the parts of this document which were changed in the card set and/or in the Homelands comic. I suspect both post-date this document.

Please note: unless I'm trying to be sarcastic or humorous, most of my posts are very literal. Don't try to "read between the lines" because there is usually nothing there. I try not to imply anything when I write.
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2 years ago  ::  Feb 26, 2011 - 8:56PM #10
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,457
Ah! Thanks, I completely missed that. I'll add her card into the Green entry.

I actually don't know the story from the comics, so if someone could summarize (or, better yet, post) them, that would be fantastic. Barinellos is running off a summary of the story Song of the Plague Rats for this as well. I also tried to mention major inconsistencies between the document and the cards, but there's minor stuff as well that I didn't think was overly important. I might add those in later.

If you notice any more missing cards or the like, please feel free to mention them.
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Archive VI. Apocrypha The Homelands Document [Homelands][OFFICIAL]
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