The game has been out for nearly 6 days now, and we’ve hit over 600 views and 145 downloads! Can we get to 700 and 150 before PWYW is over? Please help share this post and get us to our goal!
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I’ve been busy with setting up and finalizing the store pages for Project Pan-gu, and now that it’s done and the product has been sent in for review, I can finally announce that...
“The Land of Pan-gu” is going to be available starting 20th of December.
AND it is going to be Pay-What-You-Want for the first week!
The product will be available via itch.io and DTRpg:
https://kittymaverick.itch.io/project-pangu
https://www.drivethrurpg.com/product/297233/Chinese-Myths-and-Legends-Land-of-Pangu (Not available yet because product is in review! Please wait patiently!)
In addition, a care package will also be released on itch.io (USD $2.50) that’ll contain a number of items that’ll make setting up the game faster, namely:
1. Maps (BnW and Colored)
2. Printout tokens
3. Item Cards
4. Quick character creation guide and simplified character sheet
5. GM reference screen
https://kittymaverick.itch.io/project-pangu-care-package
So see you all on the 20th! The countdown begins...
Guess who was a day late because they locked themselves out of Twitter? :P
It’s still November, meaning playtesting is still open! Help us playtest and get a discount code for when the module is released.
This week, I talk about a few tricks I learned from mistakes I made while I was doing this project.
Being a colossal idiot, in doing a mild digital detox, I blocked myself from Twitter for a day... only to realize that I'm suppose to do a weekly promo thread about my #5e #dnd #ttRPG module. So this week's topic: Things I've learnt during Project Pan-gu.
1. Uplaoding an MS docx to google can get weird. @xin_115 and I had an issue at the very beginning where we ended up looking at different documents and couldn't see each other's input and edits. You are definitely most better off creating a google doc right off the bat.
2. I did my layouts in Microsoft Word. Formatting text itself isn't too bad if you set up styles. Getting tables and images into the right place, on the other hand, is a nightmare. Which is why you should also edit and copy edit BEFORE doing layout. (Learn from my mistakes!!!)
3. If you wrote the adventure, definitely playtest the game yourself. Getting others to playtest for you is definitely a bonus, but some insights are not obvious unless you are in the GM seat.
4. On tables, my greatest enemy: Don't do more than 2 columns if you can help it, and minimize merged cells. It creates a accessibility issue for those using screen readers. (Word has built-in accessibility check, use it!)
5. Porting from a word doc to pdf can change a lot of things: font size, underline thickness/thinness, location of tables and images, etc.. You do have to go back and forth a few times to make sure it ends up looking exactly like you wanted.
If you want to take an advance look of our adventure, it's currently up for beta testing! Give us some feedback before the end of Nov to get a discount after release!
Oooookay, so sorry for not posting last week because... I kind of poisoned myself. Sorta, kinda, maybe...
Unrolled tweet below the cut. This week, a bit about surviving as a villager in neolithic China and why I decided to make an adventure that allows for level 0 PCs.
Our Beta playtest is still open!
Sorry for no Project Pan-gu thread last week. Long story short, I got sick. ...And speaking getting sick, let's talk about surviving as a villager in the neolithic age! :P
P.S. #5e #dnd #ttRPG module playtest still open!
Most of what we know about neolithic China is based on what we find via archaeology. To a certain extent, it might be heavily skewed as most of the better preserved artefacts are found in grave sites, meaning the items may not be intended for daily use.
That said, archaeological findings are valuable, especially in highlighting the difference between what we think Chinese culture arise out of versus what we find. For example, did you know instead of rice, millet was the most common staple of neolithic China?
Part of the reason why I wanted the level 0 option is because it changes the way players interact with the environment. Yes, you may still be on a (relatively epic) adventure, but your role in the village will always be a factor in how you think & act.
Are you the potter who provides the village with pots and bowls? If so, how might your knowledge of clay and dye help you on your adventure? What about if you are a fisher, a hunter, a flintknapper, or a farmer? How will those skills come into play?
Surviving in the neolithic age is a collaborative effort that relied heavily on down-to-earth labour and artisan skills, things that are often overlooked the moment players pick up a class level. Hence level 0. What was once backstory is now up front and relevant.
So... say you + friends have been left to fend for yourselves in the wilderness. What skills will each one of you learn in order to survive? This module will definitely allow you to screen your friends for the day the zombies invade. ;P
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This week’s thread is on the namesake of our project, the giant Pan-gu. Also, the game has updated to a “beta” version, now with LAYOUT!
http://tinyurl.com/ChineseMythDnD1Beta is the new link!
Help us playtest, give us feedback, and be eligible for a discount!
Anyhow, onto this week’s twitter thread...
It's time again: a Project Pan-gu thread!
A reminder 1st. Our (as in @xin_115 and I) #5e #dnd #ttRPG adventure is currently in open playtest, w/ an updated layout!
https://tinyurl.com/ChineseMythDnD1Beta
(Play test, give feedback, get discount!)
So this week's topic, let's talk about Pan-gu.
1st mention of Pan-gu in written history is from the Three Kingdoms era (220~280 AD) in a book called the “Three Five Historic Records”, which in itself is a "record" of the somewhat mythical era of the Three Sovereigns and Five Emperors (~2852~2070BC).
Which is to say, it's old.
That said, he is still a creation myth figure that is shared by the many cultures that can be under the incredibly wide umbrella term of "Chinese". Some scholars speculate that as tribes from 3S5E era migrated south, the people they encountered adopted the myth, hence the spread.
While time and belief has changed the details of the myth a little, the framework remains the same. World was an egg, Pangu was born within it, he grew incredibly tall, and in the process pushed the sky and earth apart. And then he DIED. :scream emoji: :skull:
But hey, don't worry! In death, he transformed into the world as we know it. His [redacted] became [redacted], and his [redacted] became the [redacted], and so on and so forth. And then we got to live in... him?
(I can't say what's behind those redactions, because spoilers.)
So as you play out your part as a neolithic peasant doing your best to survive in the cruel cruel world in our adventure, just remember...
:ghost: Pan-gu died for all this to happen... :ghost:
Starting from today, this tumblr is being converted to a place where I share my ttRPG creations and publications. I’ve been working with Xin, a friend, on a 5e-compatible adventure currently dubbed “Project Pan-gu”. It’s a beginner friendly 6~8 hour adventure for 4~6 players that are at level 0 (yes, that says zero) and level 1. The story of the adventure involves you, members of a neolithic community in China, working to fulfill the demands of the resident Oracle to save your village.
You may find the playtest doc on my twitter: https://twitter.com/SenHHS/status/1182642812472283137?s=20
Playtest with your friends, fill out a form, and you all will get a discount for when the actual adventure comes out! (It’ll be at least 10%. I’m bargaining for more at the moment, wish me luck.)
In addition, I’m going to be doing weekly dev threads on twitter, which I will also be sharing here. This week, it’s about why I decided to combine neolithic China and the Chinese creation myth of Pan-gu into a single thing...
To read the contents of that tweet, click on the read more below! Or you may find the thread here if you prefer reading it on Twitter.
Please give this post/blog a like, reblog and follow to stay updated on more progress of the project!
Starting this week, until we release "Project Pan-gu", I'll do a thread on Fri/Sat (timezones!) on an aspect of our #5e #dnd #ttRPG module. While mostly about design, I will also share what I've learned on my journey. #Pocdnd #dndpoc
Over the years, I've noticed ancient Chinese history isn't taught the same way as modern history. There's always a heavy emphasis on storytelling, as if there's a remnant of how it all started in the beginning with oral traditions and folklore.
Like, the mnemonic for memorizing the dynasties literally starts with "Myths". If that doesn't scream "This is probably fictional", I don't know what does. And though what that myth entails has been rewritten over the ages, the backbone remains somewhat the same.
But then ... in comes archaeology.
Young Chinese students everywhere: I've memorized all the myths! I can ace ancient Chinese history, woo--
Archaeology: Ahem, would you like to hear the good word of our Lord and Savior, science? :)
YCS: :(
And that, peeps, is what I call the "Great Disconnect of the Chinese Origin Story", b/c while we've got records times gazillion of how our ancestors think they came about, it doesn't always line up well with the artifacts we dig up from archaeological sites.
A: So like, your culture believed the world was an egg for a giant, humans were created by a snake woman, and some god taught you how to farm?
Person B: Yep!
A: So what's up with all the pottery we found in the prehistoric burial grounds then?
B: ...well, sh--
Needless to say, this can make identifying as Chinese a bit... harder to grasp than one realizes. Are we as a culture connected by common stories we tell one another, or are we connected by the objects we discover in the graves of what may be our distant, ancient relatives?
This nagging question is part of why I decided to write project Pan-gu. I wanted to reconcile the fiction and fact of my learned history. I wanted to imagine how believing in said myth might have affected the way life went about in the neolithic age.
Of course, given how long the neolithic age is, how many archaeological sites exist within the ever-changing-and-being-argued-upon borders of China, AND the numerous versions of Pan-gu's tale that exist both as oral tradition AND written-- *Sigh* I had to pick and choose.
The GOOD news is I had a wealth of information to pick from, because OH BOY is there A LOT.
Ancient rice cultivation? Look around the Yangtze river!
Evidence of dragon worship? It's Xinglongwa & Hongshan!
What about silk? Qianshanyang's got you covered--
Me: Thanks, but I think I'll go with Yangshao as the basis of the setting.
Internet: ...But...but why--
Me: Because derp fish.
Internet: ...What?
Me: Derp fish............. Yeah, derp fish.
Internet: /:(
Me: ;D
And that... is a story for another time. Thank you for tuning in for this week's dev thread! For more s like this, please give @xin_115 and @SenHHS (yours truly!) a follow <3!
Oh, and Project Pan-gu playtest is open until Nov. 30th. Get yours now!
tinyurl.com/ChineseMythDnD1
Angaria Geography and Its Influences on Lore (Part 3)
Oceanic regions
Being essentially a very large island, Angaria is locked in from all sides by seas and oceans of massive size and peril. Nevertheless, brave adventures and seasoned sailors use well-known or obscure waterways close to the shores of the continent to ferry goods and travellers. With great rewards comes great risks, and many ships are often lost to monsters or weather. Only the most seasoned of seafarers manage to survive beyond decades of sailing.
This is a three part series, separated into the regions of land, rivers, and seas. This article is part 3. Part 1 and 2 are here and here, respectively
Dragonwatch Gulf: (Terrain Keyword: Ocean, warm climate)
This area is commonly travelled via mechanical powered barges or ships made with a combination of dwarven engineering and gnome tinkering. As a result, the gulf, though wrought with rough waters and strong currents, are an ease to travel by.
While dwarves much prefer the usage of underground tunnels and highways to get from city to city, Dragonwatch gulf attract them for the reason of the rare chance to spot a dragon or two. While it is unknown if these majestic beasts live on Angaria or why they travel here, this gulf is the only place on Angaria where true dragons are recorded to appear. This draws both scholars looking to observe these creatures, and also slayers looking to be the first the claim the title of dragonslayer. Many guilds along the coast often challenge hirelings to seek out dragons as a result of such rumours.
Durak’s Leave: (Terrain Keyword: Ocean)
In comparison, the rough waves of Dragonwatch Gulf, Durak’s Leave is a stretch of beach of golden sands and scenic views. In combination with the fame of tourism in the area, it is often considered a seaside getaway with its own coastal flavour of entertainment found nowhere else. Competitions and shows featuring water shows and sea acrobatics are almost a daily affair, and have often resulted in many famous or infamous names.
The area was named after a cultural hero of the region, said to be a dwarf of mighty talents in the arts and performances. Durak was said to have befriended a dragon, which admired his skills so greatly that it invited him to leave to see the land of the dragons. Durak accepted, and though sorrowful to leave his family and fans behind, sang as he departed from the shores of his home city. In honour of his journey, the king of the city named the place of his leaving after Durak. Over time, many coastal cities also took up the claim, and commoners’ usage changed the name to Durak’s Leave. Ultimately, the entirely of the coast region became known by that name.
Enovi’s Garden and Enovi’s Tear: (Terrain Keyword: Ocean, cold climate)
Enovi’s Garden is merely a specified region of Enovi’s Tear. While the garden refers to the stretch of sea next to the coast, the Tear is the ocean itself. As part of the Frost Strip, Enovi’s Garden is the land of glaciers, giant icebergs, and frost flowers that have remained for over centuries. Enovi’s Tear, on the other hand, is an expanse of sea that is often frozen, only to break if it means endangering travellers who dare trespass.
Many rumours arise that the greediest of evil had once made use of Enovi’s Tear’s notoriety and nature to hide their treasures and artifacts deep in the ice of the sea. Others say a frozen castle, an ice temple dedicated to a long forgotten god also remain in the region, and within is also the power and wealth that could elevate one to godhood. Many have been tempted by these rumours to seek out the area, but none have ever returned to indicate their success.
Gradivas Ocean: (Terrain Keyword: Ocean)
Beyond Dragonwatch Gulf and Durak’s Leave is the boundless Gradivas Ocean. Given a name that in the ancient tongue of the I meant “the Great Divide”, it is rumoured to be an ocean so wide and large that it was the separation between the world of the living and the dead. Many have sailed its way, mostly in attempts to avoid lawful detection along the dwarven coast, but also simply out of a sense of adventure.
Reports of the region often speak of months on ends of travel with nothing but water until the horizon, often punctuated by violent rain and winds, as well as giant sea monsters. Fleets of pirate ships have often been reduced to a meagre dozen after braving the region, though those that do survive are often the hardiest of the lot. As a result, the Gradivas Ocean has often been a place to test ones worth of salt amongst the seasoned sailors. Those who successfully traverse the region are said to have control over the power of their own life and death.
Gulag Gulf: (Terrain Keyword: Ocean)
Gulag Gulf is an area rifled with infamy not only because it is the most common route used by slavers, but also because of the rumour of mysterious forces that inflict the crew of ships with madness that results in the sinking of their own ships. Despite the risks, many slavers still roam the region, which remain outside of the jurisdiction of any of Angaria’s well-known nations. It is said that the Gulag Gulf is the aquatic criminal center, like the Splinters, are the land-base headquarters. Specific coordinates are often said to be locations where slavers meet to make trades of slaves or illegal goods. Others are said to be storage sites of stolen items. The shallowness of the region, in comparison to other oceans, makes the construction of hidden bases underwater a breeze, especially with the use of slaves.
Gulf of Pharasma: (Terrain Keyword: Ocean)
With calm waters and relatively short distances, the Gulf of Pharasma is the most active of sea regions of Angaria, often used by commerce and travel between the major nations that borders it. Here, the youngest of sailors and pirates begin their training, it is often considered the birthplace of the modern seafaring cultures and practices that do not involve mechanical means found amongst most sea-faring cultures.
The name of the region itself arises from ancient pyre traditions of the I, whereby bodies would be burnt next to rivers whose mouth would open into the gulf. It is said that Pharasma built a gate for the souls of the departed there, and thus all dead must enter there in order to seek the next stage of their soul’s journey, be it eternal rest, damnation or reincarnation. Today, few continue that practice, save for a handful of cities or towns. Pharasma, however, remains an important religion, especially along the coast of the gulf regardless of the nation.
Lauturen Path: (Terrain Keyword: Ocean)
A stretch of peaceful sea journeyed by the famed traveller Lauturen, many myths were dispelled by what is still considered the most detailed and accurate of travelogues ever written in Angaria’s history. In tribute to the explorer, this region of the sea is named after him, as petitioned by his fellow traveller Grezlan of the Ash Oak (later Grand Cleric of Curchanus).
However, as Lauturen’s era has now become history, the glamour of his route has decreased significantly. Only the incredibly curious are said to have any interest in attempting to reach the region. However, very few have reach the end of the journey, for the Morug Mountains appear to have changed significantly since the millennium that has passed when Lauturen’s Path was first travelled upon.
Nerpian Sea: (Terrain Keyword: Ocean, Mermaids)
The Nerpian Sea has always been famous for its deep blue-green colour and coral reefs, and also the brilliant sea life and ecosystems that can be found in hidden corners of the region. In addition, it is also the famed sea of the merfolk. Though unlike the tales of the sailors, only portions of merfolks are in fact the beautiful and enchanting “Nerpmaids”.
However, the Nerpian Sea also has its dangers. Said to be home to some of the creatures born from the time of Magic, many who attempt to reach this far out often speak of arcane mysterious and missing ships. Many say that the merfolks sing of a song that spoke of a dangerous force waiting below to capture and enslave any creature that dared to venture into its territory. So far, those who heeded the advice of the song have lived, and many who do not have disappeared.
Sirensong Gulf: (Terrain Keyword: Ocean)
Sirensong Gulf is said to be the part of the Nerpian Ocean that is only beautiful in order to lure the weak-willed into danger. With coasts of sheer cliffs, sirens and other beasts are said to make their home there, often decorating their lairs with riches stolen off their prey. While many have attempted to steal the treasure back, or clear the area of monsters, more simply take its place. As such, some cultures have taken to making offerings in advance, in hopes of meeting sirens that may be most interested in the treasure than feeding on that day.
Development Notes
Much of Angaria’s geography is developed strictly for the Angaria campaign. With the exception of a few concepts such as Enovi and Nerpian Sea, most of the region and lore are the work of Sen/Kittymaverick. The Nerpian Sea was one region named during the original Etandar campaign, and so was the inside joke of nerpmaids.
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Angaria Geography and Its Influences on Lore (Part 2)
Freshwater regions
Civilization’s destiny to flourish or wither are determined in part by the flow of rivers and natural waterways near them. Many major rivers play a role in not only shaping the surface of Angaria, but also influencing the politics and cultures of Angaria’s people. While many rivers and lakes are worth mention, the ones below are the most major of their regions, as well as the most defining of Angaria. This list also only contains bodies of water above ground, as currently, many underground waterways and pools are difficult to pinpoint and map.
This is a three part series, separated into the regions of land, rivers, and seas. This article is part 2. Part 1 is here. Part 3 is here.
Agora Lake: (Terrain Keyword: Lake, Cold climate)
The most sacred and revered of all major bodies of water inland, Agora Lake is the largest inland lake of the entirety of Angaria. It is rumoured that all rivers ultimate originate at Agora Lake, and thus it is considered the purest of lakes also. Many unique aquatic species, be they flora or fauna, have been documented in the area, further adding to the area’s mysticism. Taking up much of the Agora Plateau in the center of Sovereign’s Claim, only a small sliver of stony beaches remain during the highest tides. As a result, very few settlements are established there, and whatever small communities exist are only to support the maintenance and rituals of the most ancient of temples in the mountain range.
Agora Lake’s water has often been rumoured to be holy water itself, though this is not necessarily true. While water collected straight from the lake has little divine properties, many clerics often claim that Agora water is easier to enchant than other sources. Agora water has also been a name slapped onto many a forged potion or just pure water, and yet still often deceive the unwitting and fetch high prices on the market. To collect water without permission of a temple is considered a great transgression, and many churches have sworn to protect the sanctity of the lake at severe cost to both thieves and those who claim to possess Agora water.
Gozreh-Laf and Gozreh-Ru: (Terrain Keyword: River, Forrest)
Gozreh-Laf and Gozreh-Ru, meaning Gozreh’s Left and Gozreh’s Right respective, are the two major rivers that feed the entirety of Färûn Forest. Both immensely wide, the rivers are known for their distinctive muddy waters, as a result of washing immense amounts of clay from upstream. The residents of the region make use of the wide rivers tamer regions for trade and establishing civilization, some directly over the water. Wilder regions attract adventurers who try their luck at braving the rapids and currents in search of gems. For many of the civilizations around the rivers, Gozreh-Laf and Gozreh-Ru are not only the providers of nutrients for their crops or trees, but also the providing of precious minerals and wealth.
The two rivers are, as their names suggest, closely linked to the myths of the nature god Gozreh. Legend had it that millenniums after Their ascension, Gozreh tired of the turmoil and difficulties of the people, and sacrificed Their physical body to become the earth, forest and rivers. Their lungs became the forest, Their flesh the fertile earth, Their bones the stone, and Their blood the rivers. While civilization may take what it needs from Gozreh, Gozreh’s body still fights back when too much is taken from Them.
This myth also led to the rumour that south the fork where the two rivers diverge is a region known as Gozreh’s heart, said to contain a mystical source of the wildest of natural magic. Some equate it to also be the source that which transformed elves and gnomes into their respective races.
Sigil River: (Terrain Keyword: River, Cold Climate, Plains)
Resting between the Frost Strip and Salesh plains, Sigil River is one that cuts deep into the igneous rocks of the deep valley it forms. The sheer cliff face on both sides of the river serve has a home to a variety of wildlife, and are also able to house civilization in those strong-willed and resilient enough to work with the rocks. As a result of being close to the coldest region of Angaria, the river is also commonly known to have two faces. During the end of spring to late autumn, it is a milky white river with occasional regions of colour from mineral deposit that runs strong and fast. During the other half of the seasons, it is frozen solid, cold and biting, and its ice surface so thick it can hold the weight of many adventuring parties. That being said, even when solid, the Sigil River does still shift, and occasionally large crevices have caused the deaths of numerous overambitious travellers. The river also has the distinction of being the only river that does not flow into the ocean at any end.
The sharpest of weapons of current Angaria, Sigil Steel, is named after the river both as homage to its ability to cut through rock and a reminder of the material’s birthplace. The mines within the cliffs are perfect for producing the types of ingots that produce the tough and sharp steel known for its wavering band patterns. The secret of how these Sigil Steel are made is of course a closely guarded knowledge accessible to a few mining guilds in the region. Sigil weapons are also often seen to serve as the ceremonial weapons of the Numeron kingdom.
Ter River: (Terrain Keyword: River, Forrest, Fey)
Ter River, sometimes jokingly referred to as “The River” by the locals, is one of the rare rivers that does not originate from Soverign’s Claim, but from the Morug mountains instead. Despite the infamy of its origin, Ter River has relatively good reputation amongst both locals and foreigners. Some even call it the tamest rivers of the entirety of Angaria, given its sluggish flow and smoothness for the entirety of its length. Many make use of the ease of travel, and use the Ter River to transport either themselves or goods. Trade is therefore abundant along the riverbanks, and many halfling merchants are easily spotted with their own boat for trading goods from town to town.
It is known that though the Ter River appears to not touch the oceans, that is only a result of poor mapping of the Morug Mountain regions. Lauturen, the elf scholar who reached the badlands, recording having used the Ter river to travel northeast into the Morug mountains, and then ultimately reaching the other end of the river after about three weeks or four weeks of smooth ship travel. A taste of salty water confirmed his hypothesis that the other end of the Ter River in fact leads to the ocean. However, this leaves the question of the source of the river in doubt, as Lauturen recorded in his diaries that he did not spot any major or minor spring sources during his travels, even when keeping an eye out day and night.
Torgal River: (Terrain Keyword: River, Cold Climate, Hills)
Torgal River, though in somewhat similar arrangement in geography to Sigil River, has a very different temperament in comparison. Sluggish, wider and rarely cutting deep between valleys, Torgal River instead often floods the area with its warm waters during rainy seasons. It is a river known for its many bends and loops plus every changing pathway. In addition, it is fed by several hotsprings, while also feeding many along its route.
Given its unreliable nature, Torgal River is not the merchants’ favourite. However, the local hot spring culture has led to several resorts and holiday getaways for the noble or the rich. Along the region are also some of Angaria’s most famous galleries, performance halls, and also brothels. Being close to the Krunar Hills does not help in the hedonism fostered by the region.
Vorchen River: (Terrain Keyword: River, Plains)
While the Vorchen River is ripe in ecology and interesting on its own geographically due to being formed from two rivers, its history is often rifled with politics and conflicts as a result of serving as the major border mark between the countries of Numeron and Libertius. Its name originates from old human tongue meaning “Two-birthed” or “Twins”. In times of peace, it is a commonly used waterway to travel north-south in either nation, while in times of conflict, it is often the site of major battles. The river’s wide girth and deep waters also allowed for what were basically small naval battles to take place, and many of those ships sank and still remain at the bottom of the river. Ruins of old battlements may still be found along either bank side.
Currently, The Vorchen River remains the spot of many major cities of trade and economies. As a result of being on the border of two major nations, many cities form what is known as a twin city, where two cities are formed on either side of the bank, and bridges are built between the two and act as border crossings for the nations. There exist at least eight of such twin cities, though those without a twin are known to have at least opposing battlements as an attempt to keep out illegal smugglers. That being said, not all of these guards, nor the guards of twin cities, are immune to bribery and corruption.
Development notes
A slight note on Sigil Steel. It is based upon the history and existence of Damascus Steel in real life.
Angaria Geography and Its Influences on Lore (Part 1)
Land-based features
The continent of Angaria is the primary and original home continent of all humanoid races of Etandar. Approximately ten million square miles in surface area, the continent has many distinct environments and biomes. The following article will discuss some of the major features found on Angaria.
This is a three part series, separated into the regions of land, rivers, and seas. This article is part 1. Part 2 and 3 are here and here, respectively.
Färûn Forest: (Terrain keyword: Forest, Fey)
The largest woodland of Angaria, Färûn (prounounced Fay-rune) Forest is home to lush vegetation and giant trees as tall as mountains, and the wildest creatures flourish in the region. Here, nature runs rampant in both physical and metaphysical forms, serving as the womb that gave rise to many sentient species. It is said that the forest touched the ancestors of the fey races, granting them their connection to nature. Hence, Färûn is revered as the homeland of all elves and gnomes. In addition, Färûn also house several other beastmen species, for example Strixs and Catfolks, though whether those races originated there is up to debate.
Rumour has it parts of Färûn forest might be permanently linked to or overlap the Feywild. While artificial portals into the Feywild are certainly common and used often by druids in the forest, many have sought to find these natural portals. Elves and gnomes believe that it is the direct contact with such a region of the forest that evolved their humanoid ancestors into what they are today. It is a common dream of many adventurers there to find the exact location where their ancestors became what they are today.
In Färûn, it is nature’s bidding that one must abide to, not civilization or sentient common sense. Any engineered construct, if able to be maintained, are said to exist only because nature permitted it to. The closer to the foot of the Sovereign’s Claim in the forest, the stronger nature’s resistance to change by the hands of creatures. This defiance is reflected in many a culture that originated from Färûn. Druidism, for example, often form the cornerstones of many communities there. Other reflections include Färûn architecture, often involving the usage and manipulation of natural structures and growth, or rituals for seeking permission or appeasement being commonplace. Attacks by stampedes and swarms are not unheard of, and often feared, and many a bard often spread news of children lured into the forest, never to be seen again. After ages have passed, common sense dictates that all those who venture in the region do so freely, yet cautiously, for one could never predict what the forest may desire for next.
Frost Strip: (Terrain keyword: Cold Climate)
The Frost Strip is a region of tundra that persists regardless of the seasons, running along almost the entire north coastline of Angaria. While some region do get the occasional grace of warmer seasons, the northwest region is permanently locked in frozen weather to the point of being an infamous wasteland. Paradoxically, the region also has more volcanic activity than the rest of Angaria. This allows for pockets of communities to be able to exist in less harsh areas of the Frost Strip, and give the nomads of the frozen wasteland the occasional reprieve.
The cause of the eternal winter is unknown, but believed to be magical,arcane and perhaps even divine in source. Legends attribute the region’s unique disposition to the after effects of an intense battle between the Goddess Enovi and Ayni. Some say it was Ayni who won the encounter and the region was created in Enovi’s grief, while others say that Enovi was triumphant and laid claim to the region.
As a result of the eternal winter, flora and fauna have adapted to survive in the cold, while civilization needed magical methods in order to survive there. The harsh conditions have kept explorers and adventurers out, meaning the Frost Strip is ever so close, yet never properly understood or mapped. Many have seen this lack of knowledge of the region as a sign of opportunity, and sadly, many have failed. Others make use of the region as a form of punishment for those exiled, while those wishing to impose exile on themselves see it as refuge.
Krunar Hills: (Terrain Keyword: Hills, Plains, Urban)
The Krunar Hills are famous for two things: Boring brown grass further than the eye can see, and excellent farmlands for all things alcoholic. Fed full of nutrients from the branches off the Torgal River, the hills serve as the bread and alcohol basket for both itself and the desert civilizations to the south. The region’s rustic lifestyle attracts few dwarves, however, and most of the farming and trade are conducted by halflings instead.
The brown coloured grass of the hills is unique to the region, apparently a reflection of multiple pigments being present. Many have attempted to transplant the species elsewhere, though all attempts have failed. Some speculate that the soil here has special properties that allows the grass to grow exclusively there. Cultivation of Krunar grass has also lead to a thriving tobacco industry, and Krunar cigars are revered in any corner of Angaria.
One would think that the hills be too simple for the attention of adventurers, though the fertile ground through the ages means many civilizations have attempt to prosper and fall in the region. Archaeological excavations are not an uncommon venture in the area, and rumours of abandoned or infested dungeons and ruings are often waiting to be discovered and plundered.
Loreal Grove: (Terrain Keyword: Forest, Vermin, Were-creatures)
Loreal Grove is the other major forest in Angaria, though of a slightly different flavour from its giant cousin, the Färûn Forest. Where Färûn is grand, majestic and imposing, Loreal is more playful, mystical and psychedelic. It is not uncommon to find mundane creatures such as squirrels and birds that are intelligent enough to speak to humanoids. While Färûn displays its abilities through sheer endangerment, Loreal demonstrates itself through manipulation and trickery, turning away those that seek to profit from it before they could enter.
While still untameable, civilization has found Loreal Grove easy to interact and respect. Many villages and towns have been able to establish themselves within the forest. While cities have been attempted, it has never been successfully negotiated with the creatures of the woodland, and is generally discouraged in modern days.
While Loreal Grove is docile by day, at night, it becomes a drastically different place. Its menace then is said to surpass even that of Färûn seeking retribution. Many villagers train a task force of night watchers in hopes of counteracting what malicious intent may be sprung upon the community. Travel by night is discouraged, and often a curfew is enforced. In the case of brave adventuring parties, they often seek help from the local sylvan creatures to aid them in protecting themselves in the night. Those who do not often face terrible and dire consequences, as this region of the world is the birthplace of therianthropy.
Morak Desert: (Terrain Keyword: Desert, Mountain, Urban)
Vast and dry, the Morak Desert holds more than what it lets on. Home to giant sand dunes from tan to golden, the desert holds more mineral wealth than any other region on Angaria. Legend has it that it was the challenge of mining here that separated the dwarves from their ancestors, and the discovery of mithral lead to their separation from their paternal race. Since the rise of civilization, the dwarves have remained the most stalwart residents of the Morak Desert, while keeping their arms open to humanoids of all other races.
Many question why is it that the Morak Desert appears to be an abundance of wealth. Some scholars speculate that given that this is the only region of Angaria where dragons are rumoured to appear, the Desert may in fact serve as the perfect lair to hide treasure in. Pressure and earthquakes create large deposits of minerals from hoards abandoned. Though many question whether that is possible, and if so, it does not explain the presence of mithral, which does not appear to be found anywhere else on the continent, or in the world, according to seers and diviners. Most have written off mithral as a product of some dragon magic, and left the topic be, while others still work to uncover the mystery.
Morug Mountains: (Terrain keywords: Mountains, Aberrations, Monstrous Humanoids)
Morug Mountains serve both as an obstacle and protector to the civilizations of the west. These mountain ranges, generally barren and occasionally full of noxious fumes, are the only thing separating the Badlands from the rest of Angaria. Many would rather risk the sea routes than attempt to scale the mountains, said to be home to dangerous races such as trolls, giants, orgres and other monstrosities.
That is not to say there have been no excavations or investigations of the region. In fact, in addition to resources in the form of minerals, semi-precious stones and building materials, the mountains hid many a wizard tower from the days of early magic research. Less-than-reputable adventuring joints have been formed over the years to seek out these abandoned crypts or research facilities, though very few have returned with success, and many eaten by trolls.
Mosen Moor: (Terrain Keywords: Swamp, Plains, Goblinoids)
If the Krunar Hills are famed for what they provide in vegetable sustenance, the Mosen Moor is the provider of the meats and livestock. Home to many a pasture, the moor is also the primary hunting spot for the south-western communities of Angaria. Though occasionally becoming swamps in the raining seasons, many communities establish themselves here to make a good living.
However, with game come hunters other than the civilized kind. Goblinoids have always been a problem in the region, from stealing prey off seasoned hunters to ambushing the hunters themselves. The goblins have also firmly established themselves in a system of secret undergrounds tunnels, making them incredibly difficult to track. This means that many caravans in the region require guards to ensure their safety, leading to several adventuring joints being active in the region.
The Mosen Moor is also a common sighting spot for supernatural activities not explained by known magic and divine workings. Many of these unexplained phenomena are said to be the result of powerful beings not yet given name nor worshipped by civilizations. Witchcraft, as a result, rose from the moor, and covens and gatherings are still occurring there. While they were once hunter and shunned, witches have integrated easily into life in the moors, and work however succinctly with others such as druids, sorcerers or wizards in trying to understand these unnamed forces for the betterment of others.
Salesh Plains: (Terrain Keywords: Plains, Urban, Ruins)
The great lush Salesh plains are the most versatile regions of Angaria, incidentally homeland to the most versatile of races, humans. What it lacks in abundance in comparison to the other regions, it makes up for in diversity. Able to provide any resources, it is home to one of the longest standing civilizations, able to be traced back all the way to the days of the I.
The plains have also been more subject to change than any other region of Angaria. For examples, entire forests have been levelled, and new forests established by way of cultivation or magic. Lakes have been filled in, new lakes made, and rivers diverted. Many scholars question why is it that the whims of human effort appears to trump that of magical wills in this region, though none have ever produced a sufficient answer.
Given its vast history, many ruins remain littered through out the Salesh plains, some with new structures built among or on top of said ruins. The area provides ample ventures for both young and seasoned adventurers, and many later settle in a small town or take up stable jobs to assist in those adventuring. As such, the plains have the highest concentration of settlements than any other region of Angaria. It is said that no town, hamlet or thorp is more than a weeks travel from its neighbour.
Sovereign’s Claim: (Terrain Keyword: Mountain, River/Lakes)
This ring of mountains around the Agora plateau and lake touches several nations, and is sometimes also given the name of the Ring of Regency. With mountains taking on the nature of its neighbour, it is the shared “challenge” that is presented to all races. Home to caves, valleys, and perilous cliffs, to scale the mountains in hopes of reaching the plateau is said to be both a divine task taken by many pilgrims, and also a challenge that only a worthy ruler may accomplish if ventured out alone.
Myth has it that the gods raised the mountain range as a challenge to find those with the capability to rule by feats of bravery, tenacity, and cunning. Many cultures still carry this tradition, where a prince or princess must venture out with a select party of their choice to scale the mountain in order to be considered for the throne. Though the journey is no longer as perilous as the days when maps and travel resources were scarce, many still see it as a test of a young one’s ability to accept royal responsibilities.
Many religions also involve the mountain range, as the most ancient of temples to the gods are built into the mountain range itself, or along the shores of Agora Lake. It is said that those who venture to these temples are more likely to receive the boon they seek, and the deities would view these dedicated pilgrims more kindly than any other followers.
The mountain range also has some of the highest peaks of Angaria. Originally, eleven of the tallest peaks were each dedicated to a deity, but those names have been lost to time. Today, only five of those peaks remained name, each after an exemplar of each of the race of human, elves, gnomes, dwarves and halfling.
The Badlands: (Terrain Keyword: Unknown)
Very little document remains of what the Badlands are exactly, save for that it lives up to its namesake. Know to be home to communities of tieflings, the race and the land has gained quite a fearsome yet pitied reputation over the centuries. It is believed that resources are scarce to the point that war break out over mouthfuls of water, and anyone that lives there born and die to a life of strife.
The Splinters: (Terrain Keyword: Jungle, Warm climate)
A series of islands beyond the Gulf of Pharasma and off the tip of the southern-most peninsula are the Splinters. Being far away from the rest of the continent has resulted in the forest becoming jungles, and exotic creatures and cultures form there on each island. Here, both fauna and creatures are more brightly colour, and yet not as magical, as the mainland counterparts. That being said, without magic to protect them, creatures have taken to either being more dangerous in general, or develop poison or venom to counteract natural predators.
Only humans appear to have ventured out this far and establish civilization here. As for the cultures of the region, religion, druidism and all manners of magical studies appear to have blended, creating a unique shamanic culture not observed elsewhere. Those able to learn or naturally have magic are both revered and reviled, and foreigners practising heathen magic are very often looked down upon.
However, with isolation also comes predation. Crime is a common thing in the Splinters, and many towns are in fact run by said criminal organizations. The local population often live in fear and under the control of these groups, often to the point where entire islands of locals have all joined a gang, if not been reduced to cannibalistic savages. Enslavement of these indigenous are common, and slavers often barbarically and intentionally leave survivors to rebuild and repopulate before being “harvested”.
Top: Blank map for the display of general continent shape and features
Middle: Major locations by environment and geography
Bottom: Major nations and settlements by history and politics
Top: Inner System, containing Etandar, its ring (Eyelash of Shelyn) and two moons (Blue: Enovi; Red: Ayni), with two other planets, Nirad (green) and Khaktus (beige).
Bottom: Outer system, containing the gas giant Gantaria and its moon, Sonaphi, and the twin suns (Large red: Nivillia; Small yellow: Nimh) with its satellite, Mehart.
The geocentric star system of Etandar cannot exist without the fifth force in the universe, which philosophers generally refer to as Magic. With the power of Magic acting upon the fabric of time-space and thus affecting gravitational wells, a solid planet became the centre of the system, rather than a star. The magnitude and flux of Magic in the region are also responsible for varying degrees of supernatural phenomenon observed uniquely in the region.
More information on Magic can be found on the Magic page.
Much of the following astronomical knowledge arise not just from careful observations with the use of instruments, but also the use of divination spells of any magic source. Most philosophers of the Departments of Heavenly Studies are thus divination wizards or sorcerers, if not divine seers. Some planar wizards have also attempted to traverse space via the use of portals, though such endeavours are often unsuccessful.
Inner System Celestial Bodies
Etandar
Etandar is the central planet of the system, with a diameter of approximately 5000 miles. About 25% to 33% of the planet is exposed landmass. Geopolitically, the lands are divided into four continental areas, namely Angaria, Three-continent, and two other currently unnamed regions.
More on Etandar’s geography and politics may be found on the respective pages.
Eyelash of Shelyn
Etandar’s seasons are not determined by a tilted axis, but instead by the heat-releasing asteroid belt at the level of the equator. This belt is referred to in the human tongue as the Eyelash of Shelyn. The descent of the asteroids closer to the atmosphere result in a rise in global temperatures (aka summer), and the ascension results in winter. The rise and lowering of the asteroid is rhythmic, and thus predictable. Unless altered by magical circumstances, seasonal changes in Etandar are global.
Enovi and Ayni
Etandar possesses two satellites of opposing natures. Enovi, the glacial blue moon, has been referred to in tales as the Azure and Cruel. While Ayni the Vermillion and Raging is less of a typical moon, and more of an orb of molten lava. The differing natures have often served as inspiration and muse to many a tale of conflicts between the two goddesses embodied by the satellites.
Many magic users have concentrated their studies on the two moons, and thus their properties are well understood, though none have yet to test out their claims physically. Many a senior wizard know that Enovi and Ayni’s natures are the result of them serving as portals to the planes of Water and Fire respectively. Whether this was a result of divine work or ambitious magic is unknown.
The two moons are known to have orbits that overlap, meaning roughly every quarter millennium or so, the two risk colliding. Thus far, disaster has been avoided, though there have been several close calls in recorded history, legends and myths. During such times, denizens of the planes of Fire and Water do appear at increased frequency and numbers, and are thus also very likely to clash in the skies above Etandar.
Nirad and Khraktus
Two other planets are present within the inner system. Nirad, the planet closer to Etandar, is light green in color, and home to an absurd ecology of mostly vegetation. Khraktus, further from the center, is tan in colour, and believed to be purely a desert biome. It does possess a crater that some claim holds life of some form, and has been named by an astronomers as the Eye of Vineshaaski.
Lore wise, Nirad has often been described as the parent whose tears created the gemstone peridot (thus given rise to the name tearstone). Khaktus, on the other hand, has often been given the title of the Desolate.
Outer System Celestial Bodies
Asteroid Belt
An asteroid belt lies between the inner and outer system. This asteroid field is not made of the same material as those found in the Eyelash of Shelyn, though some philosophers theorize they may have unique properties of their own. These theories have not been tested in any way thus far.
Gantaria and Sonaphi
One lone gas giant can be found beyond the asteroid field, named Gantaria. The colour of Gantaria appears to be green from space, and yet is in fact blue and red once one has entered the atmosphere.
Little else in known about this planet, other than it has a solid moon by the name of Sonaphi. Larger than the likes of Enovi and Ayni, Sonaphi has been known to possess the property of reflecting light with the lustre of pearls. This gives rise to its nickname of the Pearl Moon.
Nivillia, Nimh and Mehart
Nivillia and Nimh are the suns of the system, located on the outer most edges. Nivillia is considered the main Sun, and is the larger and redder of the two. Nimh, on the other hand, is the brighter. Depending on the position they are in, it may be impossible to tell that there are in fact two sources of light, not one.
There has been many a question as to how the energy from the suns has not essentially scorched Etandar to cinders. Some believe Magic to have played a role, while others claim that Magic may have converted the light to a different source of energy all together.
Mehart’s existence was not discovered for a very long time, for many believed it to be a travelling sunspot on Nimh. It is for this reason it retains the nickname of Nimh’s Spot. However, it is in fact, a celestial body that is metallic. Pinkish in hue, it possesses the ability to shield what is within from the heat of the sun. Rumours of strange creatures and treasure within are often circulated in the Departments of Heavenly Studies.
Extrasystem Celestial Bodies
Many stars and bodies in the sky hold significance to the various cultures on Etandar, though they are of course subject to change and loss with the rise and fall of civilizations. Of note, the ones that have persisted, three are of importance and should be noted.
The star most often used to indicate direction is Naion the Eastern Star. Said to have a prismatic shine, the star is easily located in the eastern cardinal direction, and serves as the “crown jewel” of the constellation known as Sovereign’s Crown.
The two other stars of note are Biennis the Evening Star and Elluvia and Morning Star, who are said to shine the brightest at their respective times. Biennis is said to have a distinctive blue shine, while Elluvia is known to have a prismatic yet vitreous sparkle.
These stars, and a selection of others, are of significance with respect to Stellar deities. These may be found on the deities and pantheons page.
Development Notes
The original Etandar Star System was conceived by M. Neville, with heavy input, especially in naming, by the players of the original Etandar campaign. Many of the names are distant references the players’ real names, and also websites of importance to the group.
What is written above by Sen H. H. S./kittymaverick is both a reproduction and elaboration on the original rendition of Etandar. The basic system structure, names and qualities of the celestial bodies are mostly unchanged from the original canon. However, details may have been altered and expanded since the original days due to either lore development or amendments.
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This has been sitting in my drive for a while, so I thought throw it up. If I were to put the Vernal Path into audio form, this is how it would go. There are harmony parts, but unfortunately my recordings have not be syncing properly, so I'm leaving it out.
The lyrics can be found here, as part of the WIP.
This is pure unsolicited fan work. The original lyrics in English belongs to the awesome Rodrigo Lopez of Major Spoilers and Critical Hit.
Feedback welcome!
Reverse translation in Elvish
"Mang nessa-rin lesil, versil
Mang rhomon nuf hillen leril
Celonda ewe-rin terune
No laf ker no sav
No winen ker no lyren
Thon-mareth ke allen, verus
Hûn-rin di fellan nonvendus
Selu ar authen, liltarune
Galan tan ne cas-rin am
Morgan tan ne hûn-rin sam
Selu panin thua-rin
Nosse-rin, esse-rin
Nosse-rin, esse-rin"
Direct translation and meaning
Note: grammatically unchanged from elvish form.
"Though sister mine exiled, lost
Though wilderness here from stretch
Spring-path eyes mine see
With wand or with sword
with wine or with music
Roots-fate are changing, altering
Heart mine with steps remember
Reason for war, celebration
Sorrow had but head mine up
Death had but heart mine safe
Reason all breathe mine
Family mine, name mine
Family mine, name mine."