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Books

Recent Reads

(August 25, 2023)

It’s been a while since it visited the library, so I’ve been rereading several novels. (I have added many more books to my library queue and requested several, so I’ll soon be back to new books.)

World War Z by Max Brooks was a fast reread; the various little tales are all quick, and when you start to encounter characters again in the second half of the book, there’s a warm burst of familiarity. A minor flaw is that the lack of continuous storyline meant that it didn’t embed in my mind, preventing it from being as useful when trying to sleep.

Halfway Human by Carolyn Ives Gilman was a fascinating flash back to the world of 25 years ago, where a story centered on an asexual aromantic lead character was played up as genuinely alien to standard galactic society. Tedla, blands, and the whole society of Gammadis are a fascinating look at where desires for service and gender interact – and don’t.

The Dispatcher by John Scalzi is a fun thought experiment, looking at a world where most murder victims pop back to life immediately after dying. It’s fleshed out to tackle some quick exploits – like integrating Dispatchers, basically licensed assassins, into high risk surgeries, or the adaptation of society to mercy killings basically as a “do over” for nasty accidents, etc. It feels like a long short story – one big concept well explored, rather than the complex storylines of most novels.

Vatta’s War is a five book series by Elizabeth Moon. We follow a few POV characters, but the anchor is Ky Vatta. The series kicks off with Trading in Danger, where Ky begins the story by getting kicked out of the academy for “helping” in a way that backfires with terrible publicity. She’s a great character, who is put through a lot of misery but comes through it surprisingly well. There are a number of parallels to Moon’s Deed of Paksenarrion books, but Ky manages to stand apart – in part because the universe is facing a different threat than Pak’s tale.

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Books

The Lies of the Ajungo

Moses Ose Utomi’s debut novella, The Lies of the Ajungo, was a fascinating read. It feels much like a good Leguin novel, with a carefully selected words and a very deliberate pace and feel.

The reversals and subtle revelations are well paced and great to experience.

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Books

Rule 34 and Imago

Rule 34 is an interesting Charles Stross book set in a downward sliding Scotland, and a whole host of disinvestment and rot in public institutions after the great recession.

We’re guided though the worlds (physical and internet) with a few viewpoint characters. Liz is a cop, who mostly reviews the net side of crimes… with a slowly revealed backstory explaining how she got derailed from promotions and into her current role. The other half is anchored by Anwar, a scammer out on parole, trying to make some money and support his family in a very challenging world.

There are some interesting detours into pseudo-states and international crime, some characters from the main characters’ pasts come back to complicate their lives, and AI runs amuck. Solid, but not my favorite of his.

Imago was a good conclusion to the Xenogenesis trilogy. It doesn’t include the rough toddler POV that made the middle book harder to love. Jodhas is a very interesting adaptation to Earth; very human looking and male to begin, but with a fascinating development path.

We get to see the threads begun by Akin in the previous book flourish, though it’s not directly addressed or a main focus. The huge slide of the human settlements that we saw last book has slowed, but there are new settlements to find.

All in all, a satisfying conclusion to the trilogy… though Dawn is enough stronger than the other two that I’d recommend it as a stand alone to most… and just let them know that the other books exist if they want to see the whole sequence together.

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Books

Adulthood Rites and Picnic on Paradise

Octavia Butler’s Adulthood Rites is a sequel to Dawn. It’s a rough start, following a super baby – it definitely sets Akin apart from the children of our world, though it’s all weirdly plausible and consistent.

After the time jump forward, into adolescence, Akin feels less weird (though still intentionally very weird). There are interesting meditations and debates about what is inherent, genetically preloaded, and what things can and should be changed and cherished. The slow slide of Phoenix is fascinating and sad.

Adulthood Rites was a reread – probably my second read, and a couple of decades apart.

Picnic on Paradise was new to me. It’s a weird, stylish future, quickly reduced to a lengthy trek and squabbling through hardship. A few quirky and interesting characters, several that never really develop depth.

It’s well written, but not one I’m likely to read again.

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Books

Softwire and Dawn

The Softwire: Virus on Orbis 1 by P. J. Haarsma was hanging out in our library; I don’t think I’ve ever read it, so it likely came from Jax’s library. It’s compellingly written, and moves at a quick pace. It’s a well written exploration of a truly alien environment – without the separation and control that adults visiting in a ship would have.

It feels like good YA, but is willing to include a lot of subtler elements in the world building that don’t make it feel so straightforward that it’s just for kids. By the end, there was a foe and a straightforward conflict – but it took an intriguing path to get there. I started looking for the next book, but since it was published in 2006, it’s not actively stocked. I’ll have to keep it in mind when combing bookshops.

Dawn by Octavia Butler was a reread. It’s a fascinating study – the Oankali feel intriguingly different and alien, and the initial setup of Lilith as a rat in a maze, being examined and tested, is hard to take… it’s a rough setup, which primes her for the role that she’s reviled for.

The Oankali concept of trade being off kilter, and the anxieties of humans at being pieced together from isolation and forged into small bands feel all too authentic. We’re all mutts that would bite the hand that feeds us, if that hand was so alien.

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Books

Recent Reads

The Cold Between and Remnants of Trust by Elizabeth Bonesteel

An interesting deep future, divided into three significant factions, and a number of colony worlds that think they’re more independent and self-sustaining than they really are.

It’s a tale of humanity divided – no on screen aliens, but some alien ruins do play a part. The three major factions are Central, PSI, and the syndicates.

We follow Commander Elena Shaw in both books; while we get other POV chapters and they’re often significant, they mostly round out Elena’s story. She serves aboard a Central Gov ship, which means that we’re mostly experiencing the universe from a Central POV.

PSI serves a big role in both books; local politics tangles the two groups together, and working their way through the accusations keeps Trey (our ex-PSI love interest) and Elena running together and sorting through decades of rumor and distance.

Central and PSI are both written as organizations of people as people, with factions and cross cutting interests, popular kids and those passed over and seething, keeping them from being one dimensional. [The third faction is mostly off screen and more inscrutable – the Syndicate – though they are foregrounded more in Remnants of Trust.]

The universe feels authentic, with lots of human touches — like all three factions existing largely to prop up colonies that constantly skate closer to collapse than their citizens can bear to understand; lots of wishful thinking and willful ignorance fills the colonies – but they’re not one-dimensional people sitting around waiting to be rescued either.

There’s also some love scenes; they begin early in The Cold Between, so you’ll quickly know if they’re to your taste, or more involved than you’re used to.

Becky Chambers is probably my favorite author, certainly my favorite that I’ve discovered within the last decade. A Prayer for the Crown-Shy is the sequel to A Psalm for the Wild Built, and continues to inspire. Both books were “delicious” in a way that made me pick it up and start reading it again the night after I finished my first read through.

Prayer is very much a book about friendship and obligation; the interaction between Dex and Mosscap is rich and layered and a beautiful way to muse about what we want out of life and our relationships.

If you want action and adventure, this is not the series for you. This is a world descended from an era that faced tremendous challenges, accepted them, and realigned their life to live sustainably and harmoniously. Even their sharpest edges and gravest worries feel like small beer in the 21st century… but what a beautiful approach to utopia they’ve created.

Dead Space by Kari Wallace is set a few centuries from now, in a more plausible and certainly more selfish future – one that’s easy to imagine that modern corporations have set us on the path to build.

Hester is a wage-slave police investigator for a corporation that she’s indebted to. She winds up elbowing her way into investigating the murder of a friend… who has their own secrets and discoveries that come to light as the investigation progresses. There are lots of twists and revelations that keep revealing new layers of the onion…

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Books

The Truth Machine

by James L. Halperin

In interesting book, written back in the era when you could talk about the future President Gore and look ahead to 2004.

It reminded me of the big idea books of old science fiction – mostly about a big new technology, and exploring its consequences. There are more women and more emotional engagement than in rockets and physics lecture sci-fi, but it’s consciously and intentionally uses a drier reporting style to avoid first person POV.

The cast of characters is interesting, though the main character, Pete, is a genius very much in the mold of older sci-fi. His two friends David and Diana are destined for greatness, much like Pete.

The core of the book, though is about the intersection of a society trapped in a rising tide of crime, and willing to make tremendous tradeoffs to solve the issue.

In the end, it’s an interesting thought experiment, and Pete is an appealing lens to examine just what we’d trade for safety — and the tremendous changes that society would undergo if lying became impossible.

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Books

January Fifteenth by Rachel Swirsky

A low key, “everyday reality” kind of sci-fi book, where UBI (or “ooby”) is just another casually accepted element of reality a generation after passage. Very well written and often fascinating; the parallel storylines don’t cross, but do an excellent job of showing just how everyone has an opinion, rich or poor — even though most people shrug and take it for granted.

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FATE Games Game Group Roleplaying

Diaspora Cluster

This cluster was generated at the Crazy Squirrel RPG Meetup in October 2010. Will, Brian, Bryan, and Scott participated, each creating two planets.

I didn’t drag home many notes, so this is incomplete. If you have additional information, particularly for the two worlds you created, please expand on them in the linked pages. (In fact, Sojurn and Xori are hazy recollections of the actual names–if I blew it, let’s fix them!)

Cluster Overview:

The cluster is in a 1950s style cold war, divided between the two slipstream faring powers, Creche and Wheeler.

Creche is the home of organized humanity, at least in this push since the last collapse; its corporate structure and viewpoint is stamped on all of space faring culture. The generally low tech levels in the cluster suggest that Creche and Wheeler attempt to retain their technological supremacy, and collude to keep technology out of the hands the other worlds. (This may be because of Wheeler’s successful breakaway/independence; they want no significant rivals.)

Access to anti-aging drugs on Xori is a major source of rivalry and competition between corporations, both on Creche and between Wheeler and Creche.

Worlds of the Cluster: Austeria, Boulders, Creche, Desolation, Pilgrim’s Rest, Sojurn, Wheeler, and Xori

An article about the session is here: http://www.gnomestew.com/specific-rpgs/diaspora-cluster-generation-in-action

Austeria

(T1,E2,R-1). Slipstreams to: Boulders and Creche
– Playground of the rich and famous

– Large Ag plantations

Boulders

(T-1,E-3,R2) Slipsteam links to: Austeria and Creche
– Life is hard and short; most who come here want to leave.
– Mining colonies are scattered across the system-wide asteroid fields.
– Many miners are prisoners from Creche, sentenced to hard labor.

The penal asteroids have a docking platform that ties into the original starting point of the mining operation. The first stage of building a penal mining facility is to create the tunnels and chambers that will make up the actual prison facility. This will contain administration, operations, and security. The chief administrator/warden is directly over the operations chief and security chief, who act as assistant wardens over those areas. Penal mines are placed only on the largest asteroids due to the stability and space required for such prisons. Mines that are played out can still be used as maximum security facilities or turned over to corporate council for a multitude of other purposes. It is rare for corporate to waste the facility once it has been established. All prisoners from Creche are implanted with a tracking/explosive device at the base of the neck. Once the prisoner reaches their assigned asteroid, the explosive device is activated. There is a grid of transmitters and relays across the prison facility. If a prisoner travels beyond 4 km from the grid, the explosive device will detonate and kill the prisoner. The devices can also be triggered by a Warden using a special code, but there must be exigent circumstances and the specifically input concurrence of the operations and security chief for summary execution to be carried out. These explosive charges are removed upon completion of sentence or parole. The tracking device remains during the parole period, after which it too is removed unless parole has been violated.

Creche

(T2,E-1,R-1) Slipsteam links to: Austeria, Boulders, Desolation, Pilgrim’s Rest, and Sojurn

– Corporate bureaucracy stifles everything.
– Struggling to maintain its colonial empire.
– The world is like a downtown; the place you go to work and make money, but not where you want to raise kids or retire.

Desolation

(T0,E-1,R-2) Slipsteam links to: Creche, Pilgrim’s Rest, and Wheeler
– The desert makes them strong
– They fight to earn what they lack
– The contract is king

Pilgrim’s Rest

(T-1,E1,R0) Slipsteam links to: Creche, Desolation, Sojurn
– The “quaint” first colony–nothing goes on here.
– Those with skills or ambition are drawn to Creche

Sojurn

(T-1,E3,R1) Slipstream links to: Creche, Pilgrim’s Rest, Wheeler, and Xori
– One gas giant is orbited by several lush moons
– It’s a balkanized neutral zone, with the moons divided between various corporations (including Wheeling)
– Temp World: Employees are only permitted to serve for four years before they’re shipped out
– It’s the gateway to Xori

Wheeler

(T2,E2,R3) Slipstream links to: Desolation and Sojurn
– Wheeler II is lush, ripe for exploitation; with factories concentrated in domed outposts on Wheeler I and III.
– “We’re close knit, cunning rebels, resisting Creche’s tyranny”
– Striving members of the Corporate Council

Wheeler is a large lush system with several worlds, dominated by the Wheeler Corp “family council”.  The system was discovered by Wheeler Corp after a “mis-jump” from Desolation . It has been quietly developed by Wheeler over almost a century since its discovery; a limited population and insular culture remain among the remaining challenges.

Despite abundant resources and habitable space on both Wheeler II (a beautiful shirtsleeve world) and Wheeler III (a world of domed encampments, to retain warmth and oxygen in human compatible concentrations), Wheeler Corp restricts immigration to limit subversion by the other corporations of Creche.

In style, Wheeler’s relation to Creche is something like the relations between Britain and the US throughout the 19th century, and limited proxy wars/scuffles with Creche’s corporations. In general, Wheeler Corp is larger than any of the individual Creche Corporations, but is dwarfed by the human resources the Creche Council can command as a whole.

Xori

(T-3,E-1,R1) Slipsteam link to: Sojurn
– We drive out men into the forest; only the strongest return
– Only the priestesses know how to refine the anti-aging drug
– The spice must flow
– It’s a matriarchy, led by ancient but physically youthful women, who practice the old ways.

Categories
DnD Game Group Roleplaying

Empire of Iron – Backdrop

Ancient History was created collaboratively, by the whole group via a Dawn of World game. (Alas, notes never typed up and lost to history.)

Recent History

Almost 150 years have passed since the end of the Second Age.

The dwarves of the Axe Reft Mountains emerged from their deep excavations with riches and madness.  They soon pushed east, pitting their iron forged axes against the peaceful gnomish settlements to their east.  Their advanced armors and sophisticated weaponry (for many years they were the only race to manufacture crossbows) forced the gnomes down the slopes of the mountain.  Soon the gnomish settlements hid around the foothills clustered behind the Flame Peaks and thick forests clustered around the southern bay. Rumor has it that the draconians (1, 2) suffered devastation in their homeland.  Magical experiments in the dead zone (or magic used in their war against their neighbors, the Giants) took on a life of its own.  Legend says the zone ripped, or that the planar rift the Tower of Clouds was built upon gave way.  All that is known is that many strange and twisted beasts are rumored to crawl forth from the foundations of the Cloud Tower… and the tower’s foundations run deep below the mountains. Legend says that it was in these days that nearby Draconians warped from the form most of us are familiar with (the Baaz) into new and strange forms. While the Draconians of Point Draco in the west (and, it is rumored, the Draconian Fort in the east) remained steadfast, the draconians of the dead zone were pushed from their mountain peaks. They scattered, largely to the south, into the great deserts of the midlands. Many, however, unified under a commander Skúli, who led them to the west. It is unknown how much was planned in advance; today too much of history and rumor are mixed. What is known is that 68 years ago, Commander Skúli led his draconians from the east, while the dwarven forces marched from the south. Petty dukes were turned against each other (they now claim by dark magic, rather than avarice) and client states knelt to the dwarven lords. Seven years of bloody battles were fought across the great farmlands and among the villages and keeps of the humans.  Draconian martial might and dark dwarven magics broke the resisting human towers and summoned the fallen to slay the few besieged defenders. For the last forty years, the great farmlands of northern have strained under the dwarven overlords and their draconian enforcers.

Quick Timeline: (years ago)

-130? Axe Reft Mountain dwarves begin calling upon evil for wealth and power

-110 Axe Reft Dwarves march on their south eastern neighbors, the gnomes, scattering them.  They use the dead to augment their forces.

-68 Dwarves and Draconians begin conquest of human lands to the north

-61 Dwarven victory essentially complete; they colonize the peaks to the north of the valley

-50s Dwarves build tribute roads across the human lands (and to their north colony), draconians enforce the occupation

– 44 Dwarves and Draconians march on the Silver Elves; their fierce assault and dark magics pierce the wall.

– 44 Human and Silver Elf bandits and gureillas of the rocky highlands hit dwarven supply trains, blunting the offensive

– 43 Bloody battles between the incredibly magically skilled Silver Elves against the the invaders utilize the most powerful known magic to date.  At terrible cost, the dwarves and draconians are pushed back

– 42 to 38 Battles fought to stalemate, dwarves unable to breach the wall again

-38 to -25 The forces thrown against the enemies of the dwarves shift, with more and more of the forces being composed of Clay Dwarves

Cultures and Countries

Gnomes, including the City of Felixis (the settlement where the game started)

Silverene [Elemental Elves]

Treelore and Vartains [Wood Elves of the forest and splinter group along the river]

Bosco [Humans of the Bosco plain]

Lost Ones [Humans from Sands of the Lost]

Kingdom of Arches [Cliff dwelling humans]

Axe Reft Dwarves

Draconians [Mercenary/Draconia] (1, 2)

Draconians [Fort Draconia and Port Draco]

Northern Dwarves

Languages of the West

Trade/Common– Enough language to barter with gestures or ask for milk, not enough to carry out complex discussions.  Works with essentially everyone, save wild beasts.

Gnomish– The traditional language of the gnomish people.

Silverene — The language of the Silver Elves of the western peninsula; rarely spoken beyond the borders of their homeland.

Elvish– The language of Treelore and Vartain. Rare to hear in the west.

Bosco– The language of the humans of the Bosco plains. Draconian bits of language keep getting mixed in.  Bosco has several regional variations for each of the city-states and petty principalities.

Archan– The language of the humans of the east, both the Sands of the Lost and the Kingdom of Arches.

Axian– The common language of the Dwarven Axe Haft empire, traditional language of the Stone Dwarves

Low Axian– The limited language/gruntspeak of the clay dwarves. Strong regional differences.

Deep Axian– The secret language of the dwarf king’s court; related to Infernal

Draconic– Language of the Draconians; rumored to be related to the language of Cloud Tower.

Giantish– Language of Giants and their subjects, poorly spoken by many trolls and ogres.

Common Names

Dwarves of the Dwarfcrown Mountains: Viking/Norse inspired (Males, Females)

Dwarves of the Icy North: (either Scottish or Norwegian, undetermined)

Humans (north of the Dwarf Crown Mountains, Milanose): Italian

Humans (Kingdom of Arches, east of the Red Desert): Byzantine

Humans (southwest of the Red Desert): Greek

Draconians (when they’ll talk to you): Draconic names

Gnomes: Arthurian (Welshlike)

Elves, Silver (Silverene, Elemental/Moon): Catalan

Elves, Bronze (Treelore, Wood/traditional): Celtic

Other Name Generators

Rumors Of Iron

Recent Rumors:

The Silver Elves have launched a successful assault from their enchanted walls.  Their combat magic proves deadly.

The silver elf assault wouldn’t have been half as successful if their agents hadn’t coordinated a “mindful fist” uprising at the same time.

The dwarven army fell apart when they were confronted with power mages.

There weren’t enough stone dwarves to stiffen the mostly clay dwarf army against the terrifying magical assault.

Axe Reft Dwarf Rumors:

Dwarven women can only produce a few Dwarves of Stone over their lifetime. After the stone in their blood is used up, their remaining children will be Clay Dwarves

Dwarven women are frequently found fightering alongside their men, because any woman who stays at home has to bear more dwarves for the army.

The dwarven hordes are so vast that the breadbasket of Boscoan Plains are exhausted supplying the dwarves, leaving little for the farmers.

Fiendish blood (and even half fiends) are common in the dwarf armies

The dwarves of the king’s clan have embraced the darkness and drawn upon madness

The dwarves have many warlocks in their ranks; their dark spears have been seen on many battlefields

Many clans serve out of fear and wish to choose a new king

Dwarves use demon allies in battle; some still roam the northlands

In the depths of the King’s complex is a portal to a plane of riches, the source of his people’s unending wealth

The Dwarves are preparing to mount an expedition to the Lost City, Sands of the Lost, to steal a mythical shield and adapt it to defend them against the Dead Zone (around the old Cloud Tower). — Jennifer

Clay Dwarves are treated like trash and kept apart from Stone Dwarves

Clay Dwarves are cowardly and will break and run if they aren’t led by Stone Dwarves

There are more Clay Dwarves than Stone Dwarves, and they continue to breed at an outrageous pace.

Stone Dwarves have difficulty telling the difference between Gnomes and Clay Dwarves, though Clay Dwarves are much harder to fool.

Other Rumors:

The Silver Elves invented “mindful fist” fighting (the monk class) as a complement (or side effect) of their magical studies

Silver Elves wander the conquered human lands, teaching humans “mindful fist” in secret to avoid the weaponry laws

Bronze Elves are rumored to have a tradition of Sword and Spell fighting (duskblades)

Ymsaril the 8th, leader of the true weres, lies on her deathbed. Her people seek out priests and mages to preserve her life.

The Merpeople are grumbling against the Goblin Pirates because they’re soiling the sea; suspiciously, the pirates have lost a few ships in the reefs recently. — Jennifer

Idea Prompts:

Kev, any rumors about the Draconians? Are they all cute and cuddly, or just the ones working for the dwarves? How about Draconia, the city they founded near the Mage Tower? What about the culture of the conquered humans from Lazor’s homeland?

Josh, anything the gnomes are particularly known for? They’ve been fighting the dwarves the longest… and their old kingdom is now a part of dwarven lands. Do any gnomes still remember the secret ways? Are the gnomes comitted to reconquering their homeland, or would they be content in their new land if the dwarves would stop fighting them? Are there factions or leaders among the gnomes?

Ben, anything about the culture of Silverene? Or Golden Citadel and the Mage Tower in its center? Perhaps about the mages– do they rule the society or participate in any way? Or are they reclusive and not a part of the main culture? Do they allow any other races inside their kingdom behind the wall? Any ambassadors to the world?

Character Creation Resources

D&D links page: For generators, links to resource sites, etc.

Setup: The basic rules for the game (house rules and modifications)

Skill Packages: The skill packages rules for our campaign, inspired by Iron Heroes

Acrobatics: Balance and tumble
Animals: Handle Animal and Ride
Athletics: formerly Climb, Jump, and Swim
Craft: All secondary crafts can be attempted at -5
Deceit: Bluff and Sense Motive
Devices: Search (traps), Disable Device, and Open Locks
Diplomacy: Includes intimidate and gather information
Disguise: includes forgery
Heal
Knowledge (Arcana): includes decipher script, dangerous knowledge to have
Knowledge (Court): knowing who is in favor, who is related, proper titles, etc.
Knowledge (Religion): knowledge of the church’s past, the actual power holders, etc.
Magic: Concentration, Spellcraft, and Use Magic Device
Notice: Spot, Listen, and Search (areas)
Profession: Includes the related craft skill
Sleight of Hand: includes Escape Artist and Rope Use
Sneak: Hide and Move Silently
Strategy: includes Tactics; used in confrontations to fight as a larger force
Survival: includes Rope Use
Alt Class Resources: A compilation of alternate class features and other customization available to PCs

People Of Iron

NPCs of Note

Town of Felixis:

Mayor Selwin (gnome)

Captain Salito (human, Captain of the city watch)

Wizard Kadel (gnome), appears level 3 or so; can scribe scolls of Invisibility, Protection from Arrows, and Knock

Smith Linnet (gnome); fine crafter of exquisite weapons and armor; recent supplier of the PCs per Mayor Selwin’s decree

Enemies

Commander Odvast is supposed to be the Fox Clan troop leader for this attack.

Great Leaders of History

Olnan gave the gift of shapeshifting to the beasts.

Ymsaril of the Weres led her people east hundreds of years ago

Eryuaad led the Draconians in their first great voyage, the founding of Port Draco.

Galro led the lizard people to trade with Vartain

Compass led the Archen to found the Sands of the Lost

Ymsaril the 8th created the Order of Infinite Plains, who closed the great eastern plains off to all non-weres.

Deities of Iron

Compass is the god of exploration, favored by the Humans of the East [Arches]– particularly those of the lost city [Sands of the Lost].

Latherion God of Swift Healing Liberation. Domains Celerity, Healing, Liberation, Courage

Favored Weapon : A +4 True Bane, Flaming, Spiked Chain.

One of the youngest gods, Latherion was a Half celestial human when the first invasion by the dwarves began, he had made a home and family in one of the first villages that was destroyed by the invading army. He returned home from his journey just two days after the massacre.  Upon finding his friends and family destroyed or enslaved, he swore to liberate all that he could. Over the next six months he was reported appearing in many places just after they had been captured or even during the battles to capture them, each time swaying the battle and wrecking havoc among the dwarves and draconians. His mere presence would bring renewed strength to the defenders and reinvigorate them, allowing them to keep fighting, swinging the tide of battle in their favor. Latherion himself was a terror to the invading forces, moving so quickly across the battle field that he was mostly a blur, and when he went into a mass of troops they quickly dispersed, both from fear and from his whirlwind of swinging chains bashing them and sending them flying.

Six months after the war started Latherion disappeared.  Rumors abound of his ambush by a pack of demons and their warlock minions, but shortly thereafter his worship began (in secret) among humans enslaved by the dwarves, and his worshipers received blessings.

Frangles God of City, Commerce, Community

Favored Weapon: +3 Mancatcher of Paralyzing

“A dead enemy is one less customer” Always one to play the merchant, Frangles is brings capitalism to a whole new level, assuming different identities to sell the same products to both sides in a conflict is normal for his followers. There is nothing they won’t sell to the right buyer for the right price.

Gaea Goddess of Life, Nature, Animal, Passion

Favored Weapon: +3 Quarterstaff of Clouting

An Elven Goddess.  Her worshipers protect the forests and other homelands of natural animals from destruction and abuse.

Bier’s God of War and Retribution (more including the real name to come)