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The World of Byd
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Author:  Rigon [ Wed Jul 26, 2006 8:20 pm ]
Post subject:  The World of Byd

So here is some stuff from my homebrew: Byd

The Gods of Byd

Arawn (LE)

The Reaper, Old Grim

S: A skull

P: Death, murder

CA: LE, LN, NE

SW: Scythe

D: Arawn is the god of death and murder. He is displayed as a skeletal figure in a long black hooded robe. Arawn is present at each death. His followers endeavor to help their master with his task.

Balor (NE)

Lord of Fear, Father of Monsters

S: A single clawed hand

P: Fear, monsters, pain

CA: Any non-Good

SW: Bearded Axe

D: Balor is the god of fear and pain and the father of monsters. Balor is portrayed as a giant with feral features and large clawed hands. Balor delights in causing fear and pain in his enemies. His followers are some of the most well versed torturers in Byd.

Bealdor (NG)

The Song Master, Great Singer

S: A lute

P: Music, poetry, dance, song, storytelling, spoken language

CA: Any non-Evil

SW: Long sword

D: Bealdor is the god of music and song and poetics and spoken language. He is a depicted as a handsome blond man of great mirth. His voice mesmerizes all who hear it. All songs, poems, or stories are known to Bealdor. His followers aspire to create the perfect example of artistic expression.

Belatros (CE)

The Destroyer, Lord of Slaughter

S: A broken beam

P: Destruction, slaughter

CA: CE, CN, NE

SW: Maul

D: Belatros is the god of destruction and slaughter. He is depicted as a large bear of a man with raging bloodshot eyes. Followers of Belatros try to destroy the creations of others. They also are known to kill indiscriminately.

Eostre (CG)

The Mistress of Travel

S: A boot print

P: Travel, adventure, discovery

CA: CG, CN, NG

SW: Long sword

D: Eostre is the goddess of travel, adventure, and discovery. She is displayed as a long legged woman with dark hair. Her followers are some of the most well traveled peoples in Byd. They believe that the path to self discovery is through travel and adventure.

Erce (N)

The Farmers Friend, the Wheat Goddess

S: A stalk of wheat

P: Agriculture, fertility, growth

CA: Any

SW: Sickle

D: Erce is the goddess of agriculture, fertility, and growth. She is depicted as a young lass with wheat colored hair. She taught the world how to plant and grow food. She is prayed to at the planting and the harvest.

Freo (CG)

Lady Fair, Firehair

S: A heart

P: Love, beauty, romance, passion

CA: CG, CN, NG

SW: Staff

D: Freo is the goddess of love, beauty, romance, and passion. Like her brother, Ingui, she has flame red hair. Any creature that looks at her becomes totally enamored. Her followers spread love and passion throughout Byd.

Frige (NG)

The Good Wife, Mother

S: A hearth

P: The home, marriage, family, birth

CA: Any non-Evil

SW: Staff

D: Frige is the goddess of the home, family, marriage, and birth. She is portrayed as a kindly old mother. She protects the home and the family. She sanctifies all unions in wedlock. Her followers help birthings as midwives. They are also steadfast defenders of villages and towns.

Grannus (NG)

The Suffering Mother, the Lady of Healing

S: A holly leaf

P: Healing, suffering, peace

CA: Any non-Evil

SW: Staff

D: Grannus is the goddess of healing, suffering, and peace. She is depicted as a motherly woman with kind eyes. Her followers tend to the sick and suffering. They ease the suffering of others and offer peace for those who look for it. The followers of Grannus will not harm any living creature and will only take up arms to defend their wards.

Helith (CN)

Sea Queen, the Water Mother

S: A fish

P: Oceans, seas, rivers, water, water creatures

CA: Any non-Lawful

SW: Trident

D: Helith is the goddess of all waters and the creatures who live in them. She is portrayed as an extremely beautiful mermaid. Helith is venerated by sailors, fishermen, and merchants who travel the waters. Her followers prefer to live near water.

Hengest (LG)

The Commander

S: A white stallions head facing to the left

P: Leadership, command

CA: LG, LN, NG

SW: Broad sword

D: Hengest is the god of leadership and command. He is the twin brother of Horsa and is depicted as a blond haired youth with a stern and commanding visage. His followers are often found with followers of Horsa. He is worshiped by those who are in positions of command or leadership.

Herne (NG)

The Hunter, Forest Lord

S: Black stag antlers

P: Hunting, forests, archery, tracking, the Fey

CA: Any non-Evil

SW: Long Bow

D: Herne is the god of hunting, forests, archery, tracking, and the Fey. He is depicted as a tall man with a crown of stag antlers. Herne is the protector of the forest and all those who make a living in the forest. Herne is also venerated by those who live by the bow.

Hobb (NE)

The Master of Poisons, the Rotting God

S: A vial of green liquid

P: Poisons, disease, pestilence

CA: Any non-Good

SW: Dagger

D: Hobb is the god of poison, disease, and pestilence. He is depicted as a rotting corpse. His followers wish to spread pestilence and disease throughout Byd. The followers of Hobb are sometimes associated with the followers of both Arawn and Pucc.

Horsa (LG)

The Noble

S: A black stallion head facing to the right

P: Nobility, rulership

CA: LG, LN, NG

SW: Long sword

D: Horsa is the god of nobility and rulership. He looks similar to his twin brother, Hengest, except his visage is noble and lordly. His followers work closely with those of Hengest. He is venerated by the nobility and the ruling class.

Hretha (LG)

The Honorable Lady, Lady of Loyalty

S: A long sword pointed downward

P: Honor, loyalty

CA: LG, LN, NG

SW: Long sword

D: Hretha is the goddess of honor and loyalty. She is depicted as a blond haired, blued eyed beauty in golden armor. Her followers espouse the ideal of honor in all things and loyalty to friends, family, and oaths. Her followers work closely with those of Wuldor.

Ingui (CN)

The Fire Lord, Daystar

S: The sun

P: Sun, fire, light

CA: Any non-Lawful

SW: Morningstar

D: Ingui is the god of fire, the sun, and light. He is depicted as a fiery haired man. He rides his flaming chariot across the sky each day giving light and warmth to Byd. His sister is the goddess Freo. He is closely tied to Welund and helps that god with his work in the forge.

Mona (CG)

The Moon Maiden, Mistress of the Night

S: A crescent moon

P: The moon, night, solitude

CA: CG, CN, NG

SW: Mace

D: Mona is the goddess of the moon, the night, and solitude. Mona is depicted as having soft grey eyes and lustrous silver hair. She is the protector of the night and the guardian of the moon. Mona watches over those who seek solitude. Her followers often go on long solitary journeys, traveling at night under the moon.

Nerthus (N)

Mother Nature, Mistress of the Seasons

S: A rose petal

P: Nature, plants, animals, the seasons

CA: Any

SW: Staff

D: Nerthus is the goddess of nature, the plants and animals, and the seasons. She is portrayed as a plump middle aged woman who is often in the company of animals. Her followers say that when the seasons change, Nerthus is changing her wardrobe.

Oisin (LN)

Father Time, Lord of the Past

S: An hourglass

P: Time, history, records

CA: Any non-Chaotic

SW: Staff

D: Oisin is the god of time, history, and recording the past. He is shown as an ancient man with a long flowing grey bread. The followers of Oisin are concerned with the recording of history and the preserving of the past.

Pucc (CE)

The Trickster, Great Deceiver

S: Serpent

P: Mischief, trickery, deceit

CA: CE, CN, NE

SW: Poniard

D: Pucc is the god of trickery, mischief, and deceit. He can appear as anything that suits his purpose. Worshippers of Pucc usually wear masked hoods to disguise their true appearance.

Robyn (CN)

Lady Luck, Mistress of Chance

S: A six-sided die

P: Luck, chance, fortune

CA: Any non-Lawful

SW: Short sword

D: Robyn is the goddess of luck, chance, and fortune. She is shown as a diminutive, dark haired woman with bright, sparkling eyes. Her followers are looked upon as reckless and flighty, but they are in fact following the tenets that Robyn espouses: Take chances and believe in Luck to see you through.

Rosmerta (LN)

The Golden Lady, Mistress of Trade

S: A coin purse

P: Trade, commerce, wealth

CA: Any non-Chaotic

SW: Mace

D: Rosmerta is the goddess of trade, commerce, and wealth. She has piercing gold eyes and soft golden hair. She is the patroness of merchants and the wealthy. Her followers organize and defend trade caravans. They also own many shops and taverns throughout Byd.

Ruadan (NE)

The Master Thief, Great Assassin

S: A short sword point downward

P: Thievery, assassination, spying

CA: Any non-Good

SW: Short sword

D: Ruadan is the god of thieves, assassins and spies. Ruadan is shown as a small willowy man dressed in dark leathers. Ruadan is covetous of all others and loves to steal their most prized possessions. The majority of thieves guilds pay homage to the Master Thief.

Sanaat (LE)

The Tyrant, Lord Supreme

S: A clenched fist

P: Tyranny, strife, hatred

CA: LE, LN, NE

SW: Mace

D: Sannaat is the god of tyranny, strife, and hatred. He is depicted as a lithe, dark haired man dressed in the finest silks. Sanaat promotes the rule of the strong over the weak, and hatred for those who are different from themselves. He is venerated by bullies, tyrants, and despots.

Thunor (CN)

The Thunderer, Sky Father

S: Crossed lightening bolts

P: Weather, the sky, birds, flying creatures

CA: Any non-Lawful

SW: Spear

D: Thunor is the god the weather, the sky, birds and all creatures that fly. He is depicted as a large powerful man with flowing white hair and beard. His moods control the weather and many call out to him in hopes of appeasing his constantly shifting moods.

Tiw (CN)

The Warrior, Weapon Master

S: A battle axe

P: War, combat, competition, strength, skill at arms

CA: Any non-Lawful

SW: Battle axe

D: Tiw is the god of war, combat, competition, strength, and skill of arms. He is depicted as massive, dark haired warrior in chainmail armor and wielding a battle axe. He is venerated by warriors, soldiers, mercenaries, and all those who live and die by combat.

Welund (N)

The Forge-Father, Master Smith

S: An anvil

P: Smiths, crafts, mining, earth, creation

CA: Any

SW: War hammer

D: Welund is the god of smiths, crafts, mining, the earth, and creation. He is shown as a large Dwarf-like man with flowing red hair and beard. Welund helps all those who create for their livelihood. He is particularly venerated by Dwarves.

Woden (LN)

Old One-Eye, Lord Magus

S: A single blue eye

P: Knowledge, magic, written language

CA: Any non-Chaotic

SW: Staff

D: Woden is the god of knowledge, magic and the written language. He is shown as an old man with one piercing blue eye and long white hair. Woden loves all knowledge and has a strong hatred for any who destroys it.

Wuldor (LG)

The Just, Lord Judge

S: Scales

P: Law, justice, order, goodness

CA: LG, LN, NG

SW: Bastard sword

D: Wuldor is the god of law, justice, and order. He is depicted as a wise old judge. Many followers of the Lord Judge act as judges in the world. Those who espouse the tenets of law, order, or justice call upon Wuldor.

The Planes of Existence

Prime Material

Byd: The world created by the gods in the Void

The Inner Planes

Awyr: The elemental plane of air

Daear: The elemental plane of earth

Ufel: The elemental plane of fire

Dyfrio: The elemental plane of water

Negyddol: The negative energy plane

Posidiol: The positive energy plane

The Godly Realms

Cyfiawnder: The realm of Law and Good

-The Twin Palaces: The home of the brother gods, Hengest and Horsa

-The Keep of Justice: The abode of Wuldor

-The Temple of Virtue: The home of Hretha

Daionus: The realm of Good

-The Hunters Lodge: The lodge of Herne

-The Feast Hall: The home of Bealdor

-The Good Home: The abode of Frige

-The Hospital of Healing: The residence of Grannus

Rhyddid: The realm of Chaos and Good

-The Mansion of Love: The abode of Freo

-The Wayfarers Inn: The home of Eostre

-The Halls of Twilight: The residence of Mona

Cyfraith: The realm of Law

-The Tower of Knowledge: The abode of Woden

-The Great Library: The residence of Oisin

-The Golden Vault: The home of Rosmerta

Amhleidydd: The realm of Neutrality

-The Great Forge: The residence of Welund

-Natures Cottage: The home of Nerthus

-The Farmers Manor: The abode of Erce

Tryblith: The realm of Chaos

-The Halls of Thunder: The residence of Thunor

-The Warriors Keep: The abode of Tiw

-The Tower of Flame: The home of Ingui

-The Sailors Port: The home of Helith

-The Halls of Fortune: The residence of Robyn

Gormail: The realm of Law and Evil

-The Tower of Tyranny: The abode of Sanaat

-The Halls of Death: The abode of Arawn

Annafai: The realm of Evil

-The Thieves Den: The residence of Ruadan

-The Caves of the Beast: The home of Balor

-The Apothecarys Shop: The abode of Hobb

Llygredd: The realm of Chaos and Evil

-The Palace of Deception: The home of Pucc

-The Ruins of Slaughter: The haunt of Belatros

R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

Author:  Rigon [ Wed Jul 26, 2006 8:22 pm ]
Post subject: 

Calendar of Byd

24 hours = 1 day

7 days = 1 week

4 weeks = 1 month

12 months = 1 year

Names of the Days

Irsdae (First day)

Ecndae (Second day)

Irdae (Third day)

Estdae (Rest day)

Fifdae (Fifth day)

Sithdae (Sixth day)

Olidae (Holy day)

Names of the Months

Irsmoth (First month): 1 Irsmoth is the Spring Equinox and First day of the year.

Ecnmoth (Second month): Spring

Irdmoth (Third month): Spring

Orrmoth (Fourth month): 1 Orrmoth is the Summer Solstice.

Fifmoth (Fifth month): Summer

Sithmoth (Sixth month): Summer

Evnmoth (Seventh month): 1 Evnmoth is the Autumn Equinox.

Eetmoth (Eighth month): Autumn

Ninmoth (Ninth month): Autumn

Tethmoth (Tenth month): 1 Tethmoth is the Winter Solstice.

Ellmoth (Eleventh month): Winter

Twelmoth (Twelfth month): Winter

Irsmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Ecnmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Irdmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Orrmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Fifmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Sithmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Evnmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Eetmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Ninmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Tethmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Ellmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28

Twelmoth

Irsdae 1 8 15 22

Ecndae 2 9 16 23

Irdae 3 10 17 24

Estdae 4 11 18 25

Fifdae 5 12 19 26

Sithdae 6 13 20 27

Olidae 7 14 21 28
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

Author:  Rigon [ Wed Jul 26, 2006 8:22 pm ]
Post subject: 

The Myths and Legends of Byd

The Coming of the Gods

At the beginning, there was the Great Void.

Into the Void, a rift of light and heat appeared. From the ruined husk of the dead world, Anglan, that lay beyond this rift, twelve beings filled with power and majesty came. They were named in the ancient tongue of Anglan: Herne, Tiw, Arawn, Robyn, Pucc, Nerthus, Grannus, Erce, Bealdor, Balor, Eostre, and Mona.

As these godlings rested in the Void, Bealdor, being powerful in song and music, created a great song of woe and lose. The song reverberated through out the Void and into strange and wonderful lands.

In the land of Garmani, Bealdors song was heard by many powerful beings. The song pulled at these godlings and they sought out the source of such woe and pain. They were named in the Garmic tongue: Hengest and his twin brother Horsa, Sanaat, Wuldor, Oisin, Hretha, Frige, Hobb, Belatros, Ruadan, Woden, and Rosmerta.

The Garmic godlings followed the song over many strange trails and it led them to the Void. There they discovered the Anglan godlings, beings akin to themselves. The Garmic godlings wished the Anglan godlings to join them in the land of Garmani, where there was room and to spare for all.

The Host of Godlings set out through the Void looking for the lost home of the Garmic. For many long ages they wondered in the Void, but never did they find the lands of Garmani again.

The Creation of the World and the Godly Realms

The Host of Godlings wondered long through out the Great Void in search of the lost land of Garmani. Woden, being wise and full of magic, suggested that the Host make for themselves a place to dwell in the Void.

Woden reached out with his might and power and summoned the raw materials of Air, Earth, Fire, and Water to the Void. By doing this, Woden inadvertently opened the Elemental Planes to the Void. In this summoning came five beings of power to rival the young godlings. They were named: Ingui and his sister Freo of Ufel, Helith of Dyfrio, Thunor of Awyr, and Welund of Daear.

The Host of Godlings shaped and molded the stuff of the elements, putting forth their Power and Thoughts into all things. In this time, the godlings became aware of the elemental godlings, as their Powers and Thoughts intermingled with those of the other godlings.

Welund became enthralled of the Making and soon became the chief architect of the world. He worked closely with all the godlings to shape the world to their wants and desires.

After the long age of Shaping, the world was completed. The godlings looked on this new wonderful place and called it Byd, which is the World in the Anglan tongue.

The Host of Godlings settled on Byd and soon took up abodes that pleased them. Many wonderful things came into being around the homes of the godlings.

Some of the Host became covetous and jealous that the other godlings would share in the beauty of the world. Those of like disposition and mind joined together and made war on the other godlings to cast them out.

Of all the godlings, only Welund did not join in the fighting. Ever he went behind the great battles and tried to repair the damage created by the powerful magics and energies released by the others. After many confrontations, Welund called for an end to the war before they destroyed the very world that they loved.

Woden pondered this dilemma for a time. He then suggested to the other godlings that each group of like-minded godlings create a place of their own. These other places would be separate from, yet a part of Byd. The other godlings agreed to this plan.

Welund labored long with each group to create a place that was to be their desired realm. In all, nine realms were created. The godlings named them in the Anglan tongue: Cyfiawnder, Daionus, Rhyddid, Cyfraith, Amhleidydd, Tryblith, Gormail, Annafai, and Llygredd.

When Welunds long labors where completed, the godlings left the world for a time and arranged their new homes and abodes.

The Awakening of the Dragons

After the godlings retired to there new abodes, they labored for many ages looking seldom to their old creation, Byd. In this time of neglect, many aspects of the godlings took shape and changed. Trees, flowers, and other plants grew and flowered. Animals were born and died. Birds filled the air and fish swam through out the waters.

At this time, great forces that came from the Elemental Planes took form and awakened. They possessed both control over the elements and the world. They named themselves Wyrm, which became Dragons.

The Dragons were fierce creatures of might and power. They soon came to dominate large areas of the world. When these domains came together, the Dragons would clash and make war upon each other.

The Creation of the Giants

As the Dragons warred amongst themselves, the godlings tasks of ordering their abodes was finished. They now had time to look to the world and saw that war once more raged in Byd. The godlings marveled at the power and majesty of these new creatures since they were not of any godlings thought.

Balor, in particular, became enamored of the Dragons and wished to become Master to them. Balor shaped beings in his own image out of dirt, stone, fire, ice, and even the clouds. He then took part of his own essence and brought his creations to life.

Balor named his children in the Garmic tongue, Jutten, which is Giant.

The Giants grew to great numbers and spread through out the world. They built great cities and mastered many secrets.

The Giant cities soon came into contact with the Dragon domains and small skirmishes were fought. They were precursors to what would come.

The Coming of Man

As the Giants and Dragons where first making contact on Byd, a great shimmering light shoot through the Void. It stretched far across the Void to a land beyond the vision of the godlings. The other end of this bridge settled on Byd.

The godlings meet in council and discussed this new phenomenon. Many of the godlings were concerned that their precious creation was in danger and wanted to destroy the Shimmer-Bridge., while others whispered of lost Garmani.

Herne, Tiw, and Eostre choose to travel the Bridge and find its ending. They had journeyed long across the expanse of the Shimmer-Bridge, when they discovered beings much akin to themselves. These new beings told the godlings wonderful stories of their lost world, which they called Wereld.

The godlings decided to take these strange, yet similar, beings back to Byd. Eostre set off at once to inform the other godlings what they had found, while Herne and Tiw lead these people that called themselves Man, over the long expansion of the Shimmer-bridge.

The return journey took many generations of Man to complete. As they traveled, the godlings taught the Men many things about Byd. They also taught them the Anglan and Garmic tongues. As the generations passed, some of the Men called Herne and Tiw gods and worshipped them.

When Men arrived on Byd, the other godlings marveled at these new beings and shared with them great knowledge. As the age drew on, many of the Men worshipped the godlings and called them gods. But some Men still worshipped the Evil that had destroyed their old land of Wereld and called out across the Shimmer-Bridge for this Evil to come and destroy these new gods and to control this new world.

The Men who followed the new gods called out to them to destroy the Shimmer-bridge before the old Evil could come. So Woden took up his Staff and cast a great and terrible spell to seal the Shimmer-Bridge. Welund then raised a mountain over the moorings of the Bridge and sealed it with his craft. The other gods called forth protections of their own and placed then about this mountain.

With this threat to their new home ended, Man spread out into the world. Some became thralls to the Dragons, while others wondered as savages.

The Dragon/Giant Wars

After Man came to Byd, many became thralls to the Dragons that held dominion in that area.

At this time, the skirmishes fought between the Dragons and the Giants escalated into a war that lasted for 2000 years. Both wished to rule over Byd. Many great atrocities happened on both sides.

The Making of the Elves

The Dragons had subjugated many of the Men that came to Byd. They used these Men as fodder for their armies and as thralls to do their bidding. The Dragons breed their slaves like animals and preformed strange rituals on them.

It was during one of these strange rites that powerful magics were cast upon the Men of the Dragon Aelfar, who were slight of frame and quick of limb. The magic drew of the life force of the Dragon and transformed the Men into a strange and unique people. The other Dragons called this new race of beings Elf.

The Dragons quickly learned that the Elves were infused with the magic that formed them and were given greater life than Men. The Dragons began breeding Elves and teaching them the rudimentaries of magic. The Elves took to the learning with ease and soon were a powerful force in the Dragon Armies. Some even rose to positions of command and earned the respect of their Dragon Masters.

With their new Elven forces the Dragons gained the upper hand against the Giants.

The Summoning of the Dwaefin

With the help of their Elven slaves, the Dragons soon gained the upper hand in the war. The Giant shamans began searching the planes for a race of beings that could help them with the new threat unleashed by the Dragons.

The shamans discovered a race of powerful elementals in the plane of Daear, called Dwaefin. Calling on the help of their patron god, Balor, the shamans began a great summoning spell. The power of the spell was so great that every last Dwaefin was summoned to Byd. Disoriented, the Dwaefin were soon subjugated by the Giants.

The Dwaefin meet the Elves in battle shortly after. It was disastrous for the Elves. The Dwaefin were powerful warriors with a natural resistance to the magic of the Elves.

With the aid of their new slave army, the Giants were able to recover the advantage the Dragons had gained with the Elves.

The Freeing of the Elves

For many centuries, the war raged back and forth. Neither side was ever able to gain the advantage again. Both Dragons and Giants sent their slave armies to do the battling now. Elf slayed Dwaefin, as Dwaefin crushed Elf.

In the 8th century of the War, an Elf was born like none before. He was named Taor Draca, which is the Dragon-Elf. He rose quickly in the standing of the Dragon armies. His knowledge of magic rivaled that of the Dragons and his skill in arms surpassed all. He was given command of all Elf forces by his 300th summer. He led the Elven armies for 200 years, crushing every Dwaefin force that opposed him.

After several resounding victories, the Elves began to worship Taor Draca as a god. The Dragons became frightened of the power of this lone Elf, so they replaced him as the Commander of the Elven forces.

Taor Draca immediately gathered all of the Elven forces still loyal to him and rebelled against his Dragon masters. He defeated all the Elven forces sent against him, absorbing the defeated into his own forces, swelling his ranks to many hundred thousands.

Taor Draca led his vast Elven army against his former masters. He razed several Dragon fortresses and killed many Dragons. Taor Draca then led the Elven armies far to the south into lands that were free of both Dragon and Giant forces.

The Freeing of the Dwaefin

During the time of the Elven Rebellion, a forgotten Dwaefin smith crafted a powerful magic weapon, called the Forge-Fathers Hammer. It is rumored that the Dwaefin was, in fact, Welund. The Hammer was passed among many Dwaefin war-leaders and wherever the Hammer went Dwaefin victory was assured.

The Dwaefin soon learned of the Elven Rebellion and a smoldering for their own freedom and independence started to grow. Many Dwaefin openly denied their Giant masters.

As the Taor Draca was leading the Elves to the south, Dwaefin forces rose up in rebellion of their own. Many fierce battles were fought between the Giants and the Dwaefin. The Forge-Fathers Hammer was always in the center of the resistance to the Giants.

The Dwaefin freed the great Giant city of JottenHolme and renamed it Halza Krolm. Many Dwaefin fled their masters and settled in the new Dwaefin city. The Forge-Fathers Hammer was the most holy relic of the Dwaefin.

Many of the remaining Giant cities gathered in a great army and marched on the Dwaefin stronghold. The Dwaefin fielded an army under the command of Achetorn the Fell. The Battle for Freedom lasted for days. Bloody deeds and fell handedness ruled in this war. At the end of ten days of constant combat, the Dwaefin carried the day and the Giants retreated to their cities.

The Ending of the Dragon/Giant War

After the loss of both their slave armies the Dragons and the Giants made one last great attempt to destroy their ancient enemies. In this last battle the failing race of Dragons and the war-decimated Giants soon discover that neither was powerful enough to defeat the other.

The battle is short, with no clear winner. Both races have become shadows of their former glory and power. As both Dragons and Giants leave the field, they know that no more battles will be fought in this war.

The Defeat of the Giants

After the last battle with the Dragons, the Giants ponder their misfortunes and blame them on the loss of their Dwaefin slave. Many Giant Jarls gather together and lay plans to recapture the Dwaefin.

Once again a large Giant force moved against the Dwaefin of Halza Krolm. The Dwaefin, long prepared for such an attack, quickly route the Giant forces. The Dwaefin realize that to win their complete freedom they will have to completely destroy the Giants.

Kallic Achetorn-son leads the Dwaefin armies and carries the Forge-Fathers Hammer. The Dwaefin systematically destroy every Giant city they march against. Within a generation, the Giants were wandering nomads without a safe haven. Most of the great Giant achievements are lost.

The First Elf/Dwaefin War

In the three centuries following the end of the Dragon/Giant Wars, the Elves and Dwaefin each flourished in their own domains. The Elves settled in the great wood by the ocean, which they name the Aelfar Woods, in homage to the Dragon that gave them life. The Dwaefin settle in the far north, often building their cities and towns on the ruins of their Giant masters.

The Men of this time were little more than nomads. Though there were several tribes that benefited from their association with the Elves and the Dwaefin. These tribes were the Ras, the Endo, the Terey, the Gim, and the Vell. These Men learned a great deal from the Elves and Dwaefin. These five tribes established the first true settlements on Byd.

The Elves continued to grow in magical power and shared that knowledge with Man.

The Dwaefin, who still remembered the slaughter dealt to them by the Elves many centuries before, perceived the giving of magic to Men as an attempt to gain dominance of the world. They gathered a large army and crossed into the lands claimed by the Elves. The Elves were caught unaware and the first battles of the First Elf/Dwaefin War were quickly won by the Dwaefin. But the Elves regrouped quickly and retaliated. They drove of this first wave of Dwaefin forces.

Over the next hundred years, many small battles were fought between the Elves and the Dwaefin. The Elves were eventually able to drive the Dwaefin back into their own lands in the far off north. There followed a long period of peace.

The Second Elf/Dwaefin Wars

After being driven back to their own lands, the Dwaefin took a long time to regroup. They knew they were no match for the Elves under the boughs of the great wood. They devised a plan that would give them the upper hand against the Elves.

The Dwaefin befriended the Ras tribe of Men and promised them riches and land taken from the defeated Elves. The Ras, ever greedy for more power, readily agreed to carry out the Dwaefin plan.

Three hundred years after the last battle of the First Elf/Dwaefin War, the Dwaefin were ready to launch this next assault. They commanded the Men of the Ras tribe to begin heavy logging of the Aelfar Woods.

The Elves could see the huge columns of black smoke as the Ras cut and burned their eastern borders, pushing the forest back from the shores of Vassar Lake. The Elves quickly responded by attacking the loggers, but they did not prepare for the resistance that the Ras put up, along with their Dwaefin allies.

The Elves were defeated again and again whenever they came out from the wood to fight the Dwaefin and Men. The Elves learned quickly to fight from the concealment of the wood and to ambush logging groups that penetrated too far into the woods.

For one hundred and fifty years, the Ras pushed the forest back.

The Third Elf/Dwaefin War and the Sundering of the Dwaefin

After one hundred and fifty years of deforestation by the Ras and Dwaefin, the Elves poured forth from there wood in great numbers. They pushed the Men back across the newly formed plain. When the Men reached the shores of Vassar Lake, they entered into long prepared fortified cities.

The elves, content that the Ras threat was dealt with, turned next to fight the Dwaefin in their own lands. The huge Elven army marched north and laid siege to many Dwaefin cities. The Dwaefin countered the Elves with long prepared defensive plans and armies of their own.

For one hundred years, the war raged. The Dwaefin had gained the momentum and pushed the Elves back to the borders of their forest. The Elven elders, desperate for the wars to end, pooled their magical might and cast a spell of epic proportions.

The Sundering started with the Dwaefin closest to the Aelfar Woods. The Elves had managed to Sunder the Dwaefin into three distinct and different races: the Dwarf, the Gnome, and the Halfling. As the magical storm swept across the world, the Dwaefin were transformed until there were no Dwaefin left on Byd.

The power of the Sundering affected the Elves also. The Elves lost some of the great life energies imparted to them by the Dragon Aelfar. The Elves would never regain the might they held before the Sundering.

The Spreading of the New Peoples

For two thousand years after the Sundering, the New Peoples moved out among the world and settled as their new natures willed.

The Dwarves were most like their Dwaefin forebears and settled in the mountains and became great miners and crafters. Dwarves also became renowned for the skill in battle.

The Gnomes retained a residual effect from the Sundering and were drawn to the use of Illusion magic, but they also retained their Dwaefin ancestors knack for craft.

The Halflings were the least like their Dwaefin ancestors. They took up a quiet living of farms and taverns. Although, when roused Halflings can summon up the fierceness that belong to the Dwaefin.

The Rise and Fall of the Ras Empire

Two hundred years after the Sundering, the Ras tribesmen took advantage of the Sundering and established themselves as the dominate force in the area east of the Aelfar Woods and South of the Xatik Mountains.

After the last of the lesser tribes in the area was subjugated, the Ras general Gorvanus was crowned Emperor.

For the next seventy-five years, the Ras legions spread out and conquered the other major tribes. The tribes were the Endo in their fertile valley, the Terey across the Navox Desert, the Gim on the great grassy plains, and the Vell in their hill forts.

Out of respect for the Dwaefin who enabled them to conquer their neighbors, the Ras did not harass the Dwarves, Gnomes, and Halflings. As for the Elves, the Ras stopped their clearing of the Elven wood and established several forts along the Elven border.

The Ras Emperors did much for their subjugated peoples in the early reign of the Empire. But as the Empire aged, it became decedent and self-absorbed.

For three thousand years the Ras held complete control of their vast Empire. But as they became decedent, the old tribes rose up in defiance and rebellion.

In the northern providence of Terey, a young Paladin of Wuldor named Aram AlAmin arose to lead his people in rebellion.

In the far western providence of Gimsal, the half-civilized nomads of the great plain followed the teachings of Clear Sky, a Druid of Thunor, and destroyed the weak garrisons of the Empire in their lands.

In the Vell lands, a Wizard of great power arose calling himself Tovenaar and single-handedly crushed the Ras army in the region. He then disappeared.

In the fertile Endo Valley province, an old Knight of the Sudo, named Hirim Entano led his knights against the Ras governor and pushed the Ras out of the valley.

The Rise of the New Kingdoms

Although the Ras Empire was decedent and weak, the rebellions of the outer providences took more than thirty years to accomplish.

The Kingdom of Aram arose in the Terey province headed by the High Priest of Wuldor and his counselors. The Knights of Aram where also formed at this time.

The tribesmen of the Gimsal plains went back to their nomadic ways and all but forgot the influence of the Ras on their lands.

In the Endo valley, Hirim Entano established himself as king and left a strong heir to continue his work.

The Vell splintered into numerous city-states and petty kingdoms.

The Present

A thousand years have past since the decline of the Ras Empire and the founding of the New Kingdoms.
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

Author:  Rigon [ Wed Jul 26, 2006 8:23 pm ]
Post subject: 

The Roll of Ages

Irsagg (First Age) I

-Coming of the Gods

-Creation of the world

-Creation of the Godly Realms

-Awakening of the Dragons

-Creation of the Giants

-Coming of the Humans

Ecnagg (Second Age) II

1 II -The Dragon/Giant Wars begin

400 II Creation of the Elves

500 II Summoning of the Dwaefin

1300 II Freeing of the Elves

1400 II Freeing of the Dwaefin

1600 II -End of the Dragon/Giant Wars

2000 II -The Dwaefin defeat the Giants

Irdagg (Third Age) III

300 III -First Elf/Dwaefin War begins

700 III -Second Elf/Dwaefin War begins

900 III -Third Elf/Dwaefin War begins

1000 III Sundering of the Dwaefin

Orragg (Fourth Age) IV

200 IV Crowning of the 1st Ras Emperor

300 IV Conquering of the other major Tribes

800 IV Minor rebellion of the Gim

1200 IV Minor rebellion of the Vell

1300 IV Start of the Long Peace

2300 IV End of the Long Peace

2500 IV Major rebellion of the Terey

2600 IV Minor rebellion of the Endo

2700 IV -Major rebellion of the Gim

2900 IV Major rebellion of the Vell

3000 IV Fall of the Ras Empire

Fifagg (Fifth Age) V

30 V Founding of the New Kingdoms

100 V Signing of the Great Compact

200 V The Plagues of Hobb

400 V The Uprising of Balors Children

650 V The Breaking of the Great Compact

750 V The Signing of the New Accord

850 V The 2nd Uprising of Balors Children

900 V The Reign of Sanaat

950 V The Breaking of the New Accord

1000 V The current year
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

Author:  Rigon [ Wed Jul 26, 2006 8:24 pm ]
Post subject: 

More to come as I get it typed. Enjoy

R-

(Edit): Forgot, here is a link to the maps
http://pg.photos.yahoo.com/ph/cwm4073/a ... /my_photos

R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

Author:  Maliki [ Wed Jul 26, 2006 9:51 pm ]
Post subject: 

Wow, a lot of info, thanks for sharing.
_________________
Never throw rocks at a man with a Vorpal Sword!

Author:  Combat_Kyle [ Wed Jul 26, 2006 10:28 pm ]
Post subject: 

That is one diety heavy campaign world! Lots of detail good work.
_________________
CK the CK
"My goddess touched me at an early age."

-Grikis Valmorgen, Paladin

The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home

Author:  seskis281 [ Wed Jul 26, 2006 10:51 pm ]
Post subject: 

Looks like we have some complimentary homebrew worlds for differring tastes - a nicely detailed Religion/Deity heavy one here in Byd - religion waning and Gods very removed in mine. Gonna have some setting material for lots of different tastes!

Good work my friend.

John William Wright

"Sometimes the difference between life and death really is just the roll of a 20-sided die."

Author:  Rigon [ Thu Jul 27, 2006 2:40 am ]
Post subject: 

Thanks everyone, but I'm a little confused on the deity heaviness refered to. There are only something like 30 deities.
I'll post more as I get it typed up. I haven't had a free minute all week and it's looking like my weekend is going to be full also.

R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

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