The World of Azmoth: Godwar Battlefield |
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2009-07-12 15:56:39You can find a map of the known regions of Azmoth here. CREATION AND MYTHIC HISTORY OF AZMOTH Before the people began, there was a Godwar. Az-Mozeth, a creator Elumen, formed the world and separated it as a source of power, and hid it in a protective dimension. But one of the corrupters, a Shailumen named Di-Anthnik, discovered the infant world, and made plans to take it for his own. For both the Elumen and the Shailumen desire worlds. Their motives are beyond our understanding – perhaps they use it for power, or currency, or status. But Di-Anthnik planned to steal the world from our maker, Az-Mozeth. But the gods are more subtle than men, and the infant world could not withstand the touch of divine beings, so they did not war directly on our world. Instead they raised up servants: Az-Mozeth created Anhouim to do his work, while Di-Anthnik created Demons. In turn, the Anhouim made Arch-Angels, and the Demons made Arch-Devils. And so on, until finally the minor angels made men, and the minor demons made the darklings. These would be the servants who could do the detailed work and confront each other without destroying the world or ruining it’s value. Because they had so little of the divine in them, they could not understand the greater workings of the Godwar. But because they still had a divine spark, they were zealous to accomplish their work. Now both Di-Anthnik and Az-Mozeth use their forces to battle over the world, each to gain dominance so that he can banish the other’s influence. This is Azmoth, a world embroiled in a divine war that none of its inhabitants begin to comprehend. THE ELUMEN AND THE SHAILUMEN In the universe there are two major factions of divine beings. The Elumen embody the creative force. They build stars and planets and solar system. It is unclear why they do this, for what mortal can comprehend the mind of a god? But it is clear that these worlds are important to them, because they create weaker beings to help manage and control the worlds. These beings are capable of creation too, but each successive "generation" not only holds less divine power, but is less capable of comprehending the ideals and glory of the Elumen. The main servants of the Elumen are the Anhouim. The Anhouim are essentially gods themselves, but their powers are apparently more limited. The servants created by the Anhouim are Arch-Angels, which are then followed by several different degrees of angels: seraphim, cherubim, and so forth. They do more and more detailed work as they get further away from the Elumen in their genealogy. This is done because the worlds the Elumen create are very sensitive, like a potter’s clay vessel. Simply the presence of an Elumen (or, for that matter, a Shailumen) would cause irreparable damage to a new world. The world must set for many millennia before it is a fit habitation for a divine being, so lesser beings are created to do the work. It can only be concluded from this that it is quite an investment of time or energy to create a world, because Elumen go through such lengths to make worlds and then protect and develop them. This is also evident in the fact that the Shailumen covet worlds so much. Note, certain theologians believe that only one world exists, and that therefore, there is only one Elumen and one Shailumen – those who war over Azmoth. No one knows why the Shailumen simply do not make worlds. Perhaps they are incapable of that creative control. Perhaps they are simply lazy. Debate on this issue rages. However, Shailumen power has the same destructive effect on worlds that Elumen power has. And since they wish to possess a world, they do not enter it themselves until it is ready. They likewise make subservient races. At first they create demons, which then create arch-devils, which are then followed by minor devils, though in some theological discussions, the terms "devil" and "demon" are interchangeable. When an Elumen creates a world, typically he hides it in a pocket dimension where it will be difficult to find. However, they are still sometimes found by Shailumen, and that is when Godwars begin. AZMOTH: GODWAR BATTLEFIELD Humans were first created on the northern continent, though those who live on the southern continent claim this is not the case. Soon after the creation of Azmoth, Az-Mozeth ordered a division of his people, and a mass migration to the southern continent ensued, where culture and great civilizations rose. This was done so that if one of the groups of humans were to be corrupted by the Shailumen’s forces, it would not be a total loss. Humans more info Darklings
GEOGRAPHY (map) The geography of Azmoth is remarkable for the equatorial ocean: a huge belt of water, several hundred miles wide, wrapping around the world at the equator. Because the world itself is only around 8000 miles in diameter at the equator, the entire coast of the southern continent has been explored, and humans on Azmoth are aware that their planet is spherical. However, they have only explored about 800 miles inland, so much of the world is still undiscovered. The coast of both continents is very diverse, with mountains, deserts, jungles, and plains. Half of the northern continent has not been explored, due both to it being less accessible from the south and the high mountain range that marks the eastern edge of the explored (and colonized) land. The Ocean Bay of Pirates Demon Cliffs Kharnis Highlands Shodu Bay Bask more info Naturally, other nations are jealous of the resources Bask controls, but Bask is careful not to promote the welfare of any party above another (aside from their own), so there is rarely any hostility. This means their only constant enemy is the frequent storms that all of their territory is subject to. The one exception is that of piracy. Since Bask is not particular about their clients, most pirate vessels in the waterways of Azmoth are built in Bask; and since Bask offers protection to any one conducting legitimate business in their ports or lands, Bask is often a haven for Pirates to retreat to when pursued. This occasionally causes problems, both with international tensions and with too many pirates on their shores, but so far it hasn’t been enough to cause a war or change their policies. The Church of Bask is headed by the current ruler of Bask, with actual direction provided by royally appointed officers. The church is as social as it is religious. The wealthy attend for standing reasons and dress in their best to impress others. It would be unfair to say they don’t gain values and strength from their religion, but upmost in their minds is who’s who. Peasant Baskers don’t go to the fancy churches that the elite attend. Their chapels, run by lesser priests and lay workers, are humble affairs generally near the harbors of cities, and as worshippers aren’t as social in their sphere, but the element exists. A common use for priests of the Church of Bask is to bless sailors before they embark on a journey. Many sailors, baskers as well as those of other nations, carry charms blessed and provided by the priests of the Church of Bask. Priests also inaugurate new ships about to take to the sea. The Church of Bask is the default religion for all those who make their living on the great waters of the ocean, be they baskers or not. There are sailors of other faiths, but it’s less common. Bregtoran more info the Bregtorians, in line with their martial nature, are military in their worship. Their church is not centrally organized but based on a similar approach to theology. The church is technically called an army, “the army of god” and priests are officers in that army. They preach lots of hellfire and damnation, focusing on the conflicts in the world: elumen/shailumen, angel/demon and so on, as well as the conflicts within each person. Worshippers are sometimes called upon to make sacrifices to prove their devotion to the powers of good. It is rare, but Church officers have even raised small armies composed of followers to physically fight some force they have determined as evil. Some priests use their religious authority in the pursuit of political authority, become ralcolms. As mentioned above, authority isn’t centralized, but is held by the local priests who build their congregations with charisma and forceful preaching. Strength in arms always helps, too. Free Cities A few of the free cities stretch into the hills and mountains, to the north, but most stay in the lowlands. Passage through most of the City-States’ lands can be made for a small toll, so most residents of this region have access to the Ourismi River, if they would like. The free cities are varied in their religious practice. There are at least (probably more) as many different religious traditions as there are major free cities. Some traditions borrow heavily from the traditions of other cultures, but are never associated with that other culture’s formal religion. If a religion is very Tylerian in form, it will have it’s own name and claim to be thoroughly belonging to whatever city it’s in, and will never, ever mention the similarity to the Tylerian form, or look to it as a greater authority or even parent. The region of the free cities is famous for producing cults: new religions centered around an exciting twist of doctrine and founded by a charismatic man or woman. These cults vary widely in form. Some are very open and proselytizing, others secretive. Free Colonies Nomad Plains more info No one knows the origin of this tradition, though the Bregtorian skald Myd has recorded at least a dozen different legends the nomads have told him. He jokingly mentions that he doesn’t know whether they are truly ignorant or if they just liked deceiving him. The nomads have a reputation (though Parthann scholars claim it is undeserved) for deceit and treachery and underhandedness with outsiders. It is true that they have a remarkable solidarity and don’t trust foreigners very much, and this may be the source of the ill feeling. The nomad plains peoples are irreligious by most standards. They do not have much use for organized worship, though spiritual conversation is a part of every day life. Silkur more info Family is very important to Silkurees, and this devotion will always supercede loyalty to whatever government they live in. Those who live in the northern highlands are particularly clannish, and even though they build fortresses, usually you will only encounter them in family groups. Silkuree religion consists of wandering priests. As the Silkurees are not a very religious people, there isn’t any establishment. These wandering priests never get too doctrinal or deep. They may borrow from Partite/Tarthitism, or Tylerianism, or Bregtorianism, or even from the Church of Bask, but never too much, and mostly in form, not substance. The Silkurees don’t like sermons. Priests are there to perform weddings and the initiation of children into life, adulthood, and the afterlife. They may say a few words on these occassions, but anything longer than five minutes is considered bad form. They live from the gratuities they receive for preforming the very ambiguous ordinances (which are often specified and designed by the worshipper who desires them.) This means they aren’t very wealthy. They’re given respect for their office, but it’s a kindly, courteous, social respect, not a reverential one. Parthann more info The current boundaries of Parthann cover the Nomad Plains on the east to just beyond the Ilne river on the west – roughly the bounds of the original Parth Sultanate and the Trinth Kingdom, the first two portions of the Parthann empire. The capital at the river’s delta, Pirkash, is renown for having five universities of learning, and the only public museum ever. Of the ten universities on Azmoth, eight of them are in Parthann. Pirkash also holds the largest library on Azmoth, the desert air keeping the texts preserved for hundreds of years (the head librarian claims thousands). Parthann colonies in the north are primarily sites where archeological or anthropological work had begun, and where findings were so important permanent communities grew. The Parthites claim to have found several necropoli, and a major religious settlement from a dead civilization. Parthann and Tarth share a highly intellectual religion, based on scholar priests and ancient texts, disputing interpretations and implications and arguing doctrine. While it may seem very divisive and combative, it’s really a civilized discussion, and priests of opposing schools of thought actually agree on more things than they disagree. There is a strong, commonly held basic belief structure on which they build their debates. Priests of this religion are often found with tomes of ancient scripture, which they rely on in the practice of their profession. Up until the split, the religion was unified also, with a titular head who oversaw the practice of religion in the realm. This head was nominated by a council of priests, and as the leader of that council, had much say in the philosophical debates, and would produce position papers indicating the mind of the council theologically. While no authoritarian power, the council, with its head, was a great force in shaping the religion. At the time of the split, the head of the council and a majority of council members hailed from the now Tarthite lands and sided with Tarth, and went so far as to proclaim Parthann supporters “mistaken,” “misguided,” and “bound to erroneous traditions” which amounted to branding them as heretics. The scholars supporting Parth claimed that the head (who should have a cool sounding, impressive title) had taken too much authority unto himself and had devaited from the ancient texts on which their beliefs were based. Today, both factions make the claim of being the true branch of the religion. The Tarthite version has invested heavily in the role of the “head” and their authority, holding the proclamations of the head and council as important as the old texts. The Parthite version is in possession of most of the old texts, and is much less authoritarian and more scripturally-led. Despite the division, much (most) of the doctrine is the same, and the religion is practiced in more or less the same way, with services consisting of priests making lengthy sermons out of ancient (and in the Tarthite case modern) scripture, and opening it to discussion afterwards. All manner of traditions and customs can be invented to support this form of worship Tarth more info Tarth, while much more vast than Parthann, is also more sparsely populated. There are plenty of oases in the Parth Desert, but any roads or trails are quickly covered by shifting sands, and so a local is needed to get anywhere in the desert. The Tarthites are not entirely unfriendly to locals, but they have complex social nuances that they do not excuse a foreigner from. It is easy to offend a Tarthite, so it’s best to only deal with those in your own borders until you’ve gotten to know their culture intimately. The Tarthite colonies are very few in number, but they have been built and fortified to an amazing extent. It is impressive how well the Tarthites have been able to do in the forested regions where their colonies lie, since they are primarily a desert people. The fortresses in their colonies are virtually impregnable, though no one else seems to know why they have focussed so much on building this up. Tylerian Empire more info The Tyleri Jungle ends at the west bank of the Zaamon River, and the Tylerian Empire controls most of the flood plains to the east, but since their style of warfare is much more effective in the jungles than in the plains, they have not made as much progress as they would like. They currently have an uneasy peace with the Free Cities nearest their borders, though none of their neighbors trust that peace to last long, and they are well fortified and armed. The Tylerian Colonies are a mixed success. The Empire seems to be the only one having any problems with the natives. They have managed to establish a few stable locations, but most new endeavors are wiped out by northerners who don’t welcome them. The Tylerian colonies are primarily between two incredibly massive rivers, the Gzeegynat on the west and the Shodu on the East. It is an incredibly fertile land, though not jungle so difficult for Tylerians to adapt to. They stick it out primarily for the mineral resources they have found. The Tylerians are wrapt up in a sense of being chosen. Naturally, it is the Tylerians who have been chosen by the Elumen to rule and understand the true doctrine. They believe in the divine rights of kings, and their nobility/royalty is considered virtually Elumen. The Emperor himself is believed to be an Elumen in the most devoted cults, but is at least an angel in all cults. Of course they try to expand their religion, which means of course, submitting to Tylerian rule, since their leaders are nearly gods on earth. So not so much preaching, as missionary work by the sword. This is, of course, all for the good of the people they conquer. The emperor is the head of all religions, but they are divided and fractured into a huge number of cults with varying worship practices and devotions, though the essential doctrine is very similar. Any other religious tradition is banned from Tyleria. A NOTE ON NORTHERNERS
Magic is not common in Azmoth, though it is seen enough to be believed in. Theologians claim that those who wield magic powers are the descendants of low-ranking angels who fall in love with their creations (or the creations of their peers). The result is that a person may be able to manifest magical powers that are unrelated to his heritage. For example, a plains nomad might manifest magic that is of the jungle or the sea. The scholars of Parthann do not argue with the theologians on the source of the power sorcerers possess, though they have some very esoteric descriptions and categorizations of powers and their uses. They also claim that the spawn of demons may result in magic powers.
Angels Rarely, an angel can be found as an advisor to a ruler or a assisting in a battle. When this happens, time are bound to be dangerous, for angels do not risk damaging the world unless their fight with the demons is particularly dire. Angels are humanoid, though they also have wings. The color of their skin and hair, as well as the shape of their wings depends on the element they are associated with. Angels are associated with the same natural phenomena as humans: river, sea, desert, plains, forest, jungle, hill, and mountain, as well as two that don’t seem to correspond to humans: sky and void. Their powers and colors are associated with these elements. Angels typically appear to be immolated in fire and radiate light, both of the color associated with their element. The fire and light will be stronger for more powerful angels. Darklings No two Darklings seem to be the same, but most seem to have some sort of elemental power, though unlike humans, these seem to be like magic powers, rather than innate abilities, which makes them dangerous. Most Darklings are markedly not human, with features or shape or size that make them readily recognizable. They tend to have skin and hair/scales/fur/feathers that are of very dark colors, though any color is possible. There is even a legend telling of an evil desert king who lived on the blood of his people – literally — who turned out to be a Darkling who looked so human he fooled thousands until an angel exposed him.. Darklings don’t always try to destroy and kill humans. Their tactics also include subverting or corrupting humans to worshipping Di-Anthnik – in effect turning the creations of angels against them. This typically requires a Darkling who looks more human, so that they can be trusted, but the right human may not need that reassurance. There are also darkling beasts, creatures that bear the same resemblance to normal creatures that Darklings do to humans: that is, creatures that one can judge to be a wolf, but that looks like a nightmarish, deformed sample. Darklings use these creatures in combat and as mounts. None have been observed for any other purpose, and they do not appear to have intelligence. Demons Demons, like their Darkling creations come in various sizes and shapes, though they are typically half again as tall as a human. Demons have been reported who are immensely fat, muscled, or unbelievably thin. They have darker, but similar coloration than angels, and use artifacts more often. They seem to suck in light, rather than radiate like Angels do. Dragons Dragons come in a variety of shapes and colors, though neither of these seem to have any reflection on what they can do. Apparently, all dragons can use magic, which is another fact, which, in addition to their (usually) lizard-like body and leathery wings makes them very exotic. They tend to be fast, very strong, and above all, quite large, though some have been reported that are the size of a man. All dragons like to collect things. Traditionally humans have believed they collect gold, and many of them do, but it’s not a universal trait. Some prefer to collect ships, or castles, or people, or sheep, or leaves. For some reasons, dragons have a compulsion to focus on something and gather as much of it as possible. The image of dragons rolling and nesting in their collections is accurate, however, so some scholars have theorized it has something to do with contact with the material world. Perhaps they are just flaunting the intimate contact they have with the world that the Elumen and Shailumen lack. Fairies It is rumored that fairies are fallen angels who have lost their powers, and therefore cannot hurt the world. Even though they have committed some crime against Az-Mozeth, their punishment has not earned them destruction, and their love for Azmoth holds them to the world. It is also rumored that fairies are very weak demons. Giants As is implied by their names, giants are simply larger versions of humans or other creatures of Azmoth. Actual size can range from half again as tall as a human to several times that size. No one knows where they come from though. They don’t have the elemental qualities that humans or angels do, so they don’t appear to be the creations of Az-Mozeth. They are, however, very strong, and typically fight with Darklings or trolls, their hatred of humanity is so strong. Fortunately for humans, giants do not seem to possess any powers beyond their size and strength. They are also not as smart as humans, and get frustrated easily, so diplomatic approaches to dealing with giants usually end in violence anyway. What is odd is that the intelligence of a giant does not seem to have any correspondence to their shape. A giant dog will be just as smart as a humanoid giant (as far that goes). Griffons All observed examples have shared some traditional traits. They are meat eaters, and therefore prey frequently on domesticated animals. They tend to be solitary, and are never observed in more than a family group. All of them retain the wings of the bird heritage and are capable of flight, making them exceedingly dangerous. All observed samples have also had the posterior of a mammal, though scholars theorize the potential for reptilian griffons. Sea Monsters Trolls Trolls are typically green or brown, though sometimes yellow. They stand about 7 or 8 feet tall, and look a bit like hairless apes, with long arms, short but stocky legs, and brutish sloping foreheads. Other tags: Azmoth, elumen, godwar, shailumen |
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