Knightfall's Mirrored Cosmology

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Postby Knightfall » Mon Jul 05, 2010 6:04 am

Conil-a-Ald
Metropolis
Other Names: City of Spun Glass, Harp of Glass
Political/Religious Affiliations: The Lillend Council (major); the church of Aasterinian (minor); the church of Anubis (minor); the church of Celestian (major); the church of Heward (major); the church of Mirella (major); the church of Thoth (minor); and the church of Xan Yae (minor).
Power Centers: Monstrous (lillend); Nonstandard (council of half-celestial brothers and sisters).
Alignment: Neutral Good.
_________________________________________________

Population: 30,000
Demographics: Mixed (79% glimmerfolk, 9% lillend, 5% sphinx, 3% human, 2% gnome, 1% djilot, 1% other races).
City Type: Free.
Fortified?: Yes; glassteel dome. (That's my own little touch.)
Epic?: No.
_________________________________________________

GP Limit: 100,000 gp
Assets: 150,000,000 gp
Main Import: Manufactured goods.
Main Export: Music and art.
_________________________________________________

Authority Figures: Chyseria of the Luminescent Voice, ruler of the city (10 HD lillend, bard 10) and her seven half-celestial children.
Important Characters: TBD
Organizations: Golden Chord, the (bard's guild); Sensates (faction chapter house); and the Silver Motes (local, young adventuring group).
Noble Houses: Absolone, Cosme, Donat, Enzor, Fleur, Hugues, Manon, Ninon, Reine, Sylvestre, and Ulrich.
Adventurers Welcome?: Varies (usually only good or neutra-aligned planewalkers are allowed in the city).
_________________________________________________

Notes: This planar city has a two-paragraph writeup on page 68 of DRAGON Magazine #321. My version of Conil-a-Ald exists on a massive, floating earthberg on the Plane of Twilight and has a fixed planar portal to the Starry Skies of Linnunrata, a new upper plane in this cosmology, located in the heart of the city. Celestials and half-celestial visitors are common in this city and come and go at all hours.
_________________________________________________

Any Suggestons?
I'm looking for NPC suggestions to populate Conil-a-Ald including ideas for Chyseria's seven half-celestial children. Since the write-up in Dragon magazine was so limited, I figured I'd flesh out the city a little more.

The city's main features include "tower's of spun glass, streets of opal, and cool breezes that seem alive with the echo of distant songs."

The city is devoted to music and the arts, which is why the city would have a chapterhouse for the Society of Sensation. However, I want more organizations for the city.

Also, note that while violence is prohibited in the city, my Conil-a-Ald will be more allowing than detailed in Dragon #321. After all, the Plane of Twilight can be a dangerous place, even in Conil-a-Ald.
Last edited by Knightfall on Tue Jul 06, 2010 9:35 pm, edited 8 times in total.
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Re: Knightfall's Mirrored Cosmology

Postby Knightfall » Mon Jul 05, 2010 11:00 pm

A Note about Mystaran Immortals in this Cosmology
When it comes to the Immortals of Mystara in this cosmology, it's never simple. Mystara is not a part of the Mirrored Cosmology universe (just like the other TSR Worlds). However, the World of Kulan has been influenced a great deal by such old school adventures as The Isle of Dread and The Lost City as well as the Karameikos: Kingdom of Adventure boxed set.

Karameikos exists on Kulan as the kingdom that I call Ahamudia. However, it isn't Mystara's Karameikos; it is more of an homage to Karameikos. The Pantheon of Ahamudia takes the idea of the Immortals presented in the boxed set and turns them into deities from another world that I call Maran. Maran is a world that has fallen into darkness but it too exists in the Mirrored Cosmology. In many ways, Maran and Kulan are mirrors of each other but Maran is also a dark mirror of parts of Mystara. (The campaign name for Maran is "Dark World.")

I haven't really fleshed it all out yet.

Regardless, the deities worshiped by Ahamudians have different names than the Immortals of Mystara. And, they are considered "true gods" in the tradition of Planescape. Below are the deities of the Pantheon of Ahamudia (along with their Mystaran counterparts)...

Greater
Ion → Rad

Intermediate
Helek → Halav
Satiria → Petra

Lesser
Aladius → Protius
Maldar → Kaygar
Volrai → Valerias
Zyrcek → Zirchev

Demi-
Aphulæn → Ilsundal
Vaflar → Pflarr

These deities are known as Transformation Gods in the Lands of Harqual on Kulan. Throughout the planes they are more often associated with Maran. Very few planewalkers have learned that these deities are no longer single-sphere powers. Note: Ion is worshiped more on Maran than on Kulan; regardless, he is the one Ahamudian/Maran deity that is well known throughout the Outer Planes.

There are three other Mystaran Immortals that are also gods in the Mirrored Cosmology —— Gorm, Madarua, and Usamigaras. These three Lost City gods are all Intermediate powers and they are not considered single-sphere deities. The Lost City can exist elsewhere in the cosmology; although, in my campaign world, the Lost City is located on the continent known as The Fallenlands. (For Kulan, Gorm, Madarua, and Usamigaras are all part of a group of deities known as the Cyradi Pantheon, which includes the following gods: Aker, Anubis, Aten, Bes, Geb, Horus, Isis, Osiris, Rowe (†), Set, Thoth, Varmut (†), and Zargon.)

† New deities created by me.

Note that Zargon is considered an Elder Evil for this cosmology, not a god or an Immortal.

See this link for a list of all the gods of Maran (done in True20 format). (Note the evil deities from the D&D Book of Vile Darkness in addition to the Greyhawk Deities and the Mystaran Immortals.)
___________________________________
Expect changes to this soon. :P
Last edited by Knightfall on Tue Jul 06, 2010 12:35 am, edited 5 times in total.
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Postby Knightfall » Mon Jul 05, 2010 11:59 pm

Pantheon of Ahamudia (Maran Gods)

Ion
The Radiant One, The Magic Man

Greater Deity
Symbol: A radiant star (think radioactive a symbol shaped more like a four-point star)
Home Plane: Unknown
Godly Realm: Unknown
Alignment: True neutral
Portfolio: Magic, invention, the radiance
Worshipers: Ahamudians, wizards, sorcerers, inventors
Cleric Alignments: N, NE, LN, CN, NG
Domains: Artifice, Knowledge, Magic, Moon, Rune, Spell, Seals
Favored Weapon: Quarterstaff

Ion is an enigmatic Maran deity that is known to be a master of a type of magical energy known as the Radiance. While this energy doesn't exist in the Lands of Harqual, Ion's followers in Ahamudia have begun to learn new magical ways to pay homage to Ion.

Helek
The Ascendant King

Intermediate Deity
Symbol: A sword on an anvil
Home Plane: Celestia
Godly Realm: Helek’s Anvil
Alignment: Lawful good
Portfolio: Warfare, strategy
Worshipers: Ahamudians, Aphranæn elves, Bitran dwarves, Bitran gnomes, paladins
Cleric Alignments: LG, LN, NG
Domains: Craft, Good, Nobility, Planning, Protection, Thought, War
Favored Weapon: Spear and short sword

A god of warfare, Helek is one of three major deities venerated by the Javeldian people. He, Satiria and Zyrcek have priests dedicated to their name in both of Ahamudia's major churches.

A thinking man's warrior, Helek was a tough fighter, a master strategist, an inspired leader and a shrewd judge of character. As a deity he is a patron of human warriors and an enemy of the warlike humanoid races (especially gnolls). He is also a patron of weapon making.

Helek appears as a tall, redheaded warrior wearing ancient bronze armor and a plain golden crown while carrying an ancient bronze short sword. His holy symbol is of a sword on an anvil.

Satiria
The Warrior

Intermediate Deity
Symbol: A warrior’s shield with a golden star in the center
Home Plane: Celestia
Godly Realm: The Shield of Satiria
Alignment: Lawful good
Portfolio: Nobility, warriors
Worshipers: Ahamudians, good humans from the Sword Protectorate, paladins
Cleric Alignments: LG, LN, NG
Domains: Good, Law, Nobility, Protection, Strength, War
Favored Weapon: Warhammer
Last edited by Knightfall on Tue Jul 06, 2010 12:26 am, edited 2 times in total.
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Pantheon of Ahamudia (cont.)

Postby Knightfall » Tue Jul 06, 2010 12:04 am

Aladius
Trident of the Sea

Lesser Deity
Symbol: A trident rising up through the waves
Home Plane: Ysgard
Godly Realm: Trident’s Hall
Alignment: Chaotic neutral
Portfolio: Ocean
Worshipers: Ahamudians, merfolk
Cleric Alignments: CN, CG, CE
Domains: Chaos, Ocean, Storm, Water
Favored Weapon: Trident

An old Maran god, Aladius takes command of the ocean and is known as the “Trident of the Sea”. His symbol is the trident.

Maldar
Patron of Bitran

Lesser Deity
Symbol: A craftsman’s work apron
Home Plane: Spirelands
Godly Realm: Crafthall
Alignment: True neutral
Portfolio: Craft, the races of Bitran
Worshipers: Bitran dwarves, Bitran gnomes
Cleric Alignments: N, LN, NG, CN, NE
Domains: Cavern, Craft, Dwarf, Earth, Fortitude, Metal
Favored Weapon: Battlehammer

The Patron of the dwarves and gnomes of Bitran and believed to be their creator, Maldar is the arch-typical craftsman venerated by the Bitran.

Volrai
The Passionate One

Lesser Deity
Symbol: A thorned rose
Home Plane: Ysgard
Godly Realm: Rose of Passion
Alignment: Chaotic neutral
Portfolio: Passion, romance
Worshipers: Ahamudians, Onans, silver elves
Cleric Alignments: CN, CG, CE
Domains: Fate, Luck, Mentalism, Protection
Favored Weapon: Short sword

The Maran goddess of romance and passion, Volrai's name is evoked by Javeldians and others in the name of love. Her symbol is the thorned rose, symbolizing beauty and its threat.

Zyrcek
Lord of the Woods

Lesser Deity
Symbol: A copse of trees
Home Plane: Upper Outlands
Godly Realm: Copse Crux
Alignment: True neutral
Portfolio: Fate, woodlands
Worshipers: Ahamudians, Aphranæn elves, Bitran gnomes
Cleric Alignments: N, NG, CN, LN
Domains: Fate, Luck, Plant, Protection
Favored Weapon: Light mace
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Pantheon of Ahamudia (cont.)

Postby Knightfall » Tue Jul 06, 2010 12:07 am

Aphulæn
The Wise

Demigod
Symbol: Silhouette of an oak tree
Home Plane: Celestia
Godly Realm: Erudite Oak
Alignment: Lawful good
Portfolio: Aphranæn elves, the forest
Worshipers: Aphranæn elves, silver elves, paladins
Cleric Alignments: LG, LN, NG
Domains: Elf, Magic, Plant, Protection, Sun
Favored Weapon: Longsword

The patron of the elves of Ahamudia, Aphulæn's name is recognized among the Javeldian people and the silver elves of the Great Forest.

Known by many as “The Wise,” Aphulaen is the creator of the first tree of life. Kindly, wise, peaceful and philosophical he can be stern and iron-willed when he needs to be.

He appears as an old, wise-eyed Aphranæn elf. His holy symbol is the silhouette of an oak tree.

Vaflar
Lord of the Hutaakans, God of Crafts

Demigod
Symbol: A jackal’s head
Home Plane: Mechanus
Godly Realm: None (wanders)
Alignment: Lawful neutral
Portfolio: Hutaakans, crafting, magic
Worshipers: Hutaakans
Cleric Alignments: LN, LG, LE
Domains: Craft, Knowledge, Law, Magic, Protection
Favored Weapon: Light mace

Vaflar is a mysterious jackal-headed Maran god who created the Hutaakans.
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Postby Knightfall » Tue Jul 06, 2010 6:51 am

Sons of Asgard Campaign Concept
Here is a link to what I've planned to create as a post-Ragnarok campaign setting within the boundary of the Mirrored Cosmology.

http://walktheroad.wikispaces.com/SoA_Contents

Aragard is the name of a Norse-based world that survived Ragnarok. Asgard, Bifrost, Niflheim, and Yggdrasil all survived the conflaguration, but they not as they once were. Asgard is a ruin, Bifrost is broken, Niflheim is full of dead gods, and Yggdrasil is rotting.

Balder leads what is left of the Asgardians; the descendents of the Olds Norse Golds have been forced to take the place of their parents. Loki has split into two beings -- a fallen monstrous avatar and the being known as Lokun who has joined the North Gods of Harqual (along with his two sons) on the World of Kulan. Odin has become known as Wotan and has lost himself; he barely remembers his past. Aegir has also joined the North Gods of Kulan while his consort Rán is considered an Interloper Goddess (along with their Nine Daughters) on that same world. Yet, they are still a part of the Asgardians. Hel, as well, is both an Asgardian and an Interloper Goddess.

Anyway, I go on and on. Check out the link and see the outline I've created.

Cheers!

KF
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Sigil

Postby Knightfall » Tue Jul 06, 2010 7:29 am

I just did a major update to the "Political/Religious Affiliations" for Sigil.
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Cosmology Overview Updated!

Postby Knightfall » Tue Jul 06, 2010 9:19 pm

A quick note to point out that I've updated my Cosmology Overview. I've added some new locales, plus some that I forgot. I've included links for anything that can be found online. I've also used some color to, hopefully, make it easier to see the changes I've made.
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Domains for Kulan

Postby Knightfall » Sat Jul 10, 2010 8:55 pm

World of Kulan Domains
While I designed these domains specifically for Kulan, I consider them canon for the entire Mirrored Cosmology.

Ethereal
Granted Power: Creatures attacking you from the Ethereal Plane cannot surprise you (i.e. character is never caught flat-footed). Plus, the cleric can turn and destroy or rebuke and command incorporeal undead as if 1 level higher.

Ethereal Domain Spells:
1. See Invisibility
2. Chamber (1)
3. Ether Blast (1)
4. Blink
5. Leomund's Secret Chest
6. True Seeing
7. Plane Shift
8. Ethereal Jaunt
9. Etherealness

Feline
Granted Power: Balance, Climb, Hide, Jump, Listen, and Move Silently are class skills.

Feline Domain Spells:
1. Speak with Animals (felines only)
2. Animal Messenger (felines only)
3. Magic Fang
4. Cat's Grace
5. Greater Magic Fang
6. Animal Growth (felines only)
7. Summon Nature's Ally VII (felines only)
8. Animal Shapes
9. Shapechange

Forest
Granted Power: The cleric has the Wild Empathy class ability as a druid of half the cleric’s level. Add Knowledge (nature) to your list of cleric class skills.

Forest Domain Spells:
1. Pass without Trace
2. Barkskin
3. Quench
4. Animal Growth
5. Tree Stride
6. Liveoak
7. Changestaff
8. Control Plants
9. Summon Nature’s Ally IX

Insect
Granted Power: Caster has a climb speed equal to his base speed.

Insect Domain Spells:
1. Spider Climb
2. Summon Swarm
3. Control Vermin †
4. Wanda's Crawling Force Missile †
5. Spiderform ®
6. Insect Plague
7. Wanda's Crawling Force Blast †
8. Creeping Doom
9. Spider Plague (2)

Mirror
Granted Power: You cast illusion spells at +1 caster level. You gain a +2 divine bonus on all Craft (mirrormaking) skill checks.

Mirror Domain Spells:
1. Hypnotism
2. Mirror Image
3. Mirror Shield EM
4. Mirror Calling, Lesser EM
5. Scrying
6. True Seeing
7. Mirror Truth EM
8. Mirror Calling EM
9. Mirror Walking (1)

Nautical
Granted Power: Your Nautical domain spells have their caster level increased by +1.

Nautical Domain Spells:
1. Compass ‡
2. Becalm Sails †
3. Speed Ship †
4. Control Ship †
5. Control Water
6. Nautomancy ‡
7. Control Weather
8. Black Pearl Eye †
9. Storm of Vengeance

Necromancy
Granted Power: The cleric can rebuke or command undead as if 2 levels higher.

Necromancy Domain Spells:
1. Detect Undead
2. Famish †
3. Animate Dead
4. Absorb Strength †
5. Create Undead
6. Brainkill †
7. Create Greater Undead
8. Spell Parasite †
9. Undead Gate §

North
Granted Power: The cleric permanently gains Endure Elements (cold) at 1st level. Cleric gains a +1 bonus to all saving throws versus spells that inflict cold damage. If the spell doesn't normally allow a saving throw then the cleric receives one without a bonus. Add Survival to your list of cleric class skills.

North Domain Spells:
1. Whirlwind of Ice §
2. Resist Nature ‡
3. Protection from Energy (cold)
4. Ice Web †
5. Wall of Ice
6. Blizzard †
7. Ice Storm
8. Shroud of Winter †
9. Frost Aura †

Rage
Granted Power: The cleric can rage as if a barbarian of the same level. Any cleric with levels in barbarian may stack their cleric levels with their barbarian levels.

Rage Domain Spells:
1. Bull's Strength
2. True Strike
3. Rage
4. Far Strike †
5. Ironheart *
6. Heroes' Feast
7. Regenerate
8. Iron Body
9. Foresight

Stellar
Granted Power: The cleric has low-light vision under starlight conditions or while traveling in wildspace. If the cleric is of a race that already has low-light vision then the cleric can increase the range they can see by a factor of one (i.e. twice as far becomes three times as far).

Stellar Domain Spells:
1. Faerie Fire
2. Mantle of Shadows §
3. Moonbeam ®
4. Shadow Mask ®
5. Control Light *
6. Dawnspear §
7. Reverse Gravity
8. Searing Light
9. Dreamstealer §

Twilight
Created by Robert Blezard; inspired by the Jester’s Astral Domain
Granted Power: Once per day you may peer into the Plane of Twilight for two minutes per cleric level. You must concentrate to see into the Plane of Twilight. However, once you activate the power you may switch your perceptions from the Plane of Twilight to the Material Plane and back, for the duration of the power.

Twilight Domain Spells:
1. Avoid Planar Effects (1)
2. Zone of Respite (1)
3. Dimension Door
4. Dimensional Anchor
5. Teleport
6. Shadow Walk
7. Dimensional Lock
8. Greater Teleport
9. Astral Projection

(1) - From D&D Manual of the Planes (3E)
(2) - From D&D Savage Species (3E)
® - From Forgotten Realms Campaign Setting (3E)
* - From Relics & Rituals
† - From Spells 3.5 document. A compiled document of spells for World of Kulan.
‡ - From Legends & Lairs Seafarer’s Handbook
§ - From Legends & Lairs Spells and Spellcraft
EM - From The Complete Book of Eldritch Might
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