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Campaign Notes: Arcania
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Revan
Sith'ari, Chosen Heart of the Force

Joined: 04 Dec 2006
Posts: 1552
Location: Korriban
Post Posted: Tue Dec 05, 2006 10:47 pm    Post subject: Campaign Notes: Arcania Reply with quote
First in the campaign notes series detailing the nations, races, and places of the Pharagos campaign setting.

(Notes: D&D 3.5 standard cosmology, Great Wheel multiverse, and excuse the name ripoffs for now)

Arcania

Intro:
Arcania is a magocratic city-state with a constitutional monarchy founded by sorcerors, warlocks, and other spellcasters who fled persecution in neighboring kingdoms. Citizenship is only given to magic-users with an inborn gift for magic such as sorcerors, warlocks, and psions (as opposed to wizards who earn their magic through study). Species is not a barrier, as at least two noble houses, Rotaphar and Axom, were founded by rakshashas and mind flayers respectively. The city would have been destroyed many times over had it not been for an alliance formed between the ruling House Targaryen and an ancient blue dragon (details in history). Traditionally neutral in world affairs, recent developments have turned it into an absolute monarchy, and may provide the Arcanians with the beginnings of empire.

Arcania's geographic position as a safe port on the Wild Coast between the Selentia and Lysea allows it to profit from trade as a middleman and safe-haven. Arcanians frequently hire out the services of talented specialists for varied tasks ranging from military to construction, all for handsome rewards. However, all this wealth is quickly consumed, as Arcania is also one of the world's largest markets for luxury goods. Unusual items and spell components are also major imports to the city. The continous flow of money in and out of the city has created a relatively laissez faire atmosphere that suits the typically freewheeling nature of the average sorceror.

Citizenship
The primary requirement for citizenship as mentioned above is inborn arcane talent. Children are examined in childhood and adolesence for the manifestations of power, and if they cannot demonstrate any arcane talent, they are exiled, forever cast out from the inner city's walls. These "deadheads" are alternately reviled or pitied, and having one in the family line is a source of social stigma and a sign of weak blood.

Not all Arcanians are mighty sorcerors, and in game terms, most are really just commoners and experts with the Arcane Heritage feat that allows them to cast minor cantrips. Still, there is a significant number of sorcerors and warlocks, much more in proportion than any other city in the known world.

Only citizens are provided the full protections of the law and free access into and out of the city walls. Foreigners and non-magic users are only allowed to reside in designated enclaves beside the harbor and outside of the walls. On rare occassions, outsiders may be given permission to enter, but one must be sponsored by another citizen who is considered responsible for the outsider's actions.

Arcania is unusual for its racial tolerance. Having a little dragon, infernal, celestial, or perhaps even all three in a person's bloodline tends to change perspectives as to what is normal and unusual. House Targaryen claims descent from the Matriarch herself, and has had a long line of half-dragon or dragonblooded traits breeding true. House Rotaphar was founded by a Rakshasha noble, and House Axom, a recent introduction, is led by a cabal of mindflayers. So long as one excercises certain restraint, (for example, House Axom makes it a point to consume only slaves or criminals slated for execution) nearly anyone is welcome.

Religion
Unsurprisingly, dieties with a connection to magic are the most popular in Arcania. The majority tend to worship Boccob, pointedly ignoring his wizardly connections in favor of his uncaring pursuit of knowledge and arcane mastery. There are also temples to Vecna, Corellon Larethian, and Wee Jas. The church of Wee Jas has recently risen to prominence due to the Emperor's active support (just ignore Vrahn's claim to the title "Consort of the Ruby Sorceress"), and Vrahn has officially turned it into the state religion. Notably absent are the temples of more conventional gods such as Pelor and Cuthbert. The Arcanians still hold a long memory of the anti-sorceror pogroms in Elenia. There is also a shrine to Tiamat where the blue dragons pay homage to the Dragon Queen. A final faith of note is that of Olidammara. Though rarely the patron diety of the average citizen, there is a great respect for the Laughing Rogue in Arcania for his ability as a wily survivalist, clever trickster, and bon vivant. The rise in power of the Jasians has been matched by the rising popularity of Olidammarra, with the potential for conflict in the years ahead.

Few Arcanians really take religion seriously, as they are too busy with the business of making money or achieving personal arcane perfection. Priesthood is also noteworthy because it is one of the few paths that a "deadhead" child can take. Priests of dieties of magic are also considered as having fulfilled the "gift" requirement of citizenship.

History:
203 Imperial Reckoning- Upsurge of anti-spellcaster sentiment in the kingdom of Elenia. Radicals among the churches of Pelor, Hieroneous, and others launch pogroms against spontaneous spellcasters, decrying their infernal/monstrous/draconic connections. A large number flee south to the thinly populated Wild Coast.

A crusade army of paladins, clerics, and zealots pursue the refugees into the southern desert. As the crusaders swoop in for the kill, a shadow blots out the sky. A titanic blue dragon comes to the aid of the Arcanians and scatters the crusaders. After the battle, the dragon meets with the Arcanian leaders. The Arcanian leaders announce that they have entered into an alliance with the blue wyrm known only as the Matriarch. The full details of the agreement are a closely guarded secret of the Concilium Arcana, the city-state's governing body.

205 IR- A cluster of young blue dragons from the Matriarch's brood take up service in the Arcanian defense forces. In return for high rank, honors, riches, and the authority to boss around puny fleshlings, these blues serve short terms in the military. The Matriarch keeps these dragons in constant rotation so that no one has any real idea of the actual numbers that Arcania and the Matriarch can call up.

410 IR- The last public appearance of the Matriarch. House Targaryen, the dragon-blooded ruling house declares that she has gone into seclusion and is not to be disturbed. The upper levels of the royal palace (with aeries designed to accomodate a wyrm of the Matriarch's size) are sealed off and are under constant guard by elite Eldritch Knights. Though the Matriarch disappears, blue dragons still arrive in fulfillment of the dragon pact.

559 IR- House Rotaphar challenges House Targaryen for the throne. To head off civil war, Vargus Targaryen III, the Arcanian King, challenges the patriarch rakshasha of House Rotaphar to single combat. The rakshasha is defeated, the Targaryen claim to be the mightiest sorcerors in the city is proven to all.

595 IR- A "deadhead" child is born to the Targaryens. Questions are raised as to the Targaryens' right to rule. When Vrahn Targaryen grows to manhood without sorcerous powers, he is exiled by his father, Vargus III.

614 IR- The Githyanki Incursion. A massive gith invasion force shatters the peace on Pharagos with an interplanar invasion. As many kingdoms fall, Vargus III allies with the Gith, much to the dismay of many Arcanians.

615 IR- Malcontent forces within the Concilium Arcana stage a coup with the assistance of the exiled prince Vrahn. The exile, now a skilled wizard and fanatical devotee of Wee Jas, destroys his father in a resounding display of arcane might.

The Concilium then tries to install Vrahn's sister as the lawful heir, pointing out the prince's lack of inborn spellpower. Vrahn slays his sibling and binds her soul to his. In a short and bloody battle, Vrahn, now a lich, defeats the Concilium, proclaims himself emperor, declares war on the gith, and opens citizenship to wizards.

616 IR- In an intricate series of negotiations, Vrahn secures an alliance with a force of mind flayers, who become the founders of the new House Axom.

617 IR- In the aftermath of the githyanki war, Vrahn expands Arcania's military presence in the chaotic countryside "to restore peace and order to our troubled world". The Arcanians are welcomed by many as liberators, and set up colonies, townships, and garrisons.

618 IR- The Paladin War. Troubled by Arcanian expansionism and the Emperor's undead state, Elenian knights, paladins, and crusaders muster another crusade against the Arcanians. The crusade is soundly defeated, and the loss of so many nobles and leaders leads to the collapse of the Elenian state. Vrahn moves forces northwards to secure the borders and grab choice chunks of real estate.

Arcanian Military

Never an incredibly populous nation, the city of Arcania has traditionally relied on flash and displays of sorcerous firepower rather than mass and boots on the ground. The traditional Arcanian defense force was composed almost entirely of Eldritch Knights, (multi-class ftr/src) elite forces trained and equipped to high standards, allowing an individual Eldritch Knight on a flying carpet carrying wands to stop entire platoons of invaders.

In the event that things become to tough for the Eldritch Knights to handle alone, the Arcanians call on their blue dragon allies. At any time, there are approximately half a dozen blues in the city's vicinity. As per the pact with the dragon Matriarch, the blue dragons agree to help defend the city, in return for honors and monetary tribute. The dragons are generally given an official officer commission and a small detachment of EK's to provide it support. Until the gith war, these were the only combined arms forces to integrate draconic support.

The gith war has shown the Arcanians some weaknesses of their approach, with their elite forces being overwhelmed, and their blue dragons out flown by reds. The Arcanians, and notably House Rotaphar, are experimenting with more traditional militias and mercenaries in their newly acquired territories.

Logistically, the Arcanians are not particularly advanced. Though they do have access to teleportion and communication magics, few sorcerors specialize in these, opting instead for flashier evocation and conjuration spells. Though their baggage trains may consist of hoverdisks and automata, these are still baggage trains and vulnerable to attack. Add to this the fact that the spellcasters tend to be a rather sybaritic lot, and you get supply trains weighted down with luxury items as well as spell components.

Arcanian Government

[These following parts are not as thoroughly thought out yet. Fire away if something sounds blatantly dodgy.]

Monarchy:
Arcania's government is ostensibly an elected constitutional monarchy. The King or Queen of Arcania is supposed to be the most powerful recognized spellcaster in the city-state, as decided by the Concilium. The Concilium then proceeds to advise the new King on matters of state and public policy, with legislative powers going to the Concilium and executive powers to the monarchy. The reigning monarch may be challanged to a spell duel by an aspiring leader, with the Concilium's approval, the throne going to the winner.

While this system appears to allow nearly any talented sorceror to take the throne, in practice, the throne has been locked down by the Targaryen dragonbloods since Arcania's founding through a combination of "carrot/stick" control on the Concilium as well as playing up their connections to the Matriarch, laying down rumors that the dragon pact will become null and void should the crown ever leave the heads of the Targaryens. Their rule has been challenged before, but through their resources, connections, and the undeniable strength of their sorcerous bloodline, no one has ever really been able to unseat them.

This old system has recently been shaken up by the present Emperor Vrahn Targaryen. Vrahn was cast out due to his lack of sorcerous power, but was able to seize the throne through the system of the spell duel. The new emperor is shaking up the system by granting citizenship to wizards, trampling the Concilium, and expanding Arcania's involvement into the directions of imperialism.

The Concilium:
The Concilium Arcana is composed of 100 chosen representatives of the various noble houses of Arcania city. Each House is allowed a single representative that is given a single vote, with a majority of votes required to pass new laws.

These Houses range in function from political entities like the Great Houses, to guilds and unions. Each citizen may join a particular house with the house's approval (usually through some sort of application system, depending on the house, may be hereditary or earned). The Minor Houses provide economic or social benefits, such as business connections, guild-style activities such as labor unions, etc. The Great Houses are the noble houses with enough political clout, wealth, and spellpower to bend other houses to their will. The distinction is not really an official thing, more a matter of perception. If a House gains great fame and clout, people begin referring to it as the "Great House __". If you instead lose power, you may slide into Minor House status.

While the Concilium and King theoretically possess enormous powers (ex. The Crown may confiscate and conscript just about anything and anyone in wartime), the highly individualistic natures of the average Arcanian run counter to any attempts to run a highly regimented system. The government has learned to rule with an invisible hand, taking little direct action in the lives of the average citizen and leaving the nobles with that much more time to plot against each other.

Law Enforcement:
[Here the specifics begin to elude me]

Judges: Chosen by Concilium, may judge cases so long as there is no direct connection to the judge and his House (ex. Plaintiff/defendant is from Judge's House, or a House with a current feud) Clerics are also generally present at trials, with the government paying them to cast special empowered zone of truth spells to assist in trial and investigation.

Law Enforcers: In the old days, Eldritch Knights doubled up as peacetime law enforcers authorized to use magical means to investigate and solve cases. With the entry of House Axom into the city-state, a new division is under works. The Thought Police are a special cadre of mind-flayer inquisitors allowed to use thought probes, telepathy, and other highly intrusive telepathic methods to investigate crime. Evidence provided by the Thought Police must be backed up by evidence collected by other sources, such as physical evidence recovered by Eldritch Knights. While some hail the illithids for their efficiency in rooting out crime and corruption, others grumble at their intrusiveness and question their partiality, noting House Axom's ties to the throne, as well as the fact that not a single criminal allegedlly tied to the Axoms has ever been investigated by the thought police.

Restrictions on magic: Blatantly destructive magics are of course banned, but what about other stuff? Mind control should also be restricted, but through what means? Zone of truth is compulsory in investigations, since it is non-intrusive, but still not sure about stuff like detect thoughts and active probes of suspects and witnessess. Enforcement of such restrictions so far has been fairly rare in the campaign, as actual complaints are usually considered a sign of weakness and cowardice, things that few Arcanians would ever admit to. Any ideas and recommendations on this front?

Arcanian Power Factions

House Targaryen
The Targaryen sorceror-kings claim to be descendants of the blue dragon Matriarch, the protector of Arcania. Since the founding of the city, the Targaryens have kept their hold on power by virtue of political manipulation, the inherent arcane might of their bloodline, and exploiting their connection to the Matriarch. A relatively conservative lot generally concerned with the purity of their bloodline and spellpower, the Targaryen rulers have generally kept Arcania relatively isolated from the rest of the world. On the propaganda front, they frequently played up the fact that the magic of each citizen was a gift of their bloodline, encouraging a "chosen people" mentality among their citizens. Each Arcanian is better than the average member of their species, more than human. Of course, having the strongest bloodline and greatest arcane power, the Targaryens reason that they should control the affairs of the city state.

All this changed with the ascent of Emperor Vrahn Targaryen the First. Vrahn has challenged the foundations of Targaryen and Arcanian philosophy by defeating his father, Vargus Targeryen III, the mightiest sorceror in the land. Furthermore, Vrahn ascended to lichdom and opened citizenship to wizards, expanding Arcania's citizen qualifications to include anyone who can cast an arcane spell. When the Concilium tried to unseat Vrahn, he ruthlessly crushed their nascent rebellion. Vrahn then continued his whirlwind plotting by signing the treaty that allowed for illithid citizenship under the aegis of House Axom, declaring the Church of Wee Jas the state religion, winning the war against the gith, and annexing territories to expand Arcania's borders.

Vrahn's "reforms" have more than their share of detractors, from the conservative nobles anxious to protect their old powers under the Concilium, to the average citizen upset about the state's expanding influence on their lives. However, Vrahn's actions have also brought great glory, wealth, and opportunity to Arcania. The Eldritch Knights proved to be a key force in the counter-offensive against the gith invasion, winning the Arcanians much foreign support. The expansion of Arcanian territories has brought in an influx of wealth and raw materials. It appears as if Vrahn has his sights well and truly set on the founding of a true Arcanian Empire.

Vrahn's closest allies are the hierarchy of the Church of Wee Jas. A visionary and devotee of the Ruby Sorceress, Vrahn has provided funding and official backing to the Jasians, a fact that rankles the other temples to no end. Most among the clergy are eager to reciprocate the favor, even though some are troubled by Vrahn's naming of himself as "Consort of Wee Jas".

An unresolved issue is Vrahn's lichdom and the lack of any Targaryen heirs (Vrahn destroyed his siblings during the Concilum uprising). What happens if Vrahn disappears or is destroyed? Who takes over? Perhaps most importantly, what does the Matriarch think of the fact that her sorcerous bloodline has been destroyed, with the murderer sitting on their very throne?

House Rotaphar
The lords of Rotaphar consider themselves second to none, including the wormbloods of House Targaryen. Founded by a rakshasha lord, Rotaphar has a long tradition of dominance and predation, gobbling up minor houses and suppressing all those who opposed them. True political animals, Rotaphar was the backbone of Concilum opposition to the Targaryens. Things eventually came to a head during the ascenscion of Vargus III when Rotaphar's patriarch launched a coup attempt with Concilium support. The newly crowned boy king challenged the rakshasha to a spell duel. Vargus III surprised many observers when he defeated the Rakshasha handily. Vargus then proceeded to clamp down on Rotaphar and their allies, resulting in major losses in Rotaphar's holdings, and a near slide into Minor House standing.

Morten, the current Baron Rotaphar, believes he has learned from the mistakes of his illustrious grandfather. Baron Morten has for the last twenty years kept a low profile for Rotaphar, rebuilding their shattered network of allies and expanding its contacts among the Minor Houses and the Eldritch Knights. Morten believes that with the people and the military on his side, rather than merely the Concilium, Rotaphar may now have the chance to take and hold the throne. Morten points out to his closest allies that the Matriarch did nothing when Vrahn the lich exterminated the direct heirs of House Targaryen. Morten believes that the Matriarch does not particularly care who sits on the throne, so long as the city pays its dues to the dragon.

The recent military expansion of Arcania has been beneficial to Rotaphar, with many of their champions winning fame and glory in their offensives. Baron Morten himself has recently constructed a new keep in the north from where he intends to direct further expansion operations "for the greater glory of Arcania". Vrahn has so far taken no action against one of his most effective generals. The illithids on the other hand, are another matter entirely...

House Axom
House Axom is a recent addition to the Great Houses of Arcania, a legacy of the Gith War. A cabal of mindflayers driven to desperation by Gith psi-slayers the Axoms attempted to negotiate/dominate Vrahn Targaryen. After a tit-for-tat exchange of severed tentacles and brain-dead skulls, the Axoms hit an agreement with Vrahn, becoming citizens of Arcania if they kept their tentacles off of loyal citizens and brought their grimlock hordes up to support the Arcanian war effort.

With the end of the Gith War, the mind flayers have been busy consolidating their position. On the economic side, they are using their contacts in the underdark to trade in unusual materials, poisons, spell components, and luxuries. The grimlock forces have proven their worth as sword fodder units providing cover to Arcanian soldiers and sorcerors. Their most controversial "contributions" to Arcanian society are the new Thought Police unit (see law enforcement) and their new use as the state's official executioners (though the great houses make it a point not to have the flayers eat someone who knows too much about their secrets).

The Axoms are still closely tied to the Targaryens, but they have been busy recruiting independent psions, wilders, and sorcerors in an attempt to set up their own power base. They have also entered into frequent competition with House Rotaphar, the martial Rakshashas and cerebral illithid taking to an immediate dislike of each other. Whenever it can, Axom attempts to gain power/territory/influence at the expense of Rotaphar, and vice versa. Vrahn finds all of this amusing, especially since anything that distracts or weakens Rotaphar is to his advantage.

The flayers still have no idea what the Matriarch thinks of their intrusion, and are busy trying to find out as much as possible about the Matriarch, her plans, and her servants. Thus far, the blue dragons stationed in the city have rebuffed their efforts.

The Dragons
The Emperor, Concilium, and the noble houses all believe they run the city. However, all of them still pay their dues to the Matriarch's blue dragon kin. The dragons of Arcania are a feared and respected force in Arcanian affairs, granted deference, honor, tribute, and rank. All across the city are accomodations, business, and other structures designed to accomodate draconic customers and patronage. Shepherds consider it a high honor to have a blue gorge itself on the shepherd's own flock (with some adequate repayment), and jewelers and smiths construct ornamental plating and jewelry for the blues. Annual taxation includes a "dragon tax" used to pay tribute to the serpents.

Militarily, the blue dragons have great authority. The Speaker to Animals, the dragon designated as the Matriarch's representative (often shortened to Speaker), is considered second-in-command, next only to the monarch (though day-to-day military affairs are often handled by the head of the Eldritch Knights), and each dragon stationed is a Commander in the Arcanian military.

It is in the political arena that the dragons weild the greatest power. Major policy moves are almost always presented to the Speaker by the Concilium for the dragon's consultation. The dragon rarely provides any commentary, but may occasionaly say:

QUOTE
"This course of action may trouble the Matriarch because....""The Matriarch would prefer..."

Proposals are then duly modified. On the rare occasion that these comments are ignored, the blues have made their displeasure known. Forcefully.

Occasionally the Speaker, or another dragon may approach a Councilor saying:

QUOTE
"Perhaps it would be to the Matriarch's best interests to do...etc."

And these proposals are then speedily processed.

These "draconic vetos" are rarely and carefully used by the dragons. Given the choice between taking direct actions and making gnomic utterances, the dragons invariably go gnomic, leading to much speculation deference, and care among Arcanians in any matter that may involve the dragons.

In a real world analog, I've set up the dragons in a manner similar to the power that the American Embassy once held in the Philippines. During the old days of the Cold War, every politician would first clear his actions with the Embassy. No candidate would dare to make a serious push for national office without at least consulting with Ambassador, and American disapproval of a candidate meant almost certain defeat, and American approval of a policy meant its swift implementation. The younger dragons are sometimes seen, but rarely heard. Their whispers however have all the effect of a shouting command.

The Matriarch herself, I've left as a relative enigma, a campaign wild card, as well as the actual contents of the dragon pact itself. The blues and Arcania are bound by a pact of mutual defense, but the full details are something I may or may not work out. The Matriarch's plots, and her opinions on current events, are left unformed so I can shape them if/when necessary.
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Sat May 12, 2007 1:05 am    Post subject: Reply with quote
REPOST

A group of minor Arcanian Houses, collectively known as the "4th Great House", deserves mention:

An original great house, the Fourth house was founded long before Arcania itself when a couple traded their souls, as well as the souls of their whole offspring, to a demon lord (it is now uncertain as to who this Demon Lord exactly is), in exchange for absolute arcane power. With the founding of the city-state of Arcania, the descendants of this doomed family joined in the blue dragon pact, making them official Arcanian citizens.

Although they technically worship only one Daemon Lord, their astounding knowledge on the different layers of the abyss have made them venerate many others, sowing discontent among themselves. For exampe, while a certain group of this House have chosen to emulate Graz'zt's political maneuverings, while some chose to emulate Malcanthet's more... pillow-related connivings.

Eventually, the Fourth house emulated almost everything about the Demon Lords they revere, including their interesting enmity towards one another. Pretty soon, these misunderstandings turned towards violence.

Now the great houses rarely really care, much less interfere, with the affairs of another. However, the resulting conflicts between members of the Fourth devastated their holdings, killed of their servants, and disrupted their trade. Thus, the Concilium Arcana interfered.

This was the time when the Concilium directly outlawed the slaying of an Arcanian Citizen (before that, it was understood that the murder of an Arcanian would invoke the ire of its House, but it wasn't really illegal..). Wink This was when the concept of a spell duel, the only legal way for an Arcanian to kill another, was introduced. Members of the Fourth begrudgingly accepted the new fiat...

Momentarily.

Perhaps they were disillusioned. Or maybe their powers truly waned when no sacrifice was offered to the Demons. Whatever the reason,day known as the Rain of Blood took place, where the members of the Fourth wantonly murdered anyone and everyone within sight, much to the dismay of the other Arcanians. The Eldritch Knights were eliminated by the raw power of the Fourth's warlocks (they were able to put up a fight, however), and members of noble houses, minor and major, were sacrificed in makeshift altars to ther dark gods.

They were eventually defeated by the Concilium's more powerful sorcerers, but not before significant damage was done. Major losses in goods were noted. Families of the killed demanded vengeance. Thus, in a rare personal veto by the Matriarch herself, the Fourth Great House was forcefully disbanded, it's real estate divided among the nobles of the Concilium, and it's members executed. However, not all of them could be killed. The Blue Dragon pact was binding, after all. Members of Arcania are to be protected by the Blues, and the Fourth has never forgotten to pay the Dragon Tax...
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
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Location: Sa sikmura ng Bakunawa
Post Posted: Sat May 12, 2007 1:07 am    Post subject: Reply with quote
REPOST

With the disbanding of the Fourth Great House, all records of their former accomplishments have been erased from official Arcanian records. They have even been stripped of their House name and Insignia.

As mentioned in the First Part, not all members were executed. Only those who directly performed the firendish sacrifices were put to the stake.

In effect, they became ordinary Arcanian citizens. And that meant, they could join (usually through sucking up, or, as in the case of Malcanthet's devotees, producing offspring with) the other houses.

In the 100 years since the Rain of Blood, members of the once proud Great House began to rise in prominence once again, as members of other houses.

Some Notes:

* This "infiltration", though planned, was not done by the Fourh House as a whole. In fact, they are now as divided as they have ever been, and they now cannot even agree as to the idenity of their original patron demon.

*The worship of Demon Lords was not outlawed by the Concilium Arcana, save for one. Priestesses of Malcanthet may have bathed in the blood of Arcanian virgins, devotees of Orcus may have pillaged and burned the temples of Vecna and Wee Jas, but to the Concilium, the sacrifice of a whole brood of Wyrmling Blues was unforgivable. The worship of the Deamon Prince known as Demogorgon is given the punishment of "Blue Consumption", where the Royal Dragons seizes control of the transgressor's riches, and his very body is consumed by the beasts.

*An Arcanian "of the Fourth House" could very possibly be a member of another, more organized House. The title now belongs to most any citizen who worships demons.

*It is interesting to note that the Fourth House is yet to produce a deadhead (See Arcania History). Until the emergence of Vrahn Targaryen, the only other Arcanian bloodline wherein this has happened is with the bluebloods. Now that power is reserved to them. This is why most other houses do not mind taking spouses from the Fourth House. It practically guarantees the citizenship of one's offspring... (in game terms, every member of the Fourth either has a feat that allows them to spontaneously cast certain cantrips, or in the case of devoted clerics, have a charisma score of at least 10, allowing them to be able to at least cast cantrips, should they ever multiclass to sorcerer/warmage, or in the case of a Warlock, be able to use Eldritch blast)
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