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Grage Current Day   Race & Ethnicity   Geography   Factions   Bestiary   Pantheon
 

The Formation:

It Begins:
In the beginning of what would become intelligent life on a planet that would become known as Grage, an alliance between the elven deity Aerdrie Faenya and a duo of dwarven deities: Sharindlar and Valkauna. The goal of this alliance was to take a developing world with no native population of evolved races to alter or tamper with and seed it with both Elves and Dwarves in an effort to prove that both races could live together in harmony. Being beings of greatest power, they literally had a great many dwarves rise up from stone and elves from trees of Grage, and a minority of new occupants from the faithful of the three deities imported from other worlds such as Oreth, Toril, Aebrynis, Mystara, Exandria and even Athas. These immigrants were tasked with showing the new natives of Grage the ways of their representative societies.

At first, the two temple empires of the Dwarves and Elves worked seperately on different continents, but over the next fifteen hundred years the empires did meet on the small continent of Alyunaxis, almost in the middle of the land itself. The three deities had chosen their leaders directly from fervent worshipping worlds as well as their own planes, carefully cultivating relations between the two traditionally opposing races for hundreds of years prior. Within a year the first joint settlement composed dual race/ multiple world architecture was built. Within five years, this settlement named Glimcombe had become a sprawling metropolis and the first city ever created on Grage. Overtime, collaborations on architecture, hunting and even some sacred rituals including a unique one revering all three deities. Over the next eight thousand years the two cultures merged works both magical and mundane on the continent of Alyunaxis and beyond to a lesser extent, and Aerdrie Faenya, Sharindlar and Valkauna were pleased, beacuse the three had fulfilled their goal of having Dwarves and Elves living in true harmony. The goal never extended beyond this, for they feared the blending of the two races could bring the wrath of both patheons. Unfortunately, that is in a way what happened, but it all began on a mortal level.

Acceptable sloth:
For the eight thousand years after the elvish/dwarven projects on Alyunaxis were completed, neither the Dwarves nor the Elves made no organized moves towards racial agression, but both races thirsted for more than exploration and magical, artistic and technological - they thirsted for adventure! The Alyunaxis expansion the off-worldly implanted priests and heroes had written many tomes warning these new Gragians to be careful what they wish for with many examples from where they originated and constant reminders that the deities above (Moradin and Corellon had been incorpoated into the mixed pantheon during the Alyunaxis expansion) had plans for the peoples of Grage. Secretly, the mortal leadership feared that the small armies of Elves and Dwarves criss-crossing over the planet would eventually fight over territory, or worse, do battle just for the sake of competition. After pondering options, the high priests of the deity Valkuna suggested a common enemy that the elves and dwarves of Grage could fight as one and defeat without too great a loss... the drow.

Crude intentions:
Drow elves were never taken into consideration to ever step foot on Grage when the founding deities seeded the planet, and it was actually the elven priesthood of Aerdrie Faenya whose memories of the Drow from their respective worlds caused an impulse to face them on Grage. Not surprisingly, the Dwarvish lords had no issue with putting together a uniting event with the elves using their underground kin, but it was important to the dwarves that the Drow they encounter had no home on the worlds that were mentioned in the colonist texts of the chosen. It was agreed that despite the possibility of exposing the Grage populace to spacejammer technology,

What goes beyond the scale of societal norms and acceptance:

grage world map

Post-War Events:

Scabbing over the wounds of war:
Geryon's Chosen:
Shaman Vinull looked back over the third shallow hill he and his warbands sped rapidly across looking for the shelter of the woods, The large gate they had earlier made a break for with no incident still remained open, though the view inside the stone circle was growing blurry which was a good sign of the wild elves that had been pursuing them for days. His spells had hid them, which meant that ----- kept them in his favor



The Yuan-ti become an Invasive Species:
Three years after the end of the Gith Invasion, a large magical gate opened in the coastal city of Shallow Beech on the great island of Sumbdol. Gate and wild magic storm protections were in early development, and to be fair to the wizards and artificers this particular gate was not created by anything having to do with the Gith invasion, but perhaps the war may have made the magical nature of Grage easier to manipulate. The few in Shallow Beech that immediately fled to the north and west reported a hoard of snake and humanoid mixes of all shapes and sizes, with a huge cobra hooded thing clutching a severed old human head that chanted arcane speech as it swayed to and fro in it's long and coily arms.
 
The Current Day:

githyankiIt has been over 35 years since the Gith were forced to abandon the invasion of Grage. Though the population of Grage lived in fear of the Gith returning to "finish the job" as they toiled through the day and slept at night, the years passed and everything from commonfolk to creature lifted their eyes to the sky and cautiously breathed a sigh of relief. Surely they would have returned by now if they were truly bent on revenge, and with the massive amounts of treasure and captives they took from the planet why would they?

Treasure:
Grage experienced a war with a reach that spanned the planet. Though the majority of the battles took place on the continent of Ahegthna, the Gith had staged large scale Illithid extermination operations, as well as decapitation attacks on governments. Heists on these governments as well as church hierarchies, criminal organizations, guilds, military organizations, wealthy gangs, individuals and even well stocked towns were performed frequently and with great success in the beginning of the invasion. Magical creatures and monstrosities (with the exceptions of most chromatic and gem dragons) were targeted as well in the opening attacks of the invasion/MF extermination on Grage, and the Gith especially took relish in slaying Beholders for their expansive treasure vaults with the bonus of gaining revenge on another spacefaring enemy. To this day it is extremely rare to see a lving beholder on Grage. Post- invasion and war, today's governments, organizations and most itelligent "monsters" have gone above and beyond to safegaurd what is considered valuable, especially magic items. So even an ancient dragon will lay on most of his hoard on Grage, but the choicest of items may be in a portable hole stuffed under one of his scales under his right wing. While the Gith largely ignored these standard levels of magic items, they did plunder vast amounts of treasure that existed beforehand including legendary weapons, armor and irreplaceable artifacts. Items of higher stature have become at least, somewhat rarer than what is the norm on magic-rich worlds such as Toril and Ravnica.

Magic Items:
In post-war Grage, magic items come in two categories, before and after. Magic items on the lower end of the power mechanic were mass produced during the war past the post invasion phase, with soldier serving weapons, armor and wondrous devices created fast and furious for military use from assassin to zealot.

Coinage and Bars:
Three years after the end of the Gith Invasion, a large magical gate opened in the coastal city of Shallow Beech on the great island of Sumbdol. Gate and wild magic storm protections were in early development, and to be fair to the wizards and artificers this particular gate was not created by anything having to do with the Gith invasion, but perhaps the war may have made the magical nature of Grage easier to manipulate. The few in Shallow Beech that immediately fled to the north and west reported a hoard of snake and humanoid mixes of all shapes and sizes, with a huge cobra hooded thing clutching a severed old human head that chanted arcane speech as it swayed to and fro in it's long and coily arms.

Artwork
While artwork was never a prime target of the Githm these invaders did target pieces that were of religious and cutural significance for the taking as a trophy for the queen and to break the moral of the more stubborn nations and/or factions. As the war rage on over the years the Gith took to total war with the destruction all pieces of artwork from painting to buildings designed with an artworthy visage. Though after the war these losses were a minor issue, the mising aspects of art have started a renaissance of new creators, but at the same time the very wealthy will hire adventures to obtain lost works of art, and in some cases steal them from other collectors whether they be from of a private or public nature.
 
Race & Ethnicity:
No Halflings on Grage:
The Halfling deities decided not to populate their creations on Grage. I think Tolkien is already spinning in his grave with all the exploitation of his books - He does not need to spin any faster with the addition of my shitty writing.

Orcs and Half-Orcs are nearly extinct::
The Orcs once had an glorious empire that spanned over 80% of the largest continent. After banging heads directly with the Gith invasion fleet, these brutal oppressors became heros credited with saving the world from falling victim to the Gith, but at the cost of everything.

Gnomes are an endangered species:
While the folks of the Cornerstone Cuts fared somewhat better than Orcs of Agnethna, the heavy losses of men, women and children broke the back of the once happy producers of technology. Fortunately, a large group of gnomish tinkerers and eruditioners were attending a conference in Abscaroe when the Gith struck and these gnomes of science were able to port women and children out while sending supplies in to the Cuts. After the Spellplague caused Flagstone Laboratory disaster, the further loss of more gnomish lives caused the once happy go lucky folk to fall into an immense sadness - with a minority of gnomes returning to the Cornerstone Cuts, and the remainder retreating north from Chauntless to a large geothermal spring where they established the closed community of Arkport.

Clan Duregar is a part of the Clans of the Dwarven Empire.:
Unlike other realms, the standard dwarves do not out-rightly reject the Duregar. The Grey Dwarves who have been mostly imported via realm space and gates from Toril, with a smaller amount from Oreth, are initially rejected by the Dwarves, not because of religious reasons of other worlds, but the stark differences between the two sub-races of the dwarven race. Further observing and study by the dwarves and other races proves that despite the evil nature of the Duergar, the grey dwarves hate the mind flayers as much as everyone else and the small trickle of fringe political groups of standard dwarves aiding Duergar escapes had full government/clan support and funding. It took many years, but the focused Dwarven support ultimately created a literal underground road to freedom for the Duergar, Unfortunately, the road to freedom was in full swing for only 50 years before the Gith invaded.

High Elves are loathed:
The invasion and war affected every race and community in one way of another. But the shame that has lingered around high elves is damning the moment they remove their helmet or lower their hood. As the gith poured into the orcan empire, the wood and wild elves were already mobilized to aid their enemy neighbors. Back in Alicrath, not only did the high elven houses object to getting involved, they urged all elves to pack up and head to the feywild. 9 out of 10 high elves did just that. Many could understand the logic of the high elves figuring Grage was lost, but many more saw the high elves as cowards. While most of the other elves have forgiven the high elves that returned from the bedlam of the feywild, other races will negatively react anywhere from a scoff all the way to violence on rare occasions. Eladrin have also faced scorn for siding with the high elves, but since they are native to the feywild, they do not face the same level of contempt.

Tieflings must endure temptation:
Tieflings on Grage will be pressed from time to time by their infernal parent and even occasionally their mortal one as well. Being naughty can get you gifts and good omens, but it will eventually twist the tiefling into a great addition to the nine hells!

The Yuan-ti are a post-war people:
The vast majority continent of Sumbdol is occupied by the Keelback Empire, also called the Keelback Mass by the people of Abscaroe and remnants of the former Sumbdol theocracy. Only the eastern coast remains under human control, primarily under the control of Abscaroe republic in conjunction with a few city-states run by the few remaining leaders of the theocracy. It is known that the Keelback Mass practices slavery, but rumors of sacrifice and cannablism run wild amongst Grage. These Yuan-ti captured a large amount of the Sumbdol population and occasionally will release a small number to Abscaroe in exchange for goods and equipment. Amongst these freed peoples, the Keelback Empire have slipped in Yuan-ti Purebloods, as well as brain washed humans to infiltrate any organization or government they can.
 
Geography
Abscaroe:
(Country - Democracy) The change of Abscaroe from before and after the war has been a stark one, full of the best of intentions to protect the country from ruin, and leading to Abscaroe sinking into a swamp of corruption and liberty altering edicts being passed with the fury of an angry mob.

Fatherlands (The):
(Region) At the tail end of the war with the Gith several portal had opened and closed due to magical chaos and toxic magic. Most portals would open and close anywhere form a few hours to a week at most, but a few stayed open for months to even a few years and through one came the Loxodons. The primary herd of these planar travellers were actual Loxodons, but along with them came a smaller herd of the two trunked Loxo. Together they acted as one and fought beasts, humanoids and even some Gith to establish a keep near the portal as more of both types of pachyderm folk came across into grage in sporadic groups.

 
Factions
Global Wing (The):
(Global) Prior to the Gith invasion, dragons behaved as they do on other worlds such as Toril and Oreth. This changed during the conflict with Metallic, Chromatic and even the rare Gem dragons coordinating attacks and building an offensive strategy for their dragonborn and escaped kobold followers to weather the blistering attacks of the Gith spelljamming warships. Red dragons were initially ostracized for their obvious githyanki connection, but being the mightiest of the chromatic ehtnicity, the older wyrms bullied their way into the coalition of dragonkind and onto the battlefield. After the invasion and war was over, the remaining older and ancient worms suggested a loose confederation of all dragonkind to make join decisions on new problems that effected Grage as a whole, such as the Gith returning. Within five years a council was formed with representation of the three largest wurm types. This council would come together for issues affecting dragonkind on a large scale, meaning squabbles and battles between individual dragons would be ignored, but an entire race of beings hunting dragons for treasure would draw the attention of a united drgaonkind if need be.

Gloamless (The):
(Regional) Prior to the Spellplague, small cults of wannbe and actual spellcasters would attempt to harness the wild magic storms and "waves' ,and well... they all died. However, after the blue flames of the Spellplague sought out and merged with the post-warfare toxic magic storms Ahegthna, a growing cult of primarily wild magic sorcerers, necromancers and wildfire/spore circle druids endured and grew in power.

Heflitites (The):
(Regional) The Heflitites are a small city of over a thousand Tieflings (and a few Cambions) who lair in the Pitch Lands, seeking to avoid the prejudices of the outside world as well as to support those half-fiends who resist the urge to serve their fell parent. Mayatic, Mayaernic and Abscaroe consider the half-fiends squatters, but since they are far enough in the Pitch Lands that they pose more of a threat to the goblin nations and cartels the three countries have decided to leave well enough alone (for now).

Nebulous (The):
(Regional) The thieves guild currently controlling the crime in Sharpsire, and responsible for the murder and "dumping" of the Democrats of the Dimension's first promoter Kargan De'Moray.

Reign Watchers (The):
(Regional) Formed after the assassination attempt on the king, this group is comprised of nobles, merchants, adventurers, guardsmen and commoners that want the monarchy to survive, especially with the change in behavior of the king postwar.
 
Bestiary:
The Undead:
  • Most undead are immune to necrotic damage - All forms of your standard animated and evil/vile undead are immune to necrotic damage. Furthermore, what has been referred to as "positive" magic in earlier editions and is now just healing and curing magic will not damage nor heal undead.
  • Invisibility is useless against skeletons & some zombies - I know that 5E removed Invisibility to Undead for balance and to avoid confusion with the standard invisibility spell, but skeletons do not have eyes and caster animated zombies do not have the brain capacity (and may be missing eyeballs) to use their eyes effectively. Necrotic energy flows through these things, and I don't buy that PC caused necrotic damage is somehow different.

Dragons:
  • Dragons can Shapechange - Just like the 9th level spell of the same name. They can stay in the alternate shape for as long as needed, but they have to wait until a long rest is taken after changing back to true form before perform a Shapechange again.
  • Dragons can cast Arcane Spells as well as Humanoids - Once a dragon reaches adulthood they can learn arcane spells. A Green Dragon can also learn druid spells in place of arcane magic.

 
Deities & The Powers that Be:
Arioch - Origin: N/A. CE / Domains: War, Trickery (Vanity): Arioch is arrogant and short of temper. He expends a great deal of effort to appear incredibly handsome to whatever kind of creature he is dealing with. Arioch usually takes his magical or fighting abilities into the Prime Material Plane. Regardless, he always disdains the use of armor in battle. Clerics, Paladins and Fighters who pledge themselves to him and offer him human sacrifices may request aid or advice from Arioch, and if it suits his m ood and increases hIs power on the Prime Material Plane, he may grant their request. On Grage: The arrival of Arioch was both unexpected and unwelcomed. Most deities were unaware this being even existed, but all understood that the prime material plane contained multiple universes with the influence of entire patheons moving with their followers wherever they explore, and in a few cases existed beings such as Arioch who harvested such power from multiple followers on multiple planes that they could travel where they please. Whispers amongst the powers that be speculate that Arioch began lurking about Grage due to his patheon foe Donblass taking an interest in the planet, or even worse - one of the Champions Eternal has been born on Grage. Doctrine: Clerics of Arioch have been accused by critics of performing humanoid sacrifice, but the official stance of the clergy is that enemies of Arioch are being executed for offeses against the deity. Warriors and Paladins verbally promise him the blood and souls of who they kill during battle. Historical Link: Moorcock's Multiverse Wikia

Boccob - Origin: Oreth. ALL / Domains: Magic: The Red Knight was the first human deity that arrived on Grage. She was invited

Chauntea - Origin: Toril. CG, LG, N, NG / Domains: Animal Protection, Evolution, Magical Beasts, Nature, Protection (from beasts): The Red Knight was the first human deity that arrived on Grage. She was invited

Ephara - Origin: Theros. LG, LN, N, NG / Domains: Knowledge, Law, Peace: The Red Knight was the first human deity that arrived on Grage. She was invited

Geryon - Origin: 9 Hells. LE, NE / Domains: Anguish, Hatred, Loyalty, Survival: Geryon is an infernal being and will always be, but the raw power of worshippers did do some elevation to his abilities, and gave him a many souls willing to offer themselves for petty deals.

Incabulos - Origin: 9 Hells. LE, NE / Domains: Anguish, Hatred, Loyalty, Survival: Geryon is an infernal being and will always be, but the raw power of worshippers did do some elevation to his abilities, and gave him a many souls willing to offer themselves for petty deals.

Kiri-Jolith - Origin: Krynn. CG, NG / Domains:Solidarity, Tactics, Unity: The only one of his patheon from Krynn to take an interest in Grage was...

Lurue - Origin: Toril. CG, CN, NG / Domains: Animal Protection, Evolution, Magical Beasts, Nature, Protection (from beasts): The Red Knight was the first human deity that arrived on Grage. She was invited

Mogis - Origin: Theros. CE, NE / Domains: War: The Red Knight was the first human deity that arrived on Grage. She was invited

Nerull - Origin: Oreth. CE / Domains: Death: I know Nerull has been around since 1984 and if I had to guess the early 1970's. However, in 4th edition Nerull got a re-write and kill-off to elevate the Raven Queen into deityhood. Though 5e lore states the Queen is wrapped in mystery, the 4e lore was clear on the end of Nerull...well, not quite. The exterminated essence of Nerull did not end up in the astral sea, but instead returned to his fortress

Sune Firehair - Origin: Toril. CG, CN / Domains: Beauty, Love, Jealousy, Passion: The Red Knight was the first human deity that arrived on Grage. She was invited

The Red Knight - Origin: Toril. LG, LN, LE / Domains: War, Strategy, Tactics: The Red Knight was the first human deity that arrived on Grage. She was invited

Wee Jas - Origin: Toril. LG, LN, LE / Domains: War, Strategy, Tactics: The Red Knight was the first human deity that arrived on Grage. She was invited

 

 
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