HEXAMORE ✦ The Arcane Heresy | The Lore

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HEXAMORE was once a land of magical arts so powerful that it reverberated through the planes. Its power, like a beacon, summoned the twelve titans. They descended onto the land in such a huge force that it scorched the ruling kingdom of Aariyon off the planet—taking the Grand Emperor with it. All semblance of leadership dissolved shortly thereafter. The cities and surrounding towns were forced to create city-states to keep some sense of law. They threw their armies at the titans. Everyone, everywhere, put every resource they could into defeating the monsters that ravaged their land. Yet, their efforts were in vain. Lands, homes, cities, and artifacts were all destroyed in the titan's march across Hexamore. Even worse yet, their presence warped the bodies and minds of every living presence they came across, creating eldritch abominations that hunted their once-kin.

Twenty years passed as the titans ravaged the lands. In those twenty years, seven heroes from across Hexamore came together with a plan to stop the titans. They found a way to funnel the magic into themselves and change the arcane conduit into something so foreign and alien to the titans, they couldn't be fueled from it. Two things happened. First, the titans stopped their crusade across Hexamore and turned into stone. The second was that the heroes ascended into living gods. They achieved this at would be known as the Spine of the Earth. The ground fissured and cracked underneath them and a massive obelisk of stone, covered in ancient runes rose up from it. A shape that could be seen on the horizon at all times, a reminder of the destruction and sacrifice the titans brought upon the world. Their stone forms littering Hexamore, a towering reminder of the horrors of the past. The Spine would be revered as a holy place from then on. Yet, it was not one that the seven heroes, no gods, lingered at. Instead, they traverse Hexamore and dole out wisdom and favors. People do not fear them, because their magic is not what the titan's desire.

With the sealing of the titans came a warning. If a resurgence in magic happened, the titans would awaken and begin their conquest anew. So, no longer capable of relying on that power, Hexamore had to find new ways to do what had been so easily done before. An Industrial Revolution, of sorts, started. Steam powered engines began to manifest. Dirigibles took to the sky and mule engines helped guide carts. The invention and study of guns became as prominent as arcane schools used to be. The world changed, and yet so much of it stayed the same.

No longer interested in a dead emperor in a ruined land, the cities stayed with their city states. Competitions, rivalries, and border skirmishes became common. Corruption marred the world, and the economy was sent into a dark spiral. The reach of technology recoiled back into urban areas, many places only knowing the old ways. But most of all, fear ruled—and still does.

Lady Greytide, one of the seven new gods and one of the two instruments, started the Inquisition of Arcane. She became known as the Queen Inquisitor, using her godly powers to look through thousands of eyes at a time—some her own inquisitors and others unsuspecting pawns. She roots out all magic. The strong and wild are culled or sent to the Cold Iron to have their magic "removed." She sends the obedient and meek to the Magi Arcae, a powerful but small group of magic users looked over by She of Scarlet. In more rural towns, magic users are burned at the stake. There is no rule condemning this.

The world is in disrepair. Not broken, but the gears do slip over chips and places worn away. So, it is good that the yearly pilgrimage is upon us. It is a time of worship and remembrance that countless years ago the world was about to end. Our story begins outside of Faelkroft, a week after the pilgrimage had started. Word was sent back that the guide had fallen ill, and they needed a new one.

You've been tasked with escorting the a new guide from Faelkroft to where the pilgrims are camped out in the Plains of Echo. Yet, this wouldn't be a story of any renown if the task was truly that simple. It is Hexamore, after all, the cursed continent...
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  • Don't worry, we won't be using grids and battlemaps in this game. I may make a map for flavor, but that's just because I love maps. This is entirely theater of the mind.

    Let's talk about this, I run games that are heavy on roleplay--obviously. This game is not going to be sheet heavy. It's more for structure than control. We aren't going to play this as a pure DnD game. So, don't worry about making everything perfect. This is not a game where you need to min/max your character, make them the best there ever was, or intent on survival alone. Make the character you want to make with the skills and background that fit them. I want to tell a story with characters you love. I'm not saying it won't be harrowing, and your character may die. Still, I recommend investing in skills to help you in social situations.
    Side note, I will be using the DMG "Lingering Injuries" chart instead of outright killing characters in situations that may be deadly but recoverable. Of course, if you run face first into a kraken at level 2, I can't really justify you now having a limp. You're going to be murdered. That being said, there shouldn't be any at level 2... but I've had players do crazier.

    Rolling the dice, is not going to happen for everything, but it will happen because it is DnD and chances are fun. We will agree on a consistent dice rolling apparatus. It may come in you asking for a roll "may I investigate a scene" or me asking you for a perception check. My forced asks will only come in an "Action Scene." This will require Initiative and all that jazz. I'll ask you for the roll. You'll give it to me. I'll then narrate the outcome. I'll never make one that insta-destroys your character, but if it is bad, you may only have one more round to fix it. Keep that in mind.

    On arcane magic, please remember that this is a LOW MAGIC world. People who use magic are viewed with equal disdain as baby cannibals (people who cannibalize babies not babies with the… you know what… nevermind.) There is no "strike" system with magic. Once you're caught, you're caught. This can be made into a plot point, but only with some pre-planning and mediation. If we didn't work out a dashing adventure of your character getting caught and the others swooping in to save you, you're screwed.
    Things to keep in mind…Please be aware that spells have verbal, somatic, and components. If the book requires you to wave your arms in the air, then you're going to be doing that. People will stare. People will know what you are doing. Now, you can always try to hide it. But also be aware that Inquisitors are SENSITIVE to magical use. Even if you successfully hide your spell, they'll know someone casted magic. They will hunt you. Now, they aren't as prevalent in the open world, but you have to worry about monsters being keen on magic as well. I know. It's like the world is out to get you, but that's the point.​

    On divine magic, it is viewed differently than arcane or otherwise. Divine magic is also rare, but it is also sourced through a conduit that is believed not to awaken the titans. You have five deities to choose from, they will be listed further down. While the Inquisitors do not hunt those that use divine magic, they aren't nice to them either. But the problem that divine users will have is the sheer popularity of their abilities. There are no magical means of healing anymore, except through clerics and paladins, and as such they will be set upon by commoners and those incapable of tending to their wounds. You will either have to expend spell slots or refuse mobs of people. That might end poorly for you. So, keep that in mind while visiting towns and cities.

    On technology, the world has hit a technological boom since the outlawing of magic. As such, in larger cities you can see it a bit everywhere. A gear-work clock, steam mules, factories billowing out pillars of steam, trolleys ferrying people about, dirigibles, and general cleanliness that was not there before. People also dress differently in these denser areas, taking to a more Victorian or Edwardian form of garb. Still, this is medieval fantasy mixed in with steampunk. There will still be robes, tunics, armor, and the like. What I want to talk about most are guns. But keep in mind that it isn't the end all to weapons as this technology is new, and just as likely to take down an opponent as blow up in your face. A talented bowman is comparable or better than a gunslinger. Still, I realize as I introduce this world that is fantasy with a splash of technology that guns would definitely be a part of it. But they are costly to buy and maintain.

    On the economy, due to the city states ruling themselves there has been quite a bit of corruption in how money is handled. Most people have a low income compared to the inflated prices of many things. This means that even if you are doing well, you're not really doing well. Poverty is everywhere but work is common as well. And the rich… well… they are decadently wealthy.

    On races, given that the titans successfully managed to draw all the races together to attack them and then decimated part of the world, the boundaries that once separated them have fallen apart. There's no definitive "elven city" or "dwarven fortress." There are places that used to be elven or dwarven that took in refugees of humans or other races. They had families there. No longer was there one ruling race, but a group of survivors. Of course, there are still racial prejudices, nothing is going to change about that, but for better or worse the world is less divided.
    • I'm only accepting characters that use content published by WotC for DnD 5e. Don't have any of that? No problem. After I accept the character concept, you'll have access to to my DnD Beyond, which should have most of the character creation choices.
    • Races: Technically you'll all be playing variant human from the Players Handbook. That means one feat of your choosing and 2 points to put into your Ability Stats.
      Flavor-wise, all peoples of this land are mixed. You'll be mostly human presenting but you have race-lineage. This means you sport some slight features from what your ancestors mixed with. This will be called race-descended. For instance, elf-descended may be a bit lither, smaller, and have slightly-pointed ears compared to an entirely pure human. I leave you to describe these features. Pure humans are rare. The culture of the races is mostly obliterated beyond the obvious things, like architecture, but you can always make up something your family has done.​
    • Age: Everyone lives the same length of time, and that is in normal human years.
    • Ability Stats are either a) Point Buy or b) Stat Array, as they are the same.
    • Class Wise: You're fine to pick most things. Please note that the divine classes will fall into my created pantheon. I need to talk to those that might pick a Warlock. As warlocks follow an eldritch path, and the titans are the equivalent of eldritch abominations. Also some classes may start as not ones that would be hunted by the Inquisitors, and then change depending on sub-class. Fighters are fine until they become Eldritch Knights, etc.
    • Background: choose a published background, then if you wish, we can tweak it.
    • History: I will need your character's history. That being said, that history will be sent to me and only me after you're accepted. It's so I can weave it into the narrative.
    • Goal:Something you want to happen in the game to your character. This can deal with something from their past, a chance in the future, or something to do with their class. I'll make sure to weave it into the narrative.
    • Special items will be situational. There will be no magical items given. That being said, we can work on plot items.
      I'm here to help you with your character sheet! Don't be afraid to ask.
    • Post Frequency: Once a week to once every two weeks. It really depends on the scene going on. RP scenes will take longer, and collab posts are totally encouraged. Fighting will be the one thing that will be pretty on-board rolling. So, those posts will be a series of rolling and me writing a meta post with the combat fleshed out. And if that's the case, you aren't required to post so much as tell me what you want to do, roll, and have me narrate what happens in which I post what happens. There shouldn't be TOO much combat in this game. Maybe if we post weekly, one week out of four to five will include a combat. And even that seems too much. Basically posting will require everyone to be open for a lot of OOC communication.
    • Length and Quality: I find that length doesn't equal quality. So, the length is what you think you need to write to get the job done. It's the quality I'm looking for. And I'm not saying the quality of writing. I hate blue prose. I'm saying the quality of really drawing me into the character and their machinations. You can paint a picture in broad strokes or thin ones. Just as long as I get who you're playing. And please spellcheck for goodness sake.
    • Attitude: Be a decent human being. I you can't manage that, then might what to cozy on over to the door.
    • The Character Sheet is the Bottom Line: As I've said before your character sheet is about structure and not control. That being said, if you are constantly performing acts outside of your supposed capabilities, I will address it with you. If that sounds like something don't want to do, then you might need to find a system that isn't based off of DnD.
    • Follow Iwaku Rules: Simple.
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"To this day, we'll never know the truth behind the titans. Where they were truly from. If there are more. If they'll awaken again. That uncertainty paired with their monstrous silhouette on the skyline is the perfect portrait of our time."
a Sampling from Tormind Osculua's Compendium of the Titan Crisis, 52 year Post Titan

  • THE FIRST TITAN
    The largest of them and the most destructive, the First Titan shimmered through the veil between planes and appeared in the middle of Aariyon. Filled to the brim with power, which many researchers state was from devouring a previous plane, it released it onto the country. Lightning sparked from the sky, ground up turned, buildings consumed themselves, and people were either instantly killed or fodder for its gaping maw. A ghastly figure on the horizon, lightning is still drawn to it from time to time, and those that live close to Damnation swear it moves.​
  • THE SECOND TITAN
    Not much is known about the second titan. Just that it appeared on an island just north of Basaavious and began to bury itself in the ground. It's common knowledge that the isles are the only ones with active volcanoes. Many scholars, me included, think that the second titan was attempting to create some sort of environmental event. Even though it failed, its eyes still glow in the misty haze of morning.​
  • THE THIRD TITAN
    She called herself 'Xysivia the Patient One.' She made her home on an island to the east of Paladign. There she stood, her head a swirling ball of glittering dark stone. People would go and visit her. If they were smart, they'd only ask one question of her before leaving. One would learn that her time to destroy was after all the others, she was a teller of tales. She only watched, and then ended the story of this world. More so, she liked the small little mortals.​
    If one stayed, she'd regal them in stories of her journeys, explaining things that couldn't be comprehended. People would go mad from her words, their minds expanding and their bodies malforming. The most famous of those were El'Ophel, a famous elven poet. Within her words, he found meaning and understanding. When his body twisted, it twisted with purpose and power. Xysivia took a liking to him, called him her "Joined One." She promised that when they transcended, he would come with her.​
    Rumors have it, when the titans were turned to stone, there was an inhuman scream that pierced the sky. That El'Ophel the Titan Joined still lurks around the island.​
  • THE FOURTH TITAN
    A haunting visage made up of blood filled veins and a cloak of darkness. The Fourth just moved across and through people. Those that managed to touch its tall, lanky form had the blood sucked out of them. Yet the Fourth didn't just take blood from people, but water from lands, life from vegetables, and any sort of hydration it could. On occasion, it would pause and break one its veins over a person. The blood would spurt into their eyes. Their body would writhe, and the vessels from their form would erupt out of the pores of their form, becoming like the Fourth but different. It created a small army of these abominations. While it remains frozen in the middle of Dragon's Maw, it's children still haunt the woods and the mountains there.​
  • THE FIFTH TITAN
    Pulled itself up from the ocean, tentacled feet dragging across the terrain, turning everything it touched into amorphous goo. It decimated the farming town of Paladign, melting their farmlands and turning the residents into puddles of red, white, and ichor. It said nothing. It ate nothing. It just moved. To this day, the terrain has not changed back. Paladign has had to deal with a different form of farming. The people that the fifth titan changed? Oh, those goo puddles still exist, pushing themselves into people's bodies at night so they can have a solid form to interact with the world again.​
  • THE SIXTH TITAN
    The Weepers Three, they were called. They were of one mind, and as such they were one titan. They moved through the forests of the Broken Bow Coast, their screams heard in the night and their tears were blood. No one, even to this day, knew what they were capable of. The only casualty that came from the Sixth Titan was children that were whisked away in the middle of the night. The crying would stop for a few nights, but the wail would ignite even louder afterward, until another child was taken. But there are rumors to this day that the wails of infants are heard on dark nights on Broken Bow Coast. That faceless children claw through the forest and seize their relatives, ripping them apart in vengeance for not protecting them all those years ago.​
  • THE SEVENTH TITAN
    'Philarda the Seed Queen' her seed children would call her. One day there was just a female form made entirely of moss with a head of a flower sitting at the edge of a city that was once called anything but Damnation. Many were drawn in by her beauty, not knowing she was a titan. They'd inhale the spores of her form, head home, and then awaken the next day with phosphorus pink fungus growing out of them. Thinking nothing of it, they went to work. Those that tried to run would find Philarda in front of them, or a copy of her anyway. She'd reach out with her arms, bring them into her bosom and then push them into the ground, suffocating them and feeding off their life energy. It just became easier to submit.​
    The entire city of Damnation still runs as it did two hundred years ago, the same people tending to their same day, all glowing pink fungus husks. The city is under a deep quarantine.​
  • THE EIGHTH TITAN
    Probably one of the most straightforward of titans, the eighth is a multi-headed worm beast that traveled through the grounds of Hexamore, popping up to devour people, animals, and even towns. One day a town would exist, and the next it would not, only a round circle of sand.​
  • THE NINETH TITAN
    The people of that era called him "The Peace." He would move, swaying to and fro, and snatched up people. Yet, he wouldn't devour them. He'd place them in his hollowed out body. They didn't die. People who beheld the The Peace, would see those forms, lazing comfortably within the titan's form. They thought this one was meant to be a respite. What they would not see, was when the Peace paused, usually in a barren place and dropped off horrible monstrosities.​
    It would later be known that The Peace was an ark of various essences of species gathered throughout the planes. He would scoop up sentient beings, no matter race or gender, and they'd become "brood mothers" for these essences. It would create a perfect amalgamation of both that were viable in this world. He'd then send them out into the world to wreak the havoc he couldn't.​
    When he was turned to stone, it was rumored that these "brood mothers" disappeared into the wilderness, constantly providing more of these monsters. It would explain why there hasn't been a downswing in them in the years past the Titan Crisis.​
  • THE TENTH TITAN
    The second largest of the titans, the Tenth Titan earned a terrible reputation. A large floating mass of tentacles with a gaping maw that led into nothing, was the easiest way to describe the titan. It was massive, and it was drawn into towns. There it would send out a pulse that numbed everyone's minds to its existence. They couldn't see the creature floating above them. It then slowly began to remove people. Those that knew them would forget that they did. They would reason away why a house built for a family just occupied them alone now. Those that were taken would have their brains removed. The Tenth would devour their knowledge like a life sustenance. They'd then deposit the mindless corpses back. They turned into ravenous creatures, who looked to take the brains of others and place them in their hollowed out skull.​
    The Tenth did this to so many towns. These wandering brainless, called Ten's Maw, still show up in old and abandoned towns. They still thirst for the brain they do not have.​
  • THE ELEVENTH TITAN
    More humanoid than the rest of the titans, the Eleventh was known as "The Eater." Tall as a hill and just as wide, the Eater was creature of grey skin, horns, a mouth filled with fangs and tusks, and fingers stained red with blood. The Eater's skin was impenetrable to pretty much anything, including weapons and magic. He'd just lumber slowly across Hexamore, decimating villages and caravans and devouring all in them.​
    His march ended when he was far too corpulatent to move. Still, there'd be those that were interested in him and would visit him. Others watched as they were snatched from the ground and thrown into his mouth. Their writhing forms seen against the stretch of the Eater's skin.​
    He didn't eat everyone, though. When he'd spot someone that suppressed their tortured cravings, he would pause and breathe on a person. That would send them into a fury of gluttony. These beasts still roam the countryside, massive and invulnerable, scooping everything they can into their gaping maw.​
  • THE TWELFTH TITAN
    Last, but viewed as the most deadly. It was coined the "Reaper" though they never got to Hexamore's shores to enact whatever curses it had. It was stopped in its tracks by the heroes sealing its power. Its body is partially visible in the ocean, its multi-head form reaching towards the coast, a body large enough to propel it out of the water. It is unknown if the Reaper was taller than the First Titan, but what is known is that Xysivia had said it had the scariest power of them all.​
 
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THE SEVEN GODS OF HEXAMORE are the heroes that stopped the titan's advancement. It is hard to say exactly how they did it, but through trial and ritual, they were able to remove the magic of the world, siphon it through them, and turn it into a power that the titans couldn't touch.

While there are seven gods, only five of them can be worshipped. Two of them are known as The Instruments. Still, they all walk among the mortals. Lady Greytides representing control while the Cleaver representing chaos--two mortal pyres. Some are more open with their appearances than others. With the exception of one, all their names have been lost to time. Yet, their influence is always known and always felt.

No matter if one is a proprietor of the divine magics, if they worship one of the five gods they'll receive a blessing that will happen randomly (DM rolls a d20 once an in-game day. Bonuses are given to divine classes.) Whatever it is, is capable of being used once and that day. There is no certainty that a god will smile on them that day. They may not be looking, or they may be too far away. Instant blessings are provided if one meets their god and provides a symbol of worship.

Not worshipping a god is perfectly fine as well. Randomly someone might feel something crawl through them, a power old and forgotten, powers that ruled before the titans came to manifest (same deal, DM rolls a d20.) These are far less predictable and may be more harmful than good.

The power in this world is quite fickle.
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(from left to right:) Oil Fingers, She of Scarlet, The Merciless, The First Star, Cleaver of Titans, Lady Greytides, and Father Hearth

  • THE FIRST STAR
    Alignment: Lawful Good
    Domains: Life and Light
    Common Symbol: A black star on a lighter background, usually gray or white
    About the God:
    The First Star was the one that founded the group of heroes and set in motion the plan that saved Hexamore. He led armies. He helped the wounded. Most importantly, he inspired hope. The First Star is not seen regularly, but when he is, he stands about ten feet tall adorned in white armor and a black cloak. He's mostly seen tending to those that are in the most need.
    Sign of Worship: A black star from either paint or coal painted on the forehead.
    Blessing:
    Starshine: Your holy symbol emanates a cool glow. One time that day, you maybe be able to cast lesser restoration or cure 1d10+PC lvl damage. This cannot cure anything that would require greater restoration or a wish.​
  • SHE OF THE SCARLET
    Alignment: Neutral Good
    Domains: Knowledge
    Common Symbol: A red scroll with a black sword in the middle
    About the God:
    She of Scarlet was a powerful sorceress that sacrificed her power to connect with the magic of the world. As such, she was rewarded as being the only sorceress in Hexamore whose power doesn't interfere with the titans. Her core beliefs are upheld by those that seek knowledge, wish to know more of the past and the future. She inspires those that wish to practice but not anger the titans. She takes in magic users to her small circle of Magi Arcae. She of Scarlet is the height of humans, and she wears a massive red dress and looks no different than the paintings of her. She wears a black sword on her hip.
    Sign of Worship: Lips and jawline painted in red.
    Blessing:
    Magic Boon:Your divine symbol undulates red fog. You can cast an arcane spell without somatic, verbal, or components. It can still be picked up by Inquisitors, but they'll be at a disadvantage while tracking you.​
  • THE MERCILESS
    Alignment: Lawful Evil
    Domains: War and Death
    Common Symbol: A white skull with eyes dripping of blood
    About the God:
    The Merciless was a mercenary queen hired by The First Star to help lead his people into battle. She was at the front of every fight on her undead steed. She spared no one and is the goddess of justice. Her saving grace was that she didn't kill the unarmed or helpless, but any else that stood in her way felt the brunt of her mace. She is not a common goddess to see, but if one is plagued by one of the titan's abominations they can probably see her charge through them. She stands at about seven feet tall, white armor, dark skin with hair wildly dreadlocked around her face, and with her blood-soaked mace. Alongside her is a hellish steed.
    Sign of Worship: Bonemeal painted around eyes
    Blessing:
    The War Queen's Own Boon:Your divine symbol symbol begins to ooze blood. You can summon a warhorse; skeletal to be your mount for a day. If desired, it can be used in combat (pg 273 of MM) but will die if ts HP reaches 0.​
  • OIL FINGERS
    Alignment: Chaotic Neutral
    Domains: Trickery and Twilight
    Common Symbol: A black hand outlined in red against a dark background
    About the God:
    Oh, Oil Fingers. He was a master thief that probably wouldn't have joined The First Star had he not been caught attempting to steal the plans of the ritual to abolish magic from the land. He'd been hired by the Third Titan to do such a thing. Yet, when he was caught he admitted to everything and joined The First Star. His loyalty was challenged when he was asked to confront the Third Titan again and gain much-needed knowledge. He did so and facilitated their win. He's the god of the lost, tricksters, and weary travelers. No one really knows what form Oil Fingers takes when out and about. He's a god that is never seen but is always around.
    Sign of Worship: Fingers dyed black
    Blessing:
    Slippery as a God: Your divine symbol disappears and you have a puddle of oil in your bag. You can cast a disguise self or invisibility without actually knowing magic or alerting others than you are casting. It can still be picked up by Inquisitors, but they'll be at a disadvantage while tracking you.​
  • FATHER HEARTH
    Alignment: True Neutral
    Domains: Healing and Nature
    Common Symbol: A green tree on a yellow background
    About the God:
    Father Hearth was the cleric of the group, a man made of impenetrable will and charismatic kindheartedness. He was the first to join The First Star's campaign, stating that it was in Hexamore's best interest. He saved the lives of many of his compatriots during the time. He's probably the least controversial and easy-going of the gods. He believes wholly that Hexamore, in and of itself, is one entity. That people should strive to make it better in any facet they can. Father Hearth has no common appearance. Just one day you might be suffering from an illness, meet a crone in the woods, or a rotund man, or a lazy squirrel, or maybe a very interesting wind, and then be fine.
    Sign of Worship: Mud on the back of the neck
    Blessing:
    A Home and a Hearth: Your holy symbol becomes warm. You can cast Leomund's Tiny Hut without penalty. It cannot be detected by anyone, even Inquisitors.​
  • LADY GREYTIDES
    Alignment: Lawful Neutral
    Domains: Law
    Common Symbol: A blue eye with a black sword running through it
    About the Instrument:
    Lady Greytides is an instrument, meaning that when the divine power flowed through her, she used it to forge the "Mask of a Thousand Eyes." It is a massive, multi-headed mask that she uses to look through a thousand people's eyes at once. Some with her blessing, but some without. This is the way that she uses to root out magic users. She embodies the aspect of control within the pantheon.

    She came to join First Star after his first failure as a leader. Her strategy and planning led to them holding off the titans for as long as they could. Without her, the decimation would have been far worse. She decided to become an instrument in hopes of making sure that their effort and sacrifice were not in vain. She stands at average height, with long black hair, pale skin, and dressed in silvers and blacks. Usually, she has a long, bladed staff in her hand. No one ever sees her with her mask on, but everyone knows that it's always on her form… somewhere.
    Sign of Worship:Blue Coloring On Lids of Eyes
    Blessing:N/A
  • THE CLEAVER OF TITANS
    Alignment: Neutral Evil
    Domains: War and Tempest
    Common Symbol: N/A
    About the Instrument:
    The Cleaver was known as a mercenary that was unbeatable. They sold their abilities to the FIrst Star for a very heavy price. Yet, as time went on, they went to earn some admiration and power in the First Star's Army. Not much is known about them. They brandished a massive, magical mace and were capable of taking down their opponents quickly.

    They took the other position as an instrument, taking into chaos to balance out the order. The Cleaver is not seen often, but they will accompany Lady Greytides as a massive twelve-foot hulking being capable of taking down fortresses with a single swipe.
    Sign of Worship:They are not worshipped, but occasional copper dusting on knuckles does allude to them.
    Blessing:N/A
 
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  • AARIYON Once the largest and northernmost country of Hexamore, it is nothing but a wasteland of jagged peaks and ruins. There are several warnings about visiting such a place. Most have to deal with how warped the landscape is. Many have ventured forward not to be able to make their way back. Other rumors have to deal with the fact that there's an all corrupting power present in that wasteland. That even those that come back are not right physically and mentally.
  • THE PROTECTED ISLES They are called that because they're the only place that the titans were unable to reach and corrupt. They used to be a refuge for those escaping the titan's corruption, but now they are treated more like a paradise away from the problems of the mainland.

    SAFEHAVEN the first refugee camp of Hexamore has turned into a quaint and sprawling farming village where food, water, and basic needs are in abundance. This is the only place in the entirety of the world that is like this. So, it's not surprising to say that it's walled off and there's no admission unless one already lives there or has enough gold to pay their way in.

    AMENORA is more of a bustling city than the other village on the Protected Isles. It serves as a trade hub with the main land. It isn't as diverse as some of the places in Hexamore, but much like Safehaven it is quite exclusive. Those that come from the mainland tend their business and then are shipped off.​
  • MIDDLELANDS The largest of the city states, but the most sparse. Most of their domain is a part of the Spine of the World and the decimation that the ritual that ended the titan's reign brought. There are numerous small villages and towns, but it boasts one of the most diverse cities in Hexamore.

    FAELKROFT dirigibles pepper its skyline, steam barges roll up and down the river that bisects the city, and it is here where the Pilgrimage starts. The city is an amalgamation of various cultures and one of the largest hubs of technological innovation. As such it's always packed to the brim with people. Poverty is obvious in the city, but also are the expenses of the rich. It is also where the main base of the Inquisitors lies.​
  • BROKEN BOW COAST With the exception of the Protected Isles, Broken Bow Coast boasts the most prosperous of existences. Massive forests cling to the edges of the territory, with obvious places where they'd been cleared away to allow for people to build cities and villages. In this day in age, that is frowned upon as a lot of vegetation, post titan, is coming up corrupt. So, the trees have become sacred.

    GRAINSIFTS a coastal town who once was run by shipwrights given the abundance of trees around them. Now, due to the protection order placed on trees, most of their business has dried up. That doesn't mean that more business hasn't moved in. The town is run by the crime family the Blintmeers, and their major trade is hiding and smuggling out magic users. The Inquisitors are aware of their actions, but have yet to move on the town due to the battle that would ensue. But tensions are high.

    KAEVOUR the largest city on the Broken Bow Coast, it is built into the landscape around it leading to the actual city being populated with as many trees as houses. It's main export is silk made from the spiders that inhabit the forest around them. Master tailors and seamstresses come from here. The buildings are simple here and there is not a love of steam technology. That being said, there are massive swaths of cloth that hang everywhere, shading the already shady city. Many who find the sun's light much too much find a home here. It always smells of flowers and honey. It's a very peaceful city, and as such there isn't a heavy presence of Inquisitors. Still the Governor of the Broken Bow Coast lives here, and he has a very hidden military presence.

    PALADIGN this town sits on the border between Broken Bow Coast and the Dragon's Maw. Yet, that is the defining feature of this city. When the fifth titan began its march across Hexamore, it started in Paladign. The once rich farmlands were turned into slimy fields. The people that survived used that to their advantage to raise tubers and other rooted plants that required a lot of moisture. This was, of course, after they tested the land to make sure it wasn't contaminated with foul magics. Whatever the fifth titan touched that wasn't sentient managed to remain fairly normal--beyond its now amorphous state. Not a lot of people live in Paladign, but it does have its own personal resources to not need much outside intervention.​
  • DRAGON'S MAW The name given for the icey north of Hexamore, along with its cluster of islands and the world's only volcanic streams. It's not an easy place to live, but it has forged its own way in the world. A lot of the structures there are dwarven, and the population is heavily dwarven-descended.

    FRITH a town filled with hunters, skinners, and leatherworkers. To an outsider this place feels like a bowl of tribal suspicion when it's actually quite the tight community that doesn't care for outsiders meddling in its business. It's one of the only larger towns constructed after the Titan's March. The buildings are small and quickly constructed. The people tend to themselves. The air is always filled with cooking meats and chemicals made to tend to the leather. It's the only place to find decent leather and hide armor, as most places have moved beyond that and into technology.

    NAELOCK t once a dwarven outpost has turned more into auctioneering houses and places to find both the common and the strange. Located by a small inlet leading into the ocean, it's easy to ferry goods in and out of the city. While there seems to be a seedier element to it, it's far from a crime hub. Just more like a place to requisition goods and other artifacts.

    BAASAVIOUS a massive city that was once the capital of the dwarves. It houses huge mines and illustrious factories. It's a city of dark buildings but with gold inlaid. The people here are less poor than anywhere else in the entirety of Hexamore. Trolleys rove the streets, dirigibles are always present at their many landing ports, and animals made for labor are rarely ever seen.

    COLD IRON on a small island off the coast of the Dragon's Maw sits a massive structure that seems to have no entrance or exit. A tall tower of impressive stone that seems to have a cold light shine on it no matter daylight or nighttime. Everyone knows that's where the arcane users go that are caught by Lady Greytides. It's also the sanctum of She of Scarlet and her Magi Arcae.​
  • EMERALD'S REACH Rolling hills of green against the joyous color of blue seas, Emerald's Reach was always an idyllic place. That was until the Titans came. Once the land of the elves is just now for those that can find solace in the rising and lowering of the horizon.

    MARA'TOAN is the city of the "unknown." They only let those of elf-descendants in. Apparently, the elves believe themselves to be the sole keepers of a certain history. People don't know what that history is, but many have implored as to what it might be. If you don't have any elf in you, you will never see this forbidden city.

    AL'SHOOAL was once an ancient palace of the elves. Now it exists in ruin but serves as an academy for those that wish to learn about the time before titans. Beyond that, is a place of artifacts and has a bit of a seedy underbelly for selling things that probably shouldn't be circulating in the world devoid of arcane artifacts.​
  • WYRMROTS Swampy horizon against the various rivers and inlets, this city-state has never gotten much renowned for its existence. Most people view their inhabitants as pitiful. The only note-worthy claim it has is Damnation.

    PAEGREEL is the city built upon cities. Among the swampland, it bursts out like a hill. This because every city built here sinks into the ground, forcing its inhabitants to build another one on top of it. So, below the current city is a labyrinthine maze of buildings dating all the way back to pre-titan. Yet, that carries a dark power and even more terrifying monsters. The people of Paegreel are always wary of what happens underneath. It also carries the namesake of having Wyrmwytches, those that are focused in the arcane arts but aren't shunned due to the volatile nature of the ground beneath their home.

    DAMNATION the city where everyone goes about their day to day life in an undead fungal state. No one goes near it for fear of getting the virus, but one can watch from afar as the city is bustling but mindlessly so.​
 
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  • THE PILGRIMAGE
    Yearly a trip is taken from the port city of Faelkroft to the Spine of the Earth, a massive floating obelisk that hovers over the splintered ground of the Middlelands. It's to remind that despite the looming forms of the Titans, there's always hope to be had that people should not be afraid to venture forth and seize their destiny.

    That is exactly what the pilgrimage represents, walking off the oppression of an extra-planar horror. Every year, an assortment of people will make their way to it. It could be as simple as a rite of passage, one last trip before death, or even an attempt to remind oneself of the various tenants of the gods.

    Every year a different guide leads a group a different way there. This is to keep away from familiarity forming in case of danger from abominations or bandits. They are usually chosen via a lottery of those that either want the honor or the gold of leading one of these expeditions. It used to be more a ritualistic custom but now had become a way for sellswords to gain some renown. Still, no one crosses the Pilgrimage due to the one that sets it up every year, Lady Greytides.​
  • THE CITY STATES
    Created in a time where the government had collapsed and people were just grabbing at resources, it was easier to insulate oneself inside a community of like-minded individuals. As stabilization came over Hexamore, they become more a city state in name than in practice. They slowly expanded outward, taking other towns and city and their umbrella. Huge swathes of lands encompassing numerous towns and cities become a part of these "city states." They were separate yet the same, more of a region if you ask proper cartographers. Yet, in times of fear and subsequent stabilization, people find themselves relying on saying and doing the things that had kept them safe before.

    There are marked battles between city states, but they're usually just squabbles for land or resources. There are no wars to be had, no battles to be truly fought between humans. These dances in courts and on the battlefield are for show. It's a way for people to introduce distraction into the world. Because too much time to think would lead to the realization that the world is not as safe as one would like to believe. Abominations still lurk in the dark corners of the world and they still prey on humans and their petty political machinations.​
  • THE OLD EMPIRE
    The Old Empire of Aariyon used to rule the continent. Its military force was a thing to be reckoned with. It held the continent, whose name was lost to time, under its thumb. Hexamore was an old country, entrenched in rituals and customs. They lacked the magical prodigy and the war industry of Aariyon. Many speculate that's why the titans came there first.

    Yet, for everything that was lost about the empire, people remember the Emperor. Maybe they don't know his name, but they know his deeds. The Grand Emperor ruled with an oppressive fist, all the while doing what he wanted to do. Tales of debauchery, torture, philandry, over-indulgence, and the inevitable ruination of his own name are the things that people know. His progeny were numerous and wide-spread. Rumors abound that his lineage still lingers in Hexamore and might be wanting to re-establish reign. But they would be hard-pressed to gather any forces without alerting the current ruling class.​
  • MONASTERIES

    Monasteries have been built in isolated places across Hexamore as a way of training those that would wish to join a tradition to help the people of Hexamore. The guards protect the bureaucracy. Bounty hunters handle their way of life. And sell-swords do whatever for a price. There's no one to look after the common man that isn't bought. Well, that was until the tradition of monks came about.

    Monasteries are filled with able-bodies capable of saving the common folk. Their power, ki, is a new thing in the world. The monks usually die young and without family or praise, but those that exceed their fated time of death have earned some renowned on the frontier.

    They are so spread out, that their traditions vary wildly from place to place. A monk from one tradition may not understand a monk from a different tradition's ways. They are banded by the code to help the people and remove the abominations from the land.

    Yet, for all their altruism, there's the whispering of certain monasteries using abilities that delve into the arcane for their own personal gain. The Inquisition hasn't focused their attention on the monks yet, but it may be soon that they become quite curious as to how this ki works.​
  • THE MARKINGS

    Not only is a way to show fealty to your god of choice, there are a lot of cultural significance to them as well. They could provide context for heritage, journies, exile, training, or the like. Below is a list, as the RP goes on, of what different markings mean. This is not at all comprehensive, but instead to be added to by both the DM an the players:​
    • Black Under the Eyes: Mourning. It isn't allowed to be removed until it is cried away.
  • FASHION
    The people of Hexamore pride themselves on rising above the trappings of medieval fashion. Yet, this is only prevalent in very populated areas as a lot of smaller villages and towns have to rely on armorer and the like to survive.

    HIGH SOCIETY: Currently in fashion are high waist coats and even higher waists in pants. Large, blooming collars for women, and colorful cravats for men. Hats are to have feathers, flowers, or the like that are sleek and slender. Women's dresses are to be nearly floor length around back but come up to almost the knees in the front to show off exuberant boots. Men are encouraged to tuck their pants into said boots.

    MIDDLING SOCIETY: Unfortunately, ruffles are no longer in style and have been handed down to the poorer population of Hexamore. Bright colors are still seen peppering in the more neutral and toned down. Large hats that announce to one that they have entered and all should be amazed are quite in fashion, especially in Basaavious. Half-capes that match said hats are considered the perfect accessory.

    LOW SOCIETY: While the fancied button coats of the lords and lordlings above them are still worn in low society, the shirts and pants still hold a more protective than garish nature. Usually seen over studded leather armor or chainmail, or having plate mail bulge out of them. These jackets are even fashioned with pieces around the shoulders and elbows for protection. Large sashes are worn around waists to allow for some flair and cushion the belts that may brandish weapons or elixirs.

    THE GOSSIP FOR FASHION ON THE RISE: Circlets.​
  • MUSIC & ART
    No one really knew what the tone of music was before the titans. Their arrival actually staunched the more creative outlets for quite some time. Even when the heroes had won, people were slow to reinvest in certain aspects of the arts.

    When music did come back, it was baroque and dark. There were a few happier pieces in there, an attempt to dissuade the looming mood. Yet, it took decades for people to finally be able to enjoy them. Only recently have pieces of art that weren't from before the titans have come into light and acclaim.

    The rise in the technological boom, however, allowed for the mass production of literature. Hexamore had once relied heavily on the few that could read the written word, now most people within cities and populated towns can all read. There have been many anthropological studies written about before the titans, but most of the current literature is the rise of technology and how the human spirit isn't broken. Of course, there are a few novels that fantasize about the life of the seven heroes was like before they ascended. If they aren't overly romanticized, they're quickly removed from the market.

    CURRENT TRENDS: Harp music with bells and paintings of sweeping, verdant meadows. Poetry revolving around a one true love.​
 
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THE NPCs of this adventure will be listed below. To keep the organization as quick to find as possible, I'm lumping NPCs together based on the chapter they're in. If they happen to transfer chapters, I'll move them over with the information you discovered in the previous chapter(s). I don't foresee this happening commonly enough, but I don't hold my breath when it comes to players.

If any information in there is listed as "unknown," view it as less of a secret and more that the character(s) don't know yet. It'll be filled in as it becomes relevant.

  • CHAPTER ONE | THE PILGRIMAGE
    Our party finds themselves traveling across the plains of the Middlelands with a new guide for the pilgrimage. It had come to the Magistrate of Faelkroft, Jila Goldsong, that the current one had fallen ill. Since no one travels the wilderness of Hexamore alone, she finds a small group to escort Soren Blightsehn to the current camp and relieve the sick guide, Kord Stormborn.

    Soren Blightsehn
    AGE | Unknown
    GENDER | Male (he/him)
    SPECIES | Unknown
    OCCUPATION | Sell-Sword & Guide
    APPEARANCE | Soren is of medium height and sturdy build that has seen the harshness of Hexamore. He sports shaggy brown hair and a maintained but not well-kempt beard. His eyes are a dusky copper and seem paler and more haunted than most, but the black markings underneath them might allude to the reasoning why. He wears the armor of a sell-sword, with a thick but worn aristocratic jacket thrown over it. He has well-worn flamberge sword on his back, a short sword on his side, and a small-barreled pistol braced against his thigh. His fingers are dyed black, and he bears the badge of the Black Hands--a very well known, yet supposedly secretive, organization under Oil Fingers. He eyes you as he looks up from the light of his clove cigarette.
    Jila Goldsong
    AGE | 20's
    GENDER | Female (she/her)
    SPECIES | Elf-Descended
    OCCUPATION | Magistrate of Faelkroft
    APPEARANCE | Jila is a tall woman, with lithe defined features and a smile that could make even the chilliest heart melt. Her blonde hair is always pulled back and some ornament always braces her brow. She dresses well but enjoys wearing pants and not taking to the garish flare of her fellow nobles. There's never a weapon on her person, as battles in the courts are won with the sharpness of tongues and not with blades. Yet, she's always seen with a vellum of some kind tucked under her arm and constantly dictating notes to a small, mechanical songbird on her shoulder that records her. Jila may ignore in the beginning, but she'll perk up once she realizes you are speaking to her.
    Kord Stormborn
    AGE | Unknown
    GENDER | Non-Binary (they/them)
    SPECIES | Dwarf-Descended
    OCCUPATION | Duelist & Guide
    APPEARANCE | Kord is short but not petite, they sport smooth but obvious musculature made for quick but powerful jabs. Their hair unruly and pale, floating around their head like a cloud. Yet, their face underneath is a wild storm of wild laughter and loud conversation. They dress in studded-leather that seems to have originated from the Dragon's Maw considering its coloring and style. On either of their hips are two short swords, slender and finely crafted. Slung on their back is a longbow that looks to be made more of elven design, considering the ornateness of the craft. Their eyes are a dull yellow that's associated with a very old tribe of dwarves long since past, and their skin is darker with patches of vitiligo. Upon greeting you, they'd slide their arm around your shoulder--if they could reach it--and invite you for a drink.
 
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