[M&M2e]The Realms of Idrifaulo.

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Hoid
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[M&M2e]The Realms of Idrifaulo.

Post by Hoid » Thu Dec 08, 2016 5:21 pm

Welcome to the Realms of Idrifaulo, a high fantasy setting for Mutants & Masterminds 2nd Edition!

This is not a collaborative effort!

TABLE OF CONTENTS: Moonward.
The Realms of Idrifaulo: cosmology.
The Realms of Idrifaulo. An introduction.
Idrifaulo the Omnipotent. An introduction.

Gods and Religion in the Realms of Idrifaulo: faiths of the pious.
Gods: an overview. The gods, as a whole: part 1 of 4.

The Peoples of the Realms of Idrifaulo: mortals.
The Four Peoples. Humans, minotaurs, sidhe and the Stoneblessed.
The Lost Tribes. Races that are only native to one particular Realm.

Faeries in the Realms of Idrifaulo: non-divine immortals.
The Three Kinds and the Two Courts. An introduction to the faerie races/civilization.

Monsters in the Realms of Idrifaulo: a bestiary.
The Iron Makers Colonization Fleet! Savage but silent world-ending butchers.
Monsters! An introductory overview.

Magic of the Realms of Idrifaulo: sorcery!
Magic! Arcane AND divine magic!

Psionics in the Realms of Idrifaulo: the powers of the mind, called forth...

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The Realms:
Amdramox the Creator: PL25/3000pp.
Amdramox the Creator is the first Old God; it was He who brought the Oldworld of Creation up out of chaos. He is the matter-transmuter, and is a planetary-scale brick. Furthermore, Amdramox the Creator is worshipped in every Realm of the multiverse, and is the only Old God to be so.

For a long time, in the Oldworld of Creation, Amdramox the Creator was dead, slain by some unknown hand. But, in his quest for omnipotence, Idrifaulo liberated a mad clone of Amdramox, and made it into the genuine Amdramox. For a time, the two worked together; Amdramox was eventually, however, dethroned by Idrifaulo the Omnipotent. He now lives in exile in the deepest reaches of the Planar Abyss.

Angels:
Ghosts are sometimes chosen to serve a god directly, and're transformed into angels. Winged immortal humanoids, angels are magically adept and wield astonishingly potent weaponry.

Aspects:
Each New God has a different body ('aspect') for each non-divine race. The Old Gods do not do this, and They consider it 'ungodly'.

Ghosts:
The souls of the dead. Most ghosts dwell in the gloomy Planar Abyss, a chilled netherworld divided into seven segments throughout the Realms of Idrifaulo. A lucky few ghosts, however, are called by the gods to service and're thenceforth transformed into angels.

Gods:
The immortal rulers of the Realms of Idrifaulo, as well as the objects of religious veneration, gods are divided into two pantheons (the New Gods [who are descendants of Idrifaulo the Omnipotent] and the Old Gods [who predate Idrifaulo]), though these two pantheons are no longer at war and exist in uneasy equilibrium.
Gods are immensely powerful, with titanic amounts of magic at Their disposal, eternal youth and an utter immunity to death in all its forms. Strangely, only a very few gods are actually sorcerers!
Gods do not need worship; however, prayer is gathered by the seven Idrifaulin Engines is used thereby to create and maintain the Songlines connecting Realm to Realm to Realm.

Humans:
Us! Idrifaulo himself was human, pre-apotheosis!

Idrifaulin Engines:
Seven in number, the Idrifaulin Engines are the hearts around which each Realm formed. Songlines are tied to each Engine; each Engine runs on prayers directed to any god (not just Idrifaulo the Omnipotent).
In addition, Idrifaulo may periodically recharge his mammoth occult energies by 'tapping' all 7 Engines. Each Engine is protected by an avatar of Idrifaulo (PL20/611pp) as well as a single Ragnarok Beast kaiju (PL20/600pp).

Idrifaulo the Omnipotent: PLX/Xpp.
Idrifaulo is a human wizard of such power that He ascended to omnipotence (albeit with the help of the Idrifaulin Engines!) and re-ordered Creation into the 7 Realms ('worlds') of Idrifaulo: high fantasy settings connected by prayer-generated Songlines that lead from Realm to Realm.
Idrifaulo the Omnipotent is worshipped in every Realm, as a god of existence, itself. He is the only New God to be so.
Idrifaulo's human aspect is Ibis the Learned. Idrifaulo, as Ibis, is worshipped as the god of learning.
Idrifaulo's minotaur aspect is Gonnut the Maulbearer. As Gonnut, Idrifaulo has the head of a skeletal buffalo. Idrifaulo, as Gonnut, is worshipped as the god of strength.
Idrifaulo's sidhe aspect is Au the Cipher. Idrifaulo, as Au, is worshipped as the god of magic.
Idrifaulo's Stoneblessed aspect is Joar the Sunbearer. Idrifaulo, as Joar, is worshipped as the god of architecture.
Idrifaulo inhabits the very highest point in the Planar Apex---Aedenic Gardenholme---that is simultaneously over every Realm all at once. Sometimes considered being parallel to the multiverse as a whole, Aedenic Gardenholme is full of many strange creatures and relics of The Before, saved by the great act of magic by the leaf folk of the Realm of Forests.
The gods are divided into the Old Gods (who predate Idrifaulo's ascension), and the New Gods (the offspring of Idrifaulo, after his ascension).
Stats for Idrifaulo the Omnipotent are pointless and unnecessary --- therefore, none are given!

Lost Gods:
Not every god survived Idrifaulo's destruction and resurrection and reconfiguration of the multiverse: these 'Lost Gods' are still worshipped, but even their cultists admit they are dead and and cannot answer ANY prayers.

Magic:
The physics-defying occult energies of the Realms, accessible by way of rite or ritual. Each Realm has its own unique magics that originated there and are mastered only by natives of said Realm.
The Idrifaulin Engines and their attendant Songlines are the GREATEST magics EVER performed!

The Making:
The Making was the Oldrealm of Creation's first day; in the Making, Amdramox the Creator reached into chaos and pulled up existence, which He then divided up among His mates and His offspring.

Minotaurs:
Giants with the heads of animals ---not just cattle--- and are stupid and lumpen. Though immensely strong, minotaurs are inept both magically and technologically. Minotaurs vary greatly from Realm to Realm.

The New Gods:
Either sired by Idrifaulo or else created by him post-apotheosis, the New Gods currently rule the multiverse. Though exceptions exist, the New Gods are divided into Realm-based quasi-pantheons. However, all these quasi-pantheons pay homage to Idrifaulo the Omnipotent!
Each New God has four Aspects.

The Newworlds of the Realms:
The Newworlds of the Realms is the current configuration of the multiverse, as reshaped by Idrifaulo the Omnipotent.
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The Old Gods:
The Old Gods ruled in The Before and're all substantially older than usurper Idrifaulo the Omnipotent. The Old Gods governed the Oldworld of Creation.
The Old Gods have no Aspects!

The Oldworld of Creation:
The Oldworld of Creation is the original configuration of the multiverse, as created by Amdramox the Creator.
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The Planar Abyss:
Hell; home of most of the Old Gods and a few New Gods.

The Planar Apex:
Heaven; home of most of the New Gods and a few Old Gods.

Pooka:
Completely corporeal faerie 'steeds', pooka are humanoid, NOT centauroid---meaning, pooka have the bodies of giants and the heads of horses. Faerie 'royalty', pooka are tremendously powerful.
Irregardless of Realm, pooka worship a Lost God named Uruthmem, a female god of illusion and trickery.

Psionics:
Also known as the Inner Path for the Wise, psionics is an energy-field, usable by all psychics and a small number of spellcasters, that permits thought to overwrite reality, albeit in very linear fashion.

The sidhe:
Beautiful immortals, sidhe vary greatly from Realm to Realm. The sidhe are extremely proficient with magic, but are technologically backwards.

Songlines:
Musical 'bridges' connecting Idrifaulin Engine to Idrifaulin Engine, helping to maintain the space/time continuum of the Realms of Idrifaulo. Most non-spellcasting mortals are unaware Songlines even exist.

Spirits:
Spirits are partially corporeal faerie entities, faerie nobles, created by the Old Gods, who are irrevocably tied to the ecosystem. They're a faerie Kindred. When Idrifaulo transformed the Oldworld into the Newworld, spirits were changed and hyperspecialized according to what Realm they ended up in. Spirits are either Daylight Court or Nightshrouded Court.
Irregardless of Realm, spirits worship Uruthmem, a female Lost God of illusions and trickery.

The Stoneblessed:
Short, stocky and hairy, the Dtoneblessed are magically inept but technologically adept. The Stoneblessed vary greatly from Realm to Realm.

Wisps:
Wisps are purely incorporeal faerie entities, faerie commoners, and are considerably weaker than spirits! Wisps are a faerie Kindred. Wisps are either Daylight Court or Nightshrouded Court.

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The Realm of Apocalypse: The first Realm.
Bearing a suspicious resemblance to a post-nuclear war land, the Realm of Apocalypse is radioactive and is very hostile to life.
The Idrifaulin Engine is inside the Realm's sun and is what gives this sun its blinding brilliance. The Engine of Apocalypse manifests as a radioactive atompunk monstrosity, an ever-changing machine, ugly and lethal and dangerous.
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The Apocalyptic Abyss: the red hell.
The Planar Abyss underneath the Realm of Apocalypse. Malakim are native to the Apocalyptic Abyss.

Humans of Apocalypse: the People of the Atom.
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Minotaurs of Apocalypse: mutants.
Apocalypse minotaurs have the heads of beetles and vultures, and are gaunt and starved. Death-worship pervades their entire culture.
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The New Gods of Apocalypse: superiors.
There are 17 New Gods of Apocalypse.
----------The Bearer of the Worldsong is the male god of chaos, madness, music and revelry. Worshipped by roving bands of lunatics known as maenads, the Bearer of the Worldsong destroys the sanity of his followers---even as he guides into an endless series of ecstatic trances.
His human aspect is Umbra, the Shadow Beneath the Sun. Umbra is worshipped as the male god of destruction.
His minotaur aspect is Charred Bull. Charred Bull is worshipped as the male god of war.
His sidhe aspect is Caeroeil the Star-wanderer. Caeroeil the Star-wanderer is worshipped as the female god of dreams and imagination.
His Stoneblessed aspect is Thug the Brute. Thug the Brute is worshipped as the male god of pugilism.

----------The Celestial Warrior is the apocalyptic male god of destruction and warfare.
His human aspect is Ubrartthu the Weaver, worshipped as a god of siege weaponry.
His minotaur aspect is Davviv Worldgenerator: worshipped as god of chemical warfare.
His sidhe aspect is Mila the Face-of-the-Multitudes, a shapeshifting deity of wartime propaganda.
His Stoneblessed aspect is Oargoirugurrh, an aspect worshipped as the god of the End of the World.

----------The Dawn's Light is the apocalyptic female god of magitechnology and technological destruction.
Her human aspect is Dae the Gunship. Dae the Gunship is worshipped as the female god of aerial vehicles.
Her minotaur aspect is Queen Tank. Queen Tank is worshipped as the female god of doomsday weaponry.
Her sidhe aspect is Invincible Sword Princess. Invincible Sword Princess is worshipped as the female god of overwhelming artillery.
Her Stoneblessed aspect is Madridal Magradii, the Hammer of Heaven. Madridal Magradii (the Hammer of Heaven) is worshipped as the male god of armored vehicles.
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The Old Gods of Apocalypse: gargants.
There are 9 Old Gods of Apocalypse.
----------The Builder, male god of technology. An astonishingly complex magitech machine-deity, the Builder has an endlessly fruitful imagination.
In the Oldworld of Creation, the Builder was known as Oume the Ascetic.

----------The Eater (PL15/600pp) is the male god of destruction. He has the body of a great mutated toad, with hundreds of eyes and dozens of useless, vestigial legs. The Eater is essentially indestructible; He is also a matter-eater on a huge scale.

----------The Maiden of the Wastes is the scarred, burned and radioactive female god of nuclear-magics, radiation, the sky and the sun.
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Pooka of Apocalypse: the kings and queens of nightmare.
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The Redemptive Apex: the Planar Apex above the Realm of Apocalypse:
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The sidhe of Apocalypse: the lords and ladies of nightmare.
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Spirits of Apocalypse: devils.
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The Stoneblessed of Apocalypse: the People of the Turtle.
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Wisps of Apocalypse: demons.

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The Realm of the Deepsea: The second Realm.
The Realm of the Deepsea is an oceanic world lacking in land, with all gods and mortals living BELOW the waves.

The Realm's Idrifaulin Engine squats in the deepest sea trench of the Deepsea, mostly buried in the muck.
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The Benthic Abyss: the blue hell.
The Planar Abyss underneath the Realm of the Deepsea. Anunnaki inhabit the Benthic Abyss.

Humans of the Deepsea: merfolk.
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Minotaurs of the Deepsea: chthonics.
Deepsea minotaurs are slender and aerodynamic, and have the heads of jellyfish and sharks.
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The New Gods of the Deepsea: the loa.
There are 15 New Gods of the Deepsea.
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The Old Gods of the Deepsea: the Smoking Mirrors.
There are 9 Old Gods of the Deepsea.
----------The Apsi (PL11/662pp) is the planet-creating primordial male god of awareness, the beginning of time, creation, freshwater, turtles and tortoises, wakefulness and water-magics. The Apsi is the ancient mate of the Tiamut.

----------The Kingu, son of the Apsu and the Tiamat, is the primordial male god of power and suzereignity.

----------The Tiamut (PL22/666pp) is the planet-destroying primordial female god of destruction, dreams, the end of the multiverse, hibernation, saltwater, serpents and water-magics. The Tiamut is the ancient mate of the Apsi.
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Pooka of the Deepsea: seahorses.
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The sidhe of the Deepsea: selkies.
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Spirits of the Deepsea: harpies.
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The Stoneblessed of the Deepsea: the Coralpeople.
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The Suncalmed Apex: the Planar Apex above the Realm of the Deepsea.
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Wisps of the Deepsea: imps.
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The Realm of Forests: The third Realm.
An unending woodlands, the Realm of Forests is hyperverdant and full of tricksky gods and peoples and magics.
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The Emerald Abyss: the green hell.
The Planar Abyss underneath the Realm of Forests. The sheol rule the Emerald Abyss.

Humans of Forests: the many tribes.
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Minotaurs of Forests: beastmen.
Forest minotaurs have the heads of bears and snakes.
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The New Forest Gods: the Tuatha de Danaan.
There are 22 New Gods of Forests.
----------The Owl Queen is the female god of the hunting birds, the night, owls and the Forest sidhe. She is the wife of the Stag King and's the mother of the Prince-in-Green.

The Owl Queen's human aspect is Vali the Wise.

The Owl Queen's minotaur aspect is Gurra the Beast-with-Wings.

The Owl Queen's sidhe aspect is Luna of the Silver Moon.

The Owl Queen's Stoneblessed aspect is Imbolc, She who Ushers in the Harvest.

----------The Prince-in-Green is the male god of beauty. The Forest sidhe honor the Prince-in-Green above all other gods.

The Prince-in-Green's human aspect is Ibilone the Fair.

The Prince-in-Green's minotaur aspect is Drangsturm the Magnificent.

The Prince-in-Green's sidhe aspect is Aetteeph the Rose upon the Brow of God.

The Prince-in-Green's Stoneblessed aspect is the Great Temple and the Great Temple's Priest.

----------The Stag King is the male god of humans, royalty and stags. He's the husband of the Owl Queen and is the father of the Prince-in-Green.

The Stag King's human aspect is Kaernunlas Stagheaded.

The Stag King's minotaur aspect is Bull of Sky.

The Stag King's sidhe aspect is Braykiire; as Braykiire, the Stag King is worshipped as the god of blood-magic.

The Stag King's Stoneblessed aspect is Drom; as Drom, the Stag King is worshipped as a god of siege warfare.
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The Old Forest Gods: the fomorians.
There are 4 Old Gods of Forests.
----------The Bard (PL10/558pp) is the antediluvian male god of the cycles of nature, the four seasons of the year and songs. He is a newborn every spring, a boy every summer, a grown man every autumn and an elderly invalid every winter; on the new year's first day, the Bard dies and is born once again, to repeat the cycle, for all time.

----------The Beast is the male god of animals. He's the husband of the Lady of the Forest.

----------The Lady of the Forest is the female god of the woodlands. She's the wife of the Beast.

Pooka of Forests: taurs.
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The sidhe of Forests: elves.
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Spirits of Forests: goblins.
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The Stoneblessed of Forests: dwarves.
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Wisps of Forests: gremlins.
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The Realm of the Hive: The fourth Realm.
The Realm of the Hive is a vast planet-sized insect hive, a land both beautiful and alien and serene and pitiless.
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Humans of the Hive: the many-colored apes.
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The Insectile Abyss: the black hell.

Minotaurs of the Hive: the many-colored beasts.
Hive minotaurs are shorter than most minotaurs, and boast the heads of locusts and rats.
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The New Gods of the Hive:
There are 6 New Gods of the Hive.
----------The Hive Spawn'd is the hermaphroditic god of communities and strength. A HUGE beetle with a massive hump on Its back, the Hive Spawn'd has a vast community of Medium insect-spirits living within Its shell.
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The Old Gods of the Hive:
There are 2 Old Gods of the Hive.
----------The Created is the female god of creativity and insects.
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Pooka of the Hive: the many-colored moths.
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The sidhe of the Hive: the many-colored butterflies.
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Spirits of the Hive: coglords and cogladies.
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The Stoneblessed of the Hive: the many-colored moles.
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Wisps of the Hive: coglings.
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The Realm of Ice: The fifth Realm.
The Realm of Ice is a nigh-infinite glacier, surrounded by Arctic seas, and is extremely hostile to all but the TOUGHEST forms of life!
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The Arctic Abyss: the white hell.
Yeti dwell in the Arctic Abyss.
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Humans of Ice: the One Tribe.
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Minotaurs of Ice:
Minotaurs of Ice are extremely hairy and possess mandrill and tiger heads.
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The New Ice Gods:
There're eight New Gods of Ice.
----------The Windkeeper is the wild and tempestuous male god of sea storms, tsunamis and the open ocean. Granting Himself His power by way of His enchanted trident, the Windkeeper is feral and capricious.
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The Old Ice Gods:
There are three Old Gods of Ice---all incredibly powerful, even by Old God standards...
----------8The Mountain that Walks is the primeval male god of glaciers and mountains.
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The sidhe of Ice:
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Spirits of Ice:
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The Stoneblessed of Ice:
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Wisps of Ice:
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The Realm of Sand: The sixth Realm.
The Realm of Sand is a planetary desert, peppered with small inland seas and great canals carved in the dunes permitting the flow of life-giving waters.
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The Desolate Abyss: the yellow hell.
Girtabllilu rule the Desolate Abyss.
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Humans of Sand:
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Minotaurs of Sand:
Sand minotaurs are stocky and bronzed and bear the heads of horses and hyenas.
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The New Sand Gods:
There're 13 New Gods of Sand.
----------The Dervish is the female god of dancing and war.
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The Old Sand Gods:
There're 10 Old Gods of Sand.
----------The Bull of Heaven is the male god of brass, bronze, copper, fire and iron. He exclusively wears the shape of a searing-hot bull made of living bronze. The Bull of Heaven is a brick anda tactile pyrokinetic.

----------The Father of Fire is the male god of the sun.

----------The Father of Stones is the sphinx-like male god of earth and riddles.
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The sidhe of Sand:
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Spirits of Sand:
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The Stoneblessed of Sand:
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Wisps of Sand:
Faerie commoners of the Realm of Sand are
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The Realm of Spirits: The seventh Realm.
The Realm of Spirits is a swampy, bog-filled world, covered in a thick and obscuring fogcloud, and infested with ghosts and nature-spirits.
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The Final Abyss: the transparent hell.
Ahrimani lord over the Final Abyss.
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Humans of Spirits:
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Minotaurs of Spirits:
Spirits minotaurs are semi-corporeal and universally have the heads of pigs.
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The New Gods of Spirits:
There are hundreds of New Gods of Spirits, but most are extremely weak; only six're detailed here, as they're the only New Gods with any real power.
----------The Kami is the male god of magic.
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The Old Gods of Spirits:
There're five Old Gods of Spirits.
----------The Sessile is the immobile male god of soil and stone.

----------The Sire of Titanspawn is the crippled male god of faded and lost glory, gargant titanspawn and tyranny. In The Before, the Sire of Titanspawn was nigh-omnipotent, but Idrifaulo broke Sire and crippled him in the days immediately preceding the archmage's ascension. Even Sire's stone Books of Somnolence were shattered, a feat previously thought impossible!
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The sidhe of Spirits:
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Spirits of Spirits:
Faerie nobles of the Realm of Spirits are
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The Stoneblessed of Spirits:
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Wisps of Spirits:
Faerie commoners of the Realm of Spirits are
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Last edited by Hoid on Mon Aug 07, 2017 7:19 pm, edited 61 times in total.

Hoid
Posts: 517
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

[The New Gods]Idrifaulo the Omnipotent!

Post by Hoid » Sat Dec 10, 2016 12:54 am

Idrifaulo the Omnipotent: the Most High.
Idrifaulo the Omnipotent is the greatest god in the Realms of Idrifaulo, and is worshipped by essentially EVERYONE.
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Idrifaulo's Origin: how He came to be.
Once, Idrifaulo was 'just' a human archwizard...but, by creating the seven Idrifaulin Engines Idrifaulo was able to ascend to genuine omnipotence.

Identifying Idrifaulo's place of origin, ethnicity and even the languages he spoke isn't possible, as the creation of the Realms of Idrifaulo obliterated everything that came before, replacing it with creatures, places and things more to Idrifaulo's liking.

The Old Gods are the only surviving relics of the Oldworld of Creation, and the tales they tell of The Before are...confusing, to say the least: they mention mortals mightier than any god, colorfully garish ritual costumes, and an obsession with hiding a hero's name behind a pseudonym.
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Idrifaulo's Greatest Spell: the single act for which He is best remembered.
Idrifaulo destroyed and then recreated the entire multiverse, an act of magic that has never been matched since!
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The Idrifaulin Engines: His greatest magitechnological creations.
Created using both magic and now-long-vanished sciences, the Idrifaulin Engines---of which 7 exist!---are the keys with which Idrifaulo seized omnipotence. Without all 7 Engines, Idrifaulo's energies would diminish to nothing, and His many enemies would find Him, torment Him, and then kill Him!
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Idrifaulo's Powers; the powers of the Most High.
Idrifaulo is omnipotent and is thus beyond the need for gaming stats. Anything He desires, Idrifaulo may accomplish with utter ease. Even Idrifaulo's magestaff and mage-ring are but props to enhance His powers---nothing more. (That both the staff and ring were once powerful magical Devices is now irrelevant.)
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Idrifaulo's Achilles Heel: even He has weaknesses.
Idrifaulo NEEDS the Idrifaulin Engines to maintain His omnipotence. You see, every so often, Idrifaulo's immense energies fade, and must be recharged by a series of 7 magical rites, performed at each Realm's Idrifaulin Engine (the order the rites are performed in is irrelevant).
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Last edited by Hoid on Sun Jan 15, 2017 3:51 pm, edited 15 times in total.

Hoid
Posts: 517
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

[Mortals]The four races, in detail!

Post by Hoid » Sat Dec 10, 2016 12:55 am

Humans:
Humans are the Children of Idrifaulo, who was once human, Himself. For this reason and this reason alone do humans dominate the Realms, as He still greatly favors His original people.
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Apocalyptic humans: 'survivors'.
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Apocalyptic human gods: human gods unique to this Realm.

Apocalyptic human magics: radiomancy.
Radiomancy is control over the strange deadly 'heat' known as 'radioactivity'. Radiomancy is purely destructive, but can also cause massive degenerative mutations.
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Deepsea humans: 'merfolk'.
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Deepsea human gods: human gods unique to this Realm.

Deepsea human magics: weather-control.
Control over the weather is vital to Deepsea humans.
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Forested humans: 'tribals'.
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Forested human magics: druidry.
Druids may utilize magic to control plants and animals.
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Hiveling humans: 'colonists'.
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Hiveling human magics: insectamancy.
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Spiritual humans: 'ascetics.
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Spiritual human magics: shamanism.
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Minotaurs:
Minotaurs are the Children of the Earth. Minotaurs were created by Idrifaulo and did not actually exist in the Oldworld of Creation.
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Apocalyptic minotaurs: 'brutes'.
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Deepsea minotaurs: 'seawolves'.
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Forested minotaurs: 'greathorns'.
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Hiveling minotaurs: 'mantids'.
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Spiritual minotaurs: 'shamanics'.
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Sidhe:
Sidhe are the Children of Magic. Amdramox the Creator personally fashioned the very first sidhe, in The Before.
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Apocalyptic sidhe: 'the cursed'.
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Forested sidhe: 'elves'.
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Hiveling sidhe: 'genius loci'.
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Spiritual sidhe: 'horned ones'
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Stoneblessed:
Stoneblessed are the Children of Mechanisms. Stoneblessed were once lords of infinity in The Before, but Idrifaulo's ascension cost them nigh everything.
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Apocalyptic Stoneblessed: techgrubs.
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Forested Stoneblessed: gnomes.
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Hiveling Stoneblessed: spellgrubs.
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Spiritual Stoneblessed: monastics.
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Last edited by Hoid on Thu Apr 27, 2017 5:02 pm, edited 16 times in total.

Hoid
Posts: 517
Joined: Fri Nov 04, 2016 7:52 pm
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[Faeries]Two Courts, Three Kindreds!

Post by Hoid » Sat Dec 10, 2016 3:22 am

Pooka: faerie royalty.
Pooka are faerie royalty and're completely corporeal. Most pooka are sorcerers but this isn't universally true.
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Apocalyptic pooka: the hellhorde.
Pooka of Apocalypse are an anarchic horde, riding magic 'horses' that drink the Realm's black blood and roar as they run. To see these pooka is to know fear! Led by a barbaric masked pooka soldier named only the Gargantuan (PL12/212pp male pooka/brick), this nameless horde takes what it wants, whenever it wants, from whoever it wants!
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Deepsea pooka:
Seahorse pooka, to be precise! A matriarchal people, Deepsea pooka are sly, sensual and decadent.
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Forested pooka: high fey.
Resembling the elves of fantasy wearing iron 'horsehelms' locked onto their heads, Forested pooka are xenophobic in the extreme, desiring the Realms of Forests enoughPooka of Forests are masters of druidry---nature-magic!
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Hiveling pooka: bombardiers.
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Icedwellwr pooka: starhorses.
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Sandstrewn pooka:
Pooka of Sands are skilled warrior-poets.
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Spiritual pooka: djinn.
Pooka of Spirits are skilled mediums and necromancers.
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Spirits: faerie nobles.
Spirits are faerie nobles and're partially corporeal. Quite a few spirits are also sorcerers.
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Apocalyptic spirits: the hellhorde.
Spirits of the Realm of Apocalypse are 'undead' in visage, being half-corporeal rotting corpse-husks, their partially ephemeral flesh carved with horrifying runes of power!
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Deepsea spirits:
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Forested spirits: fey.
Spirits of the Realm of Forests are beautiful and have pointed ears. In fact, Forested spirits are often indistinguishable from Forested sidhe...until its far too late.
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Hive spirits:
Spirits of the Hive are squat, hideously deformed and uniformly sealed within heavily enchanted ghostplate armor and wield longspears and claymores dipped in aghik kha blood.
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Icedweller spirits: sky people.
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Sandstrewn spirits:
Spirits of the Realm of Sands are lion-headed (if male) or ibis-headed (if female).
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Spiritual spirits: spectres.
Spirits of the Realm of Spirits are ghostly, but are also beautiful in a fragile sort of way.
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Wisps: faerie commoners.
Wisps are faerie commoners and're entirely insubstantial. Only a rare few wisps are sorcerers.
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Apocalyptic wisps: the hellhorde.
Wisps of the Realm of Apocalypse are, for all intents and purposes, orcs.
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Forested wisps: low fey.
Wisps of the Realm of Forests are
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Hiveling wisps:
Wisps of the Realm of the Hive are
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Icedweller wisps: color serpents.
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Spiritual wisps: shades.
Wisps of the Realm of Spirits are
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The Daylight Faerie Court: benevolent faeries.
Fully half of all faeries belong to this Court.
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Daylight pooka: oneiric kings and queens of peaceful sleep.
Daylight pooka tend to be brightly colored.
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Daylight spirits: oneiric lords and ladies of peaceful sleep.
Daylight Spirits tend to be brightly colored.
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Daylight wisps: oneiric peasantry of peaceful sleep.
Daylight wisps tend to be brightly colored.
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The Nightshrouded Faerie Court: malevolent faeries.
Fully half of all faeries belong to this Court.
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Nightshrouded pooka: oneiric kings and queens of terror.
Nightshrouded pooka tend to be extremely pale, with white manes.
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Nightshrouded spirits: oneiric lords and ladies of terror.
Nightshrouded spirits tend to be extremely pale, with white hair.
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Nightshrouded wisps: oneiric peasants of terror.
Nightshrouded wisps tend to be extremely pale, with white hair.
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Last edited by Hoid on Mon May 29, 2017 2:33 pm, edited 16 times in total.

Hoid
Posts: 517
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

[Mortals]The Lost Tribes!

Post by Hoid » Thu Dec 15, 2016 4:52 pm

Humans, minotaurs, sidhe and Stoneblessed are far from the only races in the Realms of Idrifaulo, but they do have the distinction of being the only races multiversal in scope. All other races ('the Lost Tribes') are each unique to a single highly specific Realm.

Each Realm has six Lost Tribes:

The Lost Tribes of Apocalypse:
Boil behemoths:
Hulking humanoids, covered in mutations, sores and additional limbs, boil behemoths are born human, but are infected upon adolescence with a 'boil'---a titanspawn-creature that both boosts AND damns the human it bonds with.

Despite their vast strength, boil behemoths are very sorcerously adept---many have miniature boil behemoth 'impfamiliars'.

Boil behemoths worship the Lost God Urth-EL, a genderless god of apocalyptic destruction and overwhelming force.
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Gargoyles:
Humanoid, winged and horned, gargoyles burn with a literal inner heat. In The Before, this inner fire was cataclysmic in scope, able to set whole forests ablaze, in the Newworlds gargoyles burn MUCH lower and MUCH dimmer.

Gargoyles worship a Lost God named Ereth-Bhee, a contentious male god of strife and disharmony.
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Voiddead:
Voiddead are mummified, reptilian, blooddrinking undead antediluvian horrors, and're from the later epochs of the Oldworld of Creation. Once technologically quite gifted, Voiddead have since forgotten those arts, in favor of absolute mastery over necromancy.
Voiddead are, in some strange way, intimately connected to the Voidliving.
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Voidliving:
Voidliving are, in some strange way, intimately connected to the Voiddead.
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The Lost Tribes of the Deepsea:
The haunted titans:
Once an unstoppable force of nature that nearly rent The Before to oblivion, the haunted Titans were split into much tinier pieces by Idrifaulo, during His quest for apotheosis. Drawn to areas of strong, Rich magic, haunted Titans seek to devour sorcery just to survive.
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Lotus-dreamers:

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The Lost Tribes of Forests:
Awaredreamers:
A strange race of animalistic psychics kindled to life in the dreaming minds of the insane, awaredreamers each have a Poem---a short little poem that describes that awaredreamer's purpose and place in life.

Being born of mad imaginations, awaredreamers are very physically and psychologically bizarre.
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Beastheaded:
Giants with the heads of animals, many erroneously believe beastheaded and minotaurs are related in some manner, but this is not the case. The two main distinctions being beastheaded live only in the Realm of Forests, and beastheaded are absurdly physically stronger than minotaurs.

Beastheaded worship a mysterious Lost God named Ertz-Duwu, a male god of beasts and the wilderness.
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Leaf folk:
A gentle race of tiny plant-being pacifists, leaf folk are well known for the Six Acts of Mercy the whole race performed at Idrifaulo's ascension---a massive act of magic that allowed much of The Before to survive into the Realms (albeit in much-weaker forms). This burned out the power of leaf folk to work any further miracles. To this day, however, leaf folk produce a small handful of non-reproductive seeds that hold the faintest echo of once-glorious magic.

Leaf folk honor a Lost God known as Ereth-Bhee, a contentious male god of strife and disharmony, as their perilous, untrustworthy creator; leaf folk do not actually pray to him, however!
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The Lost Tribes of the Hive:
The Undying:
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The Lost Tribes of Ice:
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The Lost Tribes of Sand:
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The Lost Tribes of Spirits:
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Last edited by Hoid on Tue May 02, 2017 4:03 pm, edited 7 times in total.

Hoid
Posts: 517
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

[Monsters]The Realms' Bestiary!

Post by Hoid » Sat Dec 17, 2016 5:46 pm

Monsters roam each Realm: here are the most prominent---

Monsters Found in EVERY Realm:
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Ghosts:
Ghosts are the souls of the restless dead, unable to pass on and find rest in either the Planar Abyss or the Planar Apex. Some ghosts can linger for centuries, becoming ungodly powerful, but thankfully this is the exception rather than the rule. Most ghosts 'burn out' within a decade or so and're unable to maintain the mania that sustains them as ghosts.
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Liches:
Liches are undead sorcerers. Cursed and yet empowered by their foul magical rites, liches are archetypal architects of doom.
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Moonwolves:
Werewolves associated with the moon. Only humans can be moonwolves. Moonwolves are savage and primeval and're quite inept at any but the most primitive of magics...

Moonwolves worship the faded memory of the Lost God Arth-en, a male god of werewolves, the moon and the undead.
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Sentinels:
Part human and part mechanical golem, Sentinels have gone mad over the millennia, and seek to wipe out all magic in the multiverse! Worshipping the first of their kind---the long-dead Father-of-Iron---as a Lost God of purity and vengeance, Sentinels may be found throughout the Realms of Idrifaulo!
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Sunwolves:
Werewolves associated, unbelievably!, with the sun. Only humans may be sunwolves. Sunwolves are urbane and sophisticated and're quite proficient in sorcery..

Sunwolves worship the faded memory of the Lost God Arth-en, a male god of werewolves, the sun and, paradoxically enough, the undead!
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The Monsters of Apocalypse:
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Titanspawn, gigants:
Titanspawn come in two varieties, and're related by blood kinship: the gigant titanspawn of the Realm of Apocalypse and the gargant titanspawn of the Realm of Spirits!

The gargant titanspawn are non-sentient and are as vast as mountains, and they suffer: when Idrifaulo became omnipotent He split each prehistoric gargant open and gutted them like fish. Long ago, in The Before, it is said gargants ate mortals and spat them back out as monsters, but this is no longer the case. All that remains of this fearsome power are the twisted and mad boil behemoths!
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The Monsters of the Deepsea:
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Adlat's People:
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The Monsters of Forests:
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The beasts-that-run:
Though human-ish, the beasts-that-run are no more than clever animals with extraordinary adaptations. Relics of The Before, the beasts-that-run have the qualities and subtle features of various mundane animals.

The leaf folk claim the beasts-that-run are an ancient enemy...
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The Monsters of the Hive:
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The Monsters of Ice:
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The Monsters of Sand:
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The Monsters of Spirits:
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Ilimpyri:
A race of mad pseudo-gods, the ilimpyri---of which only 50 or so have ever existed!---were imprisoned in the Eeceezee Forest by some unknown hand. Within the Eeceezee Forest, the ilimpyri are essentially omnipotent...but they cannot leave the woods even with the help of outsiders.

Though they worship only themselves, the ilimpyri revere Ereth-Bhee, a Lost God of chaos and unrest, as their mysterious progenitor!
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Titanspawn, gargants:
Titanspawn come in two varieties, and're related by blood kinship: the gargant titanspawn of the Realm of Spirits and the gigant titanspawn of the Realm of Apocalypse.

Gargants are humongous humanoids, lumpen and trollish, that may conjure illusions to 'sheathe' themselves in, called 'Reflections'. Once, in The Before, these Reflections were considerably more potent, but, as Idrifaulo reshaped infinity He stripped gargant-magic of most of its powers.

Gargants are hideous and depraved hedonists, and are keen to recapture old glories. They are incapable of seeing others as more than toys for their amusement, however, and thus cannot be negotiated with.

Even to this day, gargants are ruled by the Sire of their kind, a shattered wreck of an Old God, broken and crippled long ago by Idrifaulo!
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Last edited by Hoid on Tue May 02, 2017 4:05 pm, edited 5 times in total.

Hoid
Posts: 517
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

[Gods]Lost, New And Old

Post by Hoid » Wed Dec 21, 2016 8:44 pm

THE GODS: all gods.
Gods reign supreme, standing considerably taller, in the grand scheme of things, than any mortal could ever hope to become. Gods thrum with vast arcane and divine magics, and are immune to death at the hands of mortals. Gods do not need worship for any reason, but mortals believe the gods desire it, anyways. As such, religion is a powerful cultural force in the Realms of Idrifaulo!
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The Lost Gods:
Not every god in the Oldworld of Creation survived Idrifaulo's Ascension; some, the world-sized beings called the Lost Gods, were the first victims of that divine apotheosis!
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Art Arthe Ae:
Once the leader of the Lost Gods, Art Arthe Ae once held dominion over death and the undead. Her death was celebrated by many, who still fear the Voiddead she crafted so VERY long ago...

Arth-en:
Having been dead for countless millennia, bestial Arth-en---the Moon-and-Sun-Wolf--- was the Lost God of the moon, the sun, the undead and werewolves! Even in his death, his name instills fear in those that hear it spoken...
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Ereth-Bhee:
Ereth-Bhee---the Dreamer; the Father---is the mysterious long-dead Lost God of chaos and unrest.
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Orith'khae:
Orith'khae is a Lost God nebulously connected to Urth-EL, and is seen by minotaurs as a lesser progenitor. Orith'khae was a god of hallucinations and waking dreams---though minotaurs hold Orith'khae could once effect very real changes upon the Oldrealm of Creation DIRECTLY.

Pure Pin the Second:
Pure Pin the Second (no myth says who the First was) was the fierce Lost God of animals and warfare. Long ago, it is said Pure Pin the Second made humans the slaves of animals---until humanity rose up, stole the gift of speech and reduced all animals to mere beasts.

Urth-EL:
Urth-EL (the Ogres' Sire), now dead, was once the genderless Lost God of apocalyptic destruction and overwhelming force. All forms of titanspawn, in both the Realm of Apocalypse and the Realm of Spirits, honor Urth-EL as their chthonic creator-deity...
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The New Gods:
The New Gods came into being after Idrifaulo reorganized infinity. Many are His deific offspring, while others were mortals rewarded with godhood, for supporting Idrifaulo before He attained omnipotence.
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Giant Johann:
Once a mortal leaf folk holy man in The Before, Giant Johann (PL10/150pp) is now the god of trees and undergrowth, in the Realm of Forests! Claiming to still revere an even older Lost God who martyred himself for the betterment of all, Giant Johann is still somewhat leery of being worshipped.
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Idrifaulo the Omnipotent:
The New God; see, elsewhere.


The Oneiric Insect:
One of the few Old Gods to eagerly support Idrifaulo's apotheosis, the Oneiric Insect is counted among the New Gods and is worshipped throughout three Realms: the Realm of the Apocalypse, the Realm of Forests and the Realm of Sand.
2nd only to Idrifaulo in might, the Oneiric Insect is, himself, served by the Sickly Dog, a deformed god of canines and disease. The Sickly Dog has served the Oneiric Insect for millennia, and the two are as close as brothers.
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The Old Gods:
Sire:
Sire is the broken and enfeebled Old God of minotaurs of all Realms, as well as the titanspawn of both the Realm of Apocalypse and the Realm of Spirits.

Much of Sire's remaining power comes from his Books of Somnolence, great, shattered stone tablets embedded into his ruined hide like artificial tumors.
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Last edited by Hoid on Sun Feb 12, 2017 5:57 pm, edited 6 times in total.

Hoid
Posts: 517
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

[Magic]Arcane and divine magic!

Post by Hoid » Tue Dec 27, 2016 12:41 am

Arcane Magic: the runes and their uses.
Runes are the language of the gods, the language of magic, and, by speaking the runes, reality may be changed in extremely specific ways. Each magical effect requires different runes spoken in different combinations.

Of course, using arcane magic is a much harder endeavor than just speaking a few gibberish-sounding words. Training to tap the runes takes years, and often involves grueling ceremonial ordeals to 'open the mind up' to the runes.
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Divine Magic: mana and its uses.
'Divine magic' is an inaccurate descriptor of mana-magics, as this field of magic draws upon genuine belief in a god or gods, rather than actually drawing power from the god or gods in question. In other words, it is religious belief itself that powers divine magic, rather than the gods, themselves! In this way do the priests of the Lost Gods still minister to their peoples.
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Psychic Magic: the mind, unleashed; the imagination, empowered.
Psychic magic---the power of thought to alter physical reality---is rare, misunderstood and, sadly, often persecuted.
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The faithful remnants:
The faithful remnants are a religious tradition that calls upon the Lost Gods.
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The living faiths:
The living faiths are a religious tradition that calls upon the New Gods.
Worship of Idrifaulo is a living faith.
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Mana:
Prayer---especially organized prayer!---generates a magical energy called 'mana'. Unconnected to the runes, mana may be tapped by holy people to effect a great number of magical spells/powers.
Though rare, it is possible to use both mana and the runes!
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The Man Who Died:
Oldest religion still practiced in the Realms of Idrifaulo, the Man Who Died was either a god or a son of a god (stories depending on sect) who died to expunge the collective sins of all mortal beings. Dying a horrible death, the Man Who Died later reappeared to his dispirited followers and gave them new hope.

The osseus faiths:
The osseus faiths are a religious tradition that calls upon the Old Gods.
Worship of Amdramox is an osseus faith.
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Last edited by Hoid on Tue May 02, 2017 1:55 pm, edited 1 time in total.

Hoid
Posts: 517
Joined: Fri Nov 04, 2016 7:52 pm
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[Multiverse-wide]The Iron Makers Colonization Fleet!

Post by Hoid » Tue May 02, 2017 1:56 am

The Realms of Idrifaulo face a threat few even know exists: the strange, ever-silent and unknowable knights of the Iron Makers Colonization Fleet! Sailing in towards stable reality from an inchoate land of ever-shifting mists and illusions, these nightmarish warriors say nothing---they just show up and kill. They take no land, capture no slaves, and steal no riches. Their motivations are as mysterious as they are deadly.

No one is sure what these knights even are!, as they never take off their armor and crumble to dust upon death. They don't bleed and feel no pain. However, lightning arcs from these wounds, leading many to believe the Iron Makers have barely tamed storms for hearts...

To date, no one has survived the Iron Makers' wholesale butchery, so, for now, the Realms of Idrifaulo remain ignorant of the enigmatic warriors/riddles that pose to wipe them all out!

Leading the Iron Makers into battle are three nameless knights we, out-of-character, shall dub 'Gold', 'Red' and 'White', due to the color of their armors.

Gold (PL12/220pp; sword-wielding brick) is a giant wearing perhaps THE most fiscally valuable armor in the multiverse. Made of enchanted gold, traced with sorcerously-decanted silver and studded with a cascade of gems, rubies and other precious stones, this armor alone could buy a man a kingdom.

Red (PL15/260pp; spear-wielding superspeedster) is a being that can move faster than the wind and knock down a hundred men in but an instant.

And White (PL17/330pp; quasi-omnipotent sorcerer-knight) is the most elegant of the three, wearing armor made of an ivory-like substance harder than steel; each inch of the armor is covered in spells, which White may cast at whim.

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