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Abrigon

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Aug 9, 2021, 8:18:08 PM8/9/21
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https://sites.google.com/site/abrigon/gaming/abrigon---complete

Abrigon - Complete August/20/2018
Basic concepts of Abrigon so far is:

It was supposed to be the capital of the Shinda Imperium, but  in the process of building it, the Imperium fell apart in much like how France did during the French Revolution.

The "world" is a sphere world/hollow world, with an inner and outer surface.. The inner faces a "Red Dwarf" or like sun, for power but also the land of the Shinda and the Lithe..

Shinda are a race, much like the Elves of mythology, for a reason, later explained.

The Lithe are giant silicon life forms that float around the inner surface, and the Shinda have their cities on them. "Lords of the Lithe" and the idea of each city has an Avatar, that represents them to the surface dwellers inner/outer, as much like "Gods".

The Gods get power from the central AI that runs and tries to maintain things, based on those who worship each God. It came about for several reasons. The Compact, that does not allow direct war between the Lords/Gods, happened just after the last direct war between two the cities that caused a hole cause of a inner moon that was used to destroy another city, breached the sphere, its still being fixed. Slow going for a reason. You can still see the "hole"  in the inner moon network..

As the Imperium fell, resources that was coming in, stopped coming in, hard to ship them when the central government does not have the way or means to pay for things? Robots and like that was to do all the labor and like, stopped coming and broke down, and they was replaced via one means or another by non-Shinda aliens.. Or why the Gluvin, Havlin and others came about as "slaves" of the Shinda.. The Satra as well, and Hyumins came later..

Shindin - the Shinda, either living in a city on a Lithe, or on the surface, some are hated, some not so.. The Drow are hated, but some cities came to ground and some buried themselves into the ground and some race members buried themselves and live underground or in hidden places.. There has been wars of a intense nature for the freedom of the non-Shinda, rebellions and more.
Gluvin - much like Dwarves, good for hard work, mining, and like work.
Havlin - much like Halflings, good for farmer, and like work..
Yrkin - Orcs good for labor and war making.
Satrin - Good for war and labor.
Hyumins - good as merchant, managers and more. They came to Abrigon via either a gate, or a lost star craft?

Magic: Exists, but its more very high level tech that the users no longer realize is tech but think it is magic.

Its a combination of star trek tech with others..  Star Gates and Teleportors, holograms and broadcast power and nanotech. Nanites inhabit most of the sentients in/on Abrigon and they create a second neutral net and power network, to recieve power from the central core to power the nanites. They are digitially controlled, so that power is only for one person/being, but it gets abused.

Why you have beings like Vampires and Zombies and shape changers..

Transportors suck ya in, change your pattern and rebroadcast you as the new form? combined with holographic help?

2012

Also the use of pressor/tractor beams..

There is some gates, that go to other worlds, planets, and even dimensions, so its not unknown for someone to think that the Imperium still exists, cause of time/space issues..

There is or was an expedition/contact with an Earth like world, as seen by the nanite powered low level supers there.. See CN-ELF and how it came about. An invasion by aliens, forced the Human/Hyumins to go into the hills and wage a protracted guerilla war against the aliens, both using nanite powered "Super" powers..  The entry point for the invasion was from several large island such as Madagascar and like..

Got to find my others notes on how the worlds are and how they connect and more..

Any questions?

Mike
2012


----------------------------




Still working on making things tighter, and more useful as a gaming world either table top or computer. or for stories?

Trying to work on and edit and update, need to print it out and consolidate things and make it more clear? So please forgive if updates go out from time to time, any suggestions and questions from my gaming and history friends?

Word on laptop is a pain, had 2007, but lost my disks and now to find a copy of 2007 or for Vista? Facebook is addictive, but also working on email addresses for some grand idea of some sort, but also found that word has some habit of adding things that make things hard to edit/view.. Such as making things 1.5 inch in spacing versus 1?

Working on making it more tight, not sure why spacing is out, but word/outlook express problems. Some below has been changed or ideas? Had time of late to edit but been feeding my email/chat addiction but will see. Its warmer outside, so will see.

Exercising more and got better attitudes. Will see about life and time.

Some things to make things different/unique, the basic stuff is that the other sentient races are not all happy

about being forced to be some gods slaves, some do worship the Lords but some do not, but lip service or ..

Gluvin have an affinity for the earth and tech, so never know.

Still working on making things tighter, and more useful as a gaming world either table top or computer. or for stories?

Word on laptop is a pain, had 2007, but lost my disks and now to find a copy of 2007 or for Vista? Facebook is addictive, but also working on email addresses for some grand idea of some sort, but also found that word has some habit of adding things that make things hard to edit/view.. Such as making things 1.5 inch in spacing versus 1?

Working on making it more tight, not sure why spacing is out, but word/outlook express problems. Some below has been changed or ideas? Had time of late to edit but been feeding my email/chat addiction but will see. Its warmer outside, so will see.

Exercising more and got better attitudes. Will see about life and time.

Some things to make things different/unique, the basic stuff is that the other sentient races are not all happy

about being forced to be some gods slaves, some do worship the Lords but some do not, but lip service or ..

Gluvin have an affinity for the earth and tech, so never know.

Abrigon have changed it to an artificial planet, hollow, so you can game on the surface or if you can find a way into the interior, you can game there in a sci-fi or like way? Paranoia or ....

1. Story ideas for Abrigon:  One idea for a story was an old Star Trek Voyager, as the Voyager arrives at a time when the Lords, the Shadow God and those on the surface was in conflict. The Shadow god just trying to fix things but not always able to. The Lords trying to rule an get more "worshippers" for their cause and there for more power from the Grid. And the Rebels to just be free from the Lords domain? Or some may find they are being manipulated? Voyager - Janeway/Tuvok to the Shadow God. Chakotay and Paris to the rebels and .. Seven to the Lords?

2. Abrigon is a world that the SG1 or other SG team comes thru a gate to.

3. Time dialation, or that it maybe now here on Abrigon, but cause of time/space and gates and like, it may not be quite the same at the farthest edge of the old Empire, that some might not even know the Empire has fallen?

4. Earth or Alternate Earth or like, where the planet it covered in a high albedo cloud, and UV and like radiations is not coming to the surface, a very classic Vampire friendly planet, and all that entails. Tech is near term Earth, so its humans vs Vampires and other beings that might be around or enjoying not having to deal with UV?

5. Multiverse for sure. To allow for game play from other to another with minimal trauma/shock.

Alternate?

Also added some aspects of SG1, but looking for new ideas on how they got to one time rule an multiversal empire, but now cause of time and space dialation, some on the end of the Empire do not know the Empire has fallen, and keep on taking/conqoring, but the center Abrigon the world has fallen into petty war and Art Clark Magic or Real High Tech, nanotech and teleport, pressor/tractor, holograohic tech and more.

Connect to an alternate Earth or ... where low powered Meta humans are waging a war of resistance against the fringe Shinda or one of the Lords from Abrigon? Not sure yet..

Mike

Some of the below is not all my work. Most is, but some I am not sure about. Trying to clean out and make all my ideas, if anything to make life less messy in the non-gaming world.

Mike
======================================
ABRIGON COLLECTION:

Edited some 09/09/04 for Content/Format/Spelling/Grammar

NOTES:

Some parts are being edited. Maybe I should just print it all out and create a new file?

02-25-04

Need to edit the below and see if I can come up with a cohesive
whole in the mess of ideas.

Additions such as dimensional portals, so that Omega force and
others can come and go, but also how the Aliens and the Lords
got to where they needed to.

Time in the Multiverse of the Shinda has little meaning, such
time became fragmented a million years ago.

Abrigon, was once a sort of preserve/domains of different lords,
and as the lords died off, destroyed, lost interest, left or
what ever reasons. The force walls that kept they different
areas enclosed started to break down, and a mixing of flora and
fauna and even some laws of physics started to mix and mingle.
At first it was brutal as species met others and fought wars of
territory and what was good to eat or poisonous, as well as the
flora expanded. Good example would be if suddenly the
flora/fauna/weather of North America became face to face with
same from India, or even more alien life.. Total environmental
chaos as species fought blood battles for dominance of an area.

Notes:

Banshee Coast:
Mikes character is Tucker
Lees character is Juan
Zeke was:
Wayne was:
Who else?
===============
ABRIGON.WRI (2011)

12/31/97 Abrigon.wri

Abrigon the world:

Abrigon can be many things, dependent on the person.

1. Dysen Sphere
2. VR Holonovel.
3. Drug Induced fantasy.
4. Other universe
5. Other reality (like heaven and hell, etc).

It can be all of the above and much more. Mostly it is a world that I can do things in, write about and use for various
projects. As well as a place to escape to if I need to.

Known Characters:

Morgoti the priest, priest of Tela a healing goddess, she is a wandering cleric who searches for the "enemies" of her diety.  Such as the undead, either to return them to the "living" or make them truely dead.

Shavek the paladin of Tilki/Tiln god of chivalry and war. Travels the world searching for what was lost, namely what ever his diety wishes him to search for. He travels with Morgoti to help in her quest as well as his own.

Falin the Satra, four armed killing machine some have called the Satra, but in fact Falin is not all that fierce, but he/she/it is a hse(?)  (neuter form) plays the part when needed.

Jusido the Shinda, the Shinda are not seen much out of their
domed cities, but young ones do travel outside as a sort of
initiation rite and Jusido sort of stayed for now. No one really
knows his age, but

The world is ruled by creatures that are dangerously called
anything less than Gods, but in fact they are not gods, just
immortals who have taken the powers of said dieties. Some are
less childish than others, but be warned the Gods are bored. The
Powers of the Lithe, they get their name from the giant floating
rocks, shrouded in fog/gas that most make as their homes.

The Lithe Powers seems have changed slowly over the eons, but
not fast enough for some.

BEGINNING:

The world called Abrigon was created by what appears to be a
race related to the Shinda.

It was set up to be controlled by a being now called the Shadow
God another name for the Central Artificial Intelligence, with
the help of select individuals as assistants, but over time the
Shadow God grew lazy and the Assistants gained more and more
power and set themselves up as powers, ruling over as patrons
select Shinda cities/lands. Also over time the creators left for
unknown reasons, either boredom, or forgetfulness or ...

The Shadow God continued to maintain the world with it's
helpers, letting the helpers do what they wish as long as the
world was maintained. Unfortunately the lords started to grow
bored with maintaining and started to play games which quickly
turned into wars of ever increasing violence and destruction,
until on month one of the moons was torn from it's orbit as used
to destroy a allied Shinda city (see Southern Continent and the
Creator). Enough was enough and the Shadow God forced the Lords
of the Lithe (as they now seem to be called) to council to bring
about a compact for all. Namely the compact limited the weapons
of war, and who could be involved. Namely the Lords could no
longer use weapons of mass destruction and could no longer play
an active part in their wars. Those that did not abide by the
new compact were destroyed, or forced into the outer dark.

Just before this time the first non-Shinda were brought to
Abrigon by some of the Lords to act as slaves for the Shinda.
Some were asked to immigrate to Abrigon, but most were forced.

Humans (Hyumin): as merchants, administrator.
Glunon (Gluvin): as miners.
Satra (Satrin): as warriors/enforcers.
Haflings (Havlin): as farmers/field hands.
Yrkin: As Warriors, Security and Grunts)

And a sort of caste system was set up, with the Shinda on top as
Lords and Nobles and so on down.

With the advent of the Compact the new arrivals quickly became
new toys in the Lords wars.

Even before the last major slave revolt many of the Shinda were
moving back into the domed cities and locking the doors. Or
leaving to places unknown, or in the case of some back to a
pastural life in the forest, to later reappear as "spirits" and
like.

The newly free free-people started to set up town, cities and
nations of their own, but they quckly found how hard it was, and
some turned to the Lords for guidance and assistance. Out
of this came the current relationship that the "free people" have
with the lords, namely that each lord is only allocated so much
energy by the Shadow God based on the Lords avowed worshipers
(can be fear as well), with the Shadow God polling, collecting,
and distributing the spiritual energy as defined by the constant
poll.

This is how the world is today, with the Shinda locked up in
their slowly dying domed cities, the Humans, Glubnon, Satra,
Haflings figuring out what civilization will be like and weather
their god will favor them.

Each of the Lords normally has a sort of home turf that they
Lord over, but their worshipers are often not in that area, so
the Lords will travel around, blessing/curing those who
need/they wish to be, and generally playing games with each
other.

===============================================
Known cities/nations:

Dinas on the mouth of the Shivak river, that flows into the Bay
of Talim. Halfway up the coast between Thessa and the nation
States of Galadh.

The city was founded as a port of call and trading post of
Thessani traders on their way to trade with each other as well
as the Galadh cities to the Northeast, as well as to trade with
the local tribes. Over time the population rose to a point that
the city was more than just a city but a real nation.
A stop for water/food and refit, became a fort, then a trading post and a city as more and more settled, especially after the traders met the local tribes, shared their fish camps and like and trading began, with locals and up the river and deep into the interior.

Government: A loose oligarchy of traders, tribal, over lords, religious and cargo conserns.
The Council "elects" a Mayor, who serves until he/she/it is
dead, infirmed, or declared inept.

The known Concerns are:
The Riverboat groups.
Thessa Traders.
Local Tribal Representaives (non voting).
Local Lords Priest.
Archons' Legate.

The Mayors' powers include:
Leads the Militia (actually sort of administers)
Collect taxes, imports/exports and other duties owed.
Licenses businesses, traders, etc.
Maintains the city works (water, sewer, etc).
Maintain the peace/laws.
Sends tax a share of the tax money to the Archon of Thessa
Other functions as needed.
Often the Mayors appoints individuals to lead/administer the
above powers.
Such as a Sheriff (collects taxes, jails criminals, leads the
militia/posse, and administers justice when the Mayor is not
available). The Sheriff has it's deputies and like officers.

Languages:

Thessa:
Inglosh (Abrigonian Trade tongue, atleast the south eastern
coast of the main continent. Based on an earlier human language from pre-contact days.

Galadh: Origin from Earth, a back to old ways language, so based on mostly Irish but some elements of other Celtic languages.

Shinda (mostly spoken as a language of lore, curses, and the
rare Shinda visit, often it influences the local language)

Keltoi: Local Tribal language (related to Galadh).

Money:
Tollar: one ounce of silver (local money)
Archono: one ounce of gold (Thessani)
Lughni: one kilo of silver (money of account)
Mercruoni: one ounce of Mithril (aluminium).
Karko: Unit of trade, amount of grain it takes to feed a soldier
for a whole year.

OTHER NATIONS (Human and Otherwise):

The Nation State of Thessalania: (actually a federation, whose leading families appoint a Archon from their numbers, who then rules for 1 year and then is removed or re-appointed).

The current Archon is Carios Phillip head of the Careus family
(family name first).

The last few Archons have been members of the Carios family.

Recently the Archon has instituted a system of the nobles having
to travel to the capital at least once a year and to stay upto
six months.

Some nobles have taken to setting up "expeditions" in the name
of trade. But some know better, war is eminante and the nobles
want a place to be protected if needed.

Galadh:

The nations of the Galadh, a loose collection of cities who
share a similar culture, sometimes act together when threatened,
but normally compete against each other. Originally founded by
those humans who were invited and as such have always been free.

Religion:

Modified Abrigonian worship, in that three of the Lords have
formed a sort of Trinity.

Shadow God, Tela, Tiln and in some way Uruk as the evil one.

Languages:

Most citizens speak a form of Galadh but various dielects.

Some traders speak the languages of other nations, especially
Thessalonian and Inglosh. Some border dielects of Galadh are not
far from Keltoi.

The Keltoi tribes:

The are a loose collection of tribes that share a similar
culture, similar to the Galadh, but less "civilized" (more
pre-roman celtic than later). Since the terrain that they
inhabit is so diverce they are loosely called "Keltoi" thou most
are called by their tribal names. The original Keltoi were
"freed" slaves who settled originally with the Galadh, but have
since moved on to their own cultural identity, some Galadh
groups maintain close ties with some Keltoi groups.

Intermingled in all this is different towns, and even cities of
the other humanoid groups on Abrigon.

RACES:
Most of the Races on Abrigon were once free, some like the Shinda built the world, and the others other than humans, were settlers or races from planets near by before the fall of the Imperium and was forced to become slaves to replace the failing robots and like mechanoid beings?

Hyumins: Originally they came or most came to Abrigon as settlers from some war lost back on Earth or Earth Space. Quickly found themselves as managers and such of several of the local Lords domains, but not all liked being kept..

Glubnon: The Glubnon were brought to Abrigon as slaves and once free they stayed free, feeling most comfortable underground they have mostly migrated to the main mountain ranges and for some large hills. Namely the "Spine of the World". Where they have continued their normal occupation of digging/mining and creating works of art. Especially with their past of being poor slaves they love their freedom as well as those things that they can win from the earth.

Haflings: Originally brought to the world as farm slaves, they with independence have stayed as farmers, but on their own land. Forming independent towns/villages across the planet, tending their gardens, fields and forests (some like forests better). Their original name for them selves is long lost, what they are called is from some old human memory?

Closest things to government is the individual Thanes and in some cases Mayors, as well as in some cases the Sherif
(appointed by local Lord) is appointed and runs things.

Shinda:  Most remaining Shinda live in their slowly dying domed cities, but not all. The wild ones moved into the forests of the world, returning to an earlier existance, and seeking some say their roots. Most cities that still exist, stay in their Lithe floating around the planet and living off the locals, worshipers and others.

Some Shinda migrated away from Abrigon to places unknown.
Those that stay in the doomed domed cities live in beyond modern but decaying cities. Dreaming of past glory, and slowly drifting away into unreality. (Drugs and like are popular).

Skin Color: normally pale white to yellow.
Average Weight: 110 pounds.
Average Height: 5'5 (they just look taller cause of their build.
Average Build: Light, but sinewy.
Eyes: normally slight slint and epicanthic folds, color green to
blue and others.
The Shinda is come cases helped the local humanoids to achieve
civilization, so sometimes you find enclaves of humanoids who
has a culture based on the Shinda thou not as modern. Similar to
third-world groups.
But often you find other races with some cultures based on pre-fall of Abrigon and being forced into slavery by the Shinda.

WORLD:

Organizations:

Healing Hand (rough outline):
Patron: Tela
Structure: Loose, wandering mostly. Setting up orphanages,
roadhouses, and hospitals.
Membership: Open to any who wish, often they are seen travelling
the world in groups of three, mostlu not made up of just one
race or gender, but mixed.
Temperment: Masters of control, and defensive combat.
Powers: To heal
Knowledge: Often of how to build things, and heal.

Sundered Oak: (rough outline)
Patron: Tiln
Structure: Loose, wandering searching for adventure, challenging
any fighter they come to. Defending the weak and innocent from
the enemies defined by their lord, a most chivalrous lord. Open
to members of all races and genders.
================
09/26/98

Abrigon2.wri

Extradimensional visitors from Abrigon unto "Earth" or what
appears to be Earth. Might be slightly different, like an
alternate earth.

Or it could be the original exposdition to a unknown dimension
that brings about the Shinda Imperium invading local earth.

Or the group can be a renegade group of Shinda or just ones on
the run from the authorities for what ever reason.

I like the idea of the power glove (Exotor) and the circlet as
power amplifiers.

The idea of the nanites originally to act as healers was
perverted to control the slaves, but later thru unknown
(directly) means the nanites helped free the slaves from their
masters, and brought about the revolt and decline of the local
Shinda Imperium.

Abrigon was either created or it is natural (no real needs to
differentiate at the beginning for now).

It was once a world (maybe the Capital) of the Shinda Imperium,
but over time it lost contact with the other worlds and it has
since slowly fallen into decadence and waste. That is the
Shinda, the humans and other races have risen to the task and
are slwoly building civilizations of their own.

09/26/98

Abrigon 3

Abrigon was once the capital of the race called the Shinda and
their imperium, but over time the empire slowly crumbled and the
people of the Imperium lost home and became decadent, so the
empire fell apart slowly.

The floating cities, those that remain are the remainder of once
great network of cities, each owned by a Shinda family as their
headquarters for their family business/power base.

With the usage of nanotech, the ability to create "immortal" and
also beings with what appears to be super/extra human powers.

10/27/98 Abrigon9.wri

THE WORLD OF ABRIGON - (ROUGH DRAFT): (07/23/97)

INDEX

1. History:
1.1 History before the building of the Sphere.
1.2 The History of the Fall of the Shinda Inperium.
1.3 The
1.4
1.5
1.6

2: Areas:
2.1 Keltoi.
2.2 Galadh/High Cities.
2.3 Thessalania.
2.4 Elderan (Forest of).
2.5 Awalpi
2.6 Other

3. Groups:
3.1 Healing Hand.
3.2 Knights of the Balance.
3.3 Other.

4. Trade/Money:
4.1 Trade
4.2 Money

5. Races:
5.1 Humans/Halflings
5.2 Elves (Shinda/Shee/Sidhe/etc)
5.3 Dwarves (Glub)
5.4 Orcs
5.5 Trolls
5.6 Goblins
5.7 Giants
5.8 Slime (and other nasties)
5.9 Others

6. Languages
6.1 Keltoi (river and other)
6.2 Galadh/High City
6.3 Thessalanian
6.4 Shinda
6.5 Koine (trade lingo/jargon)
6.6 Dwarves (Glubs)
6.7 Others

7. Hidden History (GM notes):
7.1 How the world was created, and "real" history.
7.2 Magic, how it really works.
7.3 Death, life after.
7.4 Vampires and other undead.
7.5 The world defined.

8. Known Races:
8.1 Humans/Halflings.
8.2 Shinda (Elves/Shee/Sidhe/etc).
8.3 Glubs (Dwaves).
8.4 Orcs/Trolls/Goblins (Fomor).
8.5 Giants.
8.6 Aliens

9. Lords of the Lith:
9.1 Origins of the Lords
9.2 Known Lords.
9.3 The Lithe.
9.4 The Compact
9.5 Other info.
================================================================
1. HISTORY:

1.1 History before the construction of the Sphere. The Race that
is now called the Shinda arose in this section of the universe
to a high civilization, and in the process became an Empire
based some what to the Persian form of empire. Sometime before
the last Emperor came to power, it was wondered how to best show
the glory of the Empire and that was to have a capital like none
other, namely the Sphere now called Abrigon. So the sphere was
started and took many years more than a century. And finally as
it was being completed, the Emperor and staff had already moved
to the sphere.

1.2 History of the Sphere after completion: Sadly the completion
was not to be done, for the empire had a major seriies of
crisises and as the civilization had been slowly decaying, but
finally ithe civilization broek apart in a series of coups and
break away empires. And very bloody civil wars, and finally the
civilization was in ruins and the Sphere was cut off from the
colonies and things went to worse, finally with a complete loss
of all tech to the point that the people where savages, not good
times..

1.3 Sphere after the fall of the Empire: Some cities did survive
and they strived as best they could, but most were isolated and
isolationist to the extreme. Some of these cities still exist
from this time, but very few are still in the air, and most have
crashed to ground or been grounded by their inhabitants forming
the domed cities of the current Shinda.

1.4 Sphere during the dark times: Not much to say about this
time, the cities tried to survive as best they could. Sometime
before the collapse many current races were brought to the world
as laborers and over time they became slaves, doing the work
like mining, food production, managing and war. This is the
period that the first real Lord shows up, to provide some form
of control of the slaves as well as the Shinda who are no longer
part of the city life.

1.5 As civilization recovered: The Lords having their origins in
the police enforcers and minor governors of the old sphere days,
they gained more and more power as the civilization crumbled,
especially as the cities needed resources that they could not
get for themselves. So large farming towns grew up around the
remaining cities floating or other wise. The Lords got the the
point that they ran the remaining cities as their agent for
enforcement, trade and basically ruler of each city. And since
with special treatment the lords were basically immortal. The
original lords were just augmented Shinda, but over time the
lords found ways to replace the body with a new one via
transporter technology (tech left over from the old days).

1.6 The Rise of the Lords and the Compact: Over time the Lords
got to the point they became board and wanted to expand but
there was

other cities and thier lords to deal with. So wars started,
small at first and finally when one lord used on the the "moons"
on another lords domain tearing a whole in the sphere wall and
causing major damage which has never been totally repaired. At
this point the Shadow God/The Central Control entered into the
fray and said STOP and stated the compact, which basically
limits the lords to what weapons and means they can use. This
was the beginning of the behind the scenes maneuvering of the
Lords and their becoming "dieties". For the basic compact, see
below under Miscellaneous.

1.7 Since the Compact and the rise of the humans: Some 400 years
before the current date, the first humans arrived in what is
called a Generation Ship, namely they had left Earth sometime in
the 21st Century before the Martian Period (as per Star
Trek:TNG) (if you follow that this will be used for a Star Trek
universe, or if not then they arrived some 400 years from
someplace with technology comparable to near term earth.

1.8 Their arrival caused quite a stir since they were not under
the yoke of the Shinda at first/ and the Lords. And there fore
the quickly rose to power second often second only to the
Shinda. But it also made the slaves restless, why can they not
rise and be better than slaves, even maybe even equals to the
Shinda? So the real beginning to the slave revolts, some being
very bloody and not unknown for a city to be uninhabited from
this time.



1.10 MYTH HISTORY: The world was created ages ago by the
creator. Later the creator was overthrown by an evil deity and
it's minions. Later the evil deity was overthrown by the
children of the Creator, and its minion's were thrown down. It
was to late for the creator, so in its memory, the Lords were
founded. Unfortunately being mortal of mind if not body, they
fell into childish games. Great wars were fought across the face
of the planet. Until one day, in their constant wars, one of the
Lords caused the heavens to fall and a moon was brought to
earth. Finally one God stepped up, and said to the Gods, cease
this warfare or else the dread destroyer will be called on from
the outer dark and the world will be destroyed. The Gods were
forced to listen and they rose up and captured the offending
deity (the one that used the moon) and threw it out. There after
the compact was made. From that day, the current age has come
about. See later references the Compact.

================================================================

2. AREAS:


2.1 Keltoi:

a. Dinas (the City of): Founded originally as a trading post by
the Thessalonians to trade with the Keltoi and the Galadh, but
it over time has gained its independence. Most Keltoi in Dinas
are River Keltoi, their dialect shows it. Most local merchants
are members of River Keltoi clans.

b. The River Keltoi live on the river and lakes of the Keltoi
area. Either on rafts or in the case of the Lake Keltoi they
will live in towns on pilings. Their lives filled with trading,
fishing.

c. Plains Keltoi: Sort of a cross between Scythians and ancient
Keltoi before the Celts migrated into Western Europe. Daily life
is to follow their horses and cattle across the endless plains.
Master equestrians.

d. Northern, often called Mountain Keltoi. Sheep/goat-herders,
mountain tribesman, much like the Highlanders of myth.


Keltoi in common are roughly based on Celtic culture, varied
periods. From Hallstatt/La Tene to modern. Normally they are
divided into families, septs, clans, and in some areas into
tribes. The clans maybe based on decent, need, etc. Clans maybe
based on decent: McDonalds as an example. By mythical decent:
McLugh as an example (since Lugh is an old Celtic god). Also by
being the Bear People, such as the Eagle Clan. Bear Clan, etc.
By association, many old Scottish septs/clans were not normally
related to the main sept, but had a strong association with the
main sept.

Fostering: Is normally used to build relationships between Lord
and Vassal, Lord and tenants, Lord and Lord, Lord and Ruler.
Since when a person so fostered grows up, they often can call on
not only their family, and clan, but also their foster parents
family and clan.

Geas: Many Keltoi have some form of Geas on themselves. Often it
is minor, but sometimes it can be quite strict or interesting,
especially when two conflict. Most Keltoi have a home base, that
is occupied by a small group of the family, and the rest then
travel the plains/rivers/mountains with their herds or trade.
The

Home base is often called a Tuatha (hill fort, similar in
concept to the Greek POLIS), or Clan or Tribal Castle. Even if
the Tuatha is on a lake/raft.

------------------------------------------------------------------

2.2 Galadh/High Cities: Have to ask Joerg. All that I Can say is
that they maybe related to the Keltoi, but relationship is
uncertain.

------------------------------------------------------------------

2.3 Thessalania: Merchant principality. Ruled by a Archon,
selected from the prominent families. Of which there is normally
seven. (Archon also called Tyrannous). Roughly based on ancient
Syracuse and the Italian city states of the early renaissance).

CITIES FAMILY HEAD

Alphis Alphian Phillip Antipathes

Korris Korrien Katsuloss

Macedonis Macedonian Hipplyta Macedonious

Theskis Theskian Alexandrias

Malthis Malthian Nestor Ptisti

Zellis Zellian Dreux

Julianis Julianian Georgias

Current Archon is Philip Antipathes.

With each family head being a member of the Merchants Council,
which advises the Archon.

------------------------------------------------------------------

2.4 Elderan: Area west of The Keltoi area, full of mystery,
rumored to have a colony of Shinda (Elves) living there. To
include a possible domed city and all that entails. Other
colonies of Shinda have often been deserted, or so well hidden
no one can find them.

-----------------------------------------------------------------

2.5 Awalpi, not much know of it (have to ask its onlien owner
for more info)

================================================================

3. GROUPS:


3.1 Order of the Hand: A wandering semi-priestly order. They
wander the world build orphanages, roadhouses, chapter houses,
hospitals. Dedicated to helping the victims of
war/disease/pestilence/etc., no matter what
race/creed/culture/etc. Hold Tela as their patron deity. Priests
are normally seen traveling in groups of three, especially in
Keltoi areas.

------------------------------------------------------------------

3.2 Knights of the Balance: A semi-wandering knightly order,
dedicated to chivalry, war, and honor. Also secretly dedicated
to maintaining the compact. Their patron is Tiln, twin brother
to Tela. (Knights of the Sundered Oak in other documents)

The above two groups both originated in Thessalonia, but have
since expanded outwards.

3.3 Other

3.4 Thessalanian Merchants Guild, though technically
Thessalanian, they have rest stop/trading posts all up and down
the coast as well as inland. Have a friendly at times
competition with the River Keltoi trading clans as well as
contacts in The High Cities and <the other direction>.

==========================================================

4. Trade/Money:

4.1 Trade, trade between Thessalonia, Dinas, the Thaith/Galadh
states, Keltoi people and the rest of the world is going well.
Some minor wars over trader concessions, but nothing serious,
but things are changing. Recently trade routes across the Keltoi
mountains have opened up land trade between the Keltoi lands and
the Galadh/Thaith lands. The routes are often dangerous due to
bandits, but .. Some trade has started with lands east and west
of the local region, as well as some small trading posts on the
southern continent (of which not much is known, other than some
humaniods seem to trade with merchants there). Recently some
River Keltoi have been building ships and trading farther afield
around the bay and beyond. Often in competition with Galadhian
merchants/sailors. There is a rumor that some have gone pirate
(not to say that Keltoi on shore are not pirates already).

4.2 Money and coinage is varied across the region, from the
common to the extremely rare.

Often you see Thessalanina Drakma, and Galadian Tolars as units
of weight as well as of coins.

Equal to roughly a once of Gold for both. Or a like comparable
value in silver.

Also you will see alot of gold in ingot form only, or silver in
ingot form as well. Gold roughtly a pound of Gold and Silver the
same.


Name Weights metal /Where minted:

Drakma oz Gold Thessalania

Tolar oz Gold Galadh high cities

Ingot pound Gold all

Ingot pound Silver all

There is no exact exchange rate between gold and silver. And
depending on the quality of the ingot and or coin, you can get a
different rate of exchange as well. Also depends on the local
means of weighting and units of measure. In some cities a pound
is 16 oz, and in some it is 12 oz.

NOTE: Rough Weight.

Also there is in some places, namely thru the Merchants Guilds
and the Order of the Hand some early form of Checque (letters of
credit).



================================================================

5. TIMELINE:


Mists of past, world was created.

c. 25,000 BCE (Before Current Era): Evil deity takes over.

c. 17,500 BCE Evil deity over thrown after a long revolt.

c. 11,000 BCE the rebels start to war amongst themselves, which
quickly leads to total war.

c. 10,000 BCE moonlit dropped into the ocean, shortly afterwards
the Shadow God (Worlds AI) declares either the Lords get along,
or it will make them live together as per its instructions from
the

Creator. and shortly later the compact was drawn up and started
to be enforced.

c. 1200-800 BCE the human tribes later to be known as Keltoi,
Galadh and Thaith migrate into South Western part of the major
continent of Abrigon slowly driving out the remnents of the
Shinda/Shee/Sidhe/Sheadha as well as their human minion. The
Shee had been devestated by the

meteor strike and have only recently totally recovered.

c. 600 BCE Thessa-Thiath war, much damage, to include raided
cities. Peace finally came, but only have a heavy cost. Knights
of Tiln stepped in as moderators of war.

================================================================

6. RACES:

6.1 Humans (Hyumin)

6.2 Elves (Shinda). (Shindin)

6.3 Halflings (Havlin)

6.4 Dwarves (Gluvin).

6.5 Orcs. (Yrkin)

6.6 Trolls.

6.7 Goblins.

6.8 Giants.

6.9 Slime.

6.10 Others.

================================================================

7. LANGUAGES:

7.1 Keltoi - Various dielects. River is one that is often the
closest to a common Keltoi. Spoken

alot in Dinas.

7.2 Koine (Common) - Spoken all along the coast, supposedly
originally the language of the Sheadha, but much changed over
the years into a Trade Jargon. Spoken alot in Dinas. Heavily
influences by Thessalonian. In fact the name is Thessalonain, it
means common. So the name changes through the regions it is
spoken.

7.3 Thessalanian - Spoken mostly in Thessalania. Local dielect
is spoken in Dinas.

7.4 Shindan - Most Shinda speak the local language. Though some
may speak a language of their own, but no one seems to know.
Some say that Koine is based alot on a simplified form of the
ancient

Sheadha language(s).

7.5 Galadh - Language related to Keltoi, but not sure. Spoken in
the High Cities of Galadh. In Dinas normally the River Keltoi
dialect, as well as the Thessalonian Koine is spoken. Koine is a
trade language, with many different languages adding words, etc.
Keltoi each speak their own dialects, to the point of from one
end, most can understand each other, but it is not always easy.
Thessalonia: Speak their own language. But many who trade also
speak Koine as well as another language.

7.6 Galadh/High Cities: Will have to ask Joerg.

****************************************************************

8. HIDDEN HISTORY/GM INFO (Can be interpreted in many ways):


8.1 HOW: The world was built by being of immense technology, and
then it was seems to have been lost to another race in some
major interstellar war. Then later the group who later became
called "The Lords of the Lithe" revolted against the invaders,
and then set themselves up as the rulers. Problem is they
quickly degenerated into petty little godlings, using the
technology they were given to control the world. Later they were
forced to fall back, most leaving this world for other
places/dimensions.

With the recent lords taking over, and the compact being
enforced. Some of the Lords try to push

the Compact, but so far it has held.


8.2 MAGIC: Magic is a direct usage of transporter technology,
nanites as symbiotic beings, and broadcast power. Namely each
creatures who uses magic is actually receiving energy from the
Grid (Lei Line) and then using the nanites as a conduit, then
using the energy to express the magic. Transformation is
transporter tech taken to a great degree in that the bodies
excess mass is held in transit, with only the brain being kept
at near normal size (very tricky, and some say if you do it to
often you get lost over time). Some forms of "Magic" are
actually psychic (Telepathy, Telekinesis and such). And some are
bleed over from other nanites to others in a different host.


8.3 DEATH: When a host for the nanites dies, often the hosts
memory pathways through the nanites that act in symbiosis will
then be transformed into the Shadow God (the main AI, so in a
way a person never dies, atleast some don't die totally).


8.4 VAMPIRES: For some reason the nanites either rebel, or other
reasons, and the nanite colony is cut off from the energy
source, so the host has to leach onto those who are still
connected for energy.


8.5 WORLD: Is the world of Abrigon a normal world, a created
world, a dysen sphere, a ring world, a pocket dimension, a
holodeck projection/program or what?
================================================================

9. KNOWN RACES:

9.1 Humans seem to have come during the time of the early days
of the Lords, to serve as a counter to the creatures of the
Aliens. Humans some say were visitors from the sky or in the
case of a dimension, they were brought from else where. I always
liked the idea of a bunch of SCAers or back to earth types
colonizing a world and calling it Abrigon.

9.2 Shinda (Elves): Seem to have been around since the
beginning, the once played a major part in the world, but after
the last major wars have since retreated into their domed cities
or forests or other distant places.

9.3 Glub (Dwarves): The Glubs were originally brought to Abrigon
by the Shinda in ancient times as children, first as house
servants and then later as mining slaves. The later slavery has
soured their relationship with the Shinda, especially after the
Glubs won their freedom some centuries ago.

9.4 Orcs/Trolls/Goblins: Originally the slaves of the aliens.
Once the aliens were defeat they won their freedom and have
since spread across the globe, causing mischief. Not all
Orcs/Trolls/Goblins/etc are evil, many are as normal, just look
different.

9.5 Giants: Brought to the world by the creator, to help build
things. Later when the aliens took over they have become quite,
reclusive.

9.6 Aliens: Some say the aliens were not totally driven out,
that some remain in some dark corners of the world ready to
retake the world once again, rumors? Are they related to the
slime, or?
================================================================

10. LORDS OF THE LITHE:

Some of the Lords are humane, but most are jealous, petty, vain,
but immortal. They love to play with humans as toys.

10.1 COMPACT: The compact basically states, no more direct
interference, no more weapons of mass destruction, hand held
weapons only. Most Lords tow the line, atleast normally. Some do
not.

10.2 KNOWN LORDS:

Tela (Lady of the Hand/The Healer).: She is said to trtavel the
sphere, helping her followers and those in need (Sort of an up
to day Mother Goddess)

Tiln (Lord of the Velvet Fist/Civalry): He is known to travel
the sphere, tesing his followers (And any who cares arms),
appearing as a figure thatt that is equal in abilities as the
person he fights. (Sort of a updated God of War)

Uruk (the Wizard, Lord of the Arcane and of Wizards, also called
the Dragon).: His followwers are often seen travelling the
sphere, looking for magic/technology and unknowable tasks
(Patron of Wizards, symbol is a dragon)

Balzar (Mistress of Chaos). Non one really knows who her
woshippers, but most assume any one of a mental condition, or
who dresses wild is a follower, such as juggles and like. But
most not sure.

Also she is a champion of free choice.

Dalib (Keeper of the Law) It is the one who keeps track of
abuses of the Compact. Also called the

"Justice of the Law". God of Justice.

Shinza (Mistress of the Dead/Pain): Her followers are for all
purposes "dead", basically their nanite colonies have taken
over, to a variety of degrees the host is still alive. Most who
follow her do so out of fear and dread, since most people of
Abrigon are long lived, to be made "Undead" is face a form of
eternal damnation.

Other lords will be revealed over time.

10.3 THE LITH:

The Lith are a semi-sentient race, silicon based, which creates
hydrogen gas, which it stores in pockets in its interior,
looking similar to how some volcanic rocks look like, but much
bigger scale. Not all Liths are alive, and not all have Lords
that inhabit them. Since the Lith are accompanied by clouds, it
can be a

reason why they are not often seen by mortal man.

a. The Lith can be a elemental creature, which opens new vistas
for

Elemetal Creatures, after all energy creatures are known to
exists in

the Star Trek universe.

10.4 OTHER INFO

================================================================

Limited copyright held by Michael Adams 1997. Can be used by

others for the Networld Project. Also some info maybe
copyrighted by others.

Edited in 2004

PS: If you like it let me know.

Former HTML 1

Abrigon

01/20/04

Welcome to the World of Abrigon

A Fantasy world with a Sci-Fi Twist!







INDEX

THE WORLD OF ABRIGON (ROUGH DRAFT)

(© 07/23/97,11/98 and 02/00 By Mike Adams)



1. Myth History/Known History (Myth and Like):



2: Areas:

2.1 Galadh/High Cities.

The High Cities, live on islands in the middle of a giant swamp.
Related to the Keltoi, but of a higher civilization, they are in
a continual battle with beings they call the "Slime", as their
lands slowly sink.

2.2 Keltoi.

2.3 Thessolania.

Sort of a cross between city states and a merchantile league.
All powers reside in the Merchants Guild, whose heads are the
heads of the Cities government/clans. For each city states
citizens and residents are of the same very extended family.

Each city is lead by an Archon, who as head of the clan, then
will as needed appoint a Tyrannos, who will act as the head of
the league, war and like.

2.4 Elderan (Forest of).

The Elderan seem to be Shinda who have either gone wild, they
live in the forest called the Sidhe Forest by the local Keltoi,
and Elderan Forest by the local Awalpi. Many who go in, don't
come out.

2.5 Latinia Based loosely on the city of Rome and related
nations. Placing not sure yet.

2.6 Arasaka Based loosely on Early Shogunate times of Japan.

2.7 Atzlan Based loosley on Meso-American cultures,
Inca/Aztec/Mayan and like, likely next door to Mandana.

2.8 Mandana Based loosely on the civilization of the plains
Indian, before and after intro of the horse. May also have some
moundbuilder or Anasasi influences.

2.9 The Satra Lands

2.10 Shinda Cities (Local)

The cities of those Shinda who have fallen to Earth, maintaining
what civilization they can, to include cities and like. Some may
have maintained the ability to be Lords, so. Never know.

2.11 Dinas Ator the City and areas around it.

The city origin goes back to the days when the local Keltoi
would fish at the spot, and then later trade with Thessalonian
traders, and now is the major city of the region. Has it's own
appointed Archon who acts as the representative to the League,
the first outside of Thessalonia.

2.12 Awalpi Not sure, other than they are a civilization that
exists on the other side of the Elderan forest, and who trade
with Thessalonians and have a wall between themselves and the
forest and local Keltoi.

2.13 PiiClan Lands of Natalia, exiles from their old lands.

2.14 Vokhomman Adam Smiths Area, Indo-European general based.

2.15 Thottians (ÐOT-tee-anz) Marks Area

3. Groups:

3.1 Healing Hand.

A wandering order, who follow the Lord Tela (female). The order
normally travels in groups of three, often of mixed race.

Their basic mission seem to be to set up roadhouses, orphanages,
hospitals and to help the weak. They are known for their
peacefulness, but also for their ability to protect themselves
with defensive martial and magical arts.

3.2 Knights of the Balance.

A fighting order much in the vein of the Knightly orders of the
past. Followers of Tiln, twin brother to Tela. They are
followers of the ideals of chivalry, fairplay, and honor,
defenders of the weaks, especially since Tiln is known to travel
the world testing his followers, often being a duplicate in
skills to the follower to be tested.

3.3 Merchant Guild of Thesslonia A loose collective group, much
like the families of Venice c.1300 or the Hanseatic league and
other merchantile leagues. Namely a group that crosses
family/clan lines to fix prices, protect against
pirates/competition and other needs. Their coinage and system of
weights is accepted all over the region. As well as their system
of lines of credit/cheques. Namely in any major city and many
minors ones as well as trading posts their is a representative
of the Guild.

3.4 River Clans (Keltoi)

3.5 Mountain Keltoi

3.6 Plains Keltoi

3.7 Other Keltoi

3.8 Other.

4. Trade/Money:

4.1 Trade So far trade is mostly done by members of the
Thesalonian Merchants guild, with some river traffic done by one
or more of the River Keltoi clans. There is some small
merchants, as well as the Guild has been opening up membership
to non-Thessalonians.. Major trade routes are from Thessalonia
to the Galadh cities vis Dinas Ator. Also trade up both rivers
Dubis and Aubron(sp) to various River Keltoi villages. Also some
cross country trade, but until the road into the Awalpi lands is
built it is limited.

4.2 Money is often based on Thessalonian models, namely the
Merchants Guild, but local varients do exists. Also there is
ingots of metals (Gold, Silver, Bronze, Copper) as well as other
resources, such as Salt and hides of cattle are also used for
money. Weights are based primarily on the Thessalonian model as
well.

5. Timeline:

6. Races (Known or otherwise):

6.1 Humans

6.2 Shinda/Shee/Sidhe/etc (Elves?)

6.3 Glubnon (Dwarves)

6.4 Havlin.

6.5 Trolls

6.6 Goblins/Orcs

6.7 Giants

6.8 Slime (and other nasties)

6.9 Havlin

6.10 Fomor

6.11 Seelie/Unseelie

6.12 Satra

6.13 Others

7. Languages:

7.1 Keltoi (river and other)

7.2 Galadh/High City

7.3 Thessalonian

7.4 Shindan

7.5 Glubnon

7.6 Koine (trade lingo/jargon)

7.7 Others

8. Lords of the Lith (Myths/Legends and other lies and
ignorance):

8.1 Origins of the Lords

8.2 Known Lords.

8.3 The Lithe.

8.4 The Compact

8.5 Other info.

9. Hidden History:

9.1 - How the world was really recreated.

9.2 - Magic how it really works.

9.3 - Death how it works, or doesn't

9.4 - Vampires and other undead.

9.5 - The world defined.

TOTAL MAP Abrigon main continent Abrigon main continent (HEX
style)

Hex map, Adobe Viewer Needed Hex map, Adobe Viewer Needed Hex
map, Adobe Viewer Needed Grid 381a Program for mapping January
Average Temp (C)

July Average Temp (C)

Winds Deserts Currents Percipitation (mm)

Current small hex map

---------------------------------------------

Welcome to the World of Abrigon A Fantasy world with a Sci-Fi
Twist!

INDEX THE WORLD OF ABRIGON (ROUGH DRAFT)

(© 07/23/97,11/98 and

02/00 By Mike Adams)

01. Myths and Such:

The Myths of the World of Abrigon Glubnon Havlin Humans Satra
Shinda Lords of the Lithe The Universe was void, then the world
came about (central computer)

and the Gods came into being (actually came thru a worm hole or
gate).

They brought into being the animals and plants (actually
imported or created in their labs?)

and the first people, who were their servants
(Glubnon/Satran/Havlin)..

Later the Gods warred, and the One (The Shadow God - Central
Computer) after the falling from the sky of a moon (or like
celestial object) the one forced the Gods to go back into the
Heavens/Oceans and Earth to have their worshippers, worship via
their priests. (the Compact).

Some Shinda or related groups fell back to a more natural way of
things, returning to simpliar time, either in the forests, or
other less Godlike persuits, and they forgot their origins and
became normal.

Then the Banazoo, Z'am'chu and humans came and things changed
more. Humans were split into a variety of groups, learning much
from the other races, as well as loosing much in their quest of
a simpilar life as well as learning magic, and being introduced
to actual "Gods".

Humans(Keltoi/Galadh/Thessa/Latina/Vokhommen).

02. Areas:

2.AREAS:

2.1 Keltoi:

a. Dinas Ator (the City of):

Founded originally as a trading post by the Thessalonians to
trade with the River Keltoi and on the way to the lands of the
Galadh, but it over time has gained its independence, not only
in government, but in culture. Most Keltoi in Dinas are River
Keltoi, their dialect shows it. Most local merchants are members
of River Keltoi clans.

The Merchants have started a oligarchy much like the one the
Thessa have, clan politics is heating up.

b. The River Keltoi live on the river and lakes of the Keltoi
area.

Either on rafts or in the case of the Lake Keltoi they will live
in towns on pilings. Their lives filled with trading, fishing..

Some live on their barges, and some live on islands in the
middle of the rivers/lakes, some natural and some man made
(pillings or other means). They play their trades across the
lands via the rivers.

Trading horses for materials you can only get in Dinas Ator and
other towns..

c. Plains Keltoi:

Sort of a cross between Scythians and ancient Keltoi before the
Celts migrated into Western Europe.

Daily life is to follow their horses and cattle across the
endless plains. Master equestrians. They have a home Tuatha
(hill fort)

that they retire to in winter, it is manned by members of all
clans so that no one clan rules..

d. Northern, often called Mountain Keltoi.

Sheep/goatherders, mountain tribesman, much like the Highlanders
of myth. Of ten traveling in small family units, little more
than brutes some are, and some are better off.

Keltoi in common are roughly based on Celtic culture, varied
periods.

From Hallstatt/La Tene to modern.

Normally they are divided into families, septs, clans, and in
some areas into tribes. The clans maybe based on decent, need,
etc.Clans maybe based on decent: McDonalds as an example. By
mythical decent: McLugh as an example (since Lugh is an old
Celtic god). Also by being the Bear People, such as the Eagle
Clan. Bear Clan, etc. By association, many old Scottish
septs/clans were not normally related to the main sept, but had
a strong association with the main sept.

Fostering: Is normally used to build relationships between Lord
and Vassal, Lord and tenants, Lord and Lord, Lord and Ruler.
Since when a person so fostered grows up, they often can call on
not only their family, and clan, but also their foster parents
family and clan.

Geas: Many Keltoi have some form of Geas on themselves. Often it
is minor, but sometimes it can be quite strict or interesting,
especially when two conflict. Most Keltoi have a home base, that
is occupied by a small group of the family, and the rest then
travel the plains/rivers/mountains with their herds or trade.
The Home base is often called a Tuatha (hill fort, similar in
concept to the Greek POLIS), or Clan or Tribal Castle.

Even if the Tuatha is on a lake/raft.

2.2 Galadh/High Cities:

The Galadh/High Cities of are a related group to the Keltoi, but
they are of a higher civilization and culture. They have been
fighting a slow war with the Slime (Cthuluian like), which has
made the swamp grow until all the cities are seperated on little
islands in the ever widening swamp, there is some trade, but
most is well armed. Jeorg a old networld friends one time area.

2.3 Thessolania:

Merchant principality. Ruled by a Archon, selected from the
prominent families.

Of which there is normally seven.

(Archon also called Tyrannous).

Roughly based loosly on ancient Syracuse and the Italian city
states of the early renaissance).

Cities Family Leader Alphis Alphian Phillip Antipathes Macedonis
Macedonian Hipplyta Macedonious Korris Korrien Katsuloss Theskis
Theskian Alexandrias Malthis Malthian Nestor Ptisti Zellis
Zellian Dreux Zellis Julianis Julianian Georgias Current Archon
is Philip Antipathes of the family of Alphian, but this changes
from time to time since politics is what the people of
Thessalonia live for, makingmoney just pays for it.

With each family head being a member of the Merchants Council
which advise the Archon.

2.4 Elderan:

Area west of The Keltoi area, full of mystery, rumored to have a
colony of Shinda (Elves)

living there. To include a possible domed city and all that
entails. Other colonies of Shinda have often been deserted, or
so well hidden no one can find them.

2.5 Awalpi:

No much know of it (have to ask its online owner for more info).
It is to the west of the Keltoi lands, beyond the Eldaran
Forest, they have a wall/dike to protect themselves from the
Forest as well as any Keltoi raiders, as well as have been
woring on a road thru the forest to a limited success, so as to
cut out the Thessa traders who have limited trade with them.

2.6 Arasaka:

Based on a loose interpretation of Japan during the early years
about the time of the rise of the Shogun or there abouts.



2.7 Atzatlan:

Loosely based on the Aztec/Meso-American, with very little of
the blood shed, since it is a sort of recrereation, but recently
they have been taking to heart the old ideals.

2.8 Mandana: Not sure where it will be at, but loosely based on
plains indians of the pre-colonial period, with horses gotten
from other humans or they brought them from earth..

2.9 The Satra lands: To the NW of the Lands of the Galadhm they
are a loose collective tribal network. To know more of their
culture see the races section.



2.10 Shinda Cities: a. Those still floating. b.

Those that have fallen to earth, but have not gone underground,
few and well hidden.

c. The Domed Cities.



2.11 Dinas Ator:

Originally founded as a trading post of the Thesslanian
merchants guild, but as the local population grew especially
from the Keltoi population with some influx of Galadh from the
north, they city has slowly gained its independence from outside
influences and it serves this nicely, as a place where River
Keltoi can trade their goods from the interior, the other Keltoi
can trade horses and like with forgeign merchants, as well as a
nice rest stop between the Galadh lands the lands of Thessaly to
the south, since across the Sea of Thessa is not always a good
idea and many mercants are not willing to cross it, especially
in the winter months.

Also some Dinas merchants have started to send out their own
ships to trade.

2.12 Z'am'chu:

Living on the Island called Mekhezha, to the SE of the Lands of
Thessa, they live in a highly imperialistic/aristocratic lands,
human of race (?), with a manifest destiny that no one can deny
them, filled with intrigue, they look at the world as already
their, just one problem, their system of government is so
confusing, only a master understand part of it. Trade is
possible with them, but be warned, they may think you belong to
them. Marks area.

2.13 Vokhommen:

Not into the Lords, they distrust them at best, and think them
usurpers and demons at worsted, based on a collection of
Indo-European ideas. The One is more than happy to create/make
the Vokhommen Gods come to life(?).

Race/Culture's name: Vokhoman (pronounced 'voh-KHOH-man'),
plural Vokhomans. This is an anglicisation of a name that means
'the human beings who speak'.

Physical desxription of the race: (especially if not human or
normal race).

Pure human of broadly European descent.

Fairskinned but as they live out in the open tend to be
weathered and tanned. Hair is dark in colour with only a small
number tending to be fairhaired.

Short in build, averaging around

5'0 or 1.5m (like me). Stocky and hardy in build, but the
tendency to obesity was bred out of them generations ago (I
wish). Eyes have a epicentric or mongoloid flap.

All Vokhomans look like they were born on horseback, even the
towndwellers.

Cultural description basic stuff, but also look at below:

Vokhomans are divided into two different social groups.

Towndwellers and Pastoralist/herders.

The warrior and noble classes are always herders, the artisans
and minor officials are always towndwellers.

The herders provide protection for the towns and raw materials,
the towndwellers make and trade commodies that are not available
on the land. Both groups are mutually dependent on each other.

Government form description: The highest office is the
Patriarch, a religious title but literally a sacred king who
performs the rites that link the upper and middle worlds.
Elected for life by the templemasters, he must retire or be
deposed if he is seen to fail in his office. While the Patriarch
holds little temporal power he is also the spiritual head of the
Vokhoman nation and no one in high office can be seen as
legitimate unless they cultivate his influence. This also
applies to non-Vokhomans.

Outside of the temples and the lands they own within Etsiya, the
Vokhomans are governed by lords.

These are usually descended from powerful nobles among the
pastoralists and control regions that encompass several towns.

The lords have to be judicious in keeping contact with the towns
to govern them and keeping links with their own clansmen on the
land. Usually they spend the winter months domiciled in the
towns, and the summer months travelling with the herds and
possibly campaigning against each other and against outsiders.
It takes a truly great leader to unite all Etsiya under one lord
and this happens only rarely. Rulers, and known peoples name and
description:

Under development.

Religion:

Vokhomans believe that in the beginning the Universe was
darkness and water. When God set the Universe in order the good
and evil creatures came into being.

The goddess defeated the evil ones and banished them.

She established and rites and conducts that keep them at bay.

If the Vokhomans preserve these observances they will join the
company of Ancestors in the upper world, if not they will join
the ghosts and demons who may overthrow the good order of the
universe. Nobody wants that.

Names of deities - Their powers and area of control or basic
filosofy of things: God, the first conscious being, the supreme
diety with both male and female aspects.

According to Vokhoman beliefs God is hidden and each person must
find the inutterable Name of God inside themselves.

Medva, the goddess, a personification of light. She defeated the
demons at the creation and lead the Vokhomans out of the earth.

She acts as mediator between them and God.

Newborn children are presented before her in the temples as a
rite of passage. The lesser deities. The commonly known ones are
Peltvia, the personification of the broad earth, and the Neras
who dwell in the flowing waters.

With the help of the religious rites they keep the demons and
ghosts at bay.

Trade and products: Money?

Barter? What products. The Vokhomans use gold-coloured coins
they call sunwheels. There are smaller coins that are worth
half, quarter, or a third of a sunwheel. It is not known what
the exchange rate is. Ask a Z'am'chu. Most of their trade comes
from the animals they herd: diary products, hides, wool and
meat.

They use ceramics to adorn their architecture, and appear to
have some access to metals which they work, iron, bronze, gold
and silver. They also trade their sturdy mountain horses
(Przelski's horse - sp?). Their religion involves some degree of
literacy and book production. Magic and what types?

Even if it is tech:

Magic is an attribute of the goddess.

Vokhomans distrust foreign magic because they can't trace it
back to her. So magic is closely related to their religion,
probably scholarly and ceremonial and applied to everyday life -
charms that ward off things against people and cattle for
instance.

Some Vokhomans can practice shapeshifting.

They are called Vettens or Wolfdancers.

They dress in animal skins and take on the attributes of those
animals. These people are honoured among the Vokhomans because
they do ceremonial performances at certain times of the year. In
a role-playing situation I would expect these people might have
special non-combatant skills related to their totems. The
particular animals are the wolf, the bear and the lion.

Organizations that are common thru the region:

Religious orders exist in the temples, and lay people join
religious brotherhoods for identity and support. There is also
the lords and the governors, and the guilds.

How well do they handle non-members of their race/culture:

Foreigners regularly travel through Etsiya because it provides
the most direct route between north and south Abrigon.

Vokhomans expect to meet such people and profit from them.

Because outsiders don't share in their religious perceptions the
Vokhomans have some reservations about them. Any specific
dislikes or likes and why:

Anything that does not fit into natural criteria that they are
accustomed to will be categorized as demonic and treated with
hostility. This would cover anything that deviates further from
the human norm than a satra. Racial:

Physical desription as well as how would someone role play one
as well as have a character as a member.

Their physical description fits human as given above. They are
class conscious, divided between nobles, freeborn and slaves.
The household is the basic unit in Vokhoman life.

While all members are subject to the master of the household,
they can have no identity without it. It is their link to the
rest of their society. Loyalty is everything to them. Their
environment demands that they be tough to survive, their culture
and religion preaches that they must be generous towards each
other and honour the social contracts that binds them together.

Genders: two.

Animals:

Domesticated animals include horses, donkeys, cattle, sheep,
goats, dogs, cats, pigs, chickens, and bees.

Significant wild animals include wolves, bears, lions, boars,
deer, dragons, otters, mice, eagles, ravens, and geese.

Dietary things:

Vokhomans grow grains, and some fruit and berries.

They depend on the meat and dairy products they derive from
their animals.

Mead and honey are used in their religious rites and they also
brew beer. Plants grown: wheat, millet, rye, apples, walnuts,
hazelnuts, cherries, mulberries, flax. - andrew.

The sacred writers have clothed God in a human form, like
gleaming amber or fire, and have spoken of its eyes, and ears,
and hair, and face, and hands, and wings, and pinions, and arms,
and back, and feet. - The Divine Names, 1.8

2.14 Thyndw/Þyndw:

See this for more and conciese info NAME: Þyndw or Thyndw

PHYSICAL: Elf-like. [Semi]-pointed ears, darkish skin (like
middle-eastern)

but with light hair (blonde or red, sometimes white) and almost
always jade-coloured eyes. There are some variations, but not
many.

CULTURE: The Þyndw are a simple, peace-loving, Elven race. Their
ancestors are the Sogars and Elves of Câlnima. They make clocks
and tools, mainly for woodworking and farming. Many Þyndw are
farmers themselves, but the Þûldeð tribe, which lives in the
desert, uses heavy irrigation. There is a mountain range between
the desert and the jungle (where the Nûldeð tribe lives).
Tunnels have been made that go through the mountains to carry
water from the rainy Jungle side to the dry desert side.
Sometimes the Nûldeðw & the Þûldeðw gather for group activities.
The Þyndw love to explore the planet of Âbrygûn and love to hear
stories from merchants who buy tools and clocks from them and
sell them ores and old tools to work with to make new tools from
or to repair if possible (for a fee of course: usually some
ores, but they will also accept foreign money that can be used
for trade with foreign nations). Every now and then, some rogue
Banazoo raid Þyndw vilages for tools, but the Þyndw don't care
because they figure that the Banazoo need the tools and can't
pay. The religion of the Þyndw (NOT þyndwism
[="Hinduism"-"H"+"Th"]!!!) tells them that they shouldn't keep
all of the fruits of their labour and that the needy should get
some. This is a carry-over from an old unknown religion of the
Sogars (you know what that is, right Mark?:), though their main
religion is worshiping the nature of Âbrygûn. They worship
natural entities as though they are alive, though the Þyndw have
no gods.

GOVERNMENT:

So far, something like this: Each town has a leader who just
makes the major decisions. But a decision cannot be made without
a town meeting where everyone is welcome and usually includes a
form of compromise.

Things get done though. Usually only one meeting which takes
pretty much a whole night (refreshment are brought for by
whoever wants to bring something for the group).

RULERS: None yet. You should have asked about the Espans or
Sogars :)

RELIGION:

Nature-worshiping; they have some customs that come from old Elf
magic-religions (nature-worshiping as well) and an old unknown
Sogar religion (currently (i.e.

~3200 C.E.) they have a nature-worshiping religion similar to
Druidism and the Elven religion).

NAME OF DEITIES/PHILOSOPHY:

They believe in freedom and equality for all.

And education for all [well, for all Thyndw, anyway:), but they
try to be kind to other races].

They... (shoot, that's what happens when you look at something
else for

10 minutes before continuing the sentence...)

ECONOMICS:

Products produced: Tools (swords), clocks, wierd jungle & desert
foods maybe.

MAGIC: Some telepathy ... all that's left over from Elven blood.

And they can put some magic into swords,mainly only a warning
beacon to the user. That's probably what they'd use the
Vokhommen precious stones for...

TRIBES: I'll use this as an opportunity to add "Tribes:"

Nualdedd and Thualdedd (or with spelling reform: Nûldeð and
Þûldeð)

OUTSIDERS:

Very welcoming and accepting.

LIKES/DISLIKES:

Like exploration and stories from travelers and merchants. Also
adore utsu clothes :).

CHARACTER INFO FOR PLAYERS:

Underconstruction:

GENDERS: TWO DIETARY HABITS:

Vegitarian mostly, but hunt for their meat if wanted.

Plants: fruits, vegetables, corn, beans. They also make bread
from their corn and make a dish similar to pizza but with
corn-bread (well, bread made from corn, not quite American
corn-bread). Also, they make tortillas of a sort, except that
they make them so that they are hollow like a Pita (I did that
once by accident when making a tortilla and it was cool and
delicious).

Basically they have flat bread, on which the make the Pitas, and
hollow bread which they make something similar to Pitas with.

They also have chickpeas that they make a falafel type food
from. (I'm listening to "Desert Rose" by Sting and it's such an
inspiration for developing the Thyndw).

ANIMALS RAISED: Pets PLANTS GROWN:

Corn (European?

or Maize), beans, different veggies and fruits, no wheat
(doesn't exist where they live or can't grow); what else can be
grown in a desert?

LANGUAGE: Ða difî "The Speech"

comes from Deymual "Fire Speech" and Romainsauge ("Roman
savages"? or "Savage Roman"?

Gypsy language.

Ask Mark.) Own and local form of Koine or other.

ADDITIONAL FUN STUFF:

CREDITS:

Jonathans area And I think the One likes that for now.

2.15 Banazoo:

Banazoo is pronounced...

Uh, why do you have to speak English?! "A" is like in "father"

and "o" is like in "some", but as there are two pieces of "o",
just try to pronounce a very long "o"! It is NOT pronounced like
in "cool". All the consonants are like in English in that word.
They look pretty human, but...

Well, I'm not the only one who has been creating Pinclans,
(there are 3 of us, though the others are little more grown up
than I am [actually I was born some months before them, but
that's not important] and don't play with Pinclans as much) and
I bet the others would disagree with me if I now claimed
something I'd like to. The main physical difference are the
stretchings, but there are others too. Anyway, I must say
something, so...

Pinclan children are more strongly built than most Human
children.

Pinclans can climb like apes and they have excellent strength in
arms by nature. They are also more musical than Humans, on an
average. They are not so keen on time and exact hours than
Humans, probably because they live longer.

Pinclan hair grow very fast comparatively with Humans - if you
shave a Pinclan man, he will have his hair to the shoulders in
less than two Earth months, and his body hairs are back to
normal in two Earth weeks.

That's why most PInclans don't care to shave themselves or cut
their hair much.

Fortunately Pinclan nails don't grow that fast. All Banazoo,
women, men and children, only shave their head after their
stretchings. Their thick, wavy, greenish black hair usually
reach their calves. They love to tie colourful ribbons and all
kinds of symbols up their hair. Banazoo carry also important
things light in weight tied up to their hair. And no, their hair
won't go as shaggy as our hair. Banazoo skin is either dark
reddish brown (80%) or dark green (20%). That is the result of
their ancestor skin colours - the Wolves were almost black, the
Tigers were anything between light and dark brown, the Foxes
were yellowish brown and the Frogs were light green. Banazoo
eyes are chocolate brown (62%), all black (24%), green (11%) or
very light blue (3%). What's more, they may have change streaks
in any colour in their eyes. In fact Banazoo believe that they
who have light blue eyes have supernatural powers, so these
children are expected to go to the monasteries.

Pinclans are "harder to kill"

than Humans.

Most of them are immune against many fatal diseases, or then
they survive after being sickly for a while. They may digest
twigs and hay and insects, though they don't like that food.

They are (even)

more fertile than Humans (which is the damn reason why did the
ancestors of Banazoo leave the planet Pii!) As you can see,
Pinclans are a kind of masterpiece of evolution, if its demand
is to increase and stay alive. Don't worry, the Banazoo averages
have only 6 children ;-) I think I should also mention how do
they dress themselves... It is cool on the mountains, so they
have wollen ponchos and trousers. Under them they keep long
shirts and trousers made of a fungus (which is like silk yarn)

they took with them from Pii.

Women and men and children all use same kind of clothes. I think
most non-Pinclans wouldn't notice which sex a single Banazoo
represents ;-) for they are all so sturby and have same clothes
and hairdo. Religon is seems to be a plurity of deities they
brought from their home land/planet. Skin is dark cause of less
protection from the sun in the mountains.

Trade is in produced products and their methods and materials
are closely guarded secrets. Banazoo offer for sale:

- ustu clothes (ustu is the silk yarn like fungus)

which are very durable, dirt-repellent and pleasingly soft -
wool (animal or otherwise. - skilful stone statues - many kinds
of dried delicious mountain vegetables and herbes (seeds are a
natural resource, so potential blackmarket in them? Like how
Silk worms were secrets). - bridge architechture (ground plans,
architect renting/rendering)

I point out that Banazoo make sure that nobody gets the seeds or
the seedlings of their plants, and the most guarded thing of
theirs is ustu. So you have no entrance on the raw materials and
you have to buy their completed productions, which are not
cheap.

Well, I'm not the only one who has been creating Pinclans,
(there are 3 of us, though the others are little more grown up
than I am [actually I was born some months before them, but
that's not important] and don't play with Pinclans as much) and
I bet the others would disagree with me if I now claimed
something I'd like to. Nata's area Axu:

From: Natalia Gruscha Many of you need to know more about the
Axu, so I have thought about it. Here is the description. It is
based on the idea that the Lake water is not salty.

Axus are underwater creatures whose main nourishment is fish.
Their oblong, stout body ends to seal-like tail, and the another
end is the mouth. In fact they look like both ringed seals and
dolphins, except that their only eye goes around the body in the
neck.

Axus can pull their eye in or turn it out to the direction of
their mouth or tail.

The mouth is used for eating, whistling and as a hand. They have
excellent hearing in their skin.

Axus are intelligent, and they have as developed language as
Humans do.

Whistling is their way to speak.

They have alga homes floating under the water, parent living
with all her chilren.

They love to gather together for dance performances, spectacles
etc.

Axus of the Great Lake are peaceful, for they all live in the
same area, share the same culture and speak the same language.

In the age of 21 or so ( I use the years of planet Pii which
means 3 Earth years - somebody please tell me how long is the
Abrigon year!) Axu skin becomes to demand salty water. The skin
gets rash and aches. That's why all teenage Axus must soon leave
for the salty ocean along the underground tunnels. They tend to
leave in small groups, friends with each other. Axus live in the
ocean for decades. They have build underwater fortifications
there to protect themselves from the sea beasts.

Axus are sporty, so the inhabitants of different fortifications
compete in many events. They compose great musical works and
collect information about the sea organisms.

During this period in their live many of them die because of the
sea beasts and some diseases.

In the age of

51-66, depending on how well does the Axu in question get along
in the ocean, the Axus become fertile (the ones who love the
ocean will stay infertile longer).

There is only one sex, so Axu way to increase is to change
genes.

During that period tail is their genital. There can be 2-7 Axus
mating at the same group, and all who participate get pregnant.
The pregnancy lasts for 2 years and during that time Axu skin
stands both salty and fresh water. But the Axus are very
conscious of the fact that soon after they will give birth to
their children their skin stops standing salty water. Besides,
their children need fresh water for their first 21 years. That
makes the pregnant Axus swim back to the Lake.

In the Lake they give birth to 2-7 children at one delivery -
this has nothing to do with the amount of Axus who took part in
the mating. Some Axus just have more children than the others.

Axus think that the only parent of the children is the one who
carried them inside. But the whole society helps in nursing
them, and for the Axus who have mated together are also
generally good friends, children usually grow up near all their
genetic parents. Axus live about 10 years after their children
have swum to the salty ocean. That makes their lifetime to be
between 80 and

100 years.

These old Axus whose children have gone are the leaders of the
Axu society.

Banazoo have good relations with the Axus.

They have developed kind of pidgin language, which consists of
simple whistling melodies both creatures are able to make and
hear.

Banazoo want to protect the Axus, which is one of the reasons
outsiders are not welcome to their area. All fish belongs to the
Axus, Banazoo don't eat them and don't let others but Axus to
eat them either.

There are great celebrations full of opera sang by both Axu and
Banazoo singers.

Natalia

03. Groups:

04. Trade/Money:

05. Timeline:

06. Species (Known or otherwise):

07. Languages:

08. Lords of the Lith ___(Myths, Legends and Other Lies &
Ignorance):

09. Hidden History (GM notes):

10. Maps & Stuff

Abrigon former HTML

01/20/04

Welcome Dinas Aetor and lands around it



A place for exploration of the totalness of all things.

Abrigon - Dinas Aetor

DINAS THE CITY

Work in progress) (07/08/2002) Saturday, June 15, 2002 By
Michael Adams

* 1. Basic Description/Introduction.

* 2. Origin

* 3. Government

* 4. Location and Geography

* 5. Languages

* 6. Races/Cultures

* 7. Politics

* 8. Groups

* 9. Places of Interest

* 10. Customs

* 11. Dieties/Relgion

* 12. History

* 13. Economics/Money

* 14. Magic

* 15. Story Start Points. Likely will change some things around.

------------------------------------------------------------

BASIC DESCRIPTION:

* Tech Level: Tech level is like later bronze, to early Iron
Age, maybe

later in some regards. Magic exists, but it is not common, other
than for

sages, clerics, shamans and like.

* History of Dinas Aetor (named by the local tribes), as most
knows,

started as a local Keltoin seasonal fish camp on the Shara
River, but it

was also a good place for Thessa merchants to stop, refill their
water

casks, and trade with the locals. And do some hunting. Since the
Shara

splits just before the town, leaving a small forest covered
island. The

founding was some 220 years in the past.

* Thessalonian and Galadh merchants: Over time, the merchants
built a

palisade, first on the island, then later on a Cape Thessa to
the north of

the town. Building a fort on the cape, to include a light house.
The cape

and now the light house, has been and is a major navigation
marker for

sailors. The town is located mostly between the fort, and the
docks across

from the island. The docks were once on the island, but over
time they

have been moved to the cape side of the river. First they were
just a

place for ships to be beached, but then pilings were driven into
the river

bed. Recent movement is to make the docks into stone, and a real
causeway

to be built to steer sediment around the dock, to keep sediment
from

turning the harbor into a sandbar.

* Trade: Over time a steady trade came about between the
merchants and the

locals, some extending into the interior (up river) with their
relations

and other tribes.

* Social Structure: With some forming of specific clans/families
who do

the trading. Some Galadh merchants also came by (Galadh is a set
of city

states, that over time have been over taken by the local swamp,
so water

trade is a must, especially for things like grains. Of which
there is a

lot of grain and like being grown in the area. Serfs or slaved,
not sure.

Could be orcs or like? Not sure.

* Local Government: A council under a merchant leader rules the
town. Sort

of a mercantile council. Not sure if there should be a noble
class, or

baron or like. There is an upper class, mostly made up of Thessa

merchantantile families, but there is some mixing of locals and
Galadh and

Thessa origins.

* River Keltoi: Many clans operate barges that go up/down river
to towns

up river (the towns are either on islands, or on pilings in a
lake). So

there is a road for the barge-men along the edge of the river.

* Defense: The walls of the town are packed earth, with a wooden
palisade

with watchtowers. There has been a movement of late to replace
the earth

and wood with stone and stronger materials. With some paving of
the main

street in cobblestones. Next to the hill fort for the merchants
(on the

cape), there is a small parthenon for the Thessan gods. As well
as a

Lighthouse (wood and earth for now, but work to replace it with
a stone

one).

* Language: The local lingo is based on a pidgin of Thessa and
Keltoi. But

Thessa and the local dialects of Keltoi are also spoken alot.

* Local Color: I do know that near the docks, there is a small
inn/bar,

called the Griffins Inn. It is run by an Amazon Female, a Mage,
and an

intelligent badger (rarity for sure) who hides his identity from
most (he

is the accountant after all), and the Satra bouncer (Satra, four
arms,

gorilla like in size, war like). Looking for ideas, and stories
to fill

things in. Somethings might change as it become necessary.

* Galadh: The idea for the Galadh, is they are city-states,
surrounded by

an ever-encroaching swamp. So most foods have to come from the
sea or via

trade. The Swamp, possible idea for it was that it is the home
of some

Cthulu or Horror like creatures. The Bayou if you will. The
Galadh seem to

be related to the Keltoi. But higher in tech than them.

----------------------------------------------

ORIGIN:

Some 200 or so, Thessan traders on their way to the Galadh high
cities, who normally passed by the mouth of the river later
known as Shara, they would stop at the island in the middle of
the river. For re-supply of their water casks and food supply.
Originally forming a small palisade for

fishing, hunting, water collection, and salting of food. They
made contact with one of the local tribes of the races the
Thessa called the Keltoi, who used the mouth and island as a
seasonal fish camp. The exchange was peaceful, and trade
commenced. Over time the merchants build a palisade on the
island later called Helios. And a trading post became permenant.
Over time, more locals came to trade, some settling permanently,
as well as the families of the merchants. Forming the beginning
of the town call Dinas Aetor or Helios (Thessans name for their
onclave). Later, some traders with local guides, moved up river
to trade with the tribes of the interior. Some local people from
the interior tribes also came to the town to trade, often from
miles away, bringing their small boats. The local tribes have a
home fort, but the majority of the tribe will wander with their
herds of cattle, horses and sheep until winter comes and then
they

all move back into their home fort. Home forts are of a mixed
nature, depending on local terrain, and customs. Some will build
it on a knoll or like, building a hill fort to act as a base for
their tribe. Other groups will build a fort on an island in the
river, or on pilings build a small

town in the middle of a lake. Also some Galadh traders came to
visit, noticing the large tracts of open land that is perfect
for grain and like products. They then started their own areas f
town, and formed small plantations. Their home has a major
shortage of food, due to a lack of

land for farming. There are pirates, rival merchants, marauding
tribes and more. Also the world is ancient, and the humans are
the last to come here. So there is a lot of old sites of power
and mystery. As well as other humans, more? Okay, got some basic
ideas for two characters. Originally founded as a trading post
for Thessalonian to Galadh/High Cities trade.

Later became central to the trade into the interior via the
Shara River. Owned by one of the Thessalonian trading families,
but over time the trading post became a city and as well gained
its independence from outside. Though some old Thessalonian and
Galadh families own land here.

------------------------------------------

HISTORY OF ABRIGON:

Ancient Real History: Shinda built the sphere, their
civilization crashed. A Lithe crashed near Dinas Ator and the
Shinda on the Lithe went to ground, building around the ship,
until it was covered. Over time the ground became the island
that the town is located on. Over time water and dirt/rock
covered the Lithe. The Shinda below still live and have a
civilization of high tech, but have a need for ... people? food?
What? Maybe why people are disappearing from the city? Dinas
founded some 200 years ago as from a fishing village of the
Keltoi (need new name for sure), by the Thessa, me rcantile
nation that is based on a loose oligarchy. They needed a trade
route to cities to the NE (across the bay, Galadh?), and Dinas
was about 1/2 the way between the two areas. So over time the
merchants moved in, set up a trading post, hired locals and over
time the cultures mingled. But not always nicely, after all
there is some locals who are also merchants, plying the river
Shara back into the interior and the towns along the river.
Towns along the river are often on pilings in the river, or
islands in the river, to protect them from marauding bands of
barbarians, dragons and like, as well as weather. After all
flowing water is often seen as a proof against evil/vampire/etc?
With some underlying tension, especially with older families,
native merchants, and newer merchants and ones from the other
land (I need a name and culture idea, the idea is independent
cities who are facing a horror or like?). Major thing: Shinda
are not elves, often they are hated and despised due to a past
of enslavement and foul treatment of the past. Especially since
many non-Shinda (other than humans) had to win their freedom in
violent ways). Satra are not just kill machines, or orcs or
trolls. Glubnon are wasp like but not mindless for sure. Just
one female may have from 1-30 males for her husbands. The Thessa
know some Shinda and learned much from them, so not all Shinda
are hated. Shinda who come from the sky are hated, those
underground are not known off. Glubnon live underground in giant
mounds they often build themselves. Havlin are not Hobbits, they
have a culture that is more tree bound, but not always. May have
to tone them down for the average one, versus the master!? Lithe
Lords rule over the surface still in many places as Gods or
demons. Some call them Gods; some call them Demons, and so just
ignore them. But some have not lived long to ignore them. So far
Dinas Ator has been free of visits by them.

---------------------------------------------

GOVERNMENT:

Government: Loose mercantile, ruled by an Archon, elected from
the major families, to rule over the Town. With a city council
made up of representatives from the major temple, major families
(including clans), and merchants. The local tribes are loosely
tribal. Some are more clans or extended family, some are almost
mercantile in nature, and some are based on strong men. The
River Keltoi have slowly become more based on alliances cause of
mercantile connections, but they started out as small family
groups, related to many in the local area. Sort of extended
family/clans. Family connection better than social connection
still.

---------------------------------------------

LOCATION/GEOGRAPHY:

Located on the Shara river delta mouth. Built originally on an
island in the delta, but over time it has expanded outwards from
the original trading post (fortress) to include the whole island
as well as some wealthy citizens' outside/off the island. The
hill fort built on Cape Thessa, to the north of the island of
Helios. Was build first as a watch tower and lighthouse. But
over time became the fortress for the Archon and the city
council. The area around Dinas Ator is rolling hills, plains
basically, with small crops (grouping) of trees in low valleys.
Much like the area around the farm in the old series "Little
House on the Prairie". Mountains to the west and north, of in
the far distance. Also some possible to the south. The ocean to
the east. None of the rolling hills for the most part is above
300 feet or there about. There are some places with small caves
and rock outcrops. With the Shara River flowing through a
valley, like a snake from the west/WNW. There is a road of
sorts, but it mostly follows the river west. Every once in a
while, a roadhouse or like is there along the road. Especially
at places like fords and portage areas (where rapids or like
exist, that make barges going down/up river near impossible).
Where the cargo has to be unloaded, carried around the obstacle
and then reloaded, if possible on the original barge (if the
barge can be brought about the obstacle, like rocks/sandbars and
like). And off on its course. The road along the river is often
used to tow the barges upriver, since the river is not big
enough in most places to allow sailing and the winds are not in
the right direction. The town has an obvious wood bridge that
goes from the island to the mainland, towards the hill fort.
There is a movement afoot to replace it with a real stone
bridge, with a gate house and draw bridge. Especially as the
upper class on the island increases in size and wealth.

----------------------------------------------

SOCIAL:

Rich live mostly on the island, manor houses at their farms, or
near the

Cape Thessa Fort/Light House. Middle Class, live mostly near the
center of

the town. Or if possible on the island or on their farms. Poor,
living

mostly near the docks, or outside the city walls. Alternate, is
the rich

live on the hill just below the Castle, on the Island in the
river,

protected by the river and their home troops. Or on estates in
the

countryside, protected by their own soldiers. Upper Class mostly
made up

of rich Thessan merchants. Middle Class mostly made up of towns
people,

mixed Thessan/Galadh and Keltoi. Lower Class mostly made up of
refugees

and those cut off from family support.

----------------------------------------------

LANGUAGES:

Languages: Keltoi: There is various dialects of the language,
the local is

a form of river Keltoi, which is spoken by main tribes in the
river valley

that follows the Share river. Koine (based on Galadh and
Thesslonian with

influences from Keltoi) Thessalonian: Sort of a form of Greek,
but will

work on it. Galadh (related to Keltoi, but different): Likely
broke off

from the Keltoi language some centuries ago.

--------------------------------------------------

RACES/CULTURES:

* a. THESSAN: Visitors, most locals of Thessa blood are
mixed/part of

local culture. There is some representatives of the merchants,
upper class

citizens adopts Thessan habits.

* b. KELTIN: River predominates, but other tribal groupings are
seen in

the town.

* c. GALADH: Other races from time to time.

* d. SHINDA: There are some, but they stay hidden.

* e. GLUBNON: Mostly stay to themselves, other than attending
seasonal

fairs in Dinas Ator.

* f. HAVLIN: They keep to themselves for the most part,
sometimes you can

see them wandering around, planting trees.

* g. Gnomes: Other name for Havlin or a seperate group?

* (a) Wolfen, origin unknown, but they seem to be tied to the
Gnomes.

RACES: Shinda are tall, pale beings, with hair that is normally
black or

yellow. Their attitude is one of detest for the lower forms. If
you have

ever seen the movie "Heavy Metal" namely Den, the immortal there
is the

ideal. Similar in attitude to Melnibonians. Satra are tall,
heavy set,

hairless, dark of skin, four arms, no obvious gender, they are
very loyal,

very strong and warlike. They used to serve the Shinda as their
enforcers,

but over time have found their own culture again. Glubnon are
short, brown

of skin, heavy set, bearded, light of hair, all seem to be male.
There is

females, but the Glubnon social order is wasp like, with a queen
and

princesses. Havlin are short, light boned, green/brown of skin.
They love

trees, each group having their home or home tree type. They are
amazing

with non-normal tech/magic. The races came from other places,
but were

bred to serve the Shinda fell into ruin. But most have a burning
hatred of

Shinda, there is races that are Shinda like, but that are not
the norm,

some that are back to basics type, or who did not follow the
path to

Empire and like. Most in Dinas are human. Thessan traders who
sail from

their home to the south, along the coast to the north trading
the inner

sea. Keltoi traders who travel up the river Shara, trading along
the way.

They form a separate culture from their plains dwelling cousins.
Dena, a

group name for a variety of different groups, some tribal, some
not. They

live on the edge of the region, and little is known of them.
They are said

to be great warriors, or cities of gold, or human sacrifices.
Not all is

true.

----------------------------------------------------

POLITICS/RELATIONSHIPS WITH LOCAL POWERS/TRIBES:

So far the need for trade, and some gold to the right people,
has kept the local plains tribes from attacking/raiding. Raiding
is not know, but most times it is singular or small group raids
by outlaws or youngster out to make a name for themselves. Two
major Plains tribes in the region are the "Blood Wolf" and the
"Death Bears". Size around 100 families' total, but spread out.
Both are not enemies to each other, but wary. There has been
some trade with the new Glubnon colony to the SW of the town.
They are a one-minded group. Most seem to be males, but little
interested in human females the whores' guild as mentioned, but
they do love to drink, and trade in gold, other minerals, crafts
and more. There have been reports of some Havlin, who are living
in one of the valleys of the river to the west, but it was some
days away, and of little notice for now.

* TRIBES:

* FOMOR demonic and hidious for the most part, barely human.

* Morc

* Conann

* Balor

* PARTHOLAN

* Sera

* Partholan (son of Sera, came to the world from the west)

* Dealgnaid (Dalny) (wife of Partholan)

* Rory (son of Partholan)

* Starn (brother to Partholan, same parents?)

* Tuan (turned into a wild stag, likely some sort of
protection?) (Son of

Starn) Later turned into an Eagle and then a salmon).

* NEMED

* Nemed son of Agnomon (brother to Starn)

* FIRBOLG

* Fir-Bolg (tribe)

* Fir-Dombab (tribe)

* Galioin (tribe)

* Semion Mac Stariat Eochy (yoo-hee) Mac Erc, who married
Taltiu, daughter

of the King of the Great Plain (the land of the dead).

* DANA: Had more magic than the others other than the Fomor.

* Nuada

* Bres (1/2 Fomor) Falias, Gorias, Finias and Murias towns in
the old land

of the Dana Kian, Gubon, and Sawan three brothers.

* HUMANS: Some named by their alliance with an animal. Osraig
Some named

by alliance with a deity or decent from. McLugh Some named for
their

decent from almost mythical ancestor.

--------------------------------------

GROUPS:

Healers of the Hand have an orphanage here (See Orphanage), they
do not

run it, they just support it. There is at least one roadhouse on
the river

road that is run by the order. Knights of Tiln (Name change?):
Have a

chapter house here. They use the orphanage as a recruiting
source. School

of Magic: It is outside of town. Location is unknown, rumored to
be hidden

by powerful magic. Various temples and their support staff. The
Guards of

the City: The guards are made up of select donations from the
major houses

of the town, as well as hired mercenaries (hired by the
"Mayor"), and

officered by the young sons (daughters?) of the wealthy and of
those who

can afford to put the child through the "Academy". The cadets
are from the

wealthy families, designed to give the youngsters something to
do, to get

them to be friends with their competitor families (less chance
of Civil

war?). Also a sense of civic duty drives them on. There are some
officers

of the Guard that came up from the ranks. Dinas Ator is still
young

enough, that self-made soldiers can come up, and become
officers.

----------------------------------------

PLACES OF INTEREST:

The Griffin Inn (seedy, but well known) located just off the
west docks, up near the lower gate. Run by an odd group of
characters. Merchants Aid House, very important place if you
wish to become a merchant or to send/receive cargo. Also acts as
a hiring hall for mariners/sailors. Paid for by tolls, tariffs
and fees from the trade that comes into town, as well as
membership dues.

----------------------------------------

MAGIC:

Major magic is shape changing. Magic is powered it seems via
different forms. Magic places and lei lines, seem to exists,
sometimes existing in a place for ages, or moving and flowing.

Individual Magic, namely it is the direction of your personnel
energy, outwards for usage, either to heal others or self, or
for effects like fire or mental techniques.

Devices, some items seem to have magic, often artifacts and like
have power of some sort.

Gates, they exists from place to place, some seem active, some
dead. Most are avoided by all but the foolish. From time to
time, things or creatures come thru, sometimes strange sites are
seen and some say things go thru.

Magic School, is a hidden temples of Uruk, or like deity. They
are found in hidden places. The priests move from hidden place
to hidden place. Places often marked by sacred stones that seem
that only initiates can see. Some hidden places are deep inland,
under a hill in a cave, with a ring of stones above. Some are on
the coast, in caves along the ocean or river.

The Geas, namely a person underone went beyond obsession.
Example is only could eat certain foods, do certain actions, can
not be seen to eat. And more. Knowing the true name of a
person/deity was dangerous, and unlucky.

So people have two names, one private, another outward. Flying
ships or that went fast. the Lia Fail (the Stone of Destiny),
could tell the fortune of the one who held it, or sat on it. But
it was in a reim and many times meant a quest. the sword of
Nuada the spear of Lugh of the Long-Arm. Would hit and kill what
it was thrown at. But had to be held, in special gloves, and in
a vat of water cause of the heat of it. The cauldron of the
Dagda (the good god) would bring back to life anyone/anything
put into it. boat and horse of Mananan Mac Lir. Boat can travel
across any surface, be it land, water or what ever. Horse can go
anywhere, as long as you can visual it. sword Fragarach, can
cleave anything, but has a curse some say, for it's owner dies a
gruesome or tragic death. Dagda's Harp, can put to sleep armies.

----------------------------------------------------

CUSTOMS: KELTOI:

Keltoi tribes/clans are a mix of groups claiming decent from an
animal.

Like people of the wolf. Or from a major person/diety.
Mc/Mac/Ui/Ap and

like McLyre = descent from Lyre the god of the sea. Also by
class, be it

warrior, priest, or worker. Clans are also based on traditional
alliances.

Sort of where a Clan takes over the protection of another, and
along the

way the sub-clan becomes closely tied to the major clan. After
all the

barge crews are mostly based on family, with some who have been
adopted

into the clan, maybe even full families. Adoption and Fostering
out:

Common practice. Where a family will foster out, their
child(ren) to an

enemy (hostage), or to cement alliances, or to show respect to
ones

superiors. Also for reasons of skills, a child might be fostered
to a

master of the art/skill for training. Acknowledged children: Not
unknown

for a son to show up at a local lord and claim to be the mans
son, and if

the mother had spent time with the king, the king might
acknowledge the

man as a son, minor one though, but that might change over time.

Inheritance: Inheritance especially of titles and land was by
decent of

the grandfather of the current ruler. So if a ruler died, all
his male

second cousins could vie for the crown. Could get ugly,
especially if the

grandfather and his male children were prolific or
adopted/acknowledge a

lot of sons. Brideprice: A custom of the local tribes, is slowly
making

inroads with those of Thessan ancestory. Namely where the groom
will

"steal" his bride away, and if he can keep her hidden for a
lunar month,

they can then marry. But if the grooms is captured before the
time, he may

be executed without prejudice or worse. Bards: Are sacred to the
Keltoi,

they practice magic in the form of sarcasm. Namely they can make
fun of

anyone with no response from the one so puned. Cattle Raid:
Often a way to

get back at something done by another tribe. Sort of revenge.
They can

become legendary. Also a way for youngsters to count coup and
like actions

to show their worth. Watch Fires: Are lit on high hills to allow
for

warning of major raids and like problems. Customs: Sacrifice
during

special functions. Especially at Planting, Midsummer, Harvest
and

Midwinter. Sacred Spots are often springs, waterfalls, special
hills,

crops of select trees, caves. Pools are know as places to
sacrifice

weapons and like material before combat.

THESSA: Civic duty to the community. City sons/daughters are
bound to do

some civic service, be it serve in the militia, or the civil
services.

Once they have completed their first 3 years tour, they are
adults and are

considered citizens. Weekly feast day to one of the Gods, to
burn offering

at the temple.

-------------------------------------------------

DIETIES:

Some of these maybe based on Lithe Lords, or something else.
THESSA: Tela

Orphans, hospitals, travelers, and merchants. Tiln Chivalry,
honor,

illusion (specific ones) Uruk Lord of mysteries, magic and other
hidden

things. Valen Chief God, father figure, civic/family duty. Kaos
Primal

Origin Gia Mother Earth Res War, brutal war Meter Crops
fertility Sydon

Ocean depth, horses Hitea Sex - Cult Kles Champion, strength.
Former

Mortal Ros Love, pleasure Deas Death, lord of the underworld
Nises Fruit

of the Wine and what it brings. Cult Thena Mother of Tiln and
Tela wife to

Ermus Ermus Travel/Commerce/Messenger of the Gods. Era Wife of
Valen,

wives. Faet Smith, creativity, volcanus, victims, handicaps.
KELTOI: Lear:

God of the Sea. Anon: God of Death and lord of the land of the
dead.

Curon: God of fertility, of chaos, of rebirth, of the wild
animals and the

hunt. Master of the wild pack of hounds. Also of time? Epona:
Goddess of

horses, freedom, and travel. Also of the sea. Shaka: Blood red
mother

goddess, different aspects are for other aspects. Red Dragon
like, often

also the goddess of trouble, strife and infertility. Morga:
Three

goddesses of war, death, destruction, and rebirth. As well as
fate. Lugh:

The bright, the sea. The Water of Life. Daga: Rebirth. Master of
shape

changing. Annon: Lord of the dead. Nod: Leaders and kings.
Gubno: Smiths

and father of the Glubnon. Havik: Trees and forest creatures,
father of

the Havlin. Taen: The watcher, protector, the one who waits for
the next

cycle. Some in Dinas will mix the titles of like deities.
Especially as

the population of the town mixes.

-----------------------------------------------

RELIGION:

Cult of the sword, where swords were dropped into lakes as a
sacrifice.

Sacred Animals: Boars: Courage, strength. Boar spines are
powerful

talismans. Supernatural boars maybe common. Salmons: Knowledge
and

secrets. Birds: Trouble, badluck and bloodshed. Ravens
especially. Horse

and Cattle: Fertility. The Keltoi sometimes eat horses at
special

festivals. Serpents and Dragons (Drake?): Trouble, strife and
infertility.

Dogs, especially black ones: Warning of trouble, and danger.
Symbols:

Anything in threes. Dieties often portrayed in threes. Faces and
like.

Idea of reincarnation, especially the third time it has
happened.

-------------------------------------------------

ECONOMICS:

Coinage is mostly based on weight and known purity of the metal,
or other

method of exchange. Wire of gold or silver, electrum. Also bags
of salt

and like minerals. There is some movement to make coins in the
model of

the Thessalonia. Thessalonians coins are often a solid 1/4 pound
of gold.

Since the only know gold mines are in the lands of Thessalonia,
the supply

is limited. Rumors that the Glubnon mine gold has yet to be
proven, but it

would like change a number of things.

--------------------------------------

Abrigon 3

01/20/04

THE WORLD OF ABRIGON - (ROUGH DRAFT):

(07/23/97 and 11/98 copyrighted by Mike Adams)

INDEX

1. Myth History/Known History (Myth and Like):

2: Areas:

2.1 Galadh/High Cities.

2.2 Keltoi.

2.3 Thessalania.

2.4 Elderan (Forest of).

2.5 Awalpi (Might be called Latinia soon)

2.6 Arasaka

2.7 Atzlan

2.8 Mandana

2.9 The Satra Lands

2.10 Shinda Cities (Local)

2.11 Dinas the City and areas around it.

3. Groups:

3.1 Healing Hand.

3.2 Knights of the Balance.

3.3 Merchant Guild of Thessalania

3.4 River Clans (Keltoi)

3.3 Other.

4. Trade/Money:

4.1 Trade

4.2 Money

5. Timeline:

6 Races (Known or otherwise):

6.1 Humans

6.2 Shinda/Shee/Sidhe/etc (Elves?)

6.3 Glubs (Dwarves)

6.4 Haflings.

6.5 Trolls

6.6 Goblins/Orcs

6.7 Giants

6.8 Slime (and other nasties)

6.9 Halflings

6.10 Fomor

6.11 Seelie/Unseelie

6.12 Satra

6.13 Others

7. Languages

7.1 Keltoi (river and other)

7.2 Galadh/High City

7.3 Thessalanian

7.4 Shindan

7.5 Glubnon

7.6 Koine (trade lingo/jargon)

7.7 Others

8. Lords of the Lith:

8.1 Origins of the Lords

8.2 Known Lords.

8.3 The Lithe.

8.4 The Compact

8.5 Other info.

9. Hidden History (GM notes):

9.1 How the world was created, and "real" history.

9.2 Magic, how it really works.

9.3 Death, life after.

9.4 Vampires and other undead.

9.5 The world defined.

10. The True History:

Abrigon 4

01/20/04

ABRIGON the World

1. Myth History/Known History (Myth and Like):

2: Areas:

[Image]

* Galadh/High Cities. The High Cities, live on islands in the
middle of a

giant swamp. Related to the Keltoi, but of a higher
civilization, they

are in a continual battle with beings they call the "Slime", as
their

lands slowly sink.

* Keltoi.

* Thessolania. Sort of a cross between city states and a
merchantile

league. All powers reside in the Merchants Guild, whose heads
are the

heads of the Cities government/clans. For each city states
citizens and

residents are of the same very extended family. Each city is
lead by an

Archon, who as head of the clan, then will as needed appoint a
Tyrannos,

who will act as the head of the league, war and like.

* Elderan (Forest of). The Elderan seem to be Shinda who have
either gone

wild, they live in the forest called the Sidhe Forest by the
local

Keltoi, and Elderan Forest by the local Awalpi. Many who go in,
don't

come out.

* Latinia Based loosely on the city of Rome and related nations.
Placing

not sure yet.

* Arasaka Based loosely on Early Shogunate times of Japan.

* Atzlan Based loosley on Meso-American cultures,
Inca/Aztec/Mayan and

like, likely next door to Mandana.

* Mandana Based loosely on the civilization of the plains
Indian, before

and after intro of the horse. May also have some moundbuilder or
Anasasi

influences.

* The Satra Lands

* Shinda Cities (Local) The cities of those Shinda who have
fallen to

Earth, maintaining what civilization they can, to include cities
and

like. Some may have maintained the ability to be Lords, so.
Never know.

* Dinas Ator the City and areas around it. The city origin goes
back to

the days when the local Keltoi would fish at the spot, and then
later

trade with Thessalonian traders, and now is the major city of
the

region. Has it's own appointed Archon who acts as the
representative to

the League, the first outside of Thessalonia.

* Awalpi Not sure, other than they are a civilization that
exists on the

other side of the Elderan forest, and who trade with
Thessalonians and

have a wall between themselves and the forest and local Keltoi.

* PiiClan Lands of Natalia, exiles from their old lands.

* Vokhomman Adam Smiths Area, Indo-European general based.

* Thottians (ÐOT-tee-anz) Marks Area

3. Groups:

* Healing Hand. A wandering order, who follow the Lord Tela
(female). The

order normally travels in groups of three, often of mixed race.
Their

basic mission seem to be to set up roadhouses, orphanages,
hospitals and

to help the weak. They are known for their peacefulness, but
also for

their ability to protect themselves with defensive martial and
magical

arts.

* Knights of the Balance. A fighting order much in the vein of
the

Knightly orders of the past. Followers of Tiln, twin brother to
Tela.

They are followers of the ideals of chivalry, fairplay, and
honor,

defenders of the weaks, especially since Tiln is known to travel
the

world testing his followers, often being a duplicate in skills
to the

follower to be tested.

* Merchant Guild of Thesslonia A loose collective group, much
like the

families of Venice c.1300 or the Hanseatic league and other
merchantile

leagues. Namely a group that crosses family/clan lines to fix
prices,

protect against pirates/competition and other needs. Their
coinage and

system of weights is accepted all over the region. As well as
their

system of lines of credit/cheques. Namely in any major city and
many

minors ones as well as trading posts their is a representative
of the

Guild.

* River Clans (Keltoi)

* Mountain Keltoi

* Plains Keltoi

* Other Keltoi

* Other.

4. Trade/Money: [Image]

* Trade So far trade is mostly done by members of the
Thesalonian

Merchants guild, with some river traffic done by one or more of
the

River Keltoi clans. There is some small merchants, as well as
the Guild

has been opening up membership to non-Thessalonians.. Major
trade routes

are from Thessalonia to the Galadh cities vis Dinas Ator. Also
trade up

both rivers Dubis and Aubron(sp) to various River Keltoi
villages. Also

some cross country trade, but until the road into the Awalpi
lands is

built it is limited.

* Money is often based on Thessalonian models, namely the
Merchants

Guild, but local varients do exists. Also there is ingots of
metals

(Gold, Silver, Bronze, Copper) as well as other resources, such
as Salt

and hides of cattle are also used for money. Weights are based
primarily

on the Thessalonian model as well.

5. Timeline:

6. Races (Known or otherwise):

* Humans Came to the world some centuries ago, and quickly
became

integrated into the world. For them came from groups who were
back to

earth, low tech wanting.

* Shinda/Shee/Sidhe/etc (Elves?)

* Glubnon (Dwarves)

* Havlin.

* Trolls

* Goblins/Orcs

* Giants

* Slime (and other nasties)

* Havlin

* Fomor

* Seelie/Unseelie

* Satra

* Others

7. Languages:

* 7.1 Keltoi (river and other)

* 7.2 Galadh/High City

* 7.3 Thessalonian

* 7.4 Shindan

* 7.5 Glubnon

* 7.6 Koine (trade lingo/jargon)

* 7.7 Others

8. Lords of the Lith (Myths/Legends and other lies and
ignorance):

* Origins of the Lords

* Known Lords.

* The Lithe.

* The Compact

* Other info.

9.Hidden History/GM Notes:

* How the world was really recreated.

* Death how it works, or doesn't

* Vampires and other undead.

* The world defined.

Abrigon 5

01/20/04

Welcome to the World of Abrigon

A Fantasy world with a Sci-Fi Twist!

INDEX

THE WORLD OF ABRIGON (ROUGH DRAFT)

(© 07/23/97,11/98 and 02/00 By Mike Adams)

01. Myths and Such:

02. Areas:

03. Groups:

04. Trade/Money:

05. Timeline:

06. Species (Known or otherwise):

07. Languages:

08. Lords of the Lith

___(Myths, Legends and Other Lies & Ignorance):

09. Hidden History (GM notes):

10. Maps & Stuff



Abrigon 6

01/20/04



[Image]

Welcome to the World of Abrigon

A Fantasy world with a Sci-Fi Twist!

INDEX

THE WORLD OF ABRIGON (ROUGH DRAFT)

(© 07/23/97,11/98 and 02/00 By Mike Adams)

[Image]

1. Myth History/Known History (Myth and Like):

2: Areas:

* 2.1 Galadh/High Cities.

The High Cities, live on islands in the middle of a giant swamp.

Related to the Keltoi, but of a higher civilization, they are in
a

continual battle with beings they call the "Slime", as their
lands

slowly sink.

* 2.2 Keltoi.

* 2.3 Thessolania.

Sort of a cross between city states and a merchantile league.
All

powers reside in the Merchants Guild, whose heads are the heads
of the

Cities government/clans. For each city states citizens and
residents

are of the same very extended family. Each city is lead by an
Archon,

who as head of the clan, then will as needed appoint a Tyrannos,
who

will act as the head of the league, war and like.

* 2.4 Elderan (Forest of).

The Elderan seem to be Shinda who have either gone wild, they
live in

the forest called the Sidhe Forest by the local Keltoi, and
Elderan

Forest by the local Awalpi. Many who go in, don't come out.

* 2.5 Latinia

Based loosely on the city of Rome and related nations. Placing
not sure

yet.

* 2.6 Arasaka

Based loosely on Early Shogunate times of Japan.

* 2.7 Atzlan

Based loosley on Meso-American cultures, Inca/Aztec/Mayan and
like,

likely next door to Mandana.

* 2.8 Mandana

Based loosely on the civilization of the plains Indian, before
and

after intro of the horse. May also have some moundbuilder or
Anasasi

influences.

* 2.9 The Satra Lands

* 2.10 Shinda Cities (Local)

The cities of those Shinda who have fallen to Earth, maintaining
what

civilization they can, to include cities and like. Some may have

maintained the ability to be Lords, so. Never know.

* 2.11 Dinas Ator the City and areas around it.

The city origin goes back to the days when the local Keltoi
would fish

at the spot, and then later trade with Thessalonian traders, and
now is

the major city of the region. Has it's own appointed Archon who
acts as

the representative to the League, the first outside of
Thessalonia.

* 2.12 Awalpi

Not sure, other than they are a civilization that exists on the
other

side of the Elderan forest, and who trade with Thessalonians and
have a

wall between themselves and the forest and local Keltoi.

* 2.13 PiiClan Lands of Natalia, exiles from their old lands.

* 2.14 Vokhomman Adam Smiths Area, Indo-European general based.

* 2.15 Thottians (ÐOT-tee-anz) Marks Area

3. Groups:

* 3.1 Healing Hand.

A wandering order, who follow the Lord Tela (female). The order

normally travels in groups of three, often of mixed race. Their
basic

mission seem to be to set up roadhouses, orphanages, hospitals
and to

help the weak. They are known for their peacefulness, but also
for

their ability to protect themselves with defensive martial and
magical

arts.

* 3.2 Knights of the Balance.

A fighting order much in the vein of the Knightly orders of the
past.

Followers of Tiln, twin brother to Tela. They are followers of
the

ideals of chivalry, fairplay, and honor, defenders of the weaks,

especially since Tiln is known to travel the world testing his

followers, often being a duplicate in skills to the follower to
be

tested.

* 3.3 Merchant Guild of Thesslonia

A loose collective group, much like the families of Venice
c.1300 or

the Hanseatic league and other merchantile leagues. Namely a
group that

crosses family/clan lines to fix prices, protect against

pirates/competition and other needs. Their coinage and system of

weights is accepted all over the region. As well as their system
of

lines of credit/cheques. Namely in any major city and many
minors ones

as well as trading posts their is a representative of the Guild.

* 3.4 River Clans (Keltoi)

* 3.5 Mountain Keltoi

* 3.6 Plains Keltoi

* 3.7 Other Keltoi

* 3.8 Other.

4. Trade/Money: [Image]

* 4.1 Trade

So far trade is mostly done by members of the Thesalonian
Merchants

guild, with some river traffic done by one or more of the River
Keltoi

clans. There is some small merchants, as well as the Guild has
been

opening up membership to non-Thessalonians.. Major trade routes
are

from Thessalonia to the Galadh cities vis Dinas Ator. Also trade
up

both rivers Dubis and Aubron(sp) to various River Keltoi
villages. Also

some cross country trade, but until the road into the Awalpi
lands is

built it is limited.

* 4.2 Money

is often based on Thessalonian models, namely the Merchants
Guild, but

local varients do exists. Also there is ingots of metals (Gold,
Silver,

Bronze, Copper) as well as other resources, such as Salt and
hides of

cattle are also used for money. Weights are based primarily on
the

Thessalonian model as well.

5. Timeline:

6. Races (Known or otherwise):

* 6.1 Humans

* 6.2 Shinda/Shee/Sidhe/etc (Elves?)

* 6.3 Glubnon (Dwarves)

* 6.4 Havlin.

* 6.5 Trolls

* 6.6 Goblins/Orcs

* 6.7 Giants

* 6.8 Slime (and other nasties)

* 6.9 Havlin

* 6.10 Fomor

* 6.11 Seelie/Unseelie

* 6.12 Satra

* 6.13 Others

7. Languages:

* 7.1 Keltoi (river and other)

* 7.2 Galadh/High City

* 7.3 Thessalonian

* 7.4 Shindan

* 7.5 Glubnon

* 7.6 Koine (trade lingo/jargon)

* 7.7 Others

8. Lords of the Lith (Myths/Legends and other lies and
ignorance):

* 8.1 Origins of the Lords

* 8.2 Known Lords.

* 8.3 The Lithe.

* 8.4 The Compact

* 8.5 Other info.

9. Hidden History:

* 9.1 - How the world was really recreated.

* 9.2 - Magic how it really works.

* 9.3 - Death how it works, or doesn't

* 9.4 - Vampires and other undead.

* 9.5 - The world defined.

TOTAL MAP

Abrigon main continent

Abrigon main continent (HEX style)

Hex map, Adobe Viewer Needed

Hex map, Adobe Viewer Needed

Hex map, Adobe Viewer Needed

Grid 381a Program for mapping

January Average Temp (C)

July Average Temp (C)

Winds

Deserts

Currents

Percipitation (mm)

Current small hex map

Abrigon 7

02/24/04

02/19/04

Tuesday, February 24, 2004

So far Module ideas:

I do need to redo the map, to bring the different areas closer
together.

START POINTS:

Sharon

Western Middle

Vekton

Western SeaCoast and Off planet

Juarez (And Former Dwarven Fortress near by)

Western

Dinas Aetor

Eastern Sea Coast

Village near the Lords booth (in a cave), that allows access to
the Lords city. Cave is the local

temple of the local God (Lord).

MONSTERS AVAILABLE:

What others?

Need to go thru old Abrigon races and see if I can use them for
D20

World.

Mechanoid Race of some sort? Possible?

Undead Race or monsters. Highly possible.

(All the races seem to be marsupeal, even the humans)

Worm (one seen in the passage against the Drow.

YuanTi (need new name or ?) (possible PC race?)

Clockwork Horrors or some

Stong Golems

Stone Golems - Superior

Any of the sentient races.

Yurkin (Orcs)



Tomb the north of Sharon, now under water. It seems to be a way
to

change

"reality" locally.

Foemr Tomb that the Yuanti had, was using to collect all the
life out

of the land

around it. To the south of Sharon.

It has an entrance to the land of the Drow.

Land of the Drow. Exit comes out where ?

CLASSES (other than standard ones)

Spell Weaver

Knights of Tiln - More an organization than a class.

Monks of Tela - Monk Class sort of.

Guards (They are actually three classes)

Red

Green

Blue

Militia

Royal Foot/Horse/Artillery

What else?

Servents of the Balance?

02/19/04

Ideas for a Module or Game Session

PCs are from some small back water planet, some time after the
collapse,

or just on some back water planet, and they find a space ship
that is wrecked

not badly, but it is repaired by them or their local community.

And they are sent off to find trade for the local items.

One encounter, is where the PCs land on a planet where "magic"
works, or so it seems

so.

Spell Weaver

Can view, learn, and reassemble spells.

Dragon Master

Cleric, but more intuned to dragons and reptiles

Guardians

Air

Ground

Foot

Armsmen (Local Militia, but armed with sword and gun)

RACES AVAILABLE:

Hyumins (Human) - Various ethnics

Shindin - Various Ethnics

(Elf Like, but various might break them up into different races)

Havlin - Various tribes and groups.

(Halfling like)

Gluvin - Various Burgs

(Dwarf like)

Satrin - Various Tribes

(My own race, 4 armed, hermophrodite)

Yuan Ti - PC Race

(Want to be more snake or dragon like)

Orc - PC Race

Drasalites: Blobs

Vrusk: Insect like

Sathar:

Yazirians: Monkey like, but have limited flying ability.

Ulb - from Galactic Race (actually a sub for star frontiers
races)

Star Frontier Races:? Possible or some new race that seems to be
like

them?

Human Groups (Merchants and misc)

Keltoi

Tall

Red/Blond Hair

Blue to Green Eyes

Pale skin, freckles

Various Dialects of Keltoi

Galadh

Medium

Black/Dark Brown

Blue to hazel

Pale Skin

Various shadings of one common language. Related to Keltoi

Thessa


Sharon

Evanor (Vekton and such)

Shinda (Gods, and rulers)

Drow

Lords

Wild

Gluvin (Miners, engineers, smiths)

Dwarfs for the most part

Deep

Gnomes

Satrin (Warriors, former security)

Various tribes. They have a habit of looking like the local
races in color and look


Havlin

Halflings for the most part.

Tree

Plant

All the organic races, have been manipulated, by the Lords, in
one way or another. All seem

to be interfertile in some way with each other, but most stay
seperate out of dislike or just feeling to wierd? Oddly all are
marsupial, to include the humans. Thou the Satrin lay eggs, but
they are carried in a pouch in one of the members of the local
group. Or they are kept communally.

LANGUAGES:

-in is a sign that the being is a sentient race with a culture
and

civilization, basically open to

be a PC race.

The common language is based on ancient Shindin. Each of the
major races

came to Abrigon with their own languages. Most have been absobed
by the common tongue,

but it leaes residue in the local languages.

Star Frontiers Convertion:

STR/STA - Str/Con = Average them off?

INT/LOG - Int/Wisdom = INT = Wisdom, while (Logic+RS)/2 = INT

DEX/RS - Dex

PER/LDR- Cha


Dice Roll Base Score Result

01-10 30 10

11-20 35 11

21-35 40 12

36-55 45 13

56-70 50 14

71-80 55 15

81-90 60 16

91-95 65 17

96-00 70 18



Games and Modules

Working on modules based in my gaming world Abrigon. Abrigon is
an ancient world that seems to have connections to many
different universes. The world is really a very large
holographic suite, but with additional helps, such as nanotech,
and transportor tech to simulate magic.

Races:

Hyumin:

Varient Human, many different cultures and sub-races

Gluvon

Much like Dwarves, social order is wasp like.

Shindin

Elven like race, they are said to have built the grid, but fell
in the process. From short Lords, to

Satrin

Four armed hermaphriditic warriors.

Havlin

Halflings, but more connected to their trees than most.

YuanTi, that is more Draconian in nature. (1/2 Human/Dragon or
Reptile

Origins:

All the races other than Shindin, was brought or came to
Abrigon, and were enslaved by the Shindin, to replace robots and
other devices. As the high tech that made the comfortable lives
of the Shindin possible. Havlin to keep track of and provide
food and other materials. Gluvin to mine and make things. The
Satrin to enforce and keep them all enslaved. And Hyumans, came
on their own, but served as merchants and other jobs as needed.

YuanTi seem to be some project of some lost Lord.

The Lords being the Shindin who moved onto giant floating
silicon life forms, and who then started to lord over things,
like some kind of God. Each city taking an Avatar as their
regions God. But the slaves revolted, and over threw their
masters for the most part. Some slave are still slaved, but many
cities fell to ground, some did survive and dug underground or
covered themselves to form the under cities of the Drow.

Classes:

Fighter

Mage

Sorcerer

Cleric (Various types)

Druid

Monk (Really a varient)

Spell Weaver - Able to see, learn and reweave spells.

Guardian - Sort of like a combo of Judge Dredd and Imperial
Storm Trooper

Armsmen - Gunpowder armed soldiers

Jedi Knight (or like person)

Start Points for Adventures

Vekton - Modern Star Port, capital of Evron, has contact with
off world mecha and other things.

Sharon - Nature worhipping, forest hill fort.

Dinas Aetor - Trading Town on an island in the mouth of a mighty
river.

Thessa - Various, but all are traders and machevellian in
nature.

Galadh - The Sinking Cities, all are in a giant swamp to the
north of Dinas Aetor, and it is not all natural.

Juarez - Town on the River, but a major source for gun powder
and weapons.

Marrow - A earth post apocalypse center, like Cheyenne mountain
that came to the world via a nuke hitting it, but plane shifting
it.

Evron - Former captical of the Kingdom of Avron, new capital is
Vekton.

Module Points

Tomb of Change - To to the north east of Sharon.

Marrow - Former project, the residents have moved off world to a
place more like 21st century Earth, but they left it open.

Known Monsters

Stone Golem

Stone Golem Improved

YuanTi

Drow

Giant Acid Worm (My own creation)

Guardians

Armsmen

Undead (Various, but not your normal undead)

GA-Abrigon Ideas

July 2004

IDEAS:

RACES:

Shindin - Former lords and masters, some still live on as Living
Gods, living in their often hidden cities, floating around the
planet on giant silicon life forms.

Satrin

Gluvin

Havlin

Hyumin - Humans for the most part.

CLASSES UNIQUE:

Spell Weaver

Able to look at a spell cast, and figure out how it works and
recreate it, given enough time

and examples.

Black Dragons - Assassins and body guards.

Animal Priests - Each picks a totem animal and can shape change
into that animal form, and spells specific for them, more a
group of like classes.

Monks of Tela - Sort of a combo of Monk with some cleric
abilities, or the reverse?

Knights of the Oak - Paladins but all orphans and organized to
protect the innocent, as well as challenge each other (knights).

LANGUAGES:

Sat - Force/War

Dro - Hidden

Hyum - adaption of Human

Shind - Air

Gluv - Ground

Hav - Tree

Lith - Rock

-nin sentient

-nin = intelligent creature

Glub = ground

Hav = tree

Shin = high/sky

Satr = war

Drow = hidden

Hum = various meanings

other races as needed

AREAS OF ABRIGON

09/03/04

Dinas Aetor: Small town that started as a fishing village for
local tribes, and rest stop for Thessan and Galadh traders as
they needed a place for refuge and rest, and the Denos Island
fit the bill nicely.

Started first as a rest stop, place to get timber, water and
game.

Then with contact with local tribes, it slowly grew into a
permenent all year round communitee. Cosmopolitan and
merchantile in nature.

Thessa: Human oligarchic state, ran by 7 major families, who
appoint for life (normally) one to lead them as Archon. The
Seven lead the nation in a merchantile councel, with the Archon
acting as moderator, chief executive and leader of the military
forces of Thessa.

Exploring lands to the south, and north, and some inland.

Galadh High Cities: Humans, related to the tribes around Dinas
Aetor, but older in settlement. Settled along the river Galadh
to the north, sadly the river is slowly becomming a giant bog,
and the various High Cities are becoming low and bog ridden.
Some rumors that the bog is unnatural has not been proven, but
sightings of strange beings with heads of squids or like are not
unknown.

Avrec: Human mostly Kingdom, on the north western shore of
Abrigon formerly lead by the family of Varik, but they were
deposed in a very violent way by the current Justicar, leading
the way to the new King Leo to take over. King Leo later went
adventuring to the South and has not been seen in many years..
The Justicar, who is also the Duke of Vekton, has been waiting
for the day when his son Daemon can take over as heir.

Sharon: East of Avrec across the disputed lands.

Small kingdom of humans mostly, who worship nature and the
balance.

Their King is often a Druid or like classed person, who every
few cycles married the Goddess of the Forest and Land.

Vekton: Human mostly, former Barony of, but when Duke Michael
took over in the name of King Leo, he made with Leo, Vekton
their base. It has since grown in power and prestiges,
especially since the only known space port is located here, as
well as its access to the Rivec river and the ports of Vekton
and possible trade up and down the coast. Recruiting Depot for a
Mercenary unit for offworld use.

New Juarez: Founded as a small workers/craft complex, to produce
gold and new weapons.. By two former security guards of a secret
military complex, that had gone rogue. The complex had ended up
on Abrigon cause of a near miss of a new type of nuclear weapon,
that warped space and dimensional walls.. Now the town is the
center of the Barony of Jaurez, with a local Gluvin (sort of
Dwarves) Mound near by.

Formerlly produced most of the weapons needed by the Royal
Military for King Leo, but most of that has moved south to
Vekton, but it still is big in mining iron, gold and other
minerals, sadly this had brought a plague of various forms, one
being an invasion of Replicant or like robotic creatures/golems.
And other evil or alien purpose beings.

Population is a mixture of locals, and people from what was the
21st Century US, as well as Local Shindi (Elf like?) and Gluvins
(Dwarf like) and other sentient beings..

Marrow (Need to change to Cheyenne or something else): Super
secret pseudo-official civilian complex, designed to survive a
nuclear war on an Earth much like ours, problem is, it survived
to well, and ended up after being hit by a nuclear weapon, to
shift to another dimension/place.. So now it sits, empty, but
not for long as fell beasts enter and find its empty corridors
and places home..

With most of its former residence dead, flown off planet, or
integrated into Vekton for the most part society..

Debated Lands: Humans and Elved communties, scared, most now
deserted in the latest round of wars. East of Juarez.

Looks good, or should change it, add what?

Special Notes:

Shindi are not elfes, they are for one, often hated, in part due
to past enslavement of the other races by them or related
beings. Also their social structure if a bit different, more
like a cross between Melnibonians and Amberites in attitude for
some. More to follow.

Gluvin: Look like Dwarves, sort of, but living in giant mounds,
and their social structure is more like Wasps than human. More
laters.

There is other sentient races and cultures, will explain/expand
more on.

This may include if okay, beings from other list members that
they suggested, and they sound good for the most part.

Will see about doing a map to show where all the areas are at,
as well as other areas I have not mapped out fully yet.

Mike

GA-MyWorldAbrigon

02/06/04

My world

So far it has been a mix of modern, as in Morrow Project (Post
fall). Then the world that the project is in, is a "fantasy"
one. They have had contact with Traveller/BattleTech but
limited. Might go more with it.

Also they have not yet met the "gods". The Gods are actually the
descendents of the builders? or original population of the
world, that once had very high tech, but lost it, other than to
use it, but not understand it.

Well, I have a webpage, but it needs to be updated.

http://www.geocities.com/abrigon/abrigon/abrigon.html Also have
a list on yahoo for the world.

http://groups.yahoo.com/group/abrigon-world/messages which is
the list for the world.

The basic idea is some ages ago, a race created the planet
(dyson sphere or artificial world?) or just used a natural one.
They had extremely high tech, but over time they lost how to
build more, and just know how to use it. This tech, allows them
to imitate what we call magic. They use this said tech, to lord
over things, to include bring in aliens races or maybe they
created them, to act as slaves and worshippers.. They foster the
idea of Gods, that need sacrifice in food and like, that is
collected some how by the "Gods" and the food and like is used
by the "Gods" (the near immortal descendents of the builders of
things) to keep them in luxury.. This is all behind the scenes..
They mostly live on giant floating natural silicon life form
that looks like rocks, and floats in the sky, producing gas that
hides them in a cloud of gas. Some do live underground as well
as some have gone wild. Elves, sort of. Alien races that seem to
be Dwarves, Halflings, and Orcs, as well as some of the home
race that have gone wild, called Elves. As well as one race
called the Satra, that is much like the Green Men of Mars from
ERBurroghs)). And yes Humans.

The current game, is where, some persons from a modern world
like ours, that cause of a nuclear hit, they instead of being
destroyed, they were projected into this world that appears to
be late bronze/early iron age, or maybe medieval (still working
on some parts that are either).

The players represent the project, that was built to survive a
nuclear war, and come out some 3-5 years after the fall, and
help rebuild it. Problem is, they went some 150 years in
cyrosleep, as well as shifted in space/time.. The players have
skills as gunsmith and military matters as well as connection to
the project. Other characters that have joined have linguistic
skills, as well as drill sergeant and sniper skills.

So they have done well so far.. As long as their goals keep
within those of the Project or local power structure..

Sort of using D20 Modern, but I don't care what system, I go
with if I think they can do it, they can, if they can't in my
mind, they can't Shinda - Elf like, some are short and squat,
sort of like the Asgard from SG1 in size, but some like the ones
in Tolkien and other works.

.Satra - Four armed hermaphrodites, killing machines, but very
honorable.

Glubnon - Dwarves, but explains why the limited Male/Female,
since their structure is more like Wasps.. (Neuters, Male,
Female and Queen).

Havlin - they are tied to their trees or other plants, sort of.
Very eco-friendly.

Orcs, still working on this for now.. Might come up with a new
name for them. Orcin?

Humans came late to the world, they came via a space craft in
the middle 21st century. Made up of mostly medievalist and those
who thought Earth had become to complicated or modern. They came
thru a worm hole from Earth, or an other way, to include a Star
Gate? Alot having to with their myth of how they came to the
world from underground?. American Indian in origin. Or maybe the
same way as the Project came from? Not sure..

So Hiroshima and Nagasaki, those killed were not killed but came
here? An idea?

Also there is some contact with a sort of Psuedo-Star
Frontiers/Traveller/Battle Tech universe beyond the planet.

Been working on the conept for the last 20 years. It started as
a world from some friends gaming in a original traveller
universe/game. Very much changed over the years. Often adding
elements and ideas from books and shows I have watched and some
liked, as well as original ideas.

Also the ancients build devices to go to many planets throughout
the universe and mulitiverse.. Sort of like star gates, but not
sure on this? One is one where they invaded an alternate Earth,
taking it over, and a resistance group of supers and pseudo
supers and normals, came about.. An earth where persons like
Sherlock Holmes and yes Quartermain actually existed..

The expansion into space and alternate universes, is likely a
major reason for the Shinda Imperium to have fallen.

As well as the Shinda leaders, who built Abrigon as a recreation
and capital planet, got to much into the games?

Some parts of Abrigon are still not completed, so likely the
fell before the planet was finished... Or it is a dimension that
is expanding as people experiance it?

And yes, one of the players is an agent for some other project,
but it is more like SG1 in scope or not sure.. Still flushing it
out, but last assasination attempt on one of the PCs was not
done by normal means (thrown dagger, or thrown dagger with
poison), or magic spell, but by above current tech means, to
include adaptive camoflage and electronically ignited steam
pressure gun. (Not sure of its name, but it uses quick burst of
electricity, to over excited water in the shells and this causes
steam and the bullet to go flying, and the bullets seem to be
some form of expanding round, namely the expand out to 4 times
the caliber of the weapon once they leave the barrel (ice
bullets or mercury or what? but very nasty, good chance of
critical death/hit. Been thinking of doing some stories using
the current game set up as a back drop, but for lower level
persons.

The world this weekend:



Well, the main PC got married. Another PC gave up his old PC to
become an NPC and is now another PC. Working for the project, or
so it seems. Another player in things?

He got married to his gunsmithing partner and her first cousin,
heh, it is looking to die of a stroke or like, over working, got
him rolling to see how much work he can do before he has a break
down.

Assasination attempt, well two this weekend, one was of a
magical nature, and the other was by a person wearing an active
camoflage suit and a above current tech gun..

So they are not sure what is going on, seems someone wants the
main PC dead or ..

Might be over killing it..

The kings first cousin got arrested for stealing, seems he did
it as a thing for fun, and all knew about it, well, he is now in
a hole and about to join the army, at his father request. Fun.

The Railroad between Morrow Base, the Gold Mine, and the town
that the PCs used to live in, and a spur to the small part of
the main PCs land that he is leasing to the project, has gone
thru, it is just wood rails for now. The work on the manor house
is going well, first story and built and the second without roof
(other than blue tarp).

Lumber mill of one of the PCs Captain Tucker (promoted this
month).

As well as his well, seems he likes to use POWs to dig wells?

The other POW was given over to 2LT Aaron (?) to help with the
setting up and training of new recruits. Seems the King wants a
unit trained in the use of the new firearms, as well as Morrow
wants some, and the main PC does as well, and the local barons
want as well. Can you say ARMS RACE. With the first attempt,
Major Rodrequez aka Baron Juan Rodrequez, was blinded by magic,
and was helped to sleep by his buddy Captain Tucker with a help
of a good sleeping potion, he woke up in time for his wedding,
wearing the armor made from the Wyvern that they killed some
months before, a present of his partner/first wife to be.

As well as a amulet that is supposed to help protect him, we
shall see..

King had no comments about his first cousin being incarcerated,
might be cause he is working on building a by merit officer
corp? Not sure.

New member Kevin (Warrent Officer), is building with help from
the driving skills of Maj Rod(requez) a canal and docks to help
allow the stone from the quary get to market. As well as other
projects he had to work on. Will see how his character developes
and see where it takes everyone.. Player has a real job on the
weekend sometimes, so will see..

What else? Will see..

Mike Alaska Any questions?

I can get the map of the world so far, local area, as well as
regional and the whole continent that the players are on.

(More added later)

----------------------------------------------------------------
GA-Abrigon Move 10-29-02

1. Races of Abrigon:

a. Shinda

Elven like, short and flighty, heirs to a world and
civilization, but no longer willing or able to master it.

b. Satra:

Tall, storong, warlike, loyal and deadly. Four armed race
designed for battle.

c. Glubnon

Master craftsmen, short and stocky, dwarven in outlook and
manners.

d. Havlin

Short, flighty, tied to the land and plants more than most
think.

e. Human

Recently come to the world, still not found a place in the
scheme of things, other than to fill voids were no one thought
there was ones.

2. Cultures of Abrigon:

a. Human:

(1) Keltoi

(2) Galadh

(3) Thessa

b. Shinda

(1) Lords of the Lithe

(2) Domed Cities

(3) Elderan

Glubnon:
======================
GA-Abrigon (Need to edit original document 09/09/04)

10-29-02

08-05-03 THE WORLD OF ABRIGON - (ROUGH DRAFT): (07/23/97)

INDEX:

1: History (players):

2: Areas:

2.1 Keltoi.

2.2 Galadh/High Cities.

2.3 Thessalania.

2.4 Elderan (Forest of).

2.5 Other.

3. Groups:

3.1 Healing Hand.

3.2 Knights of the Balance.

3.3 Other.

4 Trade/Money:

4.1 Trade

4.2 Money

5. Timeline

6. Races:

5.1 Humans/Halflings

5.2 Elves (Shinda/Shee/Sidhe/etc)

5.3 Dwarves (Glub)

5.4 Orcs

5.5 Trolls

5.6 Goblins

5.7 Giants

5.8 Slime (and other nasties)

5.9 Others

7. Languages

7.1 Keltoi (river and other)

7.2 Galadh/High City

7.3 Thessalanian

7.4 Shinda

6.5 Koine (trade lingo/jargon)

6.6 Dwarves (Glubs)

6.7 Others

8. Hidden History (GM notes):

8.1 How the world was created, and "real" history.

8.2 Magic, how it really works.

8.3 Death, life after.

8.4 Vampires and other undead.

8.5 The world defined.

9. Known Races:

9.1 Humans/Halflings.

9.2 Shinda (Elves/Shee/Sidhe/etc).

9.3 Glubs (Dwaves).

9.4 Orcs/Trolls/Goblins (Fomor).

9.5 Giants.

9.6 Aliens

10. Lords of the Lith:

10.1 The Compact.

10.2 Known Lords.

10.3 The Lithe.

10.4 Other info.

==================================================================

1. HISTORY:

The world was created ages ago by the creator. Later the creator
was overthrown by an evil deity and it's minions. Later the evil
deity was overthrown by the children of the Creator, and its
minion's were thrown down. It was to late for the creator, so in
its memory, the Lords were founded. Unfortunately being mortal
of mind if not body, they fell into childish games. Great wars
were fought across the face of the planet. Until one day, in
their constant wars, one of the Lords caused the heavens to fall
and a moon was brought to earth. Finally one God stepped up, and
said to the Gods, cease this warfare or else the dread destroyer
will be called on from the outer dark and the world will be
destroyed. The Gods were forced to listen and they rose up and
captured the offending deity (the one that used the moon) and
threw it out. There after the compact was made. From that day,
the current age has come about. See later references the
Compact.

==================================================================

2. AREAS:

2.1 Keltoi:

Dinas (the City of): Founded originally as a trading post by the
Thessalonians to trade with the Keltoi and the Galadh, but it
over time has gained its independence.

Most Keltoi in Dinas are River Keltoi, their dialect shows it.

Most local merchants are members of River Keltoi clans.

The River Keltoi live on the river and lakes of the Keltoi area.
Either on rafts or in the case of the Lake Keltoi they will live
in towns on pilings. Their lives filled with trading, fishing..

Plains Keltoi: Sort of a cross between Scythians and ancient
Keltoi before the Celts migrated into Western Europe.

Daily life is to follow their horses and cattle across the
endless plains. Master equestrians.

Northern, often called Mountain Keltoi. Sheep/goatherders,
mountain tribesman, much like the Highlanders of myth.

Keltoi in common are roughly based on Celtic culture, varied
periods. From Hallstatt/La Tene to modern. Normally they are
divided into families, septs, clans, and in some areas into
tribes. The clans maybe based on decent, need, etc. Clans maybe
based on decent: McDonalds as an example.

By mythical decent: McLugh as an example (since Lugh is an old
Celtic god).

Also by being the Bear People, such as the Eagle Clan. Bear
Clan, etc.

By association, many old Scottish septs/clans were not normally
related to the main sept, but had a strong association with the
main sept.

Fostering: Is normally used to build relationships between Lord
and Vassal, Lord and tenants, Lord and Lord, Lord and Ruler.

Since when a person so fostered grows up, they often can call on
not only their family, and clan, but also their foster parents
family and clan.

Geas: Many Keltoi have some form of Geas on themselves. Often it
is minor, but sometimes it can be quite strict or interesting,
especially when two conflict. Most Keltoi have a home base, that
is occupied by a small group of the family, and the rest then
travel the plains/rivers/mountains with their herds or trade.
The Home base is often called a Tuatha (hill fort, similar in
concept to the Greek POLIS), or Clan or Tribal Castle. Even if
the Tuatha is on a lake/raft.

------------------------------------------------------------------

2.2 Galadh/High Cities: Have to ask Joerg. All that I Can say is
that they maybe related to the Keltoi, but relationship is
uncertain.

------------------------------------------------------------------

2.3 Thessalania: Merchant principality. Ruled by a Archon,
selected from the prominent families. Of which there is normally
seven. (Archon also called Tyrannous). Roughly based on ancient
Syracuse and the Italian city states of the early renaissance).

CITIES FAMILY HEAD Alphis Alphian Phillip Antipathes Korris
Korrien Katsuloss Macedonis Macedonian Hipplyta Macedonious
Theskis Theskian Alexandrias Malthis Malthian Nestor Ptisti
Zellis Zellian Dreux Julianis Julianian Georgias Current Archon
is Philip Antipathes.

With each family head being a member of the Merchants Council
which advise the Archon.

------------------------------------------------------------------

2.4 Elderan: Area west of The Keltoi area, full of mystery,
rumored to have a colony of Shinda (Elves) living there. To
include a possible domed city and all that entails. Other
colonies of Shinda have often been deserted, or so well hidden
no one can find them.

==================================================================

3. GROUPS:

3.1 Order of the Hand: A wandering semi-priestly order. They
wander the world build orphanages, roadhouses, chapter houses,
hospitals. Dedicated to helping the victims of
war/disease/pestilence/etc., no matter what
race/creed/culture/etc. Hold Tela as their patron deity. Priests
are normally seen traveling in groups of three, especially in
Keltoi areas.

------------------------------------------------------------------

3.2 Knights of the Balance: A semi-wandering knightly order,
dedicated to chivalry, war, and honor. Also secretly dedicated
to maintaining the compact. Their patron is Tiln, twin brother
to Tela.

The above two groups both originated in Thessalonia, but have
since expanded outwards.

3.3 Other

------------------------------------------------------------------

4. Trade/Money:

4.1 Trade, trade between Thessalonia, Dinas, the Thaith/Galadh
states, Keltoi people and the rest of the world is going well.

Some minor wars over trader concessions, but nothing serious,
but things are changing. Recently trade routes across the Keltoi
mountains have opened up land trade between the Keltoi lands and
the Galadh/Thaith lands. The routes are often dangerous due to
bandits, but .. Some trade has started with lands east and west
of the local region, as well as some small trading posts on the
southern continent (of whihc not much is known, other than some
humaniods seem to trade with merchants there).

Recently some River Keltoi have been building ships and trading
farther afield around the bay and beyond. Often in competition
with Galadhian merchants/sailors. There is a rumor that some
have gone pirate (not to say that Keltoi on shore are not
pirates already).

4.2 Money and coinage is varied across the region, from the
common to the extremely rare.

==================================================================

5. TIMELINE:

Mists of past, world was created.

c. 25,000 BCE (Before Current Era): Evil deity takes over.

c. 17,500 BCE Evil deity over thrown after a long revolt.

c. 11,000 BCE the rebels start to war amongst themselves, which
quickly leads to total war.

c. 10,000 BCE moonlit dropped into the ocean, shortly afterwards
the Shadow God (Worlds AI) declares either the Lords get along,
or it will make them live together as per its instructions from
the Creator. and shortly later the compact was drawn up and
started to be enforced.

c. 1200-800 BCE the human tribes later to be known as Keltoi,
Galadh and Thaith migrate into South Western part of the major
continent of Abrigon slowly driving out the remnents of the
Shinda/Shee/Sidhe/Sheadha as well as their human minion. The
Shee had been devestated by the meteor strike and have only
recently totally recovered.

c. 600 BCE Thessa-Thiath war, much damage, to include raided
cities.

Peace finally came, but only have a heavy cost. Knights of Tiln
stepped in as moderators of war.

==================================================================

6. RACES:

6.1 Humans (And Halflings as a subgroup or?).

6.2 Elves (Shinda).

6.3 Dwarves (Glubs).

6.4 Orcs.

6.5 Trolls.

6.6 Goblins.

6.7 Giants.

6.8 Slime.

6.9 Others.

==================================================================

7. LANGUAGES:

7.1 Keltoi - Various dielects. River is one that is often the
closest to a common Keltoi. Spoken alot in Dinas.

7.2 Koine - Spoken all along the coast, supposedly originally
the language of the Sheadha, but much changed over the years
into a Trade Jargon. Spoken alot in Dinas. Heavily influences by
Thessalonian.

In fact teh name is Thessalonain, it means common. So the name
changes through the regions it is spoken.

7.3 Thessalanian - Spoken mostly in Thessalania. Local dielect
is spoken in Dinas.

7.4 Shindan - Most Shinda speak the local language. Though some
may speak a language of their own, but no one seems to know.

Some say that Koine is based alot on a simplified form of the
ancient Sheadha language(s).

7.5 Galadh - Language related to Keltoi, but not sure. Spoken in
the High Cities of Galadh.

In Dinas normally the River Keltoi dialect, as well as the
Thessalonian Koine is spoken. Koine is a trade language, with
many different languages adding words, etc.

Keltoi each speak their own dialects, to the point of from one
end, most can understand each other, but it is not always easy.

Thessalonia: Speak their own language. But many who trade also
speak Koine as well as another language.

Galadh/High Cities: Will have to ask Joerg.

****************************************************************

8. HIDDEN HISTORY/GM INFO (Can be interpreted in many ways):

8.1 HOW: The world was built by being of immense technology, and
then it was seems to have been lost to another race in some
major interstellar war. Then later the group who later became
called "The Lords of the Lithe" revolted against the invaders,
and then set themselves up as the rulers. Problem is they
quickly degenerated into petty little godlings, using the
technology they were given to control the world. Later they were
forced to fall back, most leaving this world for other
places/dimensions.

With the recent lords taking over, and the compact being
enforced. Some of the Lords try to push the Compact, but so far
it has held.

8.2 MAGIC: Magic is a direct usage of transporter technology,
nanites as symbiotic beings, and broadcast power. Namely each
creatures who uses magic is actually receiving energy from the
Grid (Lei Line) and then using the nanites as a conduit, then
using the energy to express the magic. Transformation is
transporter tech taken to a great degree in that the bodies
excess mass is held in transit, with only the brain being kept
at near normal size (very tricky, and some say if you do it to
often you get lost over time).

Some forms of "Magic" are actually psychic (Telepathy,
Telekinesis and such). And some are bleed over from other
nanites to others in a different host.

8.3 DEATH: When a host for the nanites dies, often the hosts
memory pathways through the nanites that act in symbiosis will
then be transformed into the Shadow God (the main AI, so in a
way a person never dies, atleast some don't die totally).

8.4 VAMPIRES: For some reason the nanites either rebel, or other
reasons, and the nanite colony is cut off from the energy
source, so the host has to leach onto those who are still
connected for energy.

8.5 WORLD: Is the world of Abrigon a normal world, a created
world, a dysen sphere, a ring world, a pocket dimension, a
holodeck projection/program or what?

===================================================================

9. KNOWN RACES:

9.1 Humans seem to have come during the time of the early days
of the Lords, to serve as a counter to the creatures of the
Aliens. Humans some say were visitors from the sky or in the
case of a dimension, they were brought from else where. I always
liked the idea of a bunch of SCAers or back to earth types
colonizing a world and calling it Abrigon.

9.2 Shinda (Elves): Seem to have been around since the
beginning, the once played a major part in the world, but after
the last major wars have since retreated into their domed cities
or forests or other distant places.

9.3 Glub (Dwarves): The Glubs were originally brought to Abrigon
by the Shinda in ancient times as children, first as house
servants and then later as mining slaves. The later slavery has
soured their relationship with the Shinda, especially after the
Glubs won their freedom some centuries ago.

9.4 Orcs/Trolls/Goblins: Originally the slaves of the aliens.

Once the aliens were defeat they won their freedom and have
since spread across the globe, causing mischief. Not all
Orcs/Trolls/Goblins/etc are evil, many are as normal, just look
different.

9.5 Giants: Brought to the world by the creator, to help build
things. Later when the aliens took over they have become quite,
reclusive.

9.6 Aliens: Some say the aliens were not totally driven out,
that some remain in some dark corners of the world ready to
retake the world once again, rumors? Are they related to the
slime, or?

==================================================================

10. LORDS OF THE LITH:

Some of the Lords are humaine, but most are jealous, petty,
vain, but immortal. They love to play with humans as toys.

10.1 COMPACT: The compact basically states, no more direct
interference, no more weapons of mass destruction, hand held
weapons only. Most Lords tow the line, atleast normally. Some do
not.

10.2 KNOWN LORDS:

Tela (Healer).

Tiln (Of Chivalry).

Uruk (the Wizard).

Balzar (Mistress of Chaos).

10.3 THE LITH:

The Lith are a semi-sentient race, silicon based, which creates
hydrogen gas, which it stores in pockets in its interior,
looking similar to how some volcanic rocks look like, but much
bigger scale. Not all Liths are alive, and not all have Lords
that inhabit them. Since the Lith are accompanied by clouds, it
can be a reason why they are not often seen by mortal man.

10.3.1 The Lith can be a elemental creature, which opens new
vistas for Elemetal Creatures, after all energy creatures are
known to exists in the Star Trek universe.

10.4 OTHER INFO

==================================================================

Limited copyright held by Michael Adams 1997. Can be used by
others for the Networld Project.

Also some info maybe copyrighted by others.

PS: If you like it let me know..



-----------------------

ADDITIONAL IDEAS TO INTIGRATE INTO MAIN FILES:

GA-Ardaan ARDAAN:



Shinda: Tall, and willowy, but strong and dangerous. They are
masters of magic, and skills. They are inheritors of ancient
magix that they still use from time to time, but from reports it
is failing fast.

Most that are known to exists are ones that live and wander the
world.

There are rumors of those that live in sky cities like the days
of ancient times, but most think this is just a myth. There is
rumored to be some Shinda who live in the deep woods, but not
much is known of them. Shinda are not seen much, and not much
liked. For stories to be true, they once enslaved the other
races and treated them cruelly, but the other races won their
freedom. The Thessa are one of the few who hold Shinda in high
regard. While some Havlin know the forest ones.

There is also rumors of Shinda that had fallen to earth and have
dug themselves a refuge from the world, deep underground. When
Shinda go abroad, it is often in disguise, or hidden, for many
still remember the days of slavery. Humans seem to the be the
ones who forget the past the most. For humans never truly fell
under the shadow of the Shinda.

Glubnon: Stocky humanoids, bearded and strong. They seem to be
all males.

They live in giant mounds, much like a wasps nest in structure.

They seem to specialize in crafts, items of minerals from
weapons to jewelry. They do have females but they are deep
underground, and are not seen often by non-Glubnon. Many wars
they fought to be free, and they stick to it with a passion.

Havlin: Small humanoids, about half the size of average humans.
They live in the branches of their totem trees. They share an
affiniate with their trees, some what symbiotic. When they are
on the ground, it is often cause they are sending out new seeds
of their home tree to distant lands. They are buried at the base
of their home tree, left to the animals and tree. Some tribes do
cremate their dead, and spread the ashes so the tree can feed on
them.

Satra:

Warriors, tall, four arms and dangerous. Like gorillas in build
and face. .

Hermaphrodite, egglaying marsupial.

Humans:

Thessa:

Name of a human culture that lives on a peninsula into the
Straits of Har'ad.

Keltoi: Rough catch all term for a collection of like tribal
groups.

Dinas Ator:

Originally a fishing village for a local tribe, but when contact
with Thessan merchants, forced a change in this. The merchants
founded a trading colony on the mouth, of the Shara river.

And Dinas Ator was born. The contact was some 125 years ago, and
a sizable community of some 3000 persons in the town/fort and
surrounding area has developed. With traders coming into town
from the North, South and via the River to the West, the town is
steadily growing. Causing some problems that come with growth,
from sanitation, land usage, food, and raiders. Maybe some trade
to the East as well across the Straits of Har'ad (Thessa name
for it)

Dena: Rough collect all term for a collection of like tribal
groups, loosely based on Native American Cultures. They seem to
share much in common with each other in many areas. Myth of
their origin from under the ground and the spirit who talked to
them is a collective item in their culture, and keeps them
mostly from bloody warfare. Some glory wars do happen, but even
they are not often. Tribal raids from the neighbors to the east
do happen often. Some live in mounds, others in pueblos, some in
timber houses, others in teepees and others in birch log houses.

A lot depending on their environment and needs. Many Eastern
tribes have taken to build palisades and mount fortifications,
or to start to live on island in the river, or on lakes like
some Keltoi do.

--------------------------------------------------------------------

WESTERN ABRIGON (Banshee Coast):

K. Avlec, made up of some 10 baronies. Next door is K.Avron to
the west. As well as wild lands to the north and east. Royal
domain was sort of given over to the Morrow Project. But the
Morrow Project is gone, the Kingdom of Avlec has fallen to civil
war. King was replaced, and then the new king disappeared, and
his viceroy was assassinated. And the old King is back, but he
has been having problems with his cousin, who claims the throne
as well. Let alone the forces of Avron invading, retaking the
lands they lost last year, as well as more lands. Evil things
have been seen around Morrow now, since they have left not sure
what is going on.

GA-Abrigon- Organize

How to organize abrigon.

Regions
Western area near the sea
Arvek K.
Sharon K.
Middle Lands
Eastern area near te sea
Dinas Aetor
Thessa
High Cities
Plains Hyumin Tribes
City states
Surrounding area
Ethnic/Religious/Social Groups
Races
Shindin

Various groups of like race.
Races:
- Hyumin
- Gluvin
- Havlin
- Satrin
- Shindin
- Yrkin (Orcs)
- Others
Various
Havlin
Various
Gluvin
Various
Satrin
Various
Yurkin
Various

Religious Groups
East
Followers of the healing hand
Knights of Tiln

West

IDEAS:

RACES:

Shindin

Satrin

Gluvin

Havlin

Hyumin

CLASSES UNIQUE:

Spell Weaver

Able to look at a spell cast, and figure out how it works and
recreate it, given enough time

and examples.

Black Dragons

Animal Priests

Monks of Tela

Knights of the Oak

Organize Abrgion

Or just go with Abrigon, but expand it out? Or better yet, fill
it out.

Black Dragons

Knights of Sundered Oak

Spell Weavers

Dragons Druids or specific animal totam? Shapechanging..
==================
G-Abrigon Ideas

08/05/04

Ideas for game:

Find a way to bring manyof the world ideas I have into one
multiverse.

Star Gates

Qual/Shindin Empire

Jedi Knights

Judge Dredd

Morrow Project

Omega Force

Vampire Hunters

Farscape

Nanotech

Vampires

Cn-Elf Resistance

Continue Judge Dredd

StarCraft or like

SG1

SG1 - Atlantis

Farscape

Star Wars

More of my own work on gaming.

D20 or like, or use Chris's D6 system?

Organize and fill Abrigon out, such as map of whole continent,
then regions west/east, then major towns.

But when, offline time line. Or will I be working on this until
I die?

RACES:

Shindin

Gyomin

Gluvin

Havlin

Hyumin

Satrin

Wulfin

CLASSES:

Guardians

Slayers

Vekton Military

- Militia

- Regulars

Offworld Troops: Troops being hired locally but now offworld
mercenary work, prestige class. Some come back to the world.

- Foot

- Mecha

- Armor

- Sky

- Dropship

- Pilot

- Other

Tilion - Knights of Tiln - Protectors

Known for their martial spirit and chivalry.

Way Monks - Protectors/builders Masters of defensive martial
arts and ways to build roadhouses/roads/etc.

Black Dragon - Assassin/bodyguards

Mysterious, masters of defense of their patron, originally
defenders of the Empire, but with it's fall,they serve their own
unknown purposes.

Animal Priests - Herbs/animal spirits

Each has a totem animal or plant of which they emulate and draw
power from.

Totem Priests - Havlin lore masters

Havlin mostly have their own host tree, that they are connected
to, Totem priests use this connection to bring health to the
tree and community, their connection with the tree allows them
to do things.

Jedi Knights:

Way Priests:

GROUPS:

Knights of Tiln:

Monks of the Way (Tela):

Black Dragons:

Knights of Order: Frateral

Masonic Lodge: Frateral

DEITIES:

Tela - Lady of the Way

Tiln - Knight of Order

Uruk - Old Man Dragon

Sharza - The Bloody One

(Satrin deity)

Shadow One - Central AI controls Abrigon or the universe?
Motherboard but more adult and vicious.

I come in peace drug dealers?

MenInBlack?

Aliens, extradimensional beings, supernatural or what? Horrors,
Cthulu like beings, Demons/Devils, Rouge Ghosts, what ever.


Vampire like beings? Or more Gha'old or like beings? Alien
aliens, predator or like? Immortals?

Vampires as the elite of the Shindin?

Check out Earth 2100 for more ideas

as well as other files on this thing.

Judge Dredd

Cn-Elf

Sundered Oak

Securitron

GA-Current Game

02/06/04

Since the fall of the barons by the eforts of Sir D. Tucker and
the deposing of the old king King Davik II, the barons have been
consolidating their forces, as well as with the leaving of the
King Juan I, the old king has laid claim to the throne once
again, as well as each baron stating who they support, or not
support, some staying neutral, but all arming quickly with
modern and old weapons and magic. Fun in the mix is the claiming
of the thone by the king cousin lately Prince Sharik. All this
making the life of KingJuans steward much more interesting, with
his agents finding it hard to be welcome in any of the still
free baronies other than one declaring themselves for King Juan,
or atleast in trading contracts. Arms orders have gone up, but
production has slowed due to drying up of supply of critical
supplies and minerals for making weapons, as well as raids by
partisans loyal to the old King or to their own pockets books.
Steward David, lately of Morrows service, has tried to use
peaceful means to defuse the situation to his regret, with his
assasination, and with the king not to be found, all hell has
broken lose, each lord and baron to his own devices, with weekly
retribution raids by masked raiders. Mercenary trade is
flourishing. Morrow project first locked their doors due to the
problems, but with no contact with them, has lead many to fear
they have left the region after starting all the problems in the
first place, and a bad counter reaction to anything that smacks
of their "magic".

Orc and other brigade races forays in the local region has
increased. As well as the land recently taken by the K. Avrael
have gone back to K.Malek (their previous kingdom) or declared
themselves independent, with rumors of an invasion from that
quarter.



Future: Morrow is found to be open, and rumors that an evil came
to it in the night and the project people fled from said evil.

Truth: Morrow had dug deeper for living quarters and did connect
with a subterrranean network built by an unknon race, and
blocked it up. But never know, it maybe open again?

Local: Dwarves have holed them selves up in their home.

Sir Tuckers wives and employees, have moved to the island,
especially after the mysterious burning of their homes and
property in a early morning raid. A mob recently rose up to burn
the barracks and farms of King Juan, orcs killing many in the
process, the burners claimed that King Juan practiced evil magic
and consorted with demons and like beings as well as claiming
unfair farming practicies.

Elves are rumored to have had some part in the rising. But we
shall see.



Abrigon Areas

Abrigon the world so far:

09/03/04



Denos Aetor

Town on the Sharza River, city center being Aetor Island.

Founded by traders to/from Thessa to the south, and the Galadh
High Cities to the north, as a natural resting place, between
the two trading partners. Good place to stop, harvest timber, to
fix ships, refill water casks, and restock food stores (Wheat
and Venison was plentiful) and local tribes were unknown but
possibly dangerous. Across the way was the fishing camp of some
of the various local tribes, who came there in the fall to
harvest fish, to meet, and exchange blood (war/genetics) and
meet for peaceful talk. Sharza the blood thirsty was known for
its red color (iron and like deposits up river) as well as blood
spilling in inter-tribal/clan war fare.

East of town was a rock outcrop, useful for refilling ship
ballast as well as other things later one. Currently it is still
the source for much of the stone for the new bridge over the
river, as well as local buildings that need to be made out of
stone. Most of the trees on the island are long gone, and the
area on the coast is mostly plains. There is a movement by local
Shamans to replant some forests, which will take time.

Jotun Outcrops is also the sight of the local light house and
watch tower. Watching for raiders from land/sea/air as well as
traveler who have run afoul of misfortune.

Outcrop was said to have once been a large stone giant, who was
turned into stone by Uruk. Uruk, local god of magic, dragons and
other like beings..

The stone bridge is to replace the wood one that was destroyed
in the last invasion, lead by an army of undead raiders from the
sea.

Current Archon of Denos Aetor, is Leokius Antonidos of a large
family originally from Thessa to the south, but was
disenfranchised there, so home of the family/clan is now in
Denos. Archon is elected every 10 years by the merchantile
family heads. Sort of the Chief Executive of an Oligarchal
state.

Ruling council, is made up of The Archon, the head or
representative of each of the major families (7 for now), as
well as a representative from the Archon of Thessa and from one
of the High Cities of the Galadh (in rotation). Also non-voting
representative from the major churches/temples, smaller merchant
clans/guilds, and guilds. Also from the local tribes as needed,
and anyone the council needs to invite for their opinion or
support.

Military: Made up of the city guard, which includes a small
naval contingent. The rest is provided by the merchantile files,
as well as citizen militia. Supplemented by local tribal allies,
and other allies, as well as needed impressed soldiers/workers.

DIETIES:

Tela:
Tiln:
Uruk:

Sharza:

GUILDS:

Dockworkers

Shipwrights

Sailmakers

Netmakers

Stone masons

Merchantile Families

Antonidos

Kiros

=============
GA-Modern Game

02/06/04

Adventure so far:

Morrow Project woke up in a different world than they thought it
would be, some 150 years after the time

they went into cyrosleep.

The two main charaters, worked as Security Guards for Securitron
Inc, and were sent out as a two man team to

the north, made contact with Elves, a deer and a Wyvyrn as well
as finally with humans..

Defending a convoy of raw gold ore, all were dead, but the
follow up soldiers took them back to the town they

were going to.

Met the local lord, as well as the local smith.. And his family.
His wife, 12 year old and 4 other daughters,

as well as his 14yo niece.

WeekGame

12/25/03

Options for this weekends game:

Build Lees stronghold. If Zeke shows, then his as well. Not sure
about the others. Do need to give out the items from the God and
King.

Work on stats for guns, gear for Guards, armor/weapons/bike/etc.

Morrow Project what has happened in the last 8 years? Will have
to see, evil for sure, but how much?

What moved in and what was left there, and what came up.

Dwarves moved in is a possible.

Elves live near by, tending the weird plants the visitors
brought?

Slime and Molds for sure.

Orcs is a possible as well.

Some greater evil that came to the surface or that came along
for the ride? Hum, a demon of some sort? Nuclear elemental
(groan, grin).

See what changes I need to make to the game, critical hit/fumble
tables for sure.

Initiative, and more than one attack. Weapons readied or not..
Likely based on dex, depending on who gets the second attack
off.

World in the ancient past had beings called Adepts, they came
after the Lord, since the lord are the avatar if you will, of
each of the Shinda Cities. While the Adepts were beings that
arose to challenge the lords, or just rose to great power, some
moved on, some stayed, some disappeared..

The Adepts seem to be either those who arose to challenge the
gods and their power, either on their own, with help of the
Shadow God.

Some became lords on their own and took over some of the cities
of the Lords and others.

Lords rules various cities, most that float in the sky, on giant
naturally living silicon beings that float via gas production.

But, some also live underground. Projecting their power out from
their base deep in the ground.

Zerg combined with Reign of Fire. Possible, that one of the
Lords is breaking the compact, or that he/she/it has created a
new life form that is to ravage the land, or that they are
sentients that worship the God or what not?

Game on Saturday:

Worshippers and such come to find their god, and they find Lee
and his strong hold. How he uses them, it is up to him. But not
to make it easy for him. Grin.

Tomb was a partial bust, but it was fun to see Lee sweat, as
well as Lee angry.

=============================
Tomb is full of many things..

Namely it has the ways and means to complete the quest, if
possible.

Traps are many

Anti-psionic dampeners for sure.

Undead as well.

Psionic Undead?

Psionic Leech for sure?

Definitely traps to negate Lees psionic powers?

But what of Mikes abilities? It is a tomb after all?

Temple of Elemental Evil.

Need to do the map of the tomb/temple tomorrow if I can..

Tomb has some odd properties, it is immune to being
melded/etherial made.. Also immune to teleport, it is sort of a
pocket dimension. And the walls are super
dense/magic/psionically made..

So the only way in and out is either via the front door or some
other way/means?

Traps, how to do a trap, that is not a trap.. Example being a
beam that causes the door to open or close, but the mechanism
that causes the door to reopen is broken. So it is not a trap.
Just takes a reaction roll to do something to keep it open.. Or
to get out.. but the door will come down sooner or later for it
is very heavy as well as the dimension power will not work if
the door is still open..

Door ("trap" is on the bottom level of the temple that can be
seen by the map provided.

Some parts of the tomb are hidden and shielded.

The whole tomb is sort of trap, but ... can it be detected as
such.. I think everyone can detect traps, atleast the
non-magical kinds..

Need a better map, but one for GM and one for players

Monsters logically placed and not just "WTF".

Stone golems for sure, they did so well last time..

As well as something from the ethereal and like planes.

The wall are solid and can not be totally melded, resist
teleport or totally not allow it.. Due to the make up of the
tomb. Is seems to be more a way to get someplace? A gate or just
a holding area, for the big bad ass?

Tom's beholder and my Doppleganger? will have to see..

No major traps, atleast not exactly traps, more like events..

Monsters

Golems

Psionic Leaches

Need more threat beasts, things that scare Lee or Mike. Possible
substitute/copy cat beasts? They look like nasty stuff but
arn't..

Imaginative traps and exits..

This Weekend 21 Dec

Lee:

Also has a problem with from time to time, has thoughts to do
evil and will from time to time have to make a will role to not
do an evil act, or to become more reptillian.

Mike: Sword has a geas on it, what it is, not sure yet.

Aaron (if he comes back any time soon?): With all this magic,
not sure.

Wayne: I forget what his character is..

Jason and his Ogre, has to stay with one character for now. Base
class. Ogre Barbarians for now?

Steven: He is playing if he is conscious/not stoned, a Guard
from the town. D20 Modern with battle armor.

Zeke and his Mage, will see what I can come up with..

I do think that the God will not get the gifts right.. Mixing
things up some, and other things. Like Mike has, has a Geas on
it.

STUFF:

Battle Armor: Ceramic Powered Armor. Uses memory metal/plastics
to help the wearer gain extra STR and CON. Wearer has to have a
minimum level of Battle Suit (or like skill) to use. Also
minimum stats to use?

Also security system and design, the wearer has to be fitted and
authorized to wear the suit.

AC 25 (really 15, it adds up to 10 to the wearers AC up to AC25.
Resistant to Acid, Electricity, Water based attacks. But suffers
from a higher chance of critical damage, so it rolls a DC save
of ?? for the armor if any damage is done via electricity.
Senses are low light, and radar. Helmet is resistant to psionic
attacks, especially mind control and illusions. Gives the wearer
a +2 to str and con.

Lion Shield:

Great Sword of Great Gleave.

Sword of Acid Burn:

Rings of Undead Control

Band of Transform to Mind Flayer

Bow of Aim: Crystal form of red beam, gives user a +2 to hit.

Scimitars of Wounding: + 1 weapon, but when it hits, the wound
will not be able to be healed normally, and will deliver 1d4 of
damage per round after the initial hit until healed. A fort save
will keep the wound from festering as above.

Rifles (Guard): Does 2d10 of electrical damage, or does 3d10 of
sub-dual only damage FORT SAVE.

Rifle (7.62mm): Does 2d10 of lethal, critical 18-20 x2

POSSIBLES:

Helm of the Leech: Looks like a great helm, with a small
circulet around the brim, and a small yellow-green crystal. It
gives the wearer a +1 to psionic attacks. Problem is that in the
making a mind leech was entrapped in the help, and it wants to
get out. It will slowly try to take over, WILL ROLL, and for
every unsuccessful will roll, the wearer will get a –1 to their
will for the next roll, until the wearer is at 0 will (temporary
reduction), and the leech takes over the wearer. Only ways to
remove the curse is to destroy the yellow-green gem and a remove
curse but only at the time that the wearer is last successful at
resisting the will attack.

Items for the game, possible..

Crystals for sure, but specific for the wearer/owner. Causing
damage if the owner died (blow up, or they just need to be
re-attuned to the new owner?

Spell: Peace, causes anyone who is committing a violent action
to stop as if held. Not sure of the will role DC and like.

Protection versus psionics: Just like standard protection spell,
but for psionics.

Psion power: Null psion field, creates a field of null psionic
powers, to include other psionic abilities. Concentration roll
to maintain it per round.

Link: A spell to link one spell with another, so that you can
use part of one of the spells with another. Example being scry
with magic missile.

Power Transfer: Able to use the psions powers to power a device
that needs energy, but has none..

OTHER STUFF:

Elves and other fantasy races in SPACE. As well as other D20
Fantasy races as beings in Star Wars or like game?

NOT MINE:

Alternately here are some things from my game system. Weights
are in

Kilograms: Armor Rating ~ AC. Apparent Weight = Felt by the
wearer

when properly worn/working. Agi = Dex.

Augmented Armor Armor Rating Weight Apparent Weight Cost Agi

Str

Base AR Total AR

HARM Armor 15 18 120 35 $1,240,000 -2

+2

Hercules 15 18 250 50 $1,750,000 -3

+10

Omniplex VII 15 18 175 40 $2,265,000 +2

+2

DMG SR42 18 22 265 25 $4,284,500 -

+6

Augmented Armors are designed for hostile environments and
either restrict or aid an attribute. They are engineered with an
electrically controlled musculature system to aid in movement,
thus the term Augmented Armor. The Weight is the actual mass of the
suit measured in kilograms and the Apparent Weight is the weight felt
by the wearer. Str and Agi are the modifiers to the wearer's
Strength or Agility. Generally speaking all augmented armors have a battery-
powered system of motors, servos, and hydraulics. They are unusual to
work with and require a bit of practice. Most use special computers

to drive and control each sub-system and training is usually
required.

These suits are all encompassing and provide equal protection to
all

locations. They are extremely bulky, and unless powered up, are
often

too heavy for the wearer to use effectively. The most common
suits

are designed with titanium alloys layered between Kevlar,
ceramics,

and spider silk. Each part of the armor snaps together making
use of

advanced electrical musculature or myomers. These myomers
receive

electrical pulses when the wearer moves, which causes them to

contract similar to muscle tissue. Thousands of sensors
throughout

the interior of the suit send information to dual processors.
These

processors are usually located under each arm or on the inside
of the

legs. Designers have found that independent vertical split
control

has been the most efficient method of controlling the suits.
Because

of this the suit is controlled much like the human body in that
one

half of the computer controls one half of the suit. In the case
one

processor fails, the other will automatically take over the
other's

responsibility.

The whole suit is powered by the latest in cellular electrical

storage technology (battery). System functions have battery
backups

in case the main power is lost. The backup only affects computer

controls and setup routines. Once the system loses power, the
armor

loses all enhancements and the full weight of the armor lies on
the

wearer. When a new pilot enters a suit it takes the computer
about

five minutes to learn a person's movement patterns. Until that
time

the user's movement is erratic and uncontrolled.

The battle suits often require a powered holding fixture to
allow the

pilot to armor up in any decent time. Even with this aid the
fastest

recorded suit up time was 33.46 seconds. When the unit was lying
flat

on its back with out the aid of the fixture the fastest suit up
time

was nearly five minutes. Both trainees and instructors have
great

respect those that wear the rig.

Many of the new suits are capable of withstanding all small arms
fire

and some lighter heavy weapons fire. Because of the suits' great

mass, soldiers are capable of entering combat with small-scale

cannons and rockets on the exoskeleton. Some styles allow
integrated

small arms mounted in the forearm sections. These come with drum

style auto loading capability. Each drum can hold upwards of 200
to

500 rounds of ammunition.

The newest models dated for release in 2012 require "Smart Link"

adapted pilots (see the Cybernetics section in Book 2). The
smart

link requires major brain surgery and months of training. The
upgrade

to the smart link is known as Direct Neural Access (DNA). This
allows

the wearer greater response time as he injects his thoughts into
the

rig. The DNA system has been known to cause debilitating damage
to

the brain, which can leave the patient handicap for months.

HARM Armor stands for Heavy Armored Recognizance Mobile Armor.
This

battle ready suit is among the first designs incorporated by the

Union's Elite Guard. Its computer systems and controls are
simple in

comparison to the newer models. The HARM comes with air
filtration

systems, six-hour power supply, integrated weapon mount, and

accompanying cartridge. The most common weapon mount is a .50
caliber

machinegun with explosive tipped HV long cased shells (6pTH, 3d5

Glance). This weapon is burst fire capable (3) and fires in full
auto

mode (10 bullets).

The Hercules armor is designed for high temperatures and heavy

lifting. The military Corps of Engineers uses this massive suit
for

disaster rescue, clearing debris, and fire rescues. The fire

suppression systems are located on the back with the
extinguisher

cannons on the forearms. Some variants replace the fire
suppression

system with flamethrowers or machineguns. The interior cooling

systems allow the pilot to work in temperatures near the melting

point of steel.

The Omniplex VII was designed for unsurpassed maneuverability
with

enhanced myomer designs. Generally used as armored support on
beach

landings the Omniplex VII is capable of silent approach on
waterways.

Equipped with a full re-breather that provides enough air for up
to

twelve hours, and a battery with enough juice for eight. It is
often

equipped with environmentally sealed weapon compartments and
over the

shoulder mortar launcher. The weapon payload depends upon the
mission.

DMG SR42 is the heaviest suit designed to date. Its massive
frame is

over 1.3 meters wide. In some confidential documents it was

reportedly used to knock down walls in drug raids. The pilot is

virtually invulnerable to any small arms except those loaded
with

APDU bullets. There are compartments to mount weapons systems

available to this model, most of which are classified. What we
do

know about the DMG SR42 is that it can last up to fifteen hours
on a

single cell. The targeting systems are far more advanced then
that of

previous suits, and it packs quite a punch.

Game tomorrow

On the way to Vekton:

What they run into if anything?

There is an Adept who contacts them, to come with him, and he
puts them through a gate, and just as they go in, mentioned "Don’t
tell anyone your real names" (they might hear it, or not, to
their regret).

They go thru the gate, and are almost hit by a large Maul of a
Giant being, who is trying to kill someone.

In the process they notice a person who is "hiding" inside an
arch, of blue.

They are now, even if they don’t realize it, in the Witch World.

From: abrigon@y...

Date: Wed Dec 24, 2003 4:05 am

Subject: Re: Abandoned Modern Base in a Fantasy World

True BOX would make a good one, or a relative would do..
Security bots left behind, or as suggested, ones to tend the
farms and all, who go a bit off.. There was farms outside the
base that would have gone wild, as well as some sort of battle
of the native vs the maybe more healthier imported, some sort of
battle or mutations for sure.

But the bots left behind could be waging a war of sorts against
invaders? To include invading orcs and such, but also other
beings.

Ooze and like, possible.. The base in large enough, as well as
the PCs did have some time dealing with odd Drow, who were into
high tech stuff.. So never know..

Nuclear power plant is a possible, as well as someone who got
left behind? Elves lived in the area, but Orcs are close as
well. Or maybe some dwarves moved in? Not sure. Nuclear plant is
leaking, possible..

High tech, well, you know Star Trek Voyager, about 100 years
past that or so.

The world not the base.

Templates, hum, I need to look deeper I think..

Mike

Ideas:

Slayer working on
Weaver working on
Some monsters unique to Abrigon
Mecha for D20 Abrigon
Lethal form for Space Vikings
Police Non-Lethal for Drow
Power armor for D20 for Abrigon especially.
Squad armor especially..
Scout - Light and fast, lightly armed, with better sensors and
connection to command and any UAVs and like in the area.
Standard - Standard
Weapons - Heavy weapons
Tank - When you need assault some place.
Command - Standard with better communications and sensors.
Drop Ships
Flying Speeder has force field cover, can fly at good speed, and
it has sensors that augment the users sensors, radio and minor weapons lasers. Also
security system for unauthorized users..

7.62mm single shot rifles need stats for Juarez.
=============
GA-Magic

06/25/04

Magic on Abrigon is done using nanites, transportors,
pressors/tractor beams and holograms.

Nanites acting as the collectors of energy and way/means for
biomechanical projection of energy that looks like magic.
=============
Against the Drow:

02/06/04

Part 1:

Meeting at the cross roads:

Old man is met there, who seems to come from no where. He is
dressed in white with a black cape on top.

Adventure to discover the pyramids and then defeat the YuanTi.
as well as the Fyrhir (?).

As the party is walked down the road, some days journey from
their home/base of operations, they are met on the road by an
old short human asian male. He is dressed in white robes, and
black overcover, and sandles.

He bows to the party, and says they are just what he needs for a
adventure to save the lands near by from evil and from a
perversion of nature. (helps if the part has some good align
people or druid/ranger types.

The party realizes that the being in front of them is a very
sophisticated illusion (Hologram), and he points towards the SW.
The party realizes after a short bit, that the land is wrong,
their feet hurt (or their horse feet hurt), the leaves on the
trees look dead, and the land slowly looks like after a forest
fire, all grey and ashen.

The land is having the life sucked out of it, and the source is
further to the SW. They party can walk on the land but their
horses will have to leave soon, or face being burned (soda the
reverse of acid, or so it seems). As well as any boots/shows or
worse bare feet, will be burned slowly, and hurt and will need
to be healed at minuses.

Someone who dies cause of the land, will have be unable to be
resurected until the land is renewed. Or some other like means.



Part 2:

Island, has is in the middle of a lake, that once was in the
middle of a land that had been sucked of it's life.

The island has a large hole that was blasted into a cavern, man
made, that once was the inside of a step pyramid.

It has 3 known exits. One that is now covered in rock, that
leads down via a formerly optical illusion exit.

The other is the hole the party enters. Another is a passage way
that leads to a pool, that once was used to hold all the life of
the land, but it is now dried up. With several now dead
crocodile corpses (undead?).

And the final exit that is known, was uncovered by covered up
with two heavy stones (former part of the rooms), the room is
now mostly rock filled and water is slowly pouring in from the
lake. Seems someone brought thee house down. Under the stones
littered around the place, is a pool some 6foot across circular,
with carved runes into the edge. Pool may have a link outside,
or other places, not know. Same with the other room (60 foot
across, a mirror in size to what this room used to look like.)
The passage (30 feet up) that leads to the other room, has on
the other end, a large bucket that once once used to collect
water, with a double chain system, but it is now almost totally
blocking the other rooms end of the passage, the passage is some
40 feet long.

The optical illusion passage is some 4 feet in height, and leads
down into the underdark, but not sure where.

There is tribes of Stone Dwarves as well as a very scared
necromancer/body part salesman.

Part 3: Caverns of the Underdark Part 4:

Magic Items:

Bows with crystals installed in the middle of the bow.

Crystal Staff, that seems to absorb energy of all types, and
then reflect it back into itself or its possessor?
======================
ABRIGON the world

06/23/04

Map of the Main Continent

Map of the regions

Regions so far

East Coast

Kingdoms and Regions

Dinas Aetor - Oligarky of

Thessa - Archonate

Galadh - Free Cities of

West Coast

Kingdoms and Regions

Sharon - Druidic Kingdom of

Avrek -

Midlands - rough little hamlets between Sharon and Avrek

Marvek

Abrigon as a SG1 World, or like situations.

04/04/04

Sort of as a Nexus of other games, as base for other games..

Spy Craft - Paratime or like?

SG1 Beta or Alpha Site?

Same as Farscape, possible there is a gate or two around.

Andromeda?

Nietzchen

Magog

Heavy Worlders

Persieds

Than

And more

Sliders? (alternate but similar dimensions versus other
dimensions, or alternate not similar dimensions)

Battle Tech and like

Warcraft for sure, it has alot to do with gates, when the Orcs
and all come thru after all.

What else?

Andre Norton - Witch World

Judge Dredd

Werewolf/Vampires

Dark Angel - Sub of Spycraft

SG1

Beauty and the Beast

-----------------------------------------------------
Abrigon can have elements of

Earth II, as the first colony arrives on Abrigon, and learns
about magic and like things?

Horror?

Battletech for sure. But not all want to have contact with them?

Judge Dredd or like, where people live in giant cities, but
underground, or yes behind giant walls/domed in or on giant
floating rocks?

Road of Adventure or Hiway to Hell

I-66 or Interstate 66?
=========================
GA-Morrow Academy

02/06/04

Morrow Academy:

Aaron - Commandant (landowner)

MSG Davis - Senior Drill (acting First Sergeant)

Sergeant Garq (Orc) - Drill Instructor

Corporal Yasik - Assistant Drill (former POW)

Corporal Nasi - Other POW (If Mike will let him go).

Corporal 1st Drill

Corporal 2nd Drill

Corporal 3rd Drill

Corporal 4th Drill

Corporal 5th Drill

Corporal 6Drill

Private Narva (Kings Cousin)

Nice things is that hopefully the volunteers have some military
experience which can be good or bad.

Bad, cause why do things differently or new.

First Week:

Setup, getting the soldier settled in.

Wake at 600

Exercising

Chow

Beginning D&C

Intro to the command, what is expected

Second Week

Wake up 6am

Exercising

More D&C

Tactics (Riot control and primitive tactic)

Weapons Introduction

Third Week

Wake up at 6am

Exercising

Chow

Weapons familiarization



No barracks, so all live in log shelters with tents as roofs.

Nice the weather had been good.

So far we have some 50 new recruits.

Divided into 2 companies of recruits 25 each. More to come.

Aaron - Captain of Volunteers

Davis - First Sergeant

Yasi - Junior Drill

Nasi - Junior Drill

I love this game, we have different ranks for everyone. Lee is a
Major in the project.
================
ABRIGON – CLASSES

09/04/04 edited an earlier by weeks file?

Slayer: Class designed specifically to track down and kill
zombies and their cousins. Undead/Vampires/etc.

Vampire Hunter - More than clerics, they actively hunt Vampires
and other undead and like.

Spell Weaver - Able to take a spell by any spell casting class,
and figure out how it works. Only starts with basic spells at
first and then learns higher spells as they go..

Guardian: Super solider, dedicated to a cause, what ever that
cause is.

Armsmen: Average soldier for off world mercenary work.

Mercenary (Off World):

Jedi Knight

Knight of Tiln: Paladins or like

The Hand: Defenders of the week and down trodden, but defense
only. They travel the world building roadhouses, hospitals and
orphanages.


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