brokenfuture

 

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Page history last edited by Rick 5 mos ago

 

This is a place of Broken Futures, where what should have been has become what is. Where thieves, scholars, and spies are made into living weapons to protect the people. The land lives under constant threat, from within and without, and all that is required for evil to succeed, is for good people to do nothing. These are the tales of those who did something when no one else would or could.

 

Tales of people who picked up the shards of a broken future and made something beautiful out of it.

 

Welcome to a World of Broken Futures

 

Briefest of Timelines:

First Era: The time period from the beginning of civilization (the birth of the Althan Race) until the downfall of the K’ta’viir Empire. Sometimes referred to as the First Era of Ire, referring to the ire of evil.

Interregnum: Period between the First and Second Eras when Kulthea was essentially an uncivilized wasteland.

Second Era: Time period beginning with the founding of the College of Loremasters and lasting nearly 7000 years. TheSecond Era concluded with the Wars of Dominion, in which the Unlife was driven into hiding. Sometimes referred to as the Second Era of Ire.

Third Era: Time period from the end of the Wars of Dominion to the ‘present’. Sometimes (though rarely now) referred to as the Third Era of Ire.

Specific year ranges are often given in the form of Second Era of Ire or SEI: and the year. TEI for Third Era of Ire. There are no firm dates for Firest Era occurrances.

 

The world as a whole is named Kulthea. The continent of Jaiman is our focus and it was  originally split in the Second Era into Six Kingdoms:

 

Lands: (Maps)

Rhakhaan: One of the ancient Six Kingdoms of Jaiman, given the Phoenix helm and related artifacts by the Loremasters in the Second Era. It was originally in the south-central portion of Jaiman, but has since expanded its borders to include some of the old lands of Zor and U-Lyshak.

Saralis: One of the ancient Six Kingdoms of Jaiman, given the Wyvern helm and related artifacts by the Loremasters in the Second Era. It was located in the northwest region of Jaiman

Tanara: One of the ancient Six Kingdoms of Jaiman, given the Pegasus helm and related artifacts by the Loremasters in the Second Era. Tanara is sheltered on three sides by mountains and on the fourth by the sea. Thus Tanara is effectively cut off from surrounding lands.

U-Lyshak: One of the ancient Six Kingdoms of Jaiman, given the Sea-drake helm and related artifacts by the Loremasters in the Second Era. It was located in the southwest region of Jaiman. U-Lyshak is long detroyed, but a new kingdom of Helyssa is rising in that region.

Urulan: One of the ancient Six Kingdoms of Jaiman, given the Unicorn helm and related artifacts by the Loremasters in the Second Era. Urulan was located on a large island off the eastern coast of Jaiman, and populated almost entirely by Elves. It is now a haunted, desolate place.

Zor: One of the ancient Six Kingdoms of Jaiman, given the Gryphon helm and related artifacts by the Loremasters in the Second Era. Zor was located in the north-central region of Jaiman.

 

Cities of the Lands:

Haalkitaine: Capital of Rhakhaan (q.v.), located at the foot of the Grey Mountains.

Leathes: Capital city of the duchy of Prevan in northwest Rhakhaan.

Lethys: Largest city in Rhakhaan, located in the south of that realm on the coast. In SEI 6820 the capital of Rhakhaan was moved to Lethys after Haalkitaine was nearly destroyed by fire from the sky. The capital was returned to Haalkitaine in TEI 1001.

Nomikos: A library and group of scribes whose center is an isle off south-central Jaiman. They are one of the few institutions in Jaiman besides the Loremasters whose fame is widespread.

Ayolet: Deceased. Once the stopping point of caravans between Lethys and Haalkitane, the population was killed off by a Reaver that supposedly dwells underground some five miles south of town. It's creator was killed by Felam. It and a few mechanical guards remain in various states of repair under the ruins of an old estate.

 

Legendary Individuals:

Andraax [Ir. “first-claw”]: One of the three founders of the Order of Loremasters. Andraax is a renowned philosopher and historian, having penned numberless tomes chronicling the early ages of the world. While apparently not an Elf, Andraax was immortal. His final fate is unknown; some say that he is dead; others claim that we went insane (after either the Wars of Dominion or a journey to the East).

Tethior: Craftsman, artificer, smith and Iylar master of the Essænce, Tethior created some of the most powerful artifacts in the history of the world. They include the Ilarsiri (seeing stones) and the helms, pendants and swords given to the six kingdoms of Jaiman. It is believed that Tethior was killed in the Wars of Dominion.

 

Peoples:

Immortal Races:

Elves: Common term used by mortals for the immortal races of the Erlini and Iylari

Dyari: Called the Dark Elves, the Dyari are not, in fact, dark skinned. They are typically fair skinned with pale or white hair and dark eyes. As a whole, they are invariably evil (thus the “dark” moniker) and typically lend their considerable talents to the darker sides of the magical arts. They are cunning, cruel, and ambitious, the product of what happens to the Loari when they are coupled with a distinct lack of morality. Many are worshippers of the Dark Gods, especially Moralis and Inis, and not a few have given over to the Unlife.

Erlini: (Ir. ‘growers’) Less lordly than the Iylari (q.v.), the Erlini Elves are nevertheless graceful beings who have a deep harmony with the earth and all natural growing things. Immortal, they never age and maintian a carefree attitude throughout their lives.

Iylari [Ir. “beautiful- ”]: A race of immortal beings resembling mannish peoples, but generally more graceful and beautiful. They are one with the earth, and many possess Essænce powers of one type or another. Their exact origins are unknown, although it is generally accepted that they predate most mannish cultures yet antedate the Althans. There are actually three sub-groups of Iylari Elves, the Linæri, the Loari, and the Dyari

Loari: Seeking power and the ability to craft; they are the forgers of great kingdoms and items of power. They are technologically advanced (at least, compared to the technological levels demonstrated by other mortal and immortal groups) and unsurpassed in gem-cutting, architecture, and making and working with metallic alloys. Their weapons, armor, and magical devices are among the most potent in the world. The great Loari smith Tethior is a renowned figure in Kulthea’s history. Most Loari typically have raven-black hair, pale skin, and brown or hazel eyes. They are stronger than other elves, and have a slightly heavier bone structure. Except in comparison to the mortal Laan, Loari warriors are without match among the humanoid races. Also, as mentioned, their egos are without match, either among the mannish races or the elven groups. Their conceit of other groups is, however, more passive than aggressive, as they rarely seek to dominate others.

 

Fey Races:

Nymphs: Spirits of a place or thing, be it trees, rivers, lakes, or fields.

Sylphs: Spirtis of the wind and air.

 

Mortal Races:

Zori: Tall, Lordly, but built heavy and strong, unlike the elves. Black-brown hair, blue, grey or black eyed, fair skinned. Long lived, for men.

Northmen: A subgroup of Zori adapted to the northern reaches. Pale haired. Warlike, but not evil, they tend to be less... civilized.

Dúranaki: The Dúranaki are a nocturnal and distinctive group, residing in maze-like caverns carved out of the mountains of Jaiman. Their dress features black leather accented by silver and platinum studs and bracelets. Their hair is bleached white, dyed bright colors, and treated to stand out from their scalp. They are skilled craftsmen and tend to make talented Mages and Mentalists.

This race tends towards isolation, occasionally emerging to trade herbs and their fine metal craftwork with other groups on Jaiman. They commonly lead raids against the Myri, capturing many and retaining them as slaves. Through an unknown process, they condition the Myri minds to total loyalty, and Dúranaki representatives are never seen without at least one Myri bodyguard.

Myri: Large, fair-skinned race in Tanara. They are related to the Talath people of NW Emer.

Jameri: A generally average and dark-haired people.

 

Other Races:

Garks: A race of sub-human, apelike beings.

Lugrôki: The grotesque Lugroki are strong and fierce warriors. Their skin is almost black, and large fangs emerge from their snout-like mouth. They are talented craftsman, but only produce weapons of war that lack any beauty. The Lugrôki dwell in maze-like caverns under the Spine of Emer and other mountains on Emer and under the various chains of Jaiman. They can be divided among lesser and greater Lugrôki, a distinction based on size and, perhaps, intelligence.

Nom-ri: A short and stout people of great strength and craftsmanship.

 

Organizations:

Gryphon College: A small, little-known center of learning in northwest Rhakhaan. Destroyed recently.

Loremasters: Sages, keepers of wisdom, advisors. All possess power over Essence, but are reluctant to weild it flagrantly except in dire need. Ubiquitous yet rarely obvious, they consider themselves the stewards of civilization on Kulthea

Navigators: Guilds of men and women who serve as guides and travel expediters — for a price. By using their magical Compasses, they are able to locally control the weather and the very Flows of Essænce to create favorable travel conditions. They also have the power to teleport clients (willing to pay their fee) directly to a desired destination.

 

Powers and Magic:

Channelling: One of the three 'Realms of Power' (along with the Essence and Mentalism) which make up the arcane forces of Kulthea. Users of Channelling are able to cast spells by tapping into the inherent power of the god they worship.

Essence: One of the three ‘realms’ of the ‘Essænce’; the elemental force tapped by spell-users ("Magicians") directly.

Menatlism: The strength of the mind, amplified by personal Essence.

Essænce: The force which — in its primal state — includes all forms of ‘Spell Power’ (for the realms of Mentalism and Channeling also use Essence, but in different forms), as well as flows of force which permeate the world. The Flows are linked in origin and substance to ‘Spell Power’ and many other Kulthean phenomena.

 

Flows of Essence (or ‘Essænce’): Invisible bands of radiation which sweep across the world in shifting patterns, they are the source of Essence power but can be dangerous to tap directly. The sites of some continuous Flows are often locations of holy places or centers of power for certain cultures.

Focus: A location where the Essence is particularly concentrated.

Greater Focus: A major concentration of Essænce Radiation, Greater Foci are sometimes marked by the ruins of ancient structures (various lost cultures were able to perceive the Essence and erected ‘temples’ to mark such areas).

 

Lords of Essence (aka K’ta’viiri): Men and women imbued with great power over Essence, probably because of irradiation by strong Flows of Essence in the youth of the race. They no longer exist, having destroyed themselves in a civil war ages ago.

Lords of Orhan: A pantheon of (more or less) benevolent godlike beings who make their home on Kulthea's largest moon. While not truly omnipotent, they are very powerful, and faithful worshippers are able to access the Lords' powers via 'Channelling'.

Kuor: god of the Weather, Master of the FLows, leader of the Lord of Orhan. Husband of Valris.

Valris: goddess of Learning and Wisdom, wife of Kuor.

Reaan: god of Sleep, dreams, and night.

Eissa: goddess of Death and Rebirth and Winter. Guardian of the Gates of Oblivion.

Phaon: god of the Sun and Summer. Husband of Oriana.

Oriana: goddess of Love and Fertility. Wife of Phaon.

Cay: god of Physical Strength and Athletic Prowess.

Iloura: goddess of the Earth and Autumn/Harvest. Wife of Iorak.

Shaal: god of the Sea and Fall.

Jaysek: god of Visual Arts and Magic. Twin 'brother' of Kieron.

Kieron: god of the Performing Arts and Festivals. Twin 'brother' of Jaysek

Teris: god of travel and messages.

Iorak: god of Craftsmanship, Smith of the gods. Husband of Iloura.

 

Dark Gods: Beings similar in power to the Lords of Orhan but with evil intent. They may be allied with the Unlife, for they seek to undermine and pervert the peoples of Kulthea — or they may merely seek followers to gain power for themselves. Their home is the moon Charón.

Unlife: The Enemy of life on the Shadow World; an evil force whose source is unknown. Acting always through minions, it seeks only the destruction of all life. It is theorized that the Unlife is in fact anti-energy, consuming life force and the very Essænce.

Demons: Creatures from other worlds or planes of existence, brought here against their will or to do violence. They come in many forms but all are dangerous.

Ordainer: A Demon beyond the Pale. Manlike in form but over twenty feet tall, usually associated with fire or ice. Some have wings or a prehensile tail. All are cruel servants of darkness.

Iron Wind: An unseen evil force centered in Jaiman. Its minions include the secretive Priests Arnak and the vicious Iron Messengers.

 

Dragonlords: Beings of incredible power, age and intelligence, they are dragons, but able to assume human form, aided by artifacts called the Dragonhelms. There are six true Dragonlords, known by their colors: Black, White, Red, Green, Silver, and Gold.

 

Moons and Time:

Quintar: The Kulthean day is divided by many cultures into five parts, called quintars. These are in turn subdivided into five hours each, making a 25-hour day. Timekeeping begins at midnight and the predawn quintar, followed by morning, midday, evening, and night.

Week: Ten days is the amount of time it takes for the second moon Varin to go from new to full and back to new, and is called a 'week' in many Kulthean cultures.

Month: There are five month/seasons a year on Kulthea, each 70 days long and beginning when the great moon Orhan is new. They are, beginning with new year's day: winter, spring, summer, autumn, fall.

Orhan: Name given to the largest moon which circles the World of Kulthea. Orhan has a thick, cloud-filled atmosphere, so it often has a soft, white, featureless appearance. It is the reputed home to the Lords of Orhan.

Varin: Second largest moon orbiting Kulthea.

Charón: Third largest moon orbiting Kulthea, home of the Dark Gods (q.v.).

Mikori: Fourth moon of Kulthea. Only 100 miles in diameter, it is barely visible from the Shadow World.

Tlilok: A tiny moon which actually orbits Orhan.

 

Major Characters:

Bad Guys:

Sulthon Ni'Shaang- Red DragonLord, Conqueror of the Northlands. Ruler of JaMiil Ta'arg. Runs an army of Garks and Lugroki. Recently took control of Wulruis in the Northeast. Known Diabolist, no direct Unlife connection known.

Lorgalis (deceased)- Overlord of Ulor, Xa'ar and Ly'Aran. Nigh Immortal mage and warrior who nearly conquered all of Jamain in the name of the UnLife, TWICE.

Garth- Uncle of Garth, current head of the underworld in Norek. Garth (the PC) is NOT welcome in town.

Reaver- Under ruins south of Ayolet. A fusion being formed from the combined essences of a werewolf, a demon, and an undead.

 

Neutral Guys:

Garth has contacts in the city of Hallkitaane in the underworld.

 

Good Guys:

Erin- Archmagus of the Gryphon College. Human, some Zori blood.

Alarin- Former head of the Gryphon College, Heir to the ruling family of Zor, bearer of the Gryphon Crown, Astrologer and general ass. Half Elven.

Bonniselle- High Preistess of the Gryphon College. Married Garth and Alessa. Human, most likely Jameri, hard to tell with the white hair. She's quite old.

Alessa- Mentalist of amazing versatility. Most at home in urban environments, of course, she's never taken there... Jameri.

Torn- Mage of the Gryphon College. Artificier. Survived, alone, in the barrow down of Tanara, surrounded by wights and zombies for eleven MONTHS. Nerves of steel, but easily distracted by new research materials. Jameri/Zori admixture.

Zaris- Matriarch and actual Head of the Gryphon College. Animist, Herbalist, Elven, Erlini.

Felam- Priest of Eissa, an amateur historian compiling a book on this current era in between adventures.

Vict*- A former guard of the College. Driven insane by Axim, a former student of the College who was in turn affected by the UnLife originally permeating the Catacombs. Vict has been mostly restored and tends sheep for the College now. He has issues with knives, women and sleepwalking... in combination... He's not allowed out in the Catacombs without supervision. A good guy. Mostly. 

Miriam- A rather caustic but good hearted healer of the College.

Sanael- Master of Hostory at the College

 

 

Game Mechanic specifics:

Fudge is the primary system.

For those unfamiliar or unable to research the pdf of the core Fudge rules located here, here are some basics:

 

The Fudge scale is descriptively based and has seven ranks running lowest to highest; Terrible, Poor, Mediocre, Fair, Good, Great, Superb.

 

Magic is adapted from I.C.E.'s Rolemaster System.

 

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