Offline
It’s been a bit but I’m back.
Now that I’ve had a little time to actually devote to this I’ve almost finished my death dealer hack for BoL. I’m planning on setting up a game on Roll20 and use Skype.
He’s a little taste.
Gods
In Erehwesle there are a handful of beings that because of extraordinary abilities they are worshipped as deities and are known by many names throughout the world, claiming sovereignty of certain aspects of the world. For example there is the God of Blood, Zard in the The Atalan Outlands, but on the Islands of the Rising Sun he is known as Xue. The God of Lechery is known by a number of different names, Zatt, Chuzz, Bajat, and Yang to name but a few. But, in truth there are only two beings that can be considered gods, the Master of Light and the Master of Darkness (Death), and from the two of them there are the White and Black Veshta who serve as receptacles of the respective God power.
Through the White and Black Veshta the Lords of Light and the Darkness exert their will upon the world, but in the case of the Master of Light, his power is never apparently until there is an imbalance in the world. Through current incarnation of the Black Veshta, Tiyy, the Nymph Queen, the hand of the Master of Darkness can be felt with the creation of his demon spawn, the Lords of Destruction.
Through the use of the magical black wine, Nagraa and her own sorcery Tiyy is able to manipulation and twist the nature world to the will of her master. Three if her greatest successes are the culmination a thousand years of breeding and black magic, Baskt, the White Lord; Menefret, the Lord of the Night and Cobra, Queen of the Serpents.
Offline
Very interesting. Can't wait to se your write up for the series.
Offline
In a time lost to antiquity, before the rise of Atlantis was an age ruled by sorcery and by the blade of the sword. The center of the world is the lush valley of the Great Forest Basin, which tens of thousands of years in the future will become the Mediterranean Sea. It is here that tribes of barbarians struggle against the Kitzaak Horde, Jani outlaws and the forces of the Master of Darkness.
Erehwesle is set in a world of Gath of Baal, the Death Dealer. Featured in the books written by James Silke, but ultimately inspired by the paintings of Frank Frazetta.
Even before man pulled themselves free of the blood and carnage of barbarism, the world itself was ancient. All of the races which held sway over the world before men had long since retreated into the remote corners of the world or disappeared altogether, leaving the world in the hands of men. Save one, the sons of Lod, a vicious race that made pacts with the Master of Darkness for dominion over the world and the creatures that inhabited it.
The tribes of men struggled relentlessly to throw off the yoke of the sons of Lod. And so a war began between the tribes of men who would be free against the sons of Lod and those men and creatures alike that were seduced by the power of the Master of Darkness and his Black Veshta.
For a thousand years this terrible war was fought, there was nowhere that was untouched by conflict. Even though men fought the sons of Lod and their allies, men were not united and warred with each other as well. So, men suffered many loses and it seemed that the reign of the sons of Lod would go unchallenged until the day that a woman rose up and united the tribes. It was until that day only the powers of the Master of Darkness were felt; there was no good in the world to fight against it. The woman wielded the power of White Veshta and the darkness was pushed back. Defeated, the surviving sons of Lod and their relict followers escaped into the far north.
With the blessing of the White Veshta, the first kingdom of man was founded in the east amidst the Barma Mountains at White Tree. And over the course of several generations, men spread slowly throughout the vast world, settling in arid plateaus to the south and west, the untamed jungles beyond those, seemingly unending mountain ranges and the frigid taiga to the north. Again, the generations passed and men adapted to these new lands and made them their own, only they forgot the darkness that once threatened them.
Now, the world of man is no better than when the sons of Lod were the masters. Men once again war against one another and pay tribute to once forgotten dark gods, allowing those gods to grow strong once again. It is a new age, where foolhardy men and beautiful woman, barbarian, savant, sorcerer and champion alike, struggle to carve place for themselves in a world threatened by the darkness.
Last edited by Cernunnos (11/23/2014 2:41 pm)
Offline
WADI
The Wadi are a nomadic, tribal people, dwelling in semi-permanent skin towns (makeshift tents and lean-tos) throughout the arid highlands and savannas of the Emptiness.
Generally, moving from region to region following the herds, a number of the tribes mainly the Kamascene, Bakar, Nubante and Nalik have become slavers travelling to other lands in search of slaves. Mainly in the service of Tiyy, the Nymph Queen of Pyram, however they will do business with anyone with enough coin meet their price.
The people of Wadi are a dark-skinned and dark-haired people with eyes ranging between blue and indigo. They are generally tall and lean. And because of the environment all Wadi must take Hunter as their first career.
BOONS
- Country Bumpkin: The big city is a confusing and heartless place for the new arrival. Roll an extra die in situations to do with urban survival.
- Sand Tracker: You are skilled in hunting creatures that live in the desert. When tracking creatures here, use an extra die.
- Keen Eyesight: You have improved vision. Whenever you make a mind check to perceive something using your eyesight, you may roll one extra die.
- Ritual Athame: A double edged blade with jewel-crusted hilt used in all manner of rituals of their tribe and a sign of status among the Wadi, which customarily hangs from a leather thing around their necks.
FLAWS
- Feels the Cold: You are unable to cope in very cold conditions. Roll an extra die for any tasks undertaken in a cold environment.
- Illiterate: You cannot read or write and you cannot choose a career with literacy as a requirement.
- Landlubber: You are unused to travelling by sea. Roll an extra die for all activities undertaken whilst at sea.
Offline
BARBARIAN TRIBES OF THE GREAT FOREST BASIN
The people that live in the Great Forest Basin hail from dozens of tribes that claim large territories with in the basin as they own. The matriarchal, Dowats, the savage Wowells and the Barhacha woodmen, are just a few of the tribes. These tribes come in a wide variety of shapes and sizes, but they are share the resilient nature of the barbarians who once defeated the sons of Lod and claimed the world for the race of man.
BOONS
- Disease Immunity: Your character is immune to all diseases, even magical ones.
- Hard-To-Kill: You are particularly solidly built. Add +2 LB to your total.
- Quick Recovery: Living in the mountains gives you better endurance than many. When recovering after a combat, you regain an additional LB point, on top of the half you recover normally.
- Favored weapon: The tribes the Great Forest Basin are noted for their use of a favored weapon that the tribe as a whole is known for. Roll an extra die when using the favored weapon. Dowats (long bow), Wowells (war clubs) and Barhacha (axe).
FLAWS
- Arrogant: You believe the hype that your tribe is the jewel of the Great Forest Basin, but you also let others know it. Roll an extra die when dealing with people of other tribes, where your arrogance might annoy or offend them.
- Country Bumpkin: the big city is a confusing and heartless place for the new arrival. Roll an extra die in situations to do with urban survival.
- Distrust of Sorcery: You will not knowingly use sorcerous powers or items. When dealing with wizards and alchemists, roll an extra die.
- Illiterate: You cannot read or write and you cannot choose a career with literacy as a requirement.
- Ugly & Brutish: You are socially inept. Use an extra die in all situations where you are dealing with other people.
Offline
PLACES
This list is of the various locations throughout Erehwesle. I’ve given real world locations to give you an idea of where they will appear on the map.
The Way of All Coins - Is a merchants’ route that stretched all the way from the Endless Sea in the west to the eastern edge of the Kitzakk Empire in the east.
Barrier Mountains (Alps) - This is a mountain range on the northern continent that separates the lands of the barbarian tribes from the Forbidden Lands in the southwest, Pyram to the west and the unexplored taiga in the northwest. The range itself is unsettled, but there are a number of ruins that are scattered among the peaks. The Grotto of the Bald Veshta sits at the crossroads of the Boot Trial and the Way of all Coins, and is a brothel that caters to the soldiers of Pyram and mercenaries seeking their fortunes in the Atalan Outlands. It is also houses an ancient shire to the Black Veshta.
The Inland Sea – Is a slowly, but steadily growing body of water, landlocked, fed by falls cascading over a land bridge which linked the continents which would one day be called Spain and Africa. The source of the falls was the Endless Sea, to the west. Fed by the melting ice capping the northern continents, the Endless Sea is imperceptible rising, cutting through the land bridge. In the far distant future it would push through and tear it down to link the two oceans with a passage called the Straits of Hercules, and bury the mountains and deserts and Great Forest Basin under its watery weight. But for now it slowly spills its icy waters into the tropical warm waters of the Inland Sea.
The Endless Sea (Atlantic Ocean) – A great unexplored expanse of water to the west of Erehwesle. The farthest west any ship has sailed is the chain of islands that make up the territory of the Bajaak pirates. Those who worship the Master of Darkness say that his domain lays over the horizon in the west where the sun is swallowed each night.
Last edited by Cernunnos (11/24/2014 12:58 pm)
Offline
Kathulos wrote:
Very interesting. Can't wait to se your write up for the series.
What do you think so far?
Offline
A map WIP
Offline
What you've written so far is great. The map looks interesting but, not having read the books yet (I have just managed to purchase a set) I'm a little confused about what is landand what isn't. I can see the Sea of Clodart and the Inland Sea but I don't fully get where the Endless Sea starts and stops in relation to the Frozen Sea and, following on from this, what the limits of the Empires of Ice are. Is the UK supposed to exist as indicated in the map?
Offline
The map is still a work in progress, I was just trying to identify where the regions would be. But when it is all said and done pretty much everything north of the southern tip of Ireland will be trapped under glacial ice. The only landlocked bodies of water will be the Inland Sea and the Sea of Clodart. The Mediterranean itself will still be a huge basin that the Great Forest will dominate almost 75% of it.