TyranntX
Undesputed king of the dinosaurs
This is a brief Summary of everything you may need to know about the world of Terris. I will update this as time passes, so don't freak out if I missed anything. This IS a WIP after all.
Firstly, the Ascended and Hell knights are the high-ranking officers of two other armies that have been fighting for about 10,000 years. These armies are known as The Terril Alliance (who are being aided by The Ascended), and The Legion of The End (being led by the Hell Knights). Though the war between the higher powers has been going on longer than the quarrel between the two mortal armies, all of them seem to have the same goal.
The alliance, wants to rule Terris to bring it peace and joy between all people. And although they all live under the banner of the High King, the Nations that serve under it still live as independents and only adhering to the High King when the situation demands it.
This Story Takes place on a planet called Terris (which is also the name of the mortal realm and the universe), and will take place on a land mass known as "The Lower Continent"
you will begin in a town called Saballi
As with most D&D scenarios there are a wide variety of different races in the world of Terris, and they each have their strengths and weaknesses. But unlike most games, this campaign will have a much different approach and therefore many of your favorite races have had an overhaul to help them stay alive in this harsher world.
Humans
One of the more recent and also more fleeting beings of Terris in terms of the age of their cities, Humans are a common life form all throughout both the upper and lower continent. Often seen as both frail and foolhardy, humans typically take up adventuring either to aid their families, friends, or themselves. In these trying times it's not uncommon to see them take up any profession, be it a blacksmith or a thief. Regardless, humans are usually the first to be preyed upon by hell's more... Voracious inhabitants.
Stat Changes- Humans have received the one of fewest changes (though many have received none), instead of having a +1 to all stats, they receive 2 +2's to any of the player's choice. They can live to be about 140 years old. Human Variants cannot be used in this campaign.
Elves and Half-elves
Despite what many think, elves are not that much older in civilization than humans. Though they live far longer and are more widespread, elves are also seen as frail and even sickly by many others. They usually reside in the Providence of The Elven woods of The Lower Continent (now known as Elfwood), but some have found homes in most other regions. Elves usually set off as adventures for the same reasons as humans, albeit for more "kinder" reasons.
Stat changes: Elves can live to be up to 1000 years old now, However only DARK ELVES receive Darkvison, as they typically reside in more subterranean locals. Half-Elves can live to be 850 years of age.
Orcs and Half Orcs
One of the older races of Terris, orcs are a hardy and proud race. They typically live in one of the three major clans, and it's in credibly rare that they are NOT affiliated with at least one of them. These clans are known as the following... The Hemoth Clan (located in providence known as "The Valley of Giants"), The Roc Clan (Located in the providence of Hell Pit Desert), and The Remnants of The Nerga Clan (located in The Outlands providence). The latter of these clans has been in a state of unrest and even civil war and divided into sub-factions, as the leader of their clan "Tardak" was slain two years ago by the leader of their sworn enemies... The Former mentioned Hemoth Clan, Currently lead by a Half-Orc named "Zoranak". The Hemoth Clan are currently allied with the Terril Alliance, while the largest faction of The Remnants of the Nerga Clan is allied with The Legion of The End. The Hemoth Clan are actually one of the founders of the Terril alliance. Orcs set off to be adventures usually with one ore two things in mind, wither to make their nation proud or to become stronger as a warrior.
Stat Changes: Full blooded orcs get darkvison, reach maturity as early as 10 years old, STOP physically aging at 20, and can live to be as old as elves do. Half-orcs are about the same as their full-blooded counterparts. They are a warrior people, they mature faster to fight sooner, and retain their youth to fight longer. Both are also immune to alcohol poisoning.
Dwarves
Dwarves (also known as "The Stout-folk") are an odd sort, Their civilzation isn't as old as the orcs yet it IS older than the Elves. Not to mention most Drwarven cities have disappeared, with the only one still standing being Bayval City (located in the providence of "Tall Mountain"). The Frigged cold has made them into a strong nation that has stood for millennia, and being allied with the Terril alliance helps out a great deal. They set out on adventure for much of the same reasons as orcs do.
Stat changes: There are no Hill Dwarves in Terris, only Mountain Dwarves. BUT, the latter MAY choose either to have the "Dwarven Toughness" benefit from the hill Drawf or the "Drawrven Armor Training" from their vanilla sub-race. Dwarves also have cold resistance.
Halflings
Though more commonly known as "Hobbits", Halflings are much like humans in terms of how the world perceives them... only now they also are seen as small too. They are the second youngest out of the other races, and have a number of unmarked villages all over the providence of "The Great Bog". Halflings are a simple folk, living lives that seem almost carefree compared to to other races (it's a wonder to how they are still around). They do on occasion set off on adventures, but typically to seek thrills.
Stat changes, they now live about the same as humans do, and no longer have "Brave" as a feature. Instead they roll "Lucky" at advantage.
Dragonborn, Lizard-folk, and Kobolds
One of the many "Reptile Races" of Terris, these groups all appeared in the world about at the same time and are referred as the second oldest races (though most agree that Dragonborn came first out of the three). Lizard-fold are usually solitary and typically live the lives of hermits in The Great Bog, there are some exceptions but none that are noteworthy. Dragonborn and Kobolds on the other hand usually live under one of two banners, The Red Hand (Allied with the Alliance) and The White Tailed (Allied with the Legion). The Former Lives in the city of Drakevile in the providence of Zohan. The White Tailed on the however do not have a known home city and are usually seen as a nomadic tribe home to the providence of Tall Mountain.
Stat Changes: Copper Dragonborn have a lightening breath attack instead of acid (uses the same range as Blue). Bronze now use acid instead of lightening. Brass now use poison instead of fire (uses the range of Green). All Three races can live up to 700 years old, maturity remains the same. Dragonborn DO HAVE tails in this universe.
Tieflings
One of the lesser races, Tieflings are often looked upon with scorn and distrust due to their ties to Infernis (The Plane of Fire) and Hell itself. Those who live in the overworlds can be found just about in any providence (though they are very rare). But, those misfortunate enough to reside in the underworlds seldom live lives of freedom and are more commonly found as either slaves or prisoners. Teiflings try to avoid adventuring, after all not much good can from helping people who don't even like you in this word. But, those who heed its call are almost never disappointed.
Stat changes: the Tiefling receives no changes to stats, BUT they can no longer die of old age. They are still affected by it however
Warforged
Ancient constructs that are usually relics from a bygone civilization, though the creation of one is still practiced to this day they are becoming more and more rare with the advent of saurian technology becoming more and more advanced. Where they cam from, who made them, and what purpose they serve all vary depending on each individual. Most modern Warforged are more akin to robots, and more often than not they are manufactured in the Iron Tower in the island providence of White Jungle. However, some older specimens do exist and are sometimes regarded as valuable pieces of treasure.
Stat Changes: Warforged still do not need to eat, but they do require power if they were not manufactured by modern Saurians.
Luxodon
Yet another one of the older races of Terris, these nomads of The Great Bog are a peaceful lot, and hat the idea of fighting. But, ever since the Age of Terror cut down their numbers, they have relented and have joined sides with the Alliance. They are a spiritualistic people, their love for the gods runs as deep as their family history. As a Nomatic tribe, they have no home town or hamlet. Instead they follow the rivers that run through The Great bog, cycling the borders of the Providence every year.
Stat Changes: Luxodon received no stat changes, but are locked into a Good Alignment.
There are a few homebrew races that are native to terris, if you are interested in playing and of the ones seen here, PM and we can talk about skills and whatnot.
The Foreclaimers - (You may or may not of heard of this one from Dingo doodles... Well they are here too, just not as important as in Fools Gold.)
An ancient race of elf, one that is said to be the third oldest race in all of terris. These tech savy mortals were once a great nation up until 5,000 years ago, until the Age of Terror befell the world and obliterated their once great empire. Since then, the foreclaimers have been seen as an "extinct empire", as only a handful of individuals live today. On the day of their Nation's destuction, many survivors split away from their now ruined homes and divided into factions... sadly none of which are still around today.
The Saurians -
The Oldest race of Terris, These humanoids were once all-over the world. But now they mostly reside in the capital of Terris, Saurvain (located in white Jungle). They are the most technologically advanced out of all the races, and are one of the founders of The Terril alliance. any saurains that leave home to become adventures do so for a wide variety of reasons, but the most popular of them seems to be "to help people who are in need".
The power of Magic is weakening in the world of Terris, though people CAN use magic it may not always work everywhere you go. So for those of you casters, keep that in mind. This world also has it's own Wild Magic Table. Speak to Me if you wish to play a wild mage. Still though, don't be too upset if you can cast magic at one point, but are unable to another. Also, if one tries to force a spell to work, in an area where magic doesn't work... not only will the spell fail, but there's a chance that something terrible will happen.
The Practice of Magic is Favored by most races all over terris, though do to it's fickle nature many have started to opt out of it's practices and either use magical items to supplement their needs or have started to Use the Saurian's Technology. But Those who still wish to learn the ways of the Arcane are usually students of the Magi-Academy (the location of which is Classified to protect it from the Hell Knights). From Wizards to Warlocks, the school has always strived for one thing... Keep the study of Magic alive. But after the Age of terror, many of their tomes and books have been lost. Some Spells just strait up stopped working, and some Casters have even disappeared. What could have caused this anomaly? This is a question even the brightest of minds struggle to find the truth to.
There are 10 gods and goddesses of Terris. There used to be 12, but two of them died during the Age of Terror 5,000 years ago and their practices are a rare and dying study. As for the existing 10 however, only one is evil, while the rest are usually practiced by any who are allied or trusted by The Treril alliance. If you play as a cleric or a any religious class. Have a look at these gods, and Pick one who's ideals you think best suits you.
Gagail - The God King, The "All Father" (Lawful Good)
Gagail is the Emperor of the god, For they are his children whom help to govern and protect the mortal worlds (Except Dreheadron and his sons). He Stands for peace, order, balance, and all that is good, Even if it means letting empires and worlds fall to nothing. Gagail Created most of the other gods, but that's not to say that they are weaker than he is. Xai, The god of Destruction has been confirmed to be the most powerful of all, Dreheadron is almost as powerful as Xai and there fore is also able to go toe to toe with the god king, and the six sons of Dreheadron are growing stronger by the century. It is said that Gagail is the only god who can age, and is currently growing weaker as the millennia pass by. but even if there is truth behind any of this, he will always be regarded as "The King of the Gods"
Saiama - The Goddess of Creation, The "Mother of Man" (Neutral Good)
In the beginning, when Gagail created the planets, the Stars, and the moons. Saiama used her divine powers to create life, the trees, the seas, the animals, the skies, the rocks, and all that live around them. she would later be granted both the power and permission to create other worlds. With her powers Combined with that of Xai's, the two of them were able to create mortals. Saiama stands for life, birth, and creation. Though she abhors Death and Destruction, she understands that its a necessary part of keeping balance in the universe. She is a common Practice among Druids.
Xai - The God of Destruction, The "Father of Man" (Chaos)
Often referred to as "The Destroyer", Xai is one of the most feared deities of all of Terris. although Technically allied with Gagail and his more "obedient" children, Xai is said to be a being of pure anarchy by doing only as he pleases. As the mightiest gods, Xai is often favored by warriors and soldiers, most notably the Hemoth Clan. Despite Xai not being Inherently evil, The practice of his religion is often seen as taboo. Xai Stands for Power, and Destruction, Strength, and sometimes "The Fun in all of them".
(You may have noticed Xai's Alignment is simply "Chaos", This is because he's actions and morals shift to what ever he wants them to be. )
(WARNING: Xai's power is so great, he's able to break things he really shouldn't be able to do... Such as the 4th wall.)
Chronis - God of Time, The Time Weaver (Chaotic Good)
Another one of Gagail's more good mannered children, Chronis stands for knowledge and the preservation of Time and History (primarily though literature). Chronis created, well... time, and allowed the universe to age and grow. Many spell casters follow this religion.
Tempest - God of Space, The Space Mender (Lawful Neutral)
Usually seen as the antithesis to Chronis, the practice of the religion of Tempest couldn't be anything more far from the truth. Tempest is the creator of space, he is the reason things have form and why the universe expands. Tempest stands for wisdom and the preservation of history (usually through material things like treasure). Tempest is not as eccentric as his brother Chronis, but he is still a common practice of aspiring mages.
Graphtier - The god of the forge and War, The Forge Master (Lawful Neutral)
The war god Graftier is one of the more notable choices of beliefs among paladins, and many other kinds of warriors. Graphteir, as a god of war, is often used as a beacon of hope and luck. Though Graftier himself stands for combat, blacksmithing, and victory, this doesn't stop the more kind hearted from looking to this religion for guidance. Humans are found of following this religion.
Typha and Lypha - The goddesses of Love and Beauty (respectfully), The Twins (Chaotic Good)
Though technically separate religions, the ideals of these two are rather similar and many towns who practice the religion of one will also practice the other. They Stand for joy, happiness, and peace. Typha also Stands for love, while Lypha additionally stands for beauty and attraction. They are debatably one of the most harmless of beliefs, though also one of the most "preachy".
(WARNING: Typha and Lypha are VERY annoying)
Lokckar - The Goddess of Death, often referred to as "Death" (Neutral)
Much like the Practice of Xai's Religion, praying under the goddess of death is seen as taboo. Though she is allied with Gagail as one of the "more virtuous" deities, she is still see as one of the more "evil" goddesses, even when compared to Dreheadron and his sons. Lokckar stands for death, and the honor of passing loved ones. She is the reason why things die, as it is a natural part of life. She is commonly respected by dwarves and necromancers.
Dreheadron - God of Chaos, The Devil King (Chaotic Evil)
As the only malignant god of the Terril panteon , Dreheadron stands for chaos, malice, hate, anger, and all that is evil. He is the leader of the Hell Knights, and seeks to take over Terris and rule it as the God King. His followers are but deranged cultists, seeking to do what ever they can to become Hell Knights themselves. He has six sons... Frenzy, Para, Dox, Havoc, Discord, and Anarchy, Each of them upholds the same wicked morals as their father.
The Age of Terror was a horrible time, 5000 years ago. So much so it made a number of creatures reconsider "who's side they'd rather be on". Behavioral changes may also be different than the norm, and some monsters may not even exist. Some noticeable changes are found in...
Dinosaurs - There's a far larger variety of these ancient reptiles than in vanilla D&D, and all have been buffed significantly. Some even have skills and abilities they didn't have before, or have been ported over from older versions of D&D. This has been this way since They first appeared in Terris.
Dragons - The alignments of this magical flying lizards has almost completely changed, now any dragon can be any alignment REGARDLESS of its coloration. This is due to a deal one individual made to all of Dragon kind. A Dragon simply known as "The Dark One", as this dragon was so sinister and so horrible that his very NAME struck fear into the hearts of those who heard of it. Even the gods fear this Dragon (except Xai for what ever reason). The Dark one said, "Join me in the Drestruction of this world and we can re build it into a new world! A world where only DRAGONS reign as its master!" Some saw this as oppertunity to take back the world from mortals, Even some Metallic Dragons hell prey to his honeyed words. controversially, some chromatic dragons saw The dark One's vision to be too ambitious, and even feared for their own lives of what he could do. So Now, A Gold Dragon and be a cold and carnivorous psychopath, while a black dragon can be benevolent and listen to reason.
Aberrations - Some of these monsters have taken up arms with the Hell Knights, be it out of fear for their own lives or for some other self-centered goal in mind. But a rare few do oppose their evil ways and side with the alliance, even if a handful of that few do so reluctantly. Their higher magic powers usually work despite the power of magic getting weaker, and their lairs have on occasion served as refugee camps when the situation demanded it.
The Undead - Most of these rotting walkers serve as thralls, but a select few still retain their freedom. Though most of them are doing what they can to avoid any involvement in the war, a handful of them do aid The Terril Aliance, while only one is Helping the Hell knights. Though the Identity of this individual remains a mystery, even to Dreheadron
The Tarrasque- Although as every bit as omnivorous as the legends say, this hulking Monstrosity is almost never believed to be real. As a matter of fact this beast did not even play a part in the age of terror. But how could that be? Surely such a beast known for brining empires to an end HAD to had some role in such a travesty. Perhaps it need not have to feed yet at the time? Maybe it was elsewhere in some unknown land? Or maybe it feared the Hell knights and the 12 demons aiding them in their destruction of the world? Or maybe there's a higher power keeping it under control? No one knows for sure, all that remains of its probable existence are stories and fables.
Terris is rich with history, but most events between the beginning of its creation to The Age of Terror are not entirely relevant to the plot. Therefore this section will only Cover key moments in the past 500,000 years that relate to the campaign (without any spoilers to what's going to happen). if you wish to know more, you'll have to find out in game. I will update this section as the party finds out more and explores the world of Terris.
500,000 years ago-
Dreheadron becomes fed up with ruling the underrealms, and rebels against Gagail's rule to overthrow his power. Dreheadron creates the Hell knights and Gagail Creates the Ascended. Mortals continue their lives unaware of the conflict for the next 100,000 years until the fighting is brought to their plane.
Xai Destroys the Arbiter's Link that bridges heaven and hell
400,000 years ago -
Hell and Heaven's war is made known to the world, other nations blame each other for the fighting and war among the mortals begin.
The Orc Nation divides into three factions, and each goes their separate ways.
Tempest discovers the Oracle in a dream and brings it to the ascended plane.
300,000 Years ago -
The Hemoth Clan Orcs Take over The Valley of Giants, the City of Liath is founded
220,000 years ago -
Hell Invades the mortal cities, and killing or imprisoning's the survivors. These brutal acts are known as "Hell Raids", and are used by the Hell Knights even to this day.
200,000 years ago -
The Hell knights attempt a Hell Raid on Saurvain (The Saurian Capital, and currently the capital of modern day Terris), The city of Liath (The Hemoth clan Capital), and Drakevile (The the Draconian Capital) for the first time, but were defeated and pushed back to hell. The Hemoth Clan orcs Retaliate and launch a counter invasion into hell and successfully took down The Gragpire Fortress.
The king of Saurvain gets word of the accomplishments of the orcs and draconians, and sends offerings of peace and asks for them to to meet at the Table of Heroes. The Three nations join forces to fight against the denizens of hell, and The Terril Alliance is born! The Iron Tower is built in white Jungle to commemorate the strength of the alliance.
100,000 years ago -
Other Nations join the Alliance, and Heaven aids them in their fight.
50,000 years ago -
Metallic Dragons join the war against hell, Chomaitic dragons remain uninvolved.
5,500 years ago -
The Black King usurps the Saurian Throne, and Saurvain falls into despair. However, A saurian Named Saladar challenges and defeats the black king. Saladar becomes the High king of Terris
Hell rallies mortal allies of their own with the promise of power and a place in the new world order. Thus the Legion of the end is formed.
Hell frees a number powerful demons from the void, each with god-like powers unseen by even most of the gods. The Age of Terror Begins!
One of the Demons destroys the foreclaimer nation (which as remained unaligned the whole time).
Tiamat and Bahamut challenge another one of the demons and lose, The demon eats their souls and discards their bodies to hell and heaven as a threat. Dragon Kind is divied even more, and their alignments shift to what they are now.
5,000 years ago -
12 Saurian heroes challenge the demons, and banish them back to the void. The age of Terror Ends.
The Terril Almanac is made.
As you may have guessed, a number of stories, folktales, and even songs have been made about events and great people who helped shape the world and/or stand against the hell knights. Many of these are tolled by bards to raise the merriment in these times of sorrow, some are sung to/by children to warn them of some of the more dangerous inhabitants of of Terris. And some are told by elders, telling stories passed down by their ancestors who survived The Age of Terror. You may find the words to these tales here.
Fall of the Storm king - (Children's Story) (Old bard song)
[start]
There once as a giant who ruled over storm. A man of the rain, and thunder, and spark.
Arrogant and cruel, he ruled like a god. Though he may not be so, he's rule was still dark.
With the flick of a hand, he conjures his blight. With the lighting so grand it deadens the night.
and the thunder be loud and frightening too. And the clouds be too black to ever see light.
So the people below call up to the king. Oh Storm king, oh storm king, please return to your home.
The Storm king just sneers and speaks with a boom. Nay mortals, nay mortals, I won't leave my throne.
But the people still beg, to the stubborn old king. please storm king, please storm king, return to your home.
Though king didn't listen, scoffed again with a boom. Hush mortals, hush mortals, I won't leave my throne.
The king be as tall and vast as the hills. His beard be like snow, his arms be like trees.
As rich as a king, as all kings should be. And his ghastly cold howl , be no gentle breeze.
Though had not a queen, he need not a queen. He's the storm king, a king above kings.
He's a herald of storm, and rain, and cloud. As the storm king, he thinks he can smite anything.
But the people called up to the king once again. Great storm king, great Storm king, return to your home.
But the Storm king spoke down with just great distain. Nay mortals, nay mortals, I won't leave my throne.
So the people called up, once again with their plea. Please storm king please storm king, return to your home.
Furious and sickened, the king roared below. hush mortals, hush mortals, I won't leave my throne.
The Storm king is mighty, like all kings should be. With his throne as his treasure, much like a king.
With a voice like the thunder, he rules as a king. Is the storm king as mighty as mighty can be?
His storms are quite loud, and vicious, and bright. Oh yes, oh yes, he is the storm king.
As tall as the hills, and thick as the trees. He must be, he must be, as Strong as can be.
But the Hell Knights arrived, and the demon did speak. Oh Storm king, oh storm king, you should have gone home.
And the storm king looked down, with vivid old rage. Nay monster, Nay Monster, I shan't leave my throne.
but the Demon of storm, just struck down the king. Fool giant, fool giant, you should have gone home.
And the Storm king did fall, and lied stuck down, dead. The Storm king, The Storm king has fell from his throne.
and the people now sad, look down to the king. Poor Storm king, poor storm king, You'll never go home.
And the Statue they made, will now mark his grave. The Storm King, the Storm king, has fell from the throne.
[end]
This story tells the tale of an arrogant giant who was so confident in his magical abilities, he disregarded the weak around him. So much so that he rumbled into a town of smaller humanoids who had lost their pervious homes to the hell knights and had to move here. Knowing that his show-offish demeanor would draw the attention of The Legion of the End and decimate their homes again. So they urged the giant to leave, but he refused and used his larger size and power to bully the people of the town for days. This eventually Drew the attention of one of the Demons who was responsible for all the carnage during The age of Terror (when the story takes place), and the the demon struck down the giant with it's own storm powers, killing the giant instantly.
Ode to Destruction - (Short story)
[Start]
When the world's full of life, and too full of souls
The time of destruction, be dawned upon them
Mountains crumble, stars fade, worlds die
Seas dry, towns vanish, people become dust
From the chaos and ruin, he makes himself known
His name is Xai, destroyer of worlds
With a Strike of his glaive, no one will survive
Not darkness, not light, not water, not stone
Destruction, Destruction, Destruction's his goal
and the demons will cower, before his grand light
His name is Xai, Destroyer of life
There's no one more mighty, or mighty as he
for the evil has ran, and the good, and unsure
they flee from his wrath, and his glaive, and his form
and the gods be so proud, the sing out his name
His name is Xai, Destroyer of all
Destroyer, Destroyer, he is the Destroyer.
Beware beware, The Destroyer of all
[end]
As the title suggests, this is a poem about the God of Destruction, Xai. one written by an mere mortal who had the privilege (or maybe the misfortune) of witnessing his awesome godly power.
1000 years - (Human children song)
[Start]
If I could live 1000 years, could I build 1000 homes?
1000 homes for 1000 folks, for them to live in with glee?
If I could live 1000 years, could I bake 1000 breads?
1000 breads for 1000 kids, for them to eat and sing?
If I could live 1000 years, could I birth 1000 foals?
1000 foals for 1000 men, for them to see the word?
If I could live 1000 years, could I wed 1000 lovers?
1000 lovers for 1000 loners, for them to know kindness and joy?
If I can live for 1000 years, could I end 1000 wars?
1000 wars for far many lives, and so we can live in peace?
Oh much can be done, and much can be spared,
If I can only live for 1000 years.
[end]
This is one of the more innocent songs for children, with the moral being even if you don't live for 1000 years, you have much to live for. A life filled with good is better than a life not lived.
The Greatest Beast - (Valley of Giants Legend)
[start]
There lives an old beast, as old as our land. It stands like a mountain, and walks like a quake.
The beast is a lizard, with a neck like rod, and its tail like a steeple, beefy and strong.
Its bones be like like tree trunks, i's skin be like steel, and its bellowing howl sounds much like a song.
From atop its great head, to the tip of its tail, the great beat is long. Quite long in fact, much longer it seems.
Though it rarely will eat, when it eats it will feast. From atop the great trees, it will eat while while they sing.
This be the great beast, the greatest we've seen. Though alone it has they, for its company.
As tall as can be, it can see everything. From friends to danger, no one thing's unseen.
The great beast is heavy, as it shakes its own path. As mighty as dragons, but as gentle as me.
On top its great form, there be a great castle . Ruled by a great king, and his great company.
The valley is big, and full of great beast. But this is THE great beast, the Greatest there be.
[end]
This tells the story of something known as "The Greatest Beast", an encounter the players may see should they venture to The Valley of Giants. A creature so large, that it carries a fortress on it's back.
The Book of ten is a record book of ten groups of ten extraordinary individuals. Their fame and powers are so great that it even exceeds most ascended and hell knights! though not all of them are inherently good or evil, they all have made their mark on the history of Terris in some form or another. Maybe one day, you'll find your name gracing it's ranks.
1 - Thieves
2 - Mages
3 - Orcs
4 - Pirates
5 - Cyborgs
6 - Warriors
7 - Archers
8 - Assassins
9 - Lycans
10 - Dragons
Story Basics
Firstly, the Ascended and Hell knights are the high-ranking officers of two other armies that have been fighting for about 10,000 years. These armies are known as The Terril Alliance (who are being aided by The Ascended), and The Legion of The End (being led by the Hell Knights). Though the war between the higher powers has been going on longer than the quarrel between the two mortal armies, all of them seem to have the same goal.
The alliance, wants to rule Terris to bring it peace and joy between all people. And although they all live under the banner of the High King, the Nations that serve under it still live as independents and only adhering to the High King when the situation demands it.
This Story Takes place on a planet called Terris (which is also the name of the mortal realm and the universe), and will take place on a land mass known as "The Lower Continent"
you will begin in a town called Saballi
The Map of The Lower Continent
This is the map of The Lower Continent of Terris . The World is divided into providences, and each one has it's own set of rules and hazzards. So be careful where you venture, never go to a place if you aren't prepared for something unexpected! Lest you be looking for chaos, trouble, or both
View attachment Terris World Map (Lower Continent).png
RACES
This is the map of The Lower Continent of Terris . The World is divided into providences, and each one has it's own set of rules and hazzards. So be careful where you venture, never go to a place if you aren't prepared for something unexpected! Lest you be looking for chaos, trouble, or both
View attachment Terris World Map (Lower Continent).png
RACES
As with most D&D scenarios there are a wide variety of different races in the world of Terris, and they each have their strengths and weaknesses. But unlike most games, this campaign will have a much different approach and therefore many of your favorite races have had an overhaul to help them stay alive in this harsher world.
Humans
One of the more recent and also more fleeting beings of Terris in terms of the age of their cities, Humans are a common life form all throughout both the upper and lower continent. Often seen as both frail and foolhardy, humans typically take up adventuring either to aid their families, friends, or themselves. In these trying times it's not uncommon to see them take up any profession, be it a blacksmith or a thief. Regardless, humans are usually the first to be preyed upon by hell's more... Voracious inhabitants.
Stat Changes- Humans have received the one of fewest changes (though many have received none), instead of having a +1 to all stats, they receive 2 +2's to any of the player's choice. They can live to be about 140 years old. Human Variants cannot be used in this campaign.
Elves and Half-elves
Despite what many think, elves are not that much older in civilization than humans. Though they live far longer and are more widespread, elves are also seen as frail and even sickly by many others. They usually reside in the Providence of The Elven woods of The Lower Continent (now known as Elfwood), but some have found homes in most other regions. Elves usually set off as adventures for the same reasons as humans, albeit for more "kinder" reasons.
Stat changes: Elves can live to be up to 1000 years old now, However only DARK ELVES receive Darkvison, as they typically reside in more subterranean locals. Half-Elves can live to be 850 years of age.
Orcs and Half Orcs
One of the older races of Terris, orcs are a hardy and proud race. They typically live in one of the three major clans, and it's in credibly rare that they are NOT affiliated with at least one of them. These clans are known as the following... The Hemoth Clan (located in providence known as "The Valley of Giants"), The Roc Clan (Located in the providence of Hell Pit Desert), and The Remnants of The Nerga Clan (located in The Outlands providence). The latter of these clans has been in a state of unrest and even civil war and divided into sub-factions, as the leader of their clan "Tardak" was slain two years ago by the leader of their sworn enemies... The Former mentioned Hemoth Clan, Currently lead by a Half-Orc named "Zoranak". The Hemoth Clan are currently allied with the Terril Alliance, while the largest faction of The Remnants of the Nerga Clan is allied with The Legion of The End. The Hemoth Clan are actually one of the founders of the Terril alliance. Orcs set off to be adventures usually with one ore two things in mind, wither to make their nation proud or to become stronger as a warrior.
Stat Changes: Full blooded orcs get darkvison, reach maturity as early as 10 years old, STOP physically aging at 20, and can live to be as old as elves do. Half-orcs are about the same as their full-blooded counterparts. They are a warrior people, they mature faster to fight sooner, and retain their youth to fight longer. Both are also immune to alcohol poisoning.
Dwarves
Dwarves (also known as "The Stout-folk") are an odd sort, Their civilzation isn't as old as the orcs yet it IS older than the Elves. Not to mention most Drwarven cities have disappeared, with the only one still standing being Bayval City (located in the providence of "Tall Mountain"). The Frigged cold has made them into a strong nation that has stood for millennia, and being allied with the Terril alliance helps out a great deal. They set out on adventure for much of the same reasons as orcs do.
Stat changes: There are no Hill Dwarves in Terris, only Mountain Dwarves. BUT, the latter MAY choose either to have the "Dwarven Toughness" benefit from the hill Drawf or the "Drawrven Armor Training" from their vanilla sub-race. Dwarves also have cold resistance.
Halflings
Though more commonly known as "Hobbits", Halflings are much like humans in terms of how the world perceives them... only now they also are seen as small too. They are the second youngest out of the other races, and have a number of unmarked villages all over the providence of "The Great Bog". Halflings are a simple folk, living lives that seem almost carefree compared to to other races (it's a wonder to how they are still around). They do on occasion set off on adventures, but typically to seek thrills.
Stat changes, they now live about the same as humans do, and no longer have "Brave" as a feature. Instead they roll "Lucky" at advantage.
Dragonborn, Lizard-folk, and Kobolds
One of the many "Reptile Races" of Terris, these groups all appeared in the world about at the same time and are referred as the second oldest races (though most agree that Dragonborn came first out of the three). Lizard-fold are usually solitary and typically live the lives of hermits in The Great Bog, there are some exceptions but none that are noteworthy. Dragonborn and Kobolds on the other hand usually live under one of two banners, The Red Hand (Allied with the Alliance) and The White Tailed (Allied with the Legion). The Former Lives in the city of Drakevile in the providence of Zohan. The White Tailed on the however do not have a known home city and are usually seen as a nomadic tribe home to the providence of Tall Mountain.
Stat Changes: Copper Dragonborn have a lightening breath attack instead of acid (uses the same range as Blue). Bronze now use acid instead of lightening. Brass now use poison instead of fire (uses the range of Green). All Three races can live up to 700 years old, maturity remains the same. Dragonborn DO HAVE tails in this universe.
Tieflings
One of the lesser races, Tieflings are often looked upon with scorn and distrust due to their ties to Infernis (The Plane of Fire) and Hell itself. Those who live in the overworlds can be found just about in any providence (though they are very rare). But, those misfortunate enough to reside in the underworlds seldom live lives of freedom and are more commonly found as either slaves or prisoners. Teiflings try to avoid adventuring, after all not much good can from helping people who don't even like you in this word. But, those who heed its call are almost never disappointed.
Stat changes: the Tiefling receives no changes to stats, BUT they can no longer die of old age. They are still affected by it however
Warforged
Ancient constructs that are usually relics from a bygone civilization, though the creation of one is still practiced to this day they are becoming more and more rare with the advent of saurian technology becoming more and more advanced. Where they cam from, who made them, and what purpose they serve all vary depending on each individual. Most modern Warforged are more akin to robots, and more often than not they are manufactured in the Iron Tower in the island providence of White Jungle. However, some older specimens do exist and are sometimes regarded as valuable pieces of treasure.
Stat Changes: Warforged still do not need to eat, but they do require power if they were not manufactured by modern Saurians.
Luxodon
Yet another one of the older races of Terris, these nomads of The Great Bog are a peaceful lot, and hat the idea of fighting. But, ever since the Age of Terror cut down their numbers, they have relented and have joined sides with the Alliance. They are a spiritualistic people, their love for the gods runs as deep as their family history. As a Nomatic tribe, they have no home town or hamlet. Instead they follow the rivers that run through The Great bog, cycling the borders of the Providence every year.
Stat Changes: Luxodon received no stat changes, but are locked into a Good Alignment.
Homebrew Races
There are a few homebrew races that are native to terris, if you are interested in playing and of the ones seen here, PM and we can talk about skills and whatnot.
The Foreclaimers - (You may or may not of heard of this one from Dingo doodles... Well they are here too, just not as important as in Fools Gold.)
An ancient race of elf, one that is said to be the third oldest race in all of terris. These tech savy mortals were once a great nation up until 5,000 years ago, until the Age of Terror befell the world and obliterated their once great empire. Since then, the foreclaimers have been seen as an "extinct empire", as only a handful of individuals live today. On the day of their Nation's destuction, many survivors split away from their now ruined homes and divided into factions... sadly none of which are still around today.
The Saurians -
The Oldest race of Terris, These humanoids were once all-over the world. But now they mostly reside in the capital of Terris, Saurvain (located in white Jungle). They are the most technologically advanced out of all the races, and are one of the founders of The Terril alliance. any saurains that leave home to become adventures do so for a wide variety of reasons, but the most popular of them seems to be "to help people who are in need".
Magic
The power of Magic is weakening in the world of Terris, though people CAN use magic it may not always work everywhere you go. So for those of you casters, keep that in mind. This world also has it's own Wild Magic Table. Speak to Me if you wish to play a wild mage. Still though, don't be too upset if you can cast magic at one point, but are unable to another. Also, if one tries to force a spell to work, in an area where magic doesn't work... not only will the spell fail, but there's a chance that something terrible will happen.
The Practice of Magic is Favored by most races all over terris, though do to it's fickle nature many have started to opt out of it's practices and either use magical items to supplement their needs or have started to Use the Saurian's Technology. But Those who still wish to learn the ways of the Arcane are usually students of the Magi-Academy (the location of which is Classified to protect it from the Hell Knights). From Wizards to Warlocks, the school has always strived for one thing... Keep the study of Magic alive. But after the Age of terror, many of their tomes and books have been lost. Some Spells just strait up stopped working, and some Casters have even disappeared. What could have caused this anomaly? This is a question even the brightest of minds struggle to find the truth to.
Religion
There are 10 gods and goddesses of Terris. There used to be 12, but two of them died during the Age of Terror 5,000 years ago and their practices are a rare and dying study. As for the existing 10 however, only one is evil, while the rest are usually practiced by any who are allied or trusted by The Treril alliance. If you play as a cleric or a any religious class. Have a look at these gods, and Pick one who's ideals you think best suits you.
Gagail - The God King, The "All Father" (Lawful Good)
Gagail is the Emperor of the god, For they are his children whom help to govern and protect the mortal worlds (Except Dreheadron and his sons). He Stands for peace, order, balance, and all that is good, Even if it means letting empires and worlds fall to nothing. Gagail Created most of the other gods, but that's not to say that they are weaker than he is. Xai, The god of Destruction has been confirmed to be the most powerful of all, Dreheadron is almost as powerful as Xai and there fore is also able to go toe to toe with the god king, and the six sons of Dreheadron are growing stronger by the century. It is said that Gagail is the only god who can age, and is currently growing weaker as the millennia pass by. but even if there is truth behind any of this, he will always be regarded as "The King of the Gods"
Saiama - The Goddess of Creation, The "Mother of Man" (Neutral Good)
In the beginning, when Gagail created the planets, the Stars, and the moons. Saiama used her divine powers to create life, the trees, the seas, the animals, the skies, the rocks, and all that live around them. she would later be granted both the power and permission to create other worlds. With her powers Combined with that of Xai's, the two of them were able to create mortals. Saiama stands for life, birth, and creation. Though she abhors Death and Destruction, she understands that its a necessary part of keeping balance in the universe. She is a common Practice among Druids.
Xai - The God of Destruction, The "Father of Man" (Chaos)
Often referred to as "The Destroyer", Xai is one of the most feared deities of all of Terris. although Technically allied with Gagail and his more "obedient" children, Xai is said to be a being of pure anarchy by doing only as he pleases. As the mightiest gods, Xai is often favored by warriors and soldiers, most notably the Hemoth Clan. Despite Xai not being Inherently evil, The practice of his religion is often seen as taboo. Xai Stands for Power, and Destruction, Strength, and sometimes "The Fun in all of them".
(You may have noticed Xai's Alignment is simply "Chaos", This is because he's actions and morals shift to what ever he wants them to be. )
(WARNING: Xai's power is so great, he's able to break things he really shouldn't be able to do... Such as the 4th wall.)
Chronis - God of Time, The Time Weaver (Chaotic Good)
Another one of Gagail's more good mannered children, Chronis stands for knowledge and the preservation of Time and History (primarily though literature). Chronis created, well... time, and allowed the universe to age and grow. Many spell casters follow this religion.
Tempest - God of Space, The Space Mender (Lawful Neutral)
Usually seen as the antithesis to Chronis, the practice of the religion of Tempest couldn't be anything more far from the truth. Tempest is the creator of space, he is the reason things have form and why the universe expands. Tempest stands for wisdom and the preservation of history (usually through material things like treasure). Tempest is not as eccentric as his brother Chronis, but he is still a common practice of aspiring mages.
Graphtier - The god of the forge and War, The Forge Master (Lawful Neutral)
The war god Graftier is one of the more notable choices of beliefs among paladins, and many other kinds of warriors. Graphteir, as a god of war, is often used as a beacon of hope and luck. Though Graftier himself stands for combat, blacksmithing, and victory, this doesn't stop the more kind hearted from looking to this religion for guidance. Humans are found of following this religion.
Typha and Lypha - The goddesses of Love and Beauty (respectfully), The Twins (Chaotic Good)
Though technically separate religions, the ideals of these two are rather similar and many towns who practice the religion of one will also practice the other. They Stand for joy, happiness, and peace. Typha also Stands for love, while Lypha additionally stands for beauty and attraction. They are debatably one of the most harmless of beliefs, though also one of the most "preachy".
(WARNING: Typha and Lypha are VERY annoying)
Lokckar - The Goddess of Death, often referred to as "Death" (Neutral)
Much like the Practice of Xai's Religion, praying under the goddess of death is seen as taboo. Though she is allied with Gagail as one of the "more virtuous" deities, she is still see as one of the more "evil" goddesses, even when compared to Dreheadron and his sons. Lokckar stands for death, and the honor of passing loved ones. She is the reason why things die, as it is a natural part of life. She is commonly respected by dwarves and necromancers.
Dreheadron - God of Chaos, The Devil King (Chaotic Evil)
As the only malignant god of the Terril panteon , Dreheadron stands for chaos, malice, hate, anger, and all that is evil. He is the leader of the Hell Knights, and seeks to take over Terris and rule it as the God King. His followers are but deranged cultists, seeking to do what ever they can to become Hell Knights themselves. He has six sons... Frenzy, Para, Dox, Havoc, Discord, and Anarchy, Each of them upholds the same wicked morals as their father.
The Alignment of Monsters
The Age of Terror was a horrible time, 5000 years ago. So much so it made a number of creatures reconsider "who's side they'd rather be on". Behavioral changes may also be different than the norm, and some monsters may not even exist. Some noticeable changes are found in...
Dinosaurs - There's a far larger variety of these ancient reptiles than in vanilla D&D, and all have been buffed significantly. Some even have skills and abilities they didn't have before, or have been ported over from older versions of D&D. This has been this way since They first appeared in Terris.
Dragons - The alignments of this magical flying lizards has almost completely changed, now any dragon can be any alignment REGARDLESS of its coloration. This is due to a deal one individual made to all of Dragon kind. A Dragon simply known as "The Dark One", as this dragon was so sinister and so horrible that his very NAME struck fear into the hearts of those who heard of it. Even the gods fear this Dragon (except Xai for what ever reason). The Dark one said, "Join me in the Drestruction of this world and we can re build it into a new world! A world where only DRAGONS reign as its master!" Some saw this as oppertunity to take back the world from mortals, Even some Metallic Dragons hell prey to his honeyed words. controversially, some chromatic dragons saw The dark One's vision to be too ambitious, and even feared for their own lives of what he could do. So Now, A Gold Dragon and be a cold and carnivorous psychopath, while a black dragon can be benevolent and listen to reason.
Aberrations - Some of these monsters have taken up arms with the Hell Knights, be it out of fear for their own lives or for some other self-centered goal in mind. But a rare few do oppose their evil ways and side with the alliance, even if a handful of that few do so reluctantly. Their higher magic powers usually work despite the power of magic getting weaker, and their lairs have on occasion served as refugee camps when the situation demanded it.
The Undead - Most of these rotting walkers serve as thralls, but a select few still retain their freedom. Though most of them are doing what they can to avoid any involvement in the war, a handful of them do aid The Terril Aliance, while only one is Helping the Hell knights. Though the Identity of this individual remains a mystery, even to Dreheadron
The Tarrasque- Although as every bit as omnivorous as the legends say, this hulking Monstrosity is almost never believed to be real. As a matter of fact this beast did not even play a part in the age of terror. But how could that be? Surely such a beast known for brining empires to an end HAD to had some role in such a travesty. Perhaps it need not have to feed yet at the time? Maybe it was elsewhere in some unknown land? Or maybe it feared the Hell knights and the 12 demons aiding them in their destruction of the world? Or maybe there's a higher power keeping it under control? No one knows for sure, all that remains of its probable existence are stories and fables.
Events
Terris is rich with history, but most events between the beginning of its creation to The Age of Terror are not entirely relevant to the plot. Therefore this section will only Cover key moments in the past 500,000 years that relate to the campaign (without any spoilers to what's going to happen). if you wish to know more, you'll have to find out in game. I will update this section as the party finds out more and explores the world of Terris.
500,000 years ago-
Dreheadron becomes fed up with ruling the underrealms, and rebels against Gagail's rule to overthrow his power. Dreheadron creates the Hell knights and Gagail Creates the Ascended. Mortals continue their lives unaware of the conflict for the next 100,000 years until the fighting is brought to their plane.
Xai Destroys the Arbiter's Link that bridges heaven and hell
400,000 years ago -
Hell and Heaven's war is made known to the world, other nations blame each other for the fighting and war among the mortals begin.
The Orc Nation divides into three factions, and each goes their separate ways.
Tempest discovers the Oracle in a dream and brings it to the ascended plane.
300,000 Years ago -
The Hemoth Clan Orcs Take over The Valley of Giants, the City of Liath is founded
220,000 years ago -
Hell Invades the mortal cities, and killing or imprisoning's the survivors. These brutal acts are known as "Hell Raids", and are used by the Hell Knights even to this day.
200,000 years ago -
The Hell knights attempt a Hell Raid on Saurvain (The Saurian Capital, and currently the capital of modern day Terris), The city of Liath (The Hemoth clan Capital), and Drakevile (The the Draconian Capital) for the first time, but were defeated and pushed back to hell. The Hemoth Clan orcs Retaliate and launch a counter invasion into hell and successfully took down The Gragpire Fortress.
The king of Saurvain gets word of the accomplishments of the orcs and draconians, and sends offerings of peace and asks for them to to meet at the Table of Heroes. The Three nations join forces to fight against the denizens of hell, and The Terril Alliance is born! The Iron Tower is built in white Jungle to commemorate the strength of the alliance.
100,000 years ago -
Other Nations join the Alliance, and Heaven aids them in their fight.
50,000 years ago -
Metallic Dragons join the war against hell, Chomaitic dragons remain uninvolved.
5,500 years ago -
The Black King usurps the Saurian Throne, and Saurvain falls into despair. However, A saurian Named Saladar challenges and defeats the black king. Saladar becomes the High king of Terris
Hell rallies mortal allies of their own with the promise of power and a place in the new world order. Thus the Legion of the end is formed.
Hell frees a number powerful demons from the void, each with god-like powers unseen by even most of the gods. The Age of Terror Begins!
One of the Demons destroys the foreclaimer nation (which as remained unaligned the whole time).
Tiamat and Bahamut challenge another one of the demons and lose, The demon eats their souls and discards their bodies to hell and heaven as a threat. Dragon Kind is divied even more, and their alignments shift to what they are now.
5,000 years ago -
12 Saurian heroes challenge the demons, and banish them back to the void. The age of Terror Ends.
The Terril Almanac is made.
Songs & Folktales
As you may have guessed, a number of stories, folktales, and even songs have been made about events and great people who helped shape the world and/or stand against the hell knights. Many of these are tolled by bards to raise the merriment in these times of sorrow, some are sung to/by children to warn them of some of the more dangerous inhabitants of of Terris. And some are told by elders, telling stories passed down by their ancestors who survived The Age of Terror. You may find the words to these tales here.
Fall of the Storm king - (Children's Story) (Old bard song)
[start]
There once as a giant who ruled over storm. A man of the rain, and thunder, and spark.
Arrogant and cruel, he ruled like a god. Though he may not be so, he's rule was still dark.
With the flick of a hand, he conjures his blight. With the lighting so grand it deadens the night.
and the thunder be loud and frightening too. And the clouds be too black to ever see light.
So the people below call up to the king. Oh Storm king, oh storm king, please return to your home.
The Storm king just sneers and speaks with a boom. Nay mortals, nay mortals, I won't leave my throne.
But the people still beg, to the stubborn old king. please storm king, please storm king, return to your home.
Though king didn't listen, scoffed again with a boom. Hush mortals, hush mortals, I won't leave my throne.
The king be as tall and vast as the hills. His beard be like snow, his arms be like trees.
As rich as a king, as all kings should be. And his ghastly cold howl , be no gentle breeze.
Though had not a queen, he need not a queen. He's the storm king, a king above kings.
He's a herald of storm, and rain, and cloud. As the storm king, he thinks he can smite anything.
But the people called up to the king once again. Great storm king, great Storm king, return to your home.
But the Storm king spoke down with just great distain. Nay mortals, nay mortals, I won't leave my throne.
So the people called up, once again with their plea. Please storm king please storm king, return to your home.
Furious and sickened, the king roared below. hush mortals, hush mortals, I won't leave my throne.
The Storm king is mighty, like all kings should be. With his throne as his treasure, much like a king.
With a voice like the thunder, he rules as a king. Is the storm king as mighty as mighty can be?
His storms are quite loud, and vicious, and bright. Oh yes, oh yes, he is the storm king.
As tall as the hills, and thick as the trees. He must be, he must be, as Strong as can be.
But the Hell Knights arrived, and the demon did speak. Oh Storm king, oh storm king, you should have gone home.
And the storm king looked down, with vivid old rage. Nay monster, Nay Monster, I shan't leave my throne.
but the Demon of storm, just struck down the king. Fool giant, fool giant, you should have gone home.
And the Storm king did fall, and lied stuck down, dead. The Storm king, The Storm king has fell from his throne.
and the people now sad, look down to the king. Poor Storm king, poor storm king, You'll never go home.
And the Statue they made, will now mark his grave. The Storm King, the Storm king, has fell from the throne.
[end]
This story tells the tale of an arrogant giant who was so confident in his magical abilities, he disregarded the weak around him. So much so that he rumbled into a town of smaller humanoids who had lost their pervious homes to the hell knights and had to move here. Knowing that his show-offish demeanor would draw the attention of The Legion of the End and decimate their homes again. So they urged the giant to leave, but he refused and used his larger size and power to bully the people of the town for days. This eventually Drew the attention of one of the Demons who was responsible for all the carnage during The age of Terror (when the story takes place), and the the demon struck down the giant with it's own storm powers, killing the giant instantly.
Ode to Destruction - (Short story)
[Start]
When the world's full of life, and too full of souls
The time of destruction, be dawned upon them
Mountains crumble, stars fade, worlds die
Seas dry, towns vanish, people become dust
From the chaos and ruin, he makes himself known
His name is Xai, destroyer of worlds
With a Strike of his glaive, no one will survive
Not darkness, not light, not water, not stone
Destruction, Destruction, Destruction's his goal
and the demons will cower, before his grand light
His name is Xai, Destroyer of life
There's no one more mighty, or mighty as he
for the evil has ran, and the good, and unsure
they flee from his wrath, and his glaive, and his form
and the gods be so proud, the sing out his name
His name is Xai, Destroyer of all
Destroyer, Destroyer, he is the Destroyer.
Beware beware, The Destroyer of all
[end]
As the title suggests, this is a poem about the God of Destruction, Xai. one written by an mere mortal who had the privilege (or maybe the misfortune) of witnessing his awesome godly power.
1000 years - (Human children song)
[Start]
If I could live 1000 years, could I build 1000 homes?
1000 homes for 1000 folks, for them to live in with glee?
If I could live 1000 years, could I bake 1000 breads?
1000 breads for 1000 kids, for them to eat and sing?
If I could live 1000 years, could I birth 1000 foals?
1000 foals for 1000 men, for them to see the word?
If I could live 1000 years, could I wed 1000 lovers?
1000 lovers for 1000 loners, for them to know kindness and joy?
If I can live for 1000 years, could I end 1000 wars?
1000 wars for far many lives, and so we can live in peace?
Oh much can be done, and much can be spared,
If I can only live for 1000 years.
[end]
This is one of the more innocent songs for children, with the moral being even if you don't live for 1000 years, you have much to live for. A life filled with good is better than a life not lived.
The Greatest Beast - (Valley of Giants Legend)
[start]
There lives an old beast, as old as our land. It stands like a mountain, and walks like a quake.
The beast is a lizard, with a neck like rod, and its tail like a steeple, beefy and strong.
Its bones be like like tree trunks, i's skin be like steel, and its bellowing howl sounds much like a song.
From atop its great head, to the tip of its tail, the great beat is long. Quite long in fact, much longer it seems.
Though it rarely will eat, when it eats it will feast. From atop the great trees, it will eat while while they sing.
This be the great beast, the greatest we've seen. Though alone it has they, for its company.
As tall as can be, it can see everything. From friends to danger, no one thing's unseen.
The great beast is heavy, as it shakes its own path. As mighty as dragons, but as gentle as me.
On top its great form, there be a great castle . Ruled by a great king, and his great company.
The valley is big, and full of great beast. But this is THE great beast, the Greatest there be.
[end]
This tells the story of something known as "The Greatest Beast", an encounter the players may see should they venture to The Valley of Giants. A creature so large, that it carries a fortress on it's back.
The Book of Ten - (Record book)The Book of ten is a record book of ten groups of ten extraordinary individuals. Their fame and powers are so great that it even exceeds most ascended and hell knights! though not all of them are inherently good or evil, they all have made their mark on the history of Terris in some form or another. Maybe one day, you'll find your name gracing it's ranks.
1 - Thieves
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
2 - Mages
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
3 - Orcs
- Zoranak the Four Arm
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
4 - Pirates
- ???
- ???
- ???
- Dexterous Aerostiel, Captian of the Blue Sky Pirates
- ???
- ???
- ???
- ???
- ???
- ???
5 - Cyborgs
- Dao Guan Long, The Bio Steel Cyborg
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
6 - Warriors
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
7 - Archers
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
8 - Assassins
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
10 - Dragons
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
- ???
Attachments
Last edited: