
d12 Organisations
1 The Temple of Light - a collection of light, solar and fire divinities united into one church. Some worship all the gods, angels and saints as a pantheon but others have a favourite deity. Protar the warrior lord of light who hunts the evil dead and brings light to the needy, is currently at the forefront of popularity more than his father the solar emperor of heaven. The Templars of light are the most famous dedicated order of the church because they travel and proselytise as pilgrims around the central continent. The images of the pantheon include them in the seven celestial cities of heaven in the sky and sometimes fighting the evil darkness or the birth of protar and his mother
2 The Earth Temple - a collection of earth gods, nature divinities and faerie spirits worshipped as a pantheon by many peoples, especially rural and wilderness people. Many of their priests are in fact Druids. They often act as intermediaries with elves, beastfolk, gobins and other prehuman. Rover agents of the church are all over the frontier, watching for hidden ancient evils. Some of their gods are not human gods and much older. In places the church of light persecute them as backward. The images of the panthoen they are often hybrid animals or flora often feasting from the cauldron of life and death in the gardens of arcadia
3 The Sky Temple - a collection of air gods, weather divinities and wielders of death. A pantheon of grim nature gods who rule the lower and middle air below heaven but also access the underworld and made the hells to punish and imprison those they killed. They are most favoured with the north wastes, warrior barbarian peoples of any wastelands. All kinds of disembodied spirits can be part of the pantheon, including ancestor spirits. These spirits flow from the underworld to the heavens and the mortal world to be reborn again. The skyfather herds all the spirits of life and death. His wife is a horrendous witch and the children are grim and warlike. They are portrayed at war or feasting in a great hall where the fearless spirits dwell
4 The Sea Temple - a collection of sea, water, lunar and darkness deities spirits of the stars and night sea who sail through the darkness beyond the sky in their crystal palaces. Most interactions involve marine spirits and creatures of the underwater fairieland. This religion is used by sea traders and helps to negotiate dealings with the peoples of the sea and the laws of the briny deep. Many sea gods seem part fish or sea serpent or turn into sea beasts. They are often portrayed leading sea creatures or feasting under the sea with attending servants. The study of the sky is for navigations and religion is for traders and travellers.
4 The Death Temple - the forbidden arcane School of Necromancy and death god templars once ruled the central continent for an age, and some of their cities and lords have persisted since prehistory and writing. They stole forbidden lore from the prehuman lords of darkness and built a new age of stone and bone. Their kinds can be found in hiding and often aid each other. They have a low value on life and mercy. They operate in hiding and in recent years adopted a darkness god who is the sun's shadow, a vile betrayor who tries to kill the sun. This heresy infected the mad emperor, and he used the cult to hide his evil and destroy the empire. Their art often depicts features of the underworld or tormented lost souls
5 The Elemental Heracy - changed the pantheons to fit with their unitarian pantheon and arcane magic. They wanted all the elemental cults to unite to conquer the world. Once they did and went even over the seas. Many still do and where the older nature elemental gods are persecuted they often join this sect. They have kept some cults alive for millenium aften moving to many different cities of ver time and spreading. Wizards were involved in this and a later Arcane Empire in the Age of Exilon used the herecy for their empire
6 The Dragon Temple - dragons have ruled some places long before humans and may be found all over the world and the inner world in every environment. The bigger they are the more they sleep but more likley to know magic or change form. As human or elf form they have influenced younger species and instigated dragon cults, schools of magic, cults and secret societies. Some dragons have fuedal domains even. The dragon temple has a pantheon of cosmic dragons like Tiamat and Nidhog. Dragons may rule as fuedal lord as mortals or openly as dragons. The dragon templars are an order that helps dragons for draconic lore some of the profit from managing dragon estates. Dragon riders were seen in the war of Chagrinspire a thousand years ago but they say great dragon swarming events are coming. Dragon cults and spell users are rejoicing
7 Slavers Guild - a global slavers guild in decline. As they thin out the greatest evil ones survive who trade humans to cults and monsters and frightening underland peoples. They used the secret underground highway of the old dwarves and trolls that even go under the sea. They have secret underground bases and recruit evil adventurers and thieves guild members. They move people they steal to the opposite side of the continent to disorientate them. Recent defeats has turned popular will and kingdoms against them as peace has broken out and the 30 year civil war over. Parts of the guild also had hijacked the empire systems so the end of the third empire was damaging also. They say they have secret island bases
8 Pirates Guild - they settled the ghastly elritch city on Exile Island, former capitol of the global seven monster kings empire of the age of darkness. Shadelport came to dominate the sea and shipbuilding and even crushed the Empire Navy. Ater they worked for the empire for gold. Now they rule the sea but they never harm islander peoples who have lives on the seas the longest and are related to marine deities. They also built a navigators guild and wizards guild, universities the greatest in the world some say. For 800 years the immortal Baron has ruled with his secret police and he rarely goes to sea. His only real rival is the Lotus Guild and maybe the raiders of the north. Pirates helped liberate the eastern colonies from the Empire and kept the south from reaching the continant. They have strict codes yet are anarchistic at times
9 Lotus Guild - the great global secret empire of the Underground Emperor of the Mysterious West. They grow the drugs on mountain plateaus. The underground city of the emperor isforbidden to outsiders. They say it was buried when the gods dropped mountains on the monster kings, ending their reign. They say he hears all the gossip in the world. He also commands the global assassins guild. He is ancient and immortal with unknown influence and power yet feared. Agents are born of his bloodline and some are rulers of kingdoms. They control coastal pirates of the west under their control with vice
10 Hellfire Temple - hell is always up to mischief in its overzealous, cruel hunts for the wicked and the damned. They especially tempt mortals with power for soul contracts. Devil cults serve the ambitions of hell and make money. Some open portals for two way exchange. But devils dont really like risking being on the mortal world so some hire gangs of demons so they can blame them for chaos. Many evil rulers and petty tyrants owe hell. Hell likes to instigate light vs darkness religions while taking over both sides. Chaos and demons cna be manipulated but must be wiped out and dragged to hell eventually. Hell is a bureacracy and many devils plead they are just doing their job. The heavens have intervened if hell is too unjust or deceptive. Whole orc and hobgoblin tribes have sworn to hell's service. Hell also offers wizard schools, tuition-free studies, and sorcerous blood pacts.
11 Chaos Temple - these templars serve the primordials, chaos elementals from the raw stuff of the universe, unformed and ever changing. Many have mutations instead of spells they gain from their alien overlords from beyond. The eight pointed star is ever in conflict with the threat of eternal stasis from the arrow of law. Their numbers are growing wildly as they force captives into chaos pools to change them. Once mutated most feel they have no choice but to join. Demons like to encourage them to act out acts of cruelty to bring them over to their side. Mutants are hated mostly but Shadelport has a ghetto for them and many become pirates. Chaos warbands roam the wasteland seeking to erode civilisation and order. They tend to fight as a horde of individuals with poor teamwork
12 Alchemist Guild - world's premier dealer of medicine, drugs, herbs, fungus, incendiaries, gunpowder and performance enhancing potions (used by dirty murder hobos). They seek to reclaim the lore they knew when they long ago sided with CHagrinspire but as the gnomes cheated them they switched sides before the apocalypse war ended. Since then, they have controlled the use of guns, golems and potions across the continent. The greatest succes is the formula for alchemists' gruel which comes powdered or canned or in a sealed jar. The modern guild denies a direct link to the old guild at the same time wants the knowledge of the ancients and gnomes for the sake of power. Most gun makers are in this guild
d12 Movements
1 Reading and the Press - Shadelport has brought machines from the west, and now anyone can buy a 3-fold flyer or pamphlet. Posters and paper are more common, and people buy prints and calenders and popular books. The secret police dont like treason but are fine with common vice and corruption. Pirates have spread these around the world, and literacy is growing since the empire fell. Now, anyone can get any of the main religious texts or perhaps some blasphemy. In many lands these are all banned. Barbarians who hate books have heard of this but can't reach Exile Island by sea (or can they?). Coffee and teashops are centres of this new society for playwriters, bards, artists, philosophers and literary critics
7 Cults - the collapse and coruption of the empire have esploded the number of demon cults offering power, revenge and freedom to be selfish and cruel. CUlts help make these traits seem normal and to seize power by infuence or force if needed. Demon power is on the rise and even hell is concerned with these pests from the abyss. Other planar beings like evil elementals, daemon, daimon, primordials are possible but most are alien and abusive power grabs. Some cults are allied to a species of beast folk or monster. Dragon cults where villages sacrifice victims for prosperity have been reported. Demons are always the most common as every mid tier demon grabbed a fragment of shell orbiting the cosmos left from creation or from a previous cycle of life. There are great clouds of hundreds of these small planes where every demon boss can convince itself it is a god. Devil cults mighgt rat out demon cults to the law or might even become witcxh hunters
8 Pilgrimages - Now their is peace and choice that will last, people are exploring alternatives the the Church of Light that is maybe a bit more practical like the old nature gods or the civilised gods. As people explore religion and have some prosperity may go on group pilgramages lasting days or months. Popular pilgrimage paths are guarded by Templars. The wealthy stay at inns or church property. Church hostels and boarding houses operate on the biggrer routes. Adventurous pilgrims look for long forgotten shrines off the beaten path. Rich prefer ones near nice inns with good roads. Poor often travel with just begging bowls and prey the gods will provide on the way as a test. It has become the only way the poor see outside their village.
12 Alchemist Guild - world's premier dealer of medicine, drugs, herbs, fungus, incendiaries, gunpowder and performance enhancing potions (used by dirty murder hobos). They seek to reclaim the lore they knew when they long ago sided with CHagrinspire but as the gnomes cheated them they switched sides before the apocalypse war ended. Since then, they have controlled the use of guns, golems and potions across the continent. The greatest succes is the formula for alchemists' gruel which comes powdered or canned or in a sealed jar. The modern guild denies a direct link to the old guild at the same time wants the knowledge of the ancients and gnomes for the sake of power. Most gun makers are in this guild
d12 Movements
1 Reading and the Press - Shadelport has brought machines from the west, and now anyone can buy a 3-fold flyer or pamphlet. Posters and paper are more common, and people buy prints and calenders and popular books. The secret police dont like treason but are fine with common vice and corruption. Pirates have spread these around the world, and literacy is growing since the empire fell. Now, anyone can get any of the main religious texts or perhaps some blasphemy. In many lands these are all banned. Barbarians who hate books have heard of this but can't reach Exile Island by sea (or can they?). Coffee and teashops are centres of this new society for playwriters, bards, artists, philosophers and literary critics
2 Gourmet Travellers - posh toffs roam the countryside on foot, trying authentic, fancy local foodswhile admiring ancient ruins, avoiding bandits, visiting other tourist traps. Many hire guards, and it's not for commoners who will only ruin it. Some merchant-class travellers are doing it on the cheap now. There are scribes who will make all your bookings on a route and plan your holiday. The most outrageous gourmets write books and travel guides. Now eating dungeon monsters is all the rage so some of these idiots are going to dungeons they see on their travels for some dungeon meat only to become it
3 The Yellow Mask - posh toff decadents into poetry, arts, vice and depravity. Not dangerous to outsiders, but they do assimilate new bright young things, sorcerers and the rich, which troubles many. Their works are regarded as spiritually corrupting. They seem to have many cultists as members, but all come under the sway of the lords of the limelight, who are the prettiest and wittiest artists. Many flirt with cults to steal their best members. They prefer lotus dens and brothels to common tasteless vices. They love secrets, gossip and slander. Some pay their leaders to repair or destroy reputations. They seem to be found in all four corners of the world and the central continent. They wear yellow and often wear yellow flowers. Some just walk around with a sunflower. They say the members keep their beauty for a long time
4 Murder Hobos - just get some friends and weapons and attack some primative non humans and rob them blind. The longer they last the more despicable they become. Their may be near the so-called mega dungeon complex, whole filthy towns of murderous dungeon adventurers. Like gold rush towns if they were all pirates but worse. The less they care about the effects they cause the more deranged and hateful they are, They tae pride in dirty tricks and field operations of enemies who might have swallowed their treasure to hide it. Most people despise these killer troglodytes who are best driven away. You see old drunken ones wandering through the village, dont make eye contact with them
5 Guns! - Gunpowder appeared in the east over a thousand years ago with fire arrows, fire lances and then cannons. Muskets appeared much later. Guns spread to many lands late Second Empire as the world copied CHagrinspire to beat it in the apocalypse war. Nobody outside the grey gnomes can make the smokeless cartridge the deadliest and fastest guns used. Black powder is especially common in the warring colonies of the East. Various cast-iron grenades with fuses exist and are valuable for clearing monster holes. The Alchemists restricted the secrets of gunpowder and have limited the use of guns. Many hope to plunder guns of CHagrinspire to copy and mass produce like the ancients did but the gnomes seem to find that such users wind up dead. Dwarves use guns and resent humans for stealing their metal secrets. Elves and faerie hate guns, the noise and the smell. Some fire guns daily to keep faerie away or load guns with cold iron or silver if the elves send werewolves. The slavers and alchemists used to use minerals from the wastes of Chagrinspire but this has been disrupted by do gooders.
6 Golemcraft - Chagrinspire at tis peak in the age of wonder had golem wagons, taps, ovens, forges, iron boats, cannons and of course humanoids. Golem door knockers with faces can talk to visitors and can keep out pests. Various labour saving devices like a golem washing tub or saw or lathe or potters wheen are all possible. Golem craft has become popular again as golums are a good way to pass on wealth to your descendants that lasts forever. Golem mechanics and alchemists seek to recover ancient golem parts or manuals. Grey gnomes in the underland still use these too. Dwarves prefer dumber automatons like living staues (which are not really alive). Tribal people use bone, wood and vegetable matter more while civilised people use metal or other craft materials to last. Defending temples and wizard towers are the most popular versions. Many cathedral gargoyles are in fact guard golems based on the flesh and blood ones you mostly see in the wilds now.
7 Cults - the collapse and coruption of the empire have esploded the number of demon cults offering power, revenge and freedom to be selfish and cruel. CUlts help make these traits seem normal and to seize power by infuence or force if needed. Demon power is on the rise and even hell is concerned with these pests from the abyss. Other planar beings like evil elementals, daemon, daimon, primordials are possible but most are alien and abusive power grabs. Some cults are allied to a species of beast folk or monster. Dragon cults where villages sacrifice victims for prosperity have been reported. Demons are always the most common as every mid tier demon grabbed a fragment of shell orbiting the cosmos left from creation or from a previous cycle of life. There are great clouds of hundreds of these small planes where every demon boss can convince itself it is a god. Devil cults mighgt rat out demon cults to the law or might even become witcxh hunters
8 Pilgrimages - Now their is peace and choice that will last, people are exploring alternatives the the Church of Light that is maybe a bit more practical like the old nature gods or the civilised gods. As people explore religion and have some prosperity may go on group pilgramages lasting days or months. Popular pilgrimage paths are guarded by Templars. The wealthy stay at inns or church property. Church hostels and boarding houses operate on the biggrer routes. Adventurous pilgrims look for long forgotten shrines off the beaten path. Rich prefer ones near nice inns with good roads. Poor often travel with just begging bowls and prey the gods will provide on the way as a test. It has become the only way the poor see outside their village.
9 Flagelants - these men travel and put on religious shows where they display their piety with self-flagellation and ecstatic shrieking. After a show they camp, eat, drink wine and try recreational herbs. Often, these parties let them recruit youths to run away with them. Adventurers might be hired to bring the youths home and beat up the flagellants. With various whips and simple rope-linked sticks to huge two-handed war flails or chains with spiked balls. They are happy to fight and will start whipping themselves to start a frenzy. The mainstream churches dont really approve of them or understand the appeal. They tend to camp on village commons and steal vegetables and beg for supplies. Most people give them old vegetable scraps or pigslop to get rid of them. Adults find them a bit cringy
10 Witch Hunting - there are supernatural faerie and planar hags since before humans and these were often amiable to giving powers to old women or orphan girls they adopted. Although most witches are sorcerers in a legal sense it applies to the crime of casting a harmful spell on a citizen or their property (like a cow or a wife). Its all very well to charm a goblin but do it in a village and an angry mob might try and burn you. If they are unsure they will hire a witch hunter to help decide if the witch requires burning or drowning or other tests. Mostly its used in rural villages or poorest slums and often its a scam to grab the land of old people without any defenders. Judges and sheriffs frown on mob vigilantes and may fine mob members for burning people without due process a silver coin!
11 Visual Arts More people see printed works of art and prosperity has a new class of people wanting to decorate their homes since the squalar of the 30 year civil war. Many people desire interesting metal goods an ceramics or carved wood with exotic foriegn designs. More common people argue about styles and the class they imply. Colour is back and peasants feel less like looking poor and boring to stay underneath attention of exploiters. Since the empire has fallen many lands are reverting to the rustic style and has more abstract figures and away from realism and logic. Possibly this is contact with barbarians on the new frontiers. The barbarian and folk style places everything on the same plane and lacks detail with simple sequential story telling and no perspective. In cities the empire style of the church of light has been the only art for many people and many now crave new styles. A more refined recent style features religious mythic scenes with increased detail but odd perspective designed to show everthing all at once. The refined new style has many large crowd and urban scenes depicting many events all in the same scene at once. Meanwhile the eastern colonies have increased realism. They paint nobility, hunting scenes, prize winning livestock and bowls of expencive imported fruits in bowls. Even if they paint godsmurals of gods in a palace they draw faces from local nobility. This new realism and art patronage portraits has been spreading. The mysterious west has more gestural and decorative designs over realism. The modern south lands shun depictions of humans or divity as a reaction of the ancient art on monumenst. (Note: The rustic simple style is like dark age europe and barbarians the empire style is middle medieval and the refined style is high medieval like Bosch and Brugel. The new realism is like renasciance or classical realism of the first empire)
12 Frontiers & Exploration - since the empire folded nations have stopped hemoraging their populations and economies, As a result prosperity has returned and people seek to expand and repopulate depleted areas. As frontiers come to life there is crime, monsters, dungeons, bandits and warlords to deal with. Many new adventurers are idealistic and want to help comunities and not just plunder for themselves or to get drunk. The new prosperity has some youths able to buy surplus vintage armour and armout from the civil war. Many people dont want to look like the empire style anymore so people are developing better weapons using better steel. More soldiers and adventurers are making their own style and mixing armour inmspired by the warring colonies of the east. More and more peoples are traveling long distance and seeing other lands.





