A Primer to the Crystal Kings
Long ago, the Gods unintentionally broke the world saving it from evil. Now it falls to mortals like you, led by the Crystal Kings, to carry on the fight. Be it for good or evil, will you answer the call of the Kings?
Below we shall go over the basic information of the world, and if any of it interests you, don't hesitate to investigate further!
It should be noted, under NO uncertain terms, that some information contained within this document is considered heretical. Despite objections to the Kings from the Inquisitorium Lords, the information inside is accurate for the sake of educational purposes. Reader beware, this is only distributed by educational facilities at Inquisitorial discretion. Knowledge is a double edged blade and any unauthorized distribution through any means will be considered an act of heresy.
The World
The world of the Crystal Kings is one locked in a seemingly endless struggle for survival. Led by the titular Crystal Kings, the primary forces of good fight against the evil Traitor Kings, their foul allies, and worse. Currently the world seems locked in a balance that will eventually tip one way or the other. It is the actions of the Kings, both Crystal and Traitor alike, and the mortals they lead that will decide if the scale tips towards destruction or salvation. However, they are hardly the only forces active in the world, many peoples and races and threats live out in the far places between the stars. Both near and far beyond the borders of the realms of the Crystal and Traitor Kings.
So expansive is the world of Crystal Kings that it can hold nearly any campaign or story you can think of. A technological hellscape is just as welcome as a high magic paradise. Science may cause a zombie outbreak on one planet while another is inhabited by what amounts to warring tribes magically powerful stone age peoples. A lone hero embarking on a great quest is just as common as armies clashing in battle.
The only limit is your imagination!
The Kings
Long ago, after the breaking of the world, the gods began to fade from the mortal world into the spirit world. The Kings were born from the desire of the gods to continue to walk amongst mortal. They are the avatars of the gods, each one bound to both god and one of The Great Crystals - Public. While the avatar shares a name with the god they represent, they are still individuals with their own names and lives.
Though the Kings are immortal, more than one King has given their life in the line of duty. Should one fall, a new avatar is chosen by the God while the individual is still in the womb. The Chosen grows, being measured and weighed through tests decided by their God and administered by the highest members of the related clergy. Once the have come of age and passed any trials presented, the Chosen enters their God's Great Crystal and communes with their deity. In doing so they gain the full might of a King (Crystal or Traitor) and all the power and duty it entails. What emerges from within the Great Crystal is an ascended being second in power to the Gods and God-Fiends themselves.
The Crystal Kings
Those that can call themself a Crystal King - Public is each the avatar of a god that did not succumb to evil or madness during the Wars of Want. It is their destiny to lead the forces of good in destroying the forces of the Traitor Kings and their gods. Despite their world breaking power, it is a destiny that they are painfully unable to create of their own, and they know it.
Lion king Bohara - Lord of the Namaean Empire and bearer of Chelraes, Skin of the Hunter. His goal is ending Beast King Hosac and destroying his Great Crystal. His goal, as an individual, to find a way to prove himself a warrior and hunter as a mortal.
Fox King Crubeclan - Lord of the Canidae Empire and keeper of Yerdnar, The Simple Trick . The King's goal is releasing both god and King from Between and Betwixt. His personal goal and pastime is to become a multinational champion of the trading card game "Arcane Commanders".
Light King Edaxerlan - Lord of the Sanctlucens Empire and bearer of Xaladeern, The Cleansing Star. Nothing short of purging every trace of fiendish corruption will please the King. A life like that of a monk in secluded monastery, spending his days in contemplation of the material and immaterial, is the goal he dreams of.
Sea Queen Elthivana - Lady of the Hydraxian Empire and master of Opyoth, Living Tides. Her goal as a King is to destroy Traitor King Fraftim and his Great Crystal. Personal to her is the goal of helping those children that have been or will be caused by the fight against the woes of the world.
Fire King Firit - Lord of the Infaernan Empire and wielder of the sword Kossuth. Like the god he represents, his goal as a King is to free Sebali of the taint of the fiends. His pastime and goal is to wow and delight as many as he can with the best fireworks displays they've ever seen.
Dragon King Humbata - Public - Ruler of the Platicalex Empire and wielder of the Dragon-Glaive Bicuralex. The current Dragon King, Tetsuo Ikana Cifer, endeavors to destroy the Dragon Queen and her Great Crystal. His personal endeavor is to bring as many of his siblings wayward children to his way, that they may live good and just lives.
Thunder King Huram - Ruler of the Donderend Empire and wielder of the staff Zesus, The Thunderer. While the Thunder King aids his fellows in their efforts against the Traitor Kings, his Kingly pursuit is in dealing with other threats. His personal efforts are to live a scholarly life, his nose buried in books and other repositories of knowledge.
Ice Queen Ishva - Lady of the Glacian Empire and granter of brecadem, The Maiden's Veil. As a leader, she directs her empire towards the goal of defeating the Stygian King and destroying his Great Crystal.
Wolf Queen Nerrif - Lady of Between and Betwixt and wielder of Howl, The Pack's Claws. As a King and person, her goal get her and the goddess she represents out of Between and Betwixt.
Lightning King Oxini - Lord of the Swiftbolt Empire and wielder of Girgun, The Heartseeker. His focus as King is the destroy the Shadow Queen and her Great Crystal. His personal focus is to bring his love of speed and racing to peoples beyond his nation's borders.
Dark King Oblidas - Lord of the Tenuemen Empire and keeper of Vanec, The Book of Secrets. Though his actions erase doubt to his support of his fellow Kings and their efforts, his purported personal and professional goals is "to defeat the Traitors and to give a chance to those who didn't get one".
Air Queen Orvalef - Lord of the Caelum Empire and granter of Niava, The Wings of Freedom. Her personal and professional goal is to defeat the Sky King, shatter his Great Crystal, and free the Croven from Edash's curse.
Seelie King Umadin - Lord of the Umad Empire and wielder of Titania, The Wonderous Fury. He publicly works to defeat the Traitor Kings Itluma, Orzemus, and Karrogan. Privately, he wishes to bring the disparate Fey races together under one umbrella again.
Machine King Rak - Lord of the Machiorn Empire and wielder of Erga, The World-Turning Cog. As a King and person, his goal is to expunge the cancer of Barkmis and his Cyberphage.
Stone King Tiant - Lord of the Fororn Empire and wielder of the Warhammer, Gerof. His goal as King is to free the the Dwarves living under Traitor King Lhamash. As a person, his goal is to master stone and metal working, to create something both beautiful and enduring that would last longer than the memory of the Kings themselves.
Wandering King Xeudos - Xeudos holds no peoples or places as his own. It is believed by his peers that he takes his Great Crystal with him wherever he goes. While he does have regular contact with the Inquisitorium, it is only to teach them to fight against undead threats.
The Traitor Kings
Just as the Crystal Kings are the avatars of the goodly gods, the Traitor Kings are the avatars of those gods that succumbed to madness and evil.
Cyber King Barkmis - Lord of the Empire of Yberna. "The world is doomed! Only the Cyberphage, and the glorious evolution it brings, can save us from drowning in the inequities of gods and men alike." - Ybernan Salvationist
Mad King Cremahldaem - Lord of the Morestas Empire and keeper of Pertiju, Crown of Thunderer. Due to the divine madness spreading to the avatar, all the Mad King cares for is vengeance upon the Ursin and finally silencing the screaming in his head.
Sky King Edash - Lord of the Dreadsky Empire and wielder of the Thousand Feathered Blade. As King, he plots the destruction of the Air Queen and her Great Crystal. As an individual, his goal is to tear the sky away from those he calls "usurpers".
Shadow Queen Ehziamash - Lady of the Swiftshadow Empire and granter of the Ring of the Shadow-Walker. She directs her efforts as a King towards undermining the empires of the Crystal Kings, and secretly, those of her fellow Traitor Kings until only she and the Beast King remain. Her personal goal is to become a recognized master of Chess.
Corpse King Eralaz - Lord of the Morsheim Empire, he bears no sacred weapon, for the god cast away his weapon when he forsook his divine purpose. His personal and professional is to remove the beginning and end of life and death, to replace it with the eternal now of undeath.
Stygian King Eusamat - Lord of the Cryohearth Empire and keeper of The Diamond Rod, Telmevern. His goal as King is to destroy the Ice Queen and her Great Crystal. His personal is to ensure he survives to see what happens after Gadmorenda comes.
Disaster King Fraftim - Lord of the Tempestus Empire keeper Pandora's Ewer. The King seeks to unmake the Sea Queen and her Great Crystal; the man searches for something that others are only able to speculate on.
Beast King Hosac - Lord of the Minotos Empire bearer of The Brazen Helm. Those that know the Beast King know that both his professional and personal goal of making the "perfect" life form.
Dragon Queen Itatma - Lady of the Itatman Empire and granter of the Cloak of Wyrms. Her professional and personal goals are twofold. First is to destroy the Dragon King and his Great Crystal. Second is to be the lone ruler of all of creation.
Unseelie Queen Itluma - Lady of the Itluman Empire. Her goal as King is to remove the Goblin, Seelie, and War Kings along with their Great Crystals. Her goal as an individual is to live life as indulgently as possible.
Goblin King Karrogan - Lord of the Nilbog Empire. As a person and King, his goal is to ensure the freedom and safety of his people. Even if it must be taken in fire and blood.
Earth King Lhamash - Lord of the Dwarmashi Empire. He endeavors to crush the Stone King, his Great Crystal, and to exterminate the Gnomes. His dream is to unite all other races under his perfect law and order.
War King Orzemus - Lord of the Hordeheim Empire and wielder of the axe, Dahji. He desires to reduce all of creation to one never ending war.
Chaos Queen Sebali - Lady of the Ytinasni Empire; she bears or wields no sacred object or weapon beyond what she calls her "Flames of Chaos". She obsesses with finding and freeing the God-Fiend Obyruth from wherever he is.
The Peoples
There are many races, or peoples, in the world of Crystal Kings. Those listed below are but some of those race you can use in your stories or games.
Humanity - Public - The most common of peoples to be found across the stars. It seems they can be found nearly anywhere.
The Formid - A collection of ant like races shaped by hands older than the gods.
The Atavarians - Public - A proud and stoic elephant people.
The Centuars - A half human half horse race born from the hands of multiple gods.
The Dragonborn and Dragorin - Public - Draconic humanoids with a hated for each other tied to the gods that them.
The Dwarves - A stout and short people as strong and enduring as the mountains and deep places they love.
The Elementhians - The one race with the most "divine parentage".
The Elves - A race now divided by divine conflict and eldritch influences.
The Espers - Super soldiers in service to the Kings made through the scientific and arcane arts.
The Fairm - Fae spirits, known Fairies, that emigrated to the material world during the Age of Chaos
The Firbolgs - A group of giants that found home with a god of nature when their maker abandoned them.
The Gnomes - A happy and joyful sibling race to the Dwarves, with a love of nature and cheer many find infectious.
The Nasculum - Public - A race of humanoids known for their angelic beauty.
The Orcz - Calling themselves their proper name of Orzec, they are a race of brutal green-skinned pigmen.
The Ybern - Public - A hive-minded race of cybernetic horrors bent on the assimilation of every living thing.
The Places
The worlds you can go to in Crystal Kings covers a spectrum limited only by the imagination. From dystopian techno-hells to idyllic paradises, oceanic worlds to continent spanning deserts, there is no limit to the wondrous places one can find. Some worlds will belong to one of the various factions, while others are independent or contested.
Cosmologically speaking, the universe of the Crystal Kings was originally one world. This literally means one great all encompassing world. Conflict split the one into the two worlds and their connections. While a third world technically does exist, it is not a natural occurring cosmological location.
The Materium
Also known as the material plane, mortal plane or mortal realm, it is the home of mortals and the Kings. It is a vast cosmos of stellar objects like that of the real world. Stars, planets, solar systems, entire galaxies and so much more, all moving through a seemingly infinite vast emptiness.
Just like the World That Was, none have truly seen it in its entirety. Opportunities for exploration and adventure are waiting just beyond the eyes on the walls of civilization.
The Astral
The Astral Path, The Astral Plane, The River of Souls, The Silver Sea etc. Regardless of the name, The Astral Plane is one of the two planes connecting the material world to the immaterial world. It has the appears of an infinite silver space, often likened to an ocean for the swirls and currents of bright and dark silvers that naturally fill the void. Sometimes one can stumble upon the random object, it is rare that they are intentionally there.
It is the conduit that allows souls and energy to flow from the mortal world to the spirit world and is also used by many non-elemental otherworldly entities to travel to the mortal plane. Most faster than light travel used by mortals is achieved using the Astral Plane and its energies. Naturally occurring portals and gates often lead to random locations in Roth'Eld'Wor despite looking identical. It is those that lead to specific locations that appear unique. Portals and gates leading to the Materium often appear a shimmering picture of where it leads to.
The Ethereal
Known by names such as The pre-material plane, The Great Fog, The Path of Matter, The World Feeding Well, The 2'nd Dimension and others. It is the counterpart to The Astral and function like its opposite in ways. It allows energy and souls to flow from Roth'Eld'Wor to The Materium and is mostly used by elemental entities to travel from the spirit world to the mortal world. While nothing naturally lives in the astral plane, the ethereal plane has numerous creatures that have come to live within it. Creatures that have adapted to it naturally or by the hands of scientists and wizards alike.
While it is also used to achieve faster than light travel, it is far more rare due to the exponentially higher energy requirements. Naturally occurring portals and gates often lead to random locations in Roth'Eld'Wor despite looking identical. It is those that lead to specific locations that appear unique and most often they lead to elemental realms. Portals and gates leading to the Materium often appear a shimmering picture of where it leads to.
The Otherworld
Known by the name Roth'Eld'Wor, it is the world of gods and monsters to many peoples across the Materium. It is where the Gods and Fiends alike dwell after the activation of The Great Crystals and the breaking of the World That Was.
Despite the seemingly fantastical nature of Roth'Eld'Wor, it is no less dangerous than the mortal plane. Many forces constantly clash across its vastness, threatening to swallow those that draw to close and often cause Otherworld Storms to ripple out across Roth'Eld'War and into the Materium.
World That Was
Where better to start than the beginning? Originally, there was no planets or stars. No moons and other things with many a vast emptiness claiming the spaces in between. There was literally one great Sun and Moon, bringing night and day to the one world. It was the breaking of reality that split the one world in to the many. As the world beneath did, the Sun and Moon above crumbled, becoming all that we know as the great cosmos of The Materium
It is from the World That Was all of creation as it is known came. The World That Was is what all of creation yearns to be again.
The Travel
Travelling in the world of Crystal Kings is in ways similar to travel in the real world. It can be incredibly safe and enjoyable or fraught with perils and woe. Be it through magic, machine, or plain old one foot in front of the other, no traveler can be sure just what their journeys may bring.
Terrestrial Travel
While it changes from planet to planet based on the level of technology available, travel remains in many ways the same are the real world.
By Foot - Just like the real world, the most reliable form of travel is one foot in front of the other.
By Animal - Horse, Deer, Oxen, Mules, etc., though the animal may change depending on the biome and planet, beasts of burden can be found on many worlds.
By Vehicle - While the inner workings may not be the same as the real world, and it changes depending on the level of technology, Cars, trucks, trains, and more are not out of place in the world of Crystal Kings.
By Sea - More or less the same as vehicles once you get past the basics of paddle and sailing ships. Depending on the planet, this can be the most dangerous form of travel, many things on various worlds have been called Kraken and Leviathan after an attack in open water.
By Air - The most advanced form of travel before Teleportation and Portal-Gates, before them flying is perhaps the safest form of travel; despite any accidents have a much higher mortality rate.
By Magical Teleportation - While it is more likely to be affected by outside forces, it is the most efficient form of travel before Gates.
By Technological Teleportation - Only the most modern or advanced worlds with see technological teleportation became a standard. Without a doubt the quickest and most efficient mode of terrestrial travel, it is also the second most energy intensive form of travel and the most lethal when something goes wrong.
By Portal-Gates - Perhaps the rarest form of travel, those used by civilians are always under surveillance while those used by the military are always watched by armed guards. They come in both the arcane and technological variety.
Interplanetary Travel
Just as people travel to and from land from another, so too do they travel from world to world, though this can vary based on were one is in the wider cosmos. It can be accomplished in several ways by both technology and the arcane.
By Starship - The most common form of travel across space. Depending on the circumstance of its origin, Starships are most commonly powered and operated through magic, technology, or Magi-tech.
By Teleportation - Be it through mechanical or magical means, it is generally no more or less dangerous that terrestrial portation.
By World-Gate - larger and more energy intensive than Portal Gates, some are newer creations while others are relics older than the current state of the cosmos itself.
By Portal-Gate - Though far less commonly used for travel between worlds, most that known of are usually guarded and for personal or v.i.p. use. Those used by the wider public are treated as a first class form of interplanetary travel.
Interstellar Travel
For many who travel the wider berths of the mortal world, the spaces between the stars is the final frontier. Just as the sea seems to wold sway over some peoples, the stars call people to adventure. Or the usual and boring travel for business, be it personal or professional.
By Starship - Other than longer travel times and more dangerous by virtue of distance travelled, it is essentially the same as interplanetary travel by starship.
By Teleportation - Other than a higher chance of interference or greater energy requirements, due to the distances covered, there is little difference in teleportation on the interplanetary or interstellar levels.
By Gate - The only change is the amount of energy required to operate them and the distances they cover. Perhaps the only real change is how greatly interstellar World and Portal Gates are coveted by the various factions at play.
The Factions
The world of Crystal Kings has numerous factions within it, along with room for creations of your own for gaming and stories. Of the various factions, those at the forefront are the Crystal and Traitor Kings. While you can do shades of grey with either of the Kingly factions in your games and stories, do keep in mind the the Crystal Kings are the good guys and the Traitor Kings are the bad guys.
Empires of the Crystal Kings - The star spanning nations ruled by the avatars of the gods that never fell to evil.
Empires of the Traitor Kings - The interstellar empires ruled by the avatars of evil gods.
Nations of the Free Peoples - Those peoples who fought alongside the gods against evil but did not worship them.
Ruinous Powers of Evil - The fiendish forces commanded by the All-Wanter before he was bound in chains.
The Formid Expanse - An ever expanding collection of Formid Hives loyal to an entity they bizarrely call The Formid King.
The Powers
Both science and magic, be it arcane, psychic, or divine, have a place in Crystal Kings. While the norm is generally both in tandem, it is hardly out of the ordinary for a people or place to have one or the other in some form.
Technological - The power of science born and empowered by knowledge and intellectual pursuits.
Arcane Magic - The power of mortal magic free of outside influences.
Celestial Magic - A catch all term for the power of spiritual beings that are neither Fae or Fiend.
Divine Magic - The powers granted to mortals by the gods they follow.
Eldritch Magic- Those powers beyond the natural forces of the world, wielded by ancient elder things.
Fiendish Magic - The evil power wielded by Fiends and other beings of spiritual evil, often temporarily granted to mortals through Faustian pacts, deals, and bargains.
Psionic Magic - A re-emerging mortal power, rising in tandem with the return of elder things.
The Tech
While Crystal Kings is without a doubt a world of magic and fantasy, the power of science has its own place in the scheme of things and has been a part of the world since long before even the current generation of the gods. Like magic, science and technology has been used for heinous acts and seen the rise and fall of nations and even gods long forgotten. However, this does not mean technology is uniform across the cosmos. Some places once known and technological centers have regressed into the stone age with others destroyed themselves by going to far to fast. Despite the never ending trips and stumbles of mortals, a number of technologies have survived throughout the ages, and will likely continue into the far future. Things like "modern" amenities and the more futuristic such as space travel, teleportation, weapons, armor and more! There are multiple forms of Technology in Crystal Kings:
Mundane Tech
Technology born from never ending efforts of mortals without the use of magic. Some examples can be things like
- Cutlery and dishes from natural and mortal made materials
- Computers systems and mechanical automation
Magi-Tech
Born of the union of the mundane and arcane, Magi-tech is designed so just interrupting its mechanical or magical processes won't disable the device. Many Magi-tech items are based on mundane technologies. Here are some examples:
- Esper Knight Power Armor
- Archknight Warsuits and Titans
- Many of the in and out of atmosphere vessels produce by the Empires of the Kings and other nations.
- Techno-Golems
Psi-Tech
A re-emerging technology thought lost in the World-That-Was. With the Wars or Want and the reshaping of creation, ancient things have began to work in the shadows. Their power grows with the passage of time, like an infection slowly spreading. As their power grows, so too does the number of people that manifest psionic power. The study, recreation, and use of Psi-Tech, will continue to grow with the number of those born psychic. Some examples of Psi-Tech are items like:
- Psi-blades/sabers - Weapons that use the wielders psychic power to form blades of energy.
- Psi-Pistols - Handheld or wrist-mounted firearms that use the wielders psionic power for ammunition.
- Psi.con.sym. - The Psionic Control System allows it's user to subconsciously control independent weapon systems usually operated by arcane or technological A.I. systems.
The Divine
Without a doubt there are numerous gods that inhabit the world of Crystal Kings. Their actions in the ancient past of the World-That-Was continues to shape the fate of creation just as it had changed the shape of creation. While the current generation of gods are the ones responsible, the generations of gods stretches back longer than the memories of the divines themselves. Despite being trapped ever warring within the spirit world of Roth'Eld'Wor, the gods seek to act in the material world through their faithful, their champions, and the Kings.
The Mortal Gods
Called so by us because they're born from and sustained by the faith of mortals, none of them know the truth of their origins. To those that live in the world of the Crystal Kings they are not the Mortal Gods - Public, they are simply the gods; gods that exist beyond the true understanding of mortals. The most prominent of them are those with a King.
Aichunn'cul - Public (Eye - shun - cull) - Dead God of Water and Purity. Student to Edaxerlan, son to Elthivana and Fraftim.
Avaagmalindr (Ah - vag(bag with a v) - mill - and - er) - Linnorm God of Conquest, Control, and Domination. Older brother to Roidras, eldest brother to Humbata and Itatma.
Anadpemon - Dead Elephant God of the Atavarians and thunder. Betrothed to the slain Rivereg.
Bohara - Lion God of the Namaeans and the Hunt; adopter of the Partahuar. Older brother to Rivereg
Crubeclan - Fox God of the Kitsune, Tricksters, and Pranks; caretaker of the Lupine.
Edaxerlan God of the Nasculum, Light, and Purity.
Elthivana - Public - Goddess of Seas and Storms. Ex-wife to Fraftim and mother of the slain Aichunn'cul
Firit - God of Fire and its uses. Twin brother to Sebali.
Humbata Dragon God of Justice and Mercy. Younger brother to Avaagmilandr and the slain Roidras, Twin brother to Itatma.
Huram - God of Thunder and adopter of the Atavarians and Ursine.
Imaunthatr - Giant God of Strength and Cowards.
Ishva - Goddess of Ice and adopter of the Pakigante. Twin sister to Eusamat.
Nerrif - Wolf Goddess of the Lupine and communities.
Oblidas - Public - God of the Reborn, Darkness, Secrets, and Savior of the Tieflings.
Orvalef - Bird Goddess of the Avizog, Air, Sky, Freedom, and the adopter of the Croven and Sovabu. Younger sister to Edash and the Slain Urgada.
Oxini - God of the good Centuar, Lightning, and racing. Older brother to Ehziamash.
Rak - Machine God of the Tekkanaka, Science, Technology, and innovation. Twin brother to Barkmis.
Roidras - Dead Dragon God of Balance. Younger brother to Avaagmilandr, older brother to Humbata and Itatma.
Rivereg - Dead Cat Goddess of the Partahuar. Betrothed to the slain Anadpemon and younger sister to Bohara.
Tiant God of the Dwarves, The Forge, Stonemasons, metalworkers, and savior of the Gnomes. Younger brother to Lhamash.
Umadin - God of good Fae and Elves. Ex-husband to Itluma and half-brother to Orzemus.
Urgada - Dead Owl God of the Sovabu. Slain by his twin, Edash, older brother to Orvalef.
Xeudos - God of Death and Guide of Souls.
The God-Fiends
To most that know of them, the God-Fiends are what became of the gods that succumbed fiendish corruption, be it in the form of madness or evil, during the Wars of Want. However, some among their number are actually Fiends that are actually strong enough in power to stand against at least the weakest of the gods. Those faithful to the creeds of the Crystal Kings should never refer to the God-Fiends as anything but that. A positive light is suicidally close to heresy.
Barkmis - Cyborg God of the Ybern and what it calls the "Glorious Evolution. Twin brother to Rak.
Cremahldaem - Bear God of Thunder and Lightning; creator of the Ursine.
Edash - Crow/Raven God of the Croven, Sky, and Air. Twin to the slain Urgada, older brother to Orvalef.
Ehziamash - Centuar Goddess of Subterfuge, Plots, and Shadows. Older sister to Oxini.
Eralaz - God of Undeath that had once served to protect the cycle of life and death.
Eusamat - God of Ice, Cold, and Frostbite. Twin brother to Ishva.
Fraftim _ God of Oceanic Storms and Vengeance. Ex-husband to Elthivana and father to Aichunn'Cul
Gehrith - First of the Sons of Want and Ruinous Powers; Lord of the Cenobites
Hosac - Minotaur God of strength, determination, and patience. known now as a maker of monsters.
Iblioth - Second of the Sons of Want and Ruinous Powers; Lord of the Infernal Legions
Itatma - Goddess of Evil Dragons and the Arch-Traitor. Twin sister to Humbata and younger sister to Avaagmilandr and Roidras.
Itluma Goddess of the Dark Elves, Spider and Lies. Ex-wife to Umadin and mother to Karrogan.
Kardioz - The All-Wanter, once known as The Keeper of Incar'ceri.
Karrogan - Goblin god of Survival, War, and Conquest. Son to Itluma and Orzemus.
Lhamash - God of the Dwarmash, Law, and Loyalty. Older brother to Tiant and Butcher of the Gnomes.
Obyruth - Third of the Sons of Want and Ruinous Powers. Lord of the Demonic Hordes.
Oineth - Fourth and most mysterious of the Sons of Want and the Ruinous Powers. Lord of the Faceless Fiends
Orzemus - God of the Orzec (Orcz), Brutality, War, and destruction. Half-brother to Umadin and father to Karrogan.
Scedesedorsa Y'haen Goddess of Mothers and Protectors of the Home. Now known as "The Cackling Filth"
Sebali - Goddess of fire and chaos. Named "Queen of Demons" by Obyruth himself, she is the twin sister to Firit.
The story so far.
Long ago, in the World-That-Was, many gods took part in the celebration that was The Great Making. As the participating gods transformed their most faithful humans into their own races, one god watched with a rage inducing jealousy that festered just below the surface. Is silent secrecy this jealous god left to set in motion a plan to claim or crush everything made by the other gods. Named All-Wanter for his desire and efforts, he marched against the gods at the head of a vast host of fiends. It was the attack of the All-Wanter and his Ruinous Powers of Evil that marked the beginning of the end of the world as it was.
Though the First War of Want ended with the defeat and capture of the All-Wanter, the wheel of fate could not stop it's turn. Despite the might of the All-Wanter and his forces, he did not rely on strength of arms alone. The Ruinous Powers had left behind a corrupting taint that had corrupted god and mortal alike. As the corruption festered, so to did the strength of the fiends. Once their strength had grown suitably, the Ruinous Powers of Evil began the Second War of Want.
War raged with the gods and mortals just managing to hold back the tides of doom. However, the taint of the fiends had continued to fester, increasing their strength. It was as hope was fading that the gods and mortals discovered the taint and The Great Crystal Project was devised and enacted. While the crystals would prevent the Ruinous Powers from claiming creation, betrayal and corruption decided the fate of creation was decided. Reality shuddered as The Great Crystals came to life, breaking the world in a way that was felt long before it was seen.
What would follow the activation of the crystals would come to be known as the Age of Chaos to the history books. Originally, The Great Crystals were meant to banish the fiends and their taint. With a number of them being corrupted, the gods and their creations we also affected. But, such is their power that the crystals split creation into the realm of mortals and the realm of gods and monsters. The World-That-Was crumbled into its new shape, even time itself had broken for an unmeasurable moment.
Now over five thousand years have passed since the gods faded from the mortal world and time could be tracked. In the absence of the gods, chosen mortal avatars have risen to lead their peoples. The avatars of the gods uncorrupted by the fiends would come to be called the Crystal Kings, while avatars of those that succumbed became the Traitor Kings. Determined to defeat the fallen gods and their avatars, the Crystal Kings have created an alliance of light to stand against the darkness. With the creation of the Kings' Inquisitorium, the wheel of time turned out of the Age of Chaos and into the Age of the Kings.
While this new alliance cause the light of hope to shine brighter in the hearts of the peoples of the Crystal Kings, it also cause the shadows of evil to grow deeper. Despite the constant infighting between them, the Traitor Kings have seen their nations grow in size and power. Power that has slowly begun to turn against the Crystal Kings and their alliance. Despite the growing attentions and efforts of the Traitor Kings and other foes, the forces of good continue to stand against the darkness.
Pronunciations
While some things are just easier to say that others, The Kings recognize that the names of some things are difficult to figure out. Since the Kings and many Gods share names, they shall be listed in alphabetical order first.
- Avaagmalindr: ah-vag(bag with a V)-muh-lind-er
- Aichunn'cul: eye-shun-cull
- Anadpemon: uh-nod-peh-mon
- Barkmis: bark-miss
- Bohara: bo-har-uh
- Cremahldaen: crem-awl-dame
- Crubeclan: crew-beck-lun
- Edash: eh-dash
- Edaxerlan: e-dax-er-lan
- Ehziamash: eh-zie-uh-mash
- Elthivana: el-thih-von-uh
- Eralaz: era-laz
- Eusamat: yoos-uh-mat
- Firit: Fear-it
- Fraftim: fraf-tim
- Gehrith: geh-rith
- Hosac: hoe-sack
- Humbata: hum-bot-uh
- Huram: heur-um
- Iblioth: ib-lee-oth
- Imaunthatr: ih-mon-thaht(like cat but with a th)-er
- Ishva: ish-va
- Itatma: ih-tot-muh
- Itluma: it-loom-uh
- Kardioz: car-dee-oz
- Karrogan: car-oh-gahn(Like can but with a g)
- Lhamash: lah-mash
- Oblidas: oh-bleed-us
- Obyruth: oh-ber-uth
- Oineth: oy-neth
- Oxini: ox-een-ee
- Orvalef: or-vuh-lef
- Orzemus: orz-mus
- Nerrif: ner-rif
- Roidras: roy-druss
- Rivereg: riv-ereg
- Scedesedorsa: seh-des-eh-dors-uh
- Sebali: seh-ball-ee
- Tiant: tea-ant
- Umadin: oo-muh-din
- Urgada: ur-god-uh
- Xeudos: zoo-dos
Now we have the places, starting with the realms of the Crystal and Traitor Kings in alphabetical order.
- Caelum: Kay-lum
- Canidae: Can-ih-day
- Donderend: Don-der-end
- Fororn: For-orn
- Glacian: Glay-see-an
- Hydraxian: Hi-drax-ee-an
- Infaernan: In-fair-nun
- Machiorn: Mack-ee-orn
- Namaean: Nuh-may-un
- Platicalex: Plat-ih-cal-ex
- Sanctlucens: Sanct-loo-sens
- Teneumen: Ten-oo-men
- Umad: oo-mad
- Cryohearth: cry-oh-hear-th
- Dwarmashi: dwor-mash-ee
- Hordeheim: hord-hime
- Itatman: ih-tot-mun
- Itluman: it-loo-mun
- Minotos: min-oh-toss
- Morestas: more-est-us
- Morseheim: morse-hime
- Nilbog: Nill-bog
- Tempestus: tem-pest-us
- Yberna: ih-burn-uh
- Ytinasni: it-ih-nass*-nee
*(Nass is said like bass, the fish)
I apologize if this detracts from the Primer, however, I have decided to add this to ensure I don't forget and continue to makes this the best it can be.
To do:
- Pronunciations
- Links
- Expand "Places"
- Expand "Factions"
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