Lore Bible
World Overview
Hadavi is an apocalyptic world sentenced to a brutal existence with its history lost, buried beneath oceans of sand. Volatile magic and swashbuckling savagery reign supreme as ambitious relic hunters sail the dunes in search of powerful treasures from the buried ages. Though dire, and surviving through near annihilation, the world still secrets away fantastic wonder and unexpected beauty for those brave enough to find it.
Days of Judgement
Hadavi's fifth era drew to a close with the summoning of a cataclysmic tempest known as The Judge. For nearly a millennium, wind and sand ravaged the world, leaving only those who sought refuge underground or in the shadows of mountains to survive. The Judge buried much of the world beneath the sand, creating a wasteland that survivors now scavenge. Although its strength has diminished over the last millennia, The Judge's fury continues to rage at the heart of Hadavi.
Dangerous Magic
In this world of high magic, it manifests in a physical form called shimmer that is both breathtaking and wildly destructive. Often when creatures attempt to wield magic, they face horrific consequences. However, ancient magic-imbued relics exist which offer control over the violent energy, and spells both mundane and unimaginable can be tamed.
Magic's Progeny
The human race, now known as Ancestors, has been transformed by the torrent of magic unleashed by The Judge. Hyper-evolution has led to the emergence of many new races with animal-like features and remarkable biological adaptations. Despite these changes, their humanity persists in their cultures and minds.
A Hungry World
The Judge has also altered the flora and fauna of Hadavi, resulting in terrifying mutations and insatiable appetites that challenge even the most advanced weaponry. Packs of savage monstrosities have been known to wipe out small settlements, and stalk caravans, while larger abominations have sunk large ships single handedly. Though the most frightening dangers dwell beneath the sands, where legends speak of unimaginable horrors and leviathans capable of consuming entire cities.
Life of a Drifter
Travel across the sands of Hadavi is made possible through the use of magic-infused crystals called float stones, enabling vessels of all varieties to sail the dunes as if they were waves of a great ocean. But drifting is a hard life in an already painful existence. With scarce resources the deserts are steeped in blood and ambition as drifters vie for survival, profiting from others weakness. At the top of the food chain ruthless warlords seize power with large armadas, while pirates and cannibal tribes hunt for opportunity like ravenous packs of wolves.
Age of Buried Treasure
As the sands have shifted in recent centuries, the ruins of a buried world are being uncovered with increasing frequency. This has given rise to a booming industry of relic hunting, as every manner of opportunist seeks power and status by uncovering the secrets of the old world. Though, as relics and ancient texts are unearthed, the true potential of magic is being unlocked—for better or worse.
Geography
Major Continents/Regions
Climate and Terrain
Notable Landmarks
Natural Resources
Races and Cultures
During the buried ages, the races were all one: Human. However, everything changed when The Judge manifested in the skies above Hadavi, unleashing a powerful torrent of wind, sand, and magical energy. The survivors of the supernatural storm were left mutated and hyper-evolved, resulting in their outward appearance transforming into monstrous forms. Some speculate that these changes were curses designed specifically for each culture, while others believe it was punishment of chaotic design. Despite these transformations, they still retain their humanity, and have adapted to their new world in spectacular fashion.
Template
- Race Name
- Physical Description
- Cultural Characteristics
- History and Origins
- Society and Government
- Language and Communication
- Relations with Other Races
Dreamers
Physical Description
Dreamers are a beautiful people. In their youth before they mature their gray speckled skin lends itself well to their soft features.
Cultural Characteristics
History and Origins
Society and Government
Language and Communication
Relations with Other Races
- Unique race dwelling in Hadavi's shadowy regions
- Connected to shared dreamscape
- Guided by visions in dreams
- Shaped by unique First Dream
- Open with each other, cautious with outsiders
- Strong cultural and religious beliefs unify community
Physical Description & Race Traits
- Origin: Forest of Dreams region
- Pale skin, blue eyes, dark teeth, blue tongue
- Thin, lanky, magicing scales around joints
- Medium size, 6'0" average height, 119lb average weight
- Darkvision ability
- Natural charm and musical talents
- Soothing voice with spellcasting abilities
- Sensitive to sunlight
- Magic Resistance
- Speak, read, write Burrek and one additional language
- Typically chaotic good or neutral alignment
Cultural and Religious Beliefs
- Pursuit of Desra, a state of mind representing perfect design
- Guided by god Endroth through visions and dreams
- Share visions as puzzles
- First Dream signifies maturity
- Kall Rasch ceremony prepares for Prim Traum
- Prim Traum grants access to Desra and future visions
- City of Shade created to protect Forest of Dreams
- Strong sense of community
City of Shade
- Capital city of Dreamer race
- Located in shadow of Great Divide's peaks
- Believed to be home of god Endroth
- Protects Forest of Dreams
- 5th era city, modern marvel with advanced technology
- Buildings maximize shade and minimize sunlight
- Promotes community and intellectual pursuits
Shaped by Slumber
Grey Waste
- Dreamers who haven't received Prim Traum
- Cast out from City of Shade
- Struggle with isolation and inadequacy
- Some leave Hadavi, others search for their dream
- Valued for unique perspective
- Often become wise elders or advisors
Bo’Nuk
Physiology and Racial Traits
- Origin: Bonakae Range region
- Thick musculature, long limbs, unique hands, dark-colored eyes, small round ears
- Large, flat teeth for chewing carapaces; primarily bug-eaters
- Athletic, medium size, base walking speed of 30 feet, climb speed of 30 feet
- Strength score increases by 2, constitution score increases by 1
- Proficient with unarmed strikes, 1d8 damage on a hit
- Relentless endurance: drop to 1 hitpoint when reduced to 0 but not killed outright (usable once per long rest)
- Savage attacks: extra damage on critical hits with melee weapon attacks or unarmed strikes
- Alignment: generally lawful neutral or evil
- Language: Dali
- Age: adults at 17, live up to 75 years
- Average height: 6'5" (5'2" base + 3d8 mod)
- Average weight: 210 lbs. (120 base + mod x (2d6) lb.)
Society
- Caste system: Royals, Workers, Slaves
- Four clans: Tunka, Ponwa, Sumak, Baluk
- Led by Mothers in Waiting, overall rule by Queen Mother
- Male-dominated, females rare and cherished
- Hierarchy based on height: royal soldiers, operators, workers, drones, insignificant
- Slave trade: Bo'Nuk highly sought after for labor
- Stubborn, quick-tempered, fiercely loyal
Workforce
- Skilled in stoneworking
- Caste-based labor roles: operators (foremen), workers (specialized tasks), drones (menial tasks)
- Insignificant caste: born with deformities, usually killed
- Slave trade: major industry in Hadavi (construction, Overhaulers, Hunterships)
Gladiatorial Fights
- Popular entertainment in Hadavi
- Tower of Blood: most famous venue
- Proving towers: combatants fight suspended above the ground
- Fights serve practical purposes: release aggression, settle disputes, climb social ladder
- Bo'Nuk's physical prowess showcased in fights
Identity and Naming Conventions
- Society divided by genetic makeup: Royals, Workers, Slaves
- Four clans: Tunka, Ponwa, Sumak, Baluk
- Males dominate, females rare, and cherished
- Names based on caste: longer names for higher castes
- Names chosen by mothers, 3-4 syllables
- Personal, caste, political, and physical identities shape Bo'Nuk identity
Ulverian
Physical Description
- Humanoid race with an average height of 5'8" and weight of 138 lbs.
- Ash-colored flesh, stark yellow eyes, and hair that grows in thick strands down their neck and back.
- Resemble hedgehogs with lizard-like nose holes.
- Lean build with muscular arms and legs, suited for physical activities.
- Sharp features may be intimidating, but natural charm makes them agreeable.
Cultural Background
- Originated from the Ulvera's Children region.
- Emphasize the importance of community and good deeds.
- Harmonious way of life, working for the betterment of the entire community.
- Society is hierarchical based on age, with the eldest holding the highest authority.
- Deep connection to magic, abilities believed to be a gift from their goddess Ulvera.
- Artistic and creative pursuits intertwined with magical abilities.
Features
- Natural strength and innate magical abilities.
- Mature quickly, adults at age 15, and live up to 60 years old.
- Medium-sized race with a base walking speed of 35 feet.
- Deep connection to goddess Ulvera, blessed with resistance to fire damage.
- Access to powerful magical abilities: Produce Flame cantrip, Burning Hands spell (3rd level), and Scorching Ray spell (5th level).
- Spellcasting ability for these spells is Charisma.
- Able to speak, read, and write Sierran, the common language of their region.
Kepercian
Physical Description and Abilities
- Short and stout race from Keper Forest (The Grove).
- Speckled skin, small eyes, large flat noses, and toad-like appearance.
- Resilient, tough, with higher constitution and wisdom.
- Natural resistance to poison and advantage on saving throws against it.
- Higher hit point maximum and gain additional hit points when leveling up.
- Average height of 4'6" and weight of 168 pounds.
- Speed not reduced by wearing heavy armor.
Society and Culture
- Live in close-knit communities within Keper Forest.
- Peaceful, prefer to avoid conflict.
- Deep respect for nature and the forest.
- Simple and sustainable lifestyle.
- Value cooperation and communal living.
- Rich oral history, storytelling, music, and dance traditions.
- Tend towards neutral or good alignment, dislike harm to the forest.
Adventurers
- Driven to protect and preserve nature.
- Excellent scouts and trackers.
- Natural toughness and resilience for combat situations.
- Druids skilled at communicating with animals and plants.
- Strong and able to navigate rough terrain.
- Value wisdom and intelligence over strength.
- Deeply connected to their community and forest.
Naming Conventions
- Names reflect connection to nature and community.
- Inspired by natural features, revered community members, or ancestors.
- Surnames reflect community and familial ties.
- Tradition of using nicknames based on personality or unique qualities.
Nan
Introduction
- Nan: race from Durbar Forest region
- Shorter cousins of Zaazulians
- Light skin, hazel eyes, oversized bat-like ears, pronounced canine teeth
- Thick head and facial hair, body hair, and eyelashes
- Lean and muscular
- Inspired by Germanic, Celtic, and British folklore
- Skilled historians, value family and tradition
- Lawful society, neutral or good alignments
- Skilled adventurers
Physical Characteristics and Racial Features
- Medium-sized race
- Average height: 5'1"; average weight: 100 lbs
- Unique physical features: oversized bat-like ears, pronounced canine teeth, thick hair
- Racial features: charisma score increase of 2, choice of two other skills to increase by 1
- Proficient with light and medium armors
- Base walking speed: 30 feet
- Advantage on History checks
- Speak, read, and write in Nan and one other language
- Adulthood at 18, live up to 90 years old
- Lawful neutral or good alignment
Naming Conventions
- Surname and personal name
- Surnames taken from father
- First names gendered, tied to names of heroes
- Inspired by Cornish names
- Naming traditions rooted in family history and accomplishments
- Nicknames based on physical characteristics, personality, or accomplishments
Culture and Society
- Rich culture and history
- Patriarchal society, value women's contributions
- Lawful neutral or good alignment
- Strong sense of community, help those in need
- Rich mythology and folklore, festivals, and celebrations
- Polytheistic religion, pantheon of deities
- Positive relationships with humans and dwarves, conflicts with orcs and goblins
- Skilled historians, involved in significant historical events
Adventuring Nan
- Skilled adventurers, courageous and just
- Excel as bards, fighters, and other classes
- Work in groups or organizations, prefer missions to help others or protect nature
- Strong sense of community and loyalty to allies
Miscellaneous
- Skilled craftsmen in woodworking and metalworking
- Proficient in various musical instruments
- High value on education and learning
- Skilled in storytelling and poetry
- Strong connection to the land, focus on conservation and sustainability
Ancestor
Description and Inspirations
- Origins of the human race
- Lore: the seventh age and state of humanity
- Role as creators of the world buried beneath the sand
- Survival until the present day
- Themes: cloning, mutation, effects of the Judge's fury
- Inspiration: science fiction, post-apocalyptic stories, dystopian narratives
Physical Description
- Pale skin that tans quickly
- Notable features: reduced eye size, various skin conditions
- Cultural significance of physical features (e.g., dreadlocks)
- Clothing, hairstyles, adornment
- Inspiration: real-world cultures, post-apocalyptic aesthetics, fashion
Race Traits
- +1 increase to all ability scores
- Lifespan: up to 80 years
- Medium size
- Base walking speed: 30 feet
- Sand running speed: 30 feet
- Unique ability: Golden Favor (reroll a d20 on 1 for attack roll, ability check, saving throw)
- Language: Zaazulian and one language of choice
- Average height and weight: 5'8", 114 pounds
- Typical alignment: Lawful/Neutral Neutral
- Inspired by typical RPG character creation rules
Convicted
Overview
- Convicted: mutated, cannibalistic race
- Wide variety of shapes, sizes, and mutations
- Small ridges of scar tissue on pale skin
- Hair replaced with keratin scales
- Lean, with great endurance in scarce water conditions
Physical Description
- Small ridges of scar tissue on ghostly pale skin
- Larger eyes than humans
- Hair replaced with keratin scales between ridges
- Short stature: average height 3'6"
- Lean, with amazing endurance in scarce water conditions
History and Origins
- Once humans, judged harshly
- Dwell in innermost regions of Hadavi
- Mutated due to absorption of magic
- Cannibalistic, insane nature
- Maintain rudimentary tribal society with combat-based leadership
Society and Culture
- Primitive, tribal society
- Leaders chosen through combative rituals
- Feared and avoided by other races
- Traders and adventurers seek them for knowledge of Hadavi's innermost regions
Traits and Abilities
- Dexterity score increase: +2
- Constitution score increase: +1
- Adulthood at 20 years, lifespan up to 200 years
- Base walking speed: 25 feet, sand running speed: 25 feet
- Superior vision in dusty conditions
- Resource-efficient survival
- Disengage or Hide as a bonus action
- Language: Riner (spoken only)
- Alignment: Chaotic Neutral/Evil
Stonelanders
Introduction
- Stonelanders: unique humanoid race from Devil Sierra regions
- Distinct physical features and characteristics
- Guide explores culture, history, and lore for tabletop games and creative writing
Race Features
- Grey skin, dark hair, light grey and violet eyes
- Intelligence score increase: +2, Constitution score increase: +1
- Medium-sized body, average height: 5'7", average weight: 109 lb
- Advantage on Intelligence, Wisdom, and Charisma saving throws against magic
- Trance-like state for 4 hours provides same benefits as 8 hours of sleep
- Language: Stone Tongue (speak, read, write)
- Adulthood at 25 years, lifespan up to 120 years
- Alignment: Neutral/Neutral Evil
Industrialists
- Natural affinity for technology and industrialization
- Dominated regional trade and commerce in the past
- Fascination with machines and technology
- Many become skilled engineers, mechanics, and inventors
- Wealthy industrialists emerge from business ventures
- Pursuit of wealth and power can lead to ruthless, exploitative practices
- Industrial prowess makes them a regional force
- Complex relationship with technology, both beneficial and harmful
- Impact on economy and society is significant
Zaazulian
Description and Origin
- Originated in Durbar Forest region
- Migrated to Stormbreaker peaks 1,000 years ago
- Larger cousin to Nan counterpart
- Adapted to mountain life
- Influenced by Russian, Czech, and Spanish cultures
- Proud, honorable people with strong connection to the sea
Physical Description
- Dark-skinned with light blue and green eyes
- Slightly larger, bat-like ears with deep ridges
- Thick head and facial hair, pronounced body hair, and thick eyelashes
- Pronounced canine teeth and lean muscle
- Average height: 5'11" (4'11" base, + 2d8 mod)
- Average weight: 130 lbs (90 base, + mod x (2d4)lb)
Racial Features and Traits
- Natural affinity for the sea, considered shipmasters
- Advantage on skill checks related to boating
- Keen senses, proficient in perception checks
- Natural charm, agreeable demeanor, bonus to Charisma score
- Dexterity score increase: +2, choose one other skill to increase by 1
- Adulthood at 25 years, lifespan up to 120 years
- Alignment: Lawful Good or Neutral
- Language: Zaazulian (speak, read, write), plus one language of choice
Minor Races
Religion and Mythology
Pantheon of Gods
The Essences
Manifestations of the Fallen Ember's divine spirit, the Essences have dominion over the Sway and to some extent the material world. Often referred to as the siblings of creation, they are beings of unfathomable power and indomitable will, holding allegiance to neither good nor evil. However, despite their privilege, they remain prisoners within the Sway, tethered to the lingering echoes of the Fallen Ember. A condition of their isolation is the limited influence they hold over Hadavi, a mere echo of the unfathomable power they wield within the demiplanes. Nonetheless, they are the divine authority over Hadavi, manipulating the destinies of mortals as if they were mere playthings in the hands of capricious children. And so it is rare to find the Essences worshiped in a formal capacity as most cultures regard them as forces of nature, to be respected but not revered.
Rioth, The Blackened Soul
Domain: Anger
Description: Rioth is frequently portrayed as a somber, enigmatic figure, shrouded in billowing smoke and flickering flames. Their eyes smolder with a searing, red fury that threatens to engulf any who dare meet their gaze. The power of Rioth is felt by all, and those who succumb to it are consumed by an uncontrollable rage, only to be later forsaken and burdened with the consequences of their actions. For some, this weight proves too heavy, driving them back to Rioth’s fury time and time again, leaving nothing but ruin in their path.
Sarthik, The Visitor
Domain: Indulgence
Description: Sarthik has manifested to numerous individuals across the ages, presenting himself as a towering figure draped in a cloak adorned with innumerable keys of every conceivable design. His visage bears a human resemblance with devilish features, including blackened eyes and a golden keyhole in place of a nose. Contrary to other Essences, Sarthik frequently extends his influence directly, sowing seeds of temptation in the hearts of influential leaders and humble commoners alike. Tales of his dealings with mortals appear throughout history, recounting stories of irresistible offers made to unsuspecting individuals, only to ensnare them in the god's ever-growing collection.
Tzrne, The Collection
From the smallest trinkets to entire kingdoms Tzrne serves as a menagerie for the Visitors amassed treasures. An overcast of dancing scarlet light illuminates the desolate landscape below, where innumerable ancient and otherworldly ruins pepper the terrain. Amongst the ruins a seemingly endless assortment of doors, ranging from modest to elaborate, are scattered throughout, acting as portals to other planes which only the Visitor may pass through. It is said that once an object of the Visitor's desire enters Tzrne, only his mercy can grant escape. Even the souls of the captive deceased remain confined within its borders. However, not all objects of the demiplane originate from the material world; The Visitor amasses even his siblings' creations, some of which are indescribable monstrosities that stake out territory within the collection like apex predators defending their hunting grounds.
Lord, The Root Father
Domain: Creativity
Description: The final desire of the Fallen Ember was to create something beautiful, and thus, upon their demise and the emergence of the Essences, Lord was bestowed the power to usher life from the void into the material world. As a result, it is believed that he carries the largest shard of the Fallen Ember's spirit, making him the most sovereign amongst his siblings. And yet Lord has secluded himself, retreating to his own demiplane and leaving the others to their schemes. He is often depicted as an immense figure, bound to a colossal throne, with the roots of the material world serving as his veins, sprouting from his flesh in countless number. For the natural order to which the wilds and beasts serve is the will of the Root Father.
Coins of Lord
Among Lord's innumerable roots, some never take hold in the material world. These roots entwine themselves, coiling into solid forms before ultimately withering and detaching from the Root Father. These are known as the coins of Lord, imbued with the tremendous divine power. They are coveted treasures even amongst the gods, and rank among the most potent artifacts throughout Embergrave.
Andalae, The Songbird
Domain: Happiness
Description:
Ityr, The Companion
Domain: Sadness
Description:
Vathe, The Beast
Domain: Fear
Description:
Oap, The Three Sentinels
Domain: Will
Description:
Hyx, The Arbiter
Domain: Morality
Description:
N, The Fated Hand
Domain: Logic
Description:
The Inevitables
Offspring of the Essences, the Inevitables are flawed creations occasionally brought forth with purpose, but more commonly materializing as a byproduct of the Essences' tremendous power. Possessing but a fraction of their progenitors' ability, with some bearing more than others, they are gods in their own right. Unlike the essences however the inevitables are strangely connected to the material world and are often worshiped by mortal cultures, even walking among them. However, unlike their progenitors, the Inevitables are not absolute and can be destroyed.
Zarakleise, The Insatiable Hunger
Progenitor: Sarthik
Description: Zarakleise is envisioned as a serpent large enough to consume the world, only thwarted by their own hunger as they eat their own tail. Few cultures worship the serpent, but the ones that do revere them as a god of death, and seek to bring about the end of times.
Ulvera, Empress of Ashes
Progenitor: Oap
Description: Once a mortal, a great sorceress who thrived in the fifth age, Ulvera has conquered death by being reborn into the body of another. Though her immortality is far from her greatest power as she binds fire to her will and can create formidable warriors from ash. Though she has lived many lives, in the seventh age she rules the Ulverian people as their god-empress, creating an entire culture around her abilities.
Endroth, The Dream
Progenitor: N
Description: More a state of existence than an entity, Endroth is a sentient demiplane that curates lucid dreams and nightmares. For much of history, Endroth remained concealed, accessible only to those who devoted their lives to dreaming in the deepest of slumbers. However, with the coming of the judge and seventh age, Endroth seeped into the material world, forming crystals in the deepest shadows of the tallest mountain. These crystals exude a gelatinous substance which, when ingested, enables the consumer's mind to traverse the boundary between Endroth and reality freely. In exceptional cases, when a dream or nightmare is particularly potent, a fragment of it can accompany the user's mind back into the material world, transforming a sliver of their dream into tangible reality.
Inevitable by Age
First Age
- Laitel (Grave)
- Zarakleise (Death)
- Wizion (Arcana)
- Zeldos (Knowledge)
- Eaea (Life)
- Thodaris (Light)
- Zarnephius (Nature)
- Harphion (Tempest)
Second Age
- Laitel (Grave)
- Pinnji (Trickery)
- Zarakleise (Death)
- Wizion (Arcana)
- Uz'nah (City)
- Han'zu (Forge)
- Zeldos (Knowledge)
- Eaea (Life)
- Thodaris (Light)
- Ekreus (Tempest)
- Einir (War)
Third Age
- Laitel (Grave)
- Pinnji (Trickery)
- Zathir (Light)
- Wizion (Arcana)
- Ipeth (Death)
- Zeldos (Knowledge)
- Eaea (Life)
- Zantophi (Nature)
- Dron (Protection)
- Ekreus (Tempest)
- Oxtradom (War)
Fourth Age
- Laitel (Grave)
- Pinnji (Trickery)
- Zathir (Light)
- Cieva (Death)
- Aaeyri (Life)
- Dron (Protection)
- Kader (War)
Fifth Age
- Laitel (Grave)
- Pinnji (Trickery)
- Zathir (Light)
- Wizion (Arcana)
- Vun-Xeko (City)
- Cieva (Death) (Forge)
- Myclepti (Knowledge)
- Aaeyri (Life)
- Nyd (Nature)
- Balios (Protection)
- Hintarix (Tempest)
- Kader (War)
Six & Seventh Ages
- Pinnji (Trickery)
- Ulvera (Life)
- Vun-Kuza (City)
- Lord Shimmer (Arcana)
- Cieva (Death) (Forge)
- Quotep (Grave)
- Dar'Nan (Knowledge)
- Ixlan (Light)
- Joifmeire (Nature)
- Serpan (Protection)
- The Judge (Tempest)
- Nukromo (War)
Creation Myth
The Fallen Ember
In the boundless expanse of the cosmos, there existed a young ember, a god who yearned to experience the grand tapestry of creation. Driven by curiosity, this celestial being chose to assume a physical form, and ventured forth to traverse the stars. Though fate, a force beyond even the reach of gods, had other intentions. Tragically, the ember met their end as their mortal form was struck down by the will of the universe, crashing into a barren moon. The impact disintegrated their being into its most basic element, the ashes of creation, and carved a titanic crater in the moon's surface.
Simultaneously, the god's metaphysical essence underwent a profound transformation, exploding into an intricate, layered web of demiplanes, known as the Sway. What's more, the ember's spirit shattered into its most primal elements. Those shards coalesced into new gods, referred to as the Essences, each wielding immense power and presiding over vast domains within the Sway.
As the eons marched on, the ashes unbound by intent, created a storm of volatile energy within the crater. Though eventually balance was found amongst the pandemonium. The vale separating the Sway from reality strengthened and a material world emerged within the crater. That world would come to be known as Hadavi and would be the last vestige of the Fallen Ember.
Pandemonium
In an age before ages, as the dust of the Fallen Ember settled, within the crater and the border between reality and the demiplanes was in its infancy, chaos reigned. The Essences clashed with one another, seeking to amass as much power as possible, harnessing the unbridled energies of the Fallen Ember's being as a weapon. Among the siblings, only Oap and Lord discovered a shared purpose: to honor the Fallen Ember's final will by creating a world full of life. Without their alliance, the material world of Hadavi might never have emerged, and the cycle of pandemonium would have echoed eternally.
While the other essences squabbled, Oap nurtured the boundaries of the Sway, separating Hadavi from the demiplanes. Lord then conjured life from the void to fill the material world. As time elapsed, the boundary grew and the world thrived, but an unforeseen event occurred, one that Lord had not anticipated. A spontaneous creation emerged, bearing the likeness of the Fallen Ember: Humankind. With their arrival, the first age of Hadavi began.
Planes of Existence
Hadavi, The Material World
As the Fallen Ember's being collided with the moon, it carved a colossal crater, forever altering the lunar surface. Within that crater, the material world of Hadavi emerged from the ashes of creation, encircled by an insurmountable perimeter of jagged peaks. Its oceans flooded with freshwater and its wilderness and beasts flourished with exceptional diversity. Though that was only the beginning. Throughout the ages, Hadavi has assumed many forms. From a verdant wilderness to a snow-covered wonderland. Though none have been as unrecognizable as its current form. In the seventh age it has become a harsh wasteland, with oceans of sand spanning the horizon, and only the most tenacious of nature's creations endure.
The Sway
The seemingly infinite demiplanes of the Sway are layered, occupying the same space as the material world of Hadavi, but yet separated by an expanse of magic. Many layers possess an ethereal quality, providing a sanctuary for the souls of those who have departed the material world, while others embody realms of pure chaos. From within the Sway its boundaries appear to extend to the far reaches of the cosmos, though both the demiplanes and their denizens remain tethered to the resting place of the Fallen Ember
Major Religious Practices and Rituals
Role of Religion in Society
History and Timeline
Buried Ages of Hadavi
Hadavi flourished across unmeasured millennia, enduring peace, strife, and calamity, before ultimately being buried beneath the sands of judgment. That world and its history now slumber like a dormant leviathan beneath the oceans of sand, its secrets known only to the Essences and a rare few.
First Age: Uncertainty
In the first age, Hadavi was youthful and teeming with new life. Humanity, originating on the innermost isles, lived in peace with nature and thrived from its bounty. However, the Sway's boundaries were still maturing, and often tears would appear, ushering through the forces of chaos. Humanity took the mantle as guardian of the new world, even venturing into the Sway to confront the otherworldly threats directly, and mend the tears.
The skirmishes with the demiplanes compelled humanity to explore new territories and expand across the farthest reaches of Hadavi. As the millennia passed and the boundary matured, humans took their place as the sovereigns of Hadavi. Their villages evolved into cities, and cities transformed into empires. Regrettably, their success sowed the seeds of power and corruption. An ambitious ruler, known as the Shimmer King, committed the unthinkable act of aligning with the forces of chaos to bolster his empire. Many united to resist this unnatural alliance, even enlisting the aid of benevolent Inevitables to restore balance. Yet, the war had already begun, and the second age dawned.
Second Age: Conflict
A dark and frozen age where the children of the gods declare war on the plane of flesh. Heroes of this age are faced with harsh survival and bloody wars.
Third Age: The Wilds
A primal age where beasts rule and the carrion gods feast on the bones of their kin. Heroes of this age are faced with malevolent entities and dangerous nature.
Fourth Age: Silence
An age where shimmer is taboo, and the gods are silent. Heroes of this age are faced with dark ritual and occult plots.
Fifth Age: Magic
An age of invention where master over shimmer grants mortals the power of the gods. Heroes of this age are faced with powerful wizards and urban intrigue
Sixth Age: Judgment
An age of judgment as a supernatural sandstorm buries Hadavi. Heroes of this age are faced with fanaticism and savagery.
Seventh Age: Ruin
An age of relic hunting where treasures of the buried ages are abused by merciless warlords. Heroes of this age are faced with ruin exploration and swashbuckling action.
Seventh Age Timeline
Just as in real life, much of this history is unknown to the common man. However there is enough recorded history for an academic to put the following together.
| Year | Events |
|---|---|
| -100,000- 50,000- 20,000- 10,000- 5,500 | The Buried ErasTexts have been recovered from ruins beneath the sands and seem to reference a total of five ages dating back to the creation of the world. These are the buried ages. Even the most educated of historians knows next to nothing about the first four, but the fifth still remains standing beneath the sand. |
| -1265 (BE) | The Great Nation falls. Beyond the library of Nandubar not much is known of the Great Nation, but it's demise brought about the judge, and the end of the 5th era. |
| - 1250 (6E) | The Sixth Era Begins.The Judge, a tempest that still rages at the center of the world, is conjured into existence over all of Hadavi. It’s furious winds buried the 5th era under hundreds of feet of sand, stripping the landscape bare. |
| - 520 (6E) | The Judge relented and those who survived emerged from their shelters. Cities guarded by large natural formations survived, though most populations faced extinction, and those who did not merely survived. Their physical forms were forever changed by the torrent of magic brought by the storm. Once human-like, now hybrids of evolutionary traits both monstrous and fantastic. |
| - 480 (6E) | First contact with the convicted; a warped race of monsters who thrive inside the storm. They are cannibalistic savages who ride the dunes with kite-pulled sleds. |
| -43 (6E) | Discovery of Float Stones; magic-infused gems allow vessels to sail the shifting dunes of Hadavi like rolling waves of a great ocean. This eventually leads to the Zaazulian Exodus, and beginning of the seventh era. |
| 0 (7E) | The Seventh Era Begins.The Great Zaazulian Exodus; A large group of Nan abandon their people, and set off on what would be the first major expedition into the reshaped world of Hadavi. |
| 6 (7E) | Za the City Of Sails is founded; the nan refugees discover a monolith buried beneath the sand to the west of the Stormbreaker peaks. They settled there, founding the city of Za and adopting the name Zaazulians separating themselves from their heritage. |
| 263 (7E) | The Zaazulians make contact with the Bo’Nuk, and trade goods for slaves, opening the way for the modern day slave markets. |
| 489 (7E) | After centuries of being buried by heavy sands, shielded from the cataclysm, Ancestors emerge from the city of Opoli. They are the last remnants of the 5th era to be left untouched by the intense magic of the Judge. |
| 525 (7E) | Modern Day. |
Major Events
Key Figures
Conflicts and Wars
Factions
Political System
Major Nations and Territories
Diplomatic Relations and Alliances
Ongoing Conflicts
Notable Figures and Organizations
Economy and Trade
Currency and Trade Goods
Major Trading Partners
Economic Strengths and Weaknesses
Influential Guilds and Organizations
Magic and Technology
Magic of Hadavi takes an almost physical form in its raw state. When cast, bright sparks of colorful light emit from the spell and linger for moments after, drifting through the air. Although a beautiful thing to behold it’s also wildly destructive to creatures who try to wield it directly.
Source of Magic
Types and Limits of Magic
Relics
Because of magics volatile nature spells must be placed into objects called relics in order to be used. magic sight allows a user to see relic auras. The more power the spell, the brighter the aura is. Because of that a relic’s power is often described in terms of radiance or brightness.
Focuses
An uncommon form of relic which requires years of practice and study to use. They are not dedicated to any one particular spell but instead act as a temporary container. Once mastered an individual can cast any known spell of a particular school up to a certain level by instantly infusing the spell within the focus. Unlike standard relic casting a focus takes a physical toll on it’s user, only limited by the user’s ability. Some focuses are believed to be blessed by divine beings and are wielded by fanatics such as paladins and clerics.
Ego magic
In rare instances localized magic such as that which is infused in a relic can develop a personality of its own. How an ego communicates can range from audible language to empathic manipulation. Many myths surround egos, and in some cases they are worshiped as gods.
Float Stones
The sands of Hadavi use the same laws of physics as normal. However float stones, which are magical in nature, temporarily change the sand around an object or creature allowing it to flow like water. This enables large objects such as ships to literally sail the desert. Their potency is tied to their size, and most stones range from a tiny sliver to large shards the size of a dagger. There are rumors they are even larger shards but they are so rare even most Sandlords have never seen one. Multiple float stones do not stack and can actually cause damage to the vessel they are floating.
Magical Creatures and Artifacts
Technological Advancements
Points of Interest
Za the City of Sails
At the core of the city are 13 towers standing erect off the coast to the west of the Stormbreaker peaks. The tallest of the towers has 270 floors excavated, and counting. As with any ruin found buried beneath the sand the true size and splendor of the towers is still buried beneath the sand. At the base of the towers are thousands of ships orbiting in perfect unison like the giant cogs of a machine. Their revolutions are slowly digging the sand from around the towers and pushing it to the edges of the city creating a gigantic mountain of sand which surrounds the city.
Each of the thirteen towers is operated by a separate faction, each of which holds great influence in Hadavi. Because of this each tower perpetuates a different culture yet they are all unified in their proximity and common goal of hoarding Hadavi’s wealth. Due to their size the towers individually service their inhabitants forming full ecosystems fed by the commerce the city generates.
Population
Za has hundreds of thousands of occupants at any given time. Each tower individually hosts thousands of souls, many of which are permanent inhabitants. Though the population is majority Zaazulian, many other races have immigrated. Particularly the Bo’Nuk which sell their slave class citizens to Za in exchange for favor and goods.
Politics
The city is run by a cabal of powerful families and guilds. The most powerful of the group are the Zavue a Zaazulian family whose vast wealth allows them to control not just Za, but a large surrounding territory as well.
Czar of Za
Zambi'Yeslev Zavue, or the Czar of Za is the head of the Zavue family. His influence is crushing to behold, and his word final. Though not a king by divine right, or an elected leader, the Czar considers himself the principle ruler of Za and none have yet disproven him.
City of Law and Trade
Za is a city of commerce, but also one of freedom. The citizens of the city are provided basic rights and freedoms through the city's founding documents. Those who visit the city are extended the same rights and are subject to the same laws.
Law Enforcement
The thirteen towers each have their own policing force which all make up The Zarmy. The largest of which is employed by the Zavue Dynasty. The Zarmy police not only their towers, but a large territory surrounding the city.
Rope Runners
There are many groups which comprise the Zarmy, but the one most are familiar within the city are the Rope Runners. They are not only a harsh brand of justice, but a speedy and secure delivery service provided by the Czar for the more sensitive goods. They are chosen for their ability to navigate the ropes between the towers using a hook blade and wind suit. They are the only faction who have full jurisdiction in every tower.
Tower Gangs
The founding documents do not limit the formation of gangs, and even encourage citizens to stand together. While the Zarmy serves to limit their influence, the city’s size is far too large for any standing force to fully police. Many gangs take advantage of that fact and operate under their own assumptions, living outside of the law and accepting the consequences when caught. Here are some of the more noteworthy:
Relic Regulation
Because of their dangerous nature, the Czar has enacted regulation of relics brought within the city. Though glittering relics are for the most part overlooked, any relics considered glowing or brighter require a permit to possess. The seal takes the form of a shimmer infused tattoo located on the inside of the forearm.
Punishment
Though the laws of Za are clearly defined by the founding documents, the punishment is left to the imagination. Every faction has their own way of dealing with criminals, some of which can be bone chilling.
Rigging
The towers of Za are connected with too many ropes to count. They are used as ziplines to transport people, and cargo. Though unlike normal ziplines many are built with tension technology which allows for ascension as well. The resulting sounds buzz through the city with a low hum, and though a rope does not cast but a small shadow, their combined mass creates a dense shadow on the lowest levels of the city.
Riggers Union
A unified workforce of riggers operates all of Za, giving them great influence within the city. Though strikes are rare, and generally confined to individual towers, the Czar is very aware of their ability to inhibit commerce. Though their efforts to stop the installation of tension technology have failed they remain a critical service.
The Wheels of Za
The base of every tower is surrounded by ships which orbit in a unified fashion. The force which allows the effect is a direct result of the towers interacting with the shimmer of the ship's float stones. Though not every wheel spins in the same direction, they are laid out in such a way that the traffic between adjacent towers merge as they revolve much like the teeth of a gears.
Haze Days
Because of the wheels’ constant movement the lower portion of the city is shrouded in dust. It can be particularly bad on haze days when the ships are sped up to assist in excavation efforts.
The Sand Wall
A continuous dune of sand surrounding the city, mountainous in size. The sand wall is a direct product of the wheels of Za excavating the towers. The outer portion of the wall is constantly being combed outward by beasts of burden, and slaves to assist in the excavation.
Port Seals
All but three of the thirteen towers require a port seal to enter. Many of those towers specify what floors a seal permits access to. The seal takes the form of a shimmer infused tattoo located on the inside of the forearm.
Beacon of Za
Central tower of Za, the tallest tower, vaguely appearing like the eiffel tower with giant bulbous tanks beneath it where water is stored. Also known as the Hoarded Tower is the central and tallest of the thirteen. It houses a large population of Zaazulians including the Zavue family who reserve the top three floors. On the 200th floor one can find the relic bazaar, most famous in all of Hadavi with the largest selection of float stones.
Gronvold
The second tallest tower. Often referred to as the tower of burden, as it’s girth and ability to crane ships make it a central cargo hub for the city. It’s function is made possible only by the stonelanders tension technology which builds by wind energy from the turbine surrounding the upper floor.
Dead Hope
It is one of the shortest towers, considered a charity case by many. Dead hope houses all the undesirables, but also has one of the most inclusive black markets in Hadavi.
The Jewel Keep
Suspended above Dead Hope is the Jeweled keep, a testament to some of the richest in the city, living a life of luxury, and one of the most impregnable locations in the city second only to the Czars private levels of the beacon.
The Bum
The tower is a community organized by a kepercian known only as The Bum. While there is no security force present, all citizens of the tower are encouraged to dish out justice making it a very dangerous place for outsiders.
Skyfang
A tower independent of the Czar, ran by ex-slaves, bonuks that have taken over the tower by force and turned it into a haven for ex-slaves. Though the bonuk culture is a brutal one, and even liberated Skyfang is extremely dangerous hosting gladitoral fights daily.
Hexspire
Known as the 13th tower of Za, all but abandoned as it has been said to be possessed by evil spirits. It stands on the outter part of the city, and due to ships not being able to orbit it, its still buried quite a bit more than the rest of the towers.
Sleeping Sister
In burrek the tongue of the dreamers the tower is called Solash’Tokk, which translates to a feeling of mourning when one loses the guided path. Though most know it as the Sleeping Sister. A namesake after the sex workers who make up it’s focal industry. Among the 200 stories other services offered include pleasures such as stimulant dens, gambling, and even an exotic animal market.
Xidele and The Sleepers
Part lover, part confidant, part warrior. The Sleeping sisters and brothers are a group of dreamers who provide many services and can be found all throughout the tower. Their initiate dreamer abilities make them passionate lovers but do not underestimate their ferocity, many do and pay with their lives. Xidele, the proprietor of the tower and “mother” of the sleepers, is a dreamer truly beautiful to behold. Her entrancing figure is accented by light grey skin which sparkles with blue light. Though her looks can be distracting it is her keen mind and sly tongue which has secured her one of the most influential positions within the city.
Broke Neck Bullies
A mercenary crew of 250 Ulverians and Bo’nuk slaves who harbor four warships in Za. They provide the means of justice for the Sleeping Sister but are known for their charitable disposition toward outsiders. They answer only to Xidele, and it’s been said attempts to outbid Xidele for their loyalty has failed.
Pleasure Alchemy
The art of the high is something the dreamers have perfected in their search for divine purpose. Though in the Sleeping Sister the crystals used for their holy rites are repurposed for pleasure. In recent years major steps have been taken in the study of pleasure alchemy as the potency of the crystals are refined and mixed with other substances to create different highs.
Megathra
Otherwise known as Firespire, the tower stands among the tallest in Za and serves as the southern seat of power for Galean leadership, and the Ulverian people. As a result of the civil war the Heart of Ulvera, a powerful source of shimmer, was weaponized and the peak of the tower exploded. The detonation completely destroyed the central section, leaving it forked and misshapen. The rest of the tower was nearly split in two by the blast. Large scars run vertically down its sides making parts of the tower inhabitable. With the ever-burning Heart now exposed a distinctive plume of smoke can be seen for hundreds of miles during the hot months. Though when Vanu grows large and the sky darkens the smoldering relic looks as a star on the horizon, guiding weary travelers to Za.
1. Council Stronghold
Unburied hundreds of years ago, the top levels of the Sunward Peak is one of the heaviest guarded locations in all of Za. In the early days it was used mostly by traders, but as more of the city was unearthed it quickly became a contested resource. Currently it serves as a stronghold for the southern Galean leadership and their guests. The stronghold is only accessible through two lifts both of which only access the Sunward Peak below making it very difficult to impregnate.
Council Room, A large oblong room sitting at the top of the tower. The council convienes in this area to speak with the northern leadership. In the center of the room is a Vatuyi, an undead being which can communicate messages over long distances. Though dangerous this one has been dismembered and chained to the base of a statue.
Amenities: housing (diplomatic and noble), shrine (Ulvera), embassy, council chambers, barracks (Galean army), guard post, library (religion), food and water bank.
2. Sunward Peak
The Sunward Peak is home to an upper cast of ulverians loyal to the capital, Galeena. Though it does have basic amenities it’s mostly permanent housing. Those who live in the Sunward Peak see themselves to be the most reverent of the city’s ulverians, and gaining entry outside of the temple requires a resident escort. Most non-ulverians cannot handle the intense heat from Unav the Heart's energy, both which permeate the entirety of the Peak.
The temple located on the lower levels of the sunward peak is open to all residents during service and often provides food and water to those in need. Some see the temple as the truest authority in the tower as even the arm of war wouldn’t dare question a demand from the arm of faith.
Amenities: housing (noble), temple (Ulvera), guard post, market (select), tavern, alchemist.
3. Shadeward Peak
Suffering far more damage from the explosion than it’s sister, the Shadeward peak is home to the less fortunate Ulverians and the rare foreigner who can stand the heat of the Heart. Not many cargo lines come into Shadeward Peak making resources hard to buy. Residents depend on trade with other levels, namely Under Peak, to sustain their way of life.
A guild of shadow puppeteers have made their home here and have opened the Shadeward Theatre alongside the local tavern. Meanwhile on the roof is a large rope jungle maintained by the Galean state. Select Ulverian soldiers began to train as rope runners after the Czar’s men had killed the avatar in the civil war. The soldier's presence in Shadeward keeps the rule of law.
Amenities: housing (common), shrine (Ulvera), guard post, theatre (shadow puppets), barracks (Galean Army), training ground (rope jungle), tavern.
4. Heart of Ulveria
By the Avatar of Ulvera’s own words the Galeans were told to bring her heart, a monolithic boulder burning hot with Ulvera’s fire, to the city of Za. Through the vast seas of sand they dragged the Heart, melting the sand behind them creating the glass road.
The relic has been suspended in the top of the tower by chains of old since the early days of the city. Back when the dunes still claimed the lower levels. Its purpose is not fully known, but Galeans believe it to be a key to Ulvera’s prophecy of the world’s rebirth. They hold daily rituals witnessing and worshiping the Heart. There are two large balconies from which they hold service. One is accessible by the Sunward peak, and the other for the Shadeward peak.
During the civil war of Za when the Zaazulians and Galeans were at odds, the Heart’s power was unleashed in a move of desperation nearly destroying Megathra in the process. Since then the power contained by the boulder “beats” sending out waves of heat and in rare instances spawning hellish anomalies in the Scar.
5. Under Peak
Under Peak is known for one thing: it’s reserve of water. The cause is not very well understood, but the level beneath the Heart sweats water. The tower’s residents quickly constructed a large tank in the levels beneath which over time has become the second largest water reservoir in the city. This feature alone has attracted many foreign residents to the tower, making Under Peak the most diverse area in Megathra.
Amenities: housing (noble and common), docks, shrine (Ulvera), guard post, healer, inn, tavern, market (select), tinkerer, water reservoir.
6. The Cells
Ulverian society sees death as the truest of enemies, and as such they do not kill their criminals if the crime is deemed forgivable. Instead they send them to the cells where they spend their days cranking up tension and trading full batteries, food and water. There is only one other prison in the city of Za as most cultures brand and sell their criminals as slaves. There is a small population living here, but it’s mostly made up of former inmates or families of inmates living in squalor.
Amenities: housing (poor), shrine (Ulvera), guard post, dungeon.
7. Docks
Home to Megathra’s branch of the rigger’s union, the docks are a large and open section of the tower used mostly for shipping and storing goods. The union's presence makes this area mostly immune to the Galean laws resulting in the tower’s only gambling den.
Amenities: guard post, docks, warehouse, guildhouse (riggers union), gambling den.
8. The Scar
Much of the scar was once a thriving residential area that was completely destroyed during the civil war. Now it’s a gaping wound, festering with unknown power. It's said that Ulvera still weeps for the loss of her children, and her tears haunt these levels. Though the scar can be used to travel between the towers' various levels it is by far the most dangerous route. Many travelers fall or are crushed by unstable debris. Some suffer even more tragic and mysterious fates.
9. Abandoned Levels
Nestled between the scar sits a relatively undamaged section of Megathra. Though it's been completely abandoned for nearly 4 decades as very strange things began to happen after the war. Residents began to disappear and some of those who evacuated are forever cursed with hearing voices. Though generally safer to travel through than The Scar, it’s still avoided by most.
10. Blackburn
The close relationship between the Nan and the Ulverians means where you find one, you can often find the other. Blackburn hosts a large population of Nan loyal to the king of Nandurbar. As the King is at odds with the Czar, Megathra is the only tower which citizens of the kingdom can find respite. In recent years even some of the King’s best men, the Lost Riders have taken up residence in town.
Blackburn follows the law of the king, who has a long standing alliance with Galeena. As such these levels are very much a different atmosphere to the rest of the tower allowing free trade and encouraging visitors to seek the guidance of Onas, the Overgod.
The abandoned levels have had a detrimental effect on the travel route between Blackburn and the other parts of the tower.
Amenities: housing (noble and common), church (Onas), embassy, barracks (Nandurbarian Army), guard post, library (general), market (common), guildhouse (blacksmiths), tavern, inn.
Blacksmith
One of Blackburn's most notable shops, is the city's only blacksmith. Though getting an appointment to meet with them or commission armor can be nigh impossible due to their trade’s immense demand and their secretive nature.
| There is only one guild of blacksmiths in all of Hadavi. Their trade of forging and shaping new metal is an extremely well hidden secret. Those who do learn the trade for themselves do not last long as the guild trains some of the best assassins the world over. |
|---|
The Boil Room
a large sphere shaped building protruding from the outmost park of Blackburn. The bottom floor has a large opening in the bottom with hand rails lining the sides and scaffolding built across the gap. The opening is smaller on each floor, with the 4th floor, acting as a roof. The tavern is run by a Nan family of all women, who lost their husbands to the The Beast of the White.
The Blackeyed Boil
round and bulbous building suspended over the city.
My Lord’s Respite Inn
11. Newunder
Much of the tower's lowest levels have been excavated and found uninhabitable. However, on the sunward side of Megathra a pocket of nearly untouched structure remained. Though only a couple decades old, Newunder, is already a thriving community. It’s denizens are mostly made up of workers and travellers just passing through. Though many of the tower's residents have begun to relocate to Torofar as a large market has begun to develop.
Amenities: housing (common), shrine (Ulvera), inn, tavern, market (common).
12. Buried Levels
Only in the last decade have these floors been unearthed. Crews work lazy hours excavating the levels. It’s dangerous work, but they are provided resources and housing by the Galean state. Who knows what could be found in Megathra’s lowest levels. Currently it also serves as the main travel route between Blackburn and the rest of the tower.
Amenities: housing (worker), excavation site, shrine (Ulvera).
Zaazulian Empire
Culture
Industrial Russian, very flamboyant with colorful architecture. Attitudes are generally stoic. Political structure starts with the Zar of Za, who is modeled after the Russian Czar. Whether people cower to him or bow to him is not quite clear though their fear of his police force is indisputable. Though no one denies their prosperity under his rule.
Below the Czar are the 8 Zaazulian families who each operate a part of the city, usually headquartered in the grandest building in the district. The Zaazulians greatest export are their ships and abundance of float stones. In the recent century they have spread out onto the highland building various smaller settlements which has led to a more diverse peoples.
Fashion
Clothes are kept tight and simple. Hair is usually kept long and flowing, tucked in a Tam hat when outside. For men having extravagant facial hair is socially expected. The natural body is idolized and things like piercings and tattoos are generally disrespected.
Bastardion
Otherwise known as the Bastard’s Bastion. Massive bar, brothel, a place for bastards. Sibling tower, the sleeping sister.
Hellman’s Perch
Blackmast
The Archworks
Sinadel
The Juttmaw
Galeena city of Soot
Famous for their tanglewood trees that grow in dense tickets in areas saturated by the soot of Mount Bor.
Kepia city of the Grove
Famous for their curated grove that spans thousands of acres. It’s full of trees that exist nowhere else. It’s nestled in a valley perfectly protected by a range of mountains from the storm.
Cyren city of Shade
Opoli the Golden city
Rine city of Salt
Tyrinth city of Stone
Nandurbar city of Memories
Xequa city of the Beast
It is said the Immortal was blessed by Vun Kuza when the great Iron Shoulders of Xequa emerged from the Silt Sea. It is upon those shoulders that the Immortal built the largest roving city in Hadavi.
Dal city of Graves
Queendom of Dal
Culture
Tyranny rome. They live in the Hagashi canyons and build their settlements in the walls and pillars that were shaped by Judges fury during the six age. In the valleys they have rivers of dunes which in recent years have become ports exporting the fruits from their orchards. Though they themselves harvest the Gnash beetles which grow along the fruit trees. They love their games and traditions, each settlement would have some kind of arena where they could test themselves against friend and foe alike. Queen Renyama is generally loved by the people as was her mother. It is Dalician tradition to have female leaders though in society equality is what they value above all. Every settlement has a female leader who is appointed by the queen and serves as both a political and militant asset. Once per year the Queen hosts a game and every settlement sends their best to challenge her champion to become the favored.
Fashion
Clothing is kept fairly simple and generally they like to show a lot of skin as the practice of tattooing is apart of their heritage.
Smaller Communities
Sinktown
Mysterious Locations
Ancient Ruins and Lost Civilizations
Travel and Transportation
Miscellaneous Lore
Legends and Folktales
Festivals and Celebrations
Unique Customs and Traditions
Life as a Drifter
In Hadavi, sailing is known as "drifting," and sailors are called drifters. Though the culture of drifting is similar to sailing, the circumstances are quite different. Hadavian drifters live brutal lives on the unforgiving sands, and their vessels and methods of surviving are unique to the setting.
Officer Ranks
Hadavian drifters often perform the same duties as their earthly counterparts, but the unique aspects of the setting have reshaped the officer roles into something more unique:
Kuza
Captain. (koo-ZAH) Kuza is a Nan word meaning "Ship's Shepard" and is given to the highest ranking member of the officers.
Daughterman
First Mate. (daughter-mehn) Taking its name from the daughters of Vun Kuza, a daughterman is responsible first and foremost for the morality of the crew's actions and their standing with the gods. They are second only to the Kuza and take on the responsibilities of a second in command.
Wandrion
Quartermaster. (wAHn-dren) The wandrion tradition dates back long before float stones and the ships that followed. A true Wandrion is a druid of the sand, one who is at peace on the White. They guide a ship's journey using cards to divine the path, predicting bad weather and avoiding peril.
Sliverhand
Bosun. (Sliver-hand) Usually one of the most fierce drifters on board a ship, the sliverhand is the Kuza's enforcer. They solve disputes amongst the crew and dish out wasteland justice. Though their name comes from their responsibilities in keeping the ship in good health both in and out of combat.
Mender
Surgeon.
Drumbum
Cook. (drum-bum)
Drifter's Discipline
Though each ship can have its own unique culture, there are a set of rules which all drifters acknowledge. It is believed that Vun Kuza enforces the Discipline, and any who break the code suffer ill fortune. The code includes:
- Compensation for crew/officers
- Injury/Death Clause
- Safe Passage Clause
Desert Sailing
In Hadavi, drifting takes the place of sailing, and the biggest trade is drifting. Though the culture of drifting is similar to sailing, the circumstances are quite different. This section will detail the differences and shed light on the culture surrounding Hadavi's biggest trade.
Float Stones
Float stones are the key to desert sailing in Hadavi. They are magic-infused crystals that allow boats to sail the shifting dunes as if they were the waves of a great ocean.
Vun Kuza & His Daughters
Vun Kuza is the god of Destiny whose name literally means Divine Captain. It is unknown what Vun Kuza's relationship is to the other gods of Hadavi, but he is widely considered the most important. His daughters are also a central aspect of Hadavian culture, and their influence is felt in many aspects of drifters' lives.
Curse of Vun Kuza
It is believed that when a new ruin is unearthed, whichever crew is first to set foot inside is blessed by Vun Kuza. Any who interfere with their delve are to be cursed with ill fortune, even to aid.
Languages
| Zaazulian | Spoken in the regions surrounding the City of Za, as well as in almost every major city. It has spread far and wide in recent centuries due in part to their explorative nature and role in the shipping industry. |
|---|---|
| Dali | Spoke in the South eastern region and is the main language of the Kingdom of Dal |
| Sierran | Spoken in the The Godway region and is the main language of Kepia. |
| Sierrak | A derivative form of Sierran, spoken in the Ulvera’s Children region and is the main language of Galeena. |
| Nan | Spoken in the Durbarian region and is the main language of Nandurbar. |
| Burrek | Spoken in the regions around the Sea of Burr. |
| Stone Tongue | Spoken in the Valley of Nails region and is the main language for Tyrinth city of Stone. |
| Ancestor | An ancient language spoken by the Ancestors from Opoli. |
| Sandspeak | Spoken by the mythical people known as Drowners. |
| Drifter | The ability to speak using smoke signals, flags, mirrors, and hand signs at a distance with other Drifters. |
| Conviction | Spoken by the Convicted of the stormlands. |
Major Factions
Servants of the Judge
Culture
Judge Dredd Dystopian. Riner is the first dweller settlement that has ever opened its doors to the guarded cities. Unlike their far more monstrous and savage cousins who live in the wake of the judge they still have a grip on basic right and wrong. Their society is ran by a culture of gangs and violence is commonplace. However, justice is served swiftly by servants of the judge who have unquestionable authority. It is said that the first servant is the one who led the exodus from the sea of whispers and staked a claim in the saltlands so many centuries ago.
Fashion
Riners wrap themselves head to toe in light and flexible cloth weaved from salt vine. Any armor they make is from the husk of the vine which they treat with their saliva and bake it hardening it to the strength of any common metal. They arrange it like scales and paint it so that every suit of armor is it’s own art piece.
The Opolites
Fallout shelter. Modeled after the judge dredd mega structure. Maybe giant pyramid is actually AI? Drugging food and such.
Galean Dynasty
Japanese style culture, people of ash.
Zavue Dynasty
Culture
Industrial Russian, very flamboyant with colorful architecture. Attitudes are generally stoic. Political structure starts with the Zar of Za, who is modeled after the russian Czar. Whether people cower to him or bow to him is not quite clear though their fear of his police force is indisputable. Though no one denies their prosperity under his rule.
Below the Czar are the 8 Zaazulian families who each operate a part of the city, usually headquartered in the grandest building in the district. The Zaazulians greatest export are their ships and abundance of float stones. In the recent century they have spread out onto the highland building various smaller settlements which has led to a more diverse peoples.
Fashion
Clothes are kept tight and simple. Hair is usually kept long and flowing, tucked in a Tam hat when outside. For men having extravagant facial hair is socially expected. The natural body is idolized and things like piercings and tattoos are generally disrespected.
Servants of the Judge
Culture
Judge Dredd Dystopian. Riner is the first dweller settlement that has ever opened its doors to the guarded cities. Unlike their far more monstrous and savage cousins who live in the wake of the judge they still have a grip on basic right and wrong. Their society is ran by a culture of gangs and violence is commonplace. However, justice is served swiftly by servants of the judge who have unquestionable authority. It is said that the first servant is the one who led the exodus from the sea of whispers and staked a claim in the saltlands so many centuries ago.
Fashion
Riners wrap themselves head to toe in light and flexible cloth weaved from salt vine. Any armor they make is from the husk of the vine which they treat with their saliva and bake it hardening it to the strength of any common metal. They arrange it like scales and paint it so that every suit of armor is it’s own art piece.
Queendom of Dal
Culture
Tyranny rome. They live in the Hagashi canyons and build their settlements in the walls and pillars that were shaped by Judges fury during the six age. In the valleys they have rivers of dunes which in recent years have become ports exporting the fruits from their orchards. Though they themselves harvest the Gnash beetles which grow along the fruit trees. They love their games and traditions, each settlement would have some kind of arena where they could test themselves against friend and foe alike. Queen Renyama is generally loved by the people as was her mother. It is Dalician tradition to have female leaders though in society equality is what they value above all. Every settlement has a female leader who is appointed by the queen and serves as both a political and militant asset. Once per year the Queen hosts a game and every settlement sends their best to challenge her champion to become the favored.
Fashion
Clothing is kept fairly simple and generally they like to show a lot of skin as the practice of tattooing is apart of their heritage.
The Opolites
Fallout shelter. Modeled after the judge dredd mega structure. Maybe giant pyramid is actually AI? Drugging food and such.
Ulverian Empire
Japanese style culture, people of ash.
Kingdom of Nandurbar
The Convicted
The Beast
It is only through The Beast Of The White that the ghouls rally as one. It represents a powerful order of Captains led by the blackest soul in Hadavi. When referring to this order of ghoul captains one would say “The Beast.” If referring to a member of The Beast one would say “Name of the Beast”
Many Names of The Beast
Each ghoul captain, or “Name of The Beast,” takes on a symbolic feature. Much is unknown about the inner workings of The Beast as entire crews have been known to go missing for sharing it’s secrets.
Immortal Ghoul
The Beast’s Ego
The Immortal Ghoul is one of the deadliest sandlords in Hadavi. It is rumored that the White has whispered it’s dark secrets to him, granting him eternal life. Though none but the Names of the Beast have seen him in over 75 years.
Ragunath
The Beast’s Malice
Ragunoth serves the Immortal Ghoul as a quiet alternative to solve most problems. He is a keeper of powerful relics, and is one of the most feared names of The Beast. His ulverian background and dark robes make for a terrifying visage in any setting.
Even as a child it was clear that Ragunoth was built for war. In every bout he was placed in, he exceeded expectation, pushing himself to his physical limits and beyond. So, it was no surprise that among the hundreds of warriors who fought for the chance, it was he who became the Avatar’s guardian. Bound to a god, and dawning the armor of an ancient order, he found no equal on the battlefield. Until one fateful night at the top of the tower Megathra, where the civil war of Za came to a climax. He failed his god. The avatar was struck dead, and though Ragunoth survived he did so as a hollow man. Defeated, he disappeared for nearly a decade and was presumed dead by most.
Years later he resurfaced beside the darkest soul of Hadavi, the Immortal Ghoul. Their combined charisma and ability gravitated other warlords to their side. Eventually they formed The Beast of the White, a coalition of ghouls who’s power is only matched by the other sand lords. Among them Ragunoth is known as the beast’s Malice, a sorcerer of immense power, and curator of the Immortal Ghoul’s most vile machinations.
It is said that Ragunoth still wears the armor gifted to him by Ulveria, but his appearance has become far more sinister since youth. His left eye was torn out and replaced with a relic of unknown origin and power. It sends dancings tendrils of red lightning down his iron mane when he wills magic. Giving him an almost supernatural appearance. The other relics from which he pulls power from are too many to name and are keenly hidden amongst his garb. Though make no mistake, his dependency on magic and his waning youth have not diminished his skill with a blade.
Relics
Eye of the Storm, an orb of powerful evocation magic.
Three Faced Coin, Whatever face Ragunoth presses against his skin will take effect while it’s held there. He binds this to himself under his Ulverian wrap.
- Face 1: The Hero, the red face, Makes him young but also quick to act and slow to think.
- Face 2: The Sorcerer, the black face, Becomes old and frail but has the ability to divine the future and has access to a large library of spells.
- Face 3: The Creature, the brass face, Turns the creature into a hulking version of themselves, enraged but extremely powerful. Roll 1d6. On a 1 destroys the coin.
Death Tribe
Cogg, Blood Drinker, and The Ranger Known as Pinpoint are legends among the ghoul. Alongside a massive hogg they killed dozens of convicted in a stand off during The battle of Traveller City. After their historic standoff they joined Ragunoth's crew and began wearing masks and cowls, hiding their features calling themselves the death tribe. Their abilities only grew under Ragunoths leadership as they quickly became some of the most feared ghouls roaming the shores.
- Cogg Thistle, Barbarian (Battle Axe)
- Moana Blood Drinker, Fighter (Shield and Longsword)
- Pinpoint, Ranger (Big Boar)
Bo’thul
The Beast’s Honor
Ungdred
The Beast’s Fury
Ungdred is a massive Zaazulian in command of a host of warships. Many consider him to be the Immortal’s second, and the reason the Czar has not declared war on Xequa.
Sons of Ungdred
There are five sons, each of which command their own warship.
The Beast’s Hunger
The Beast’s Pleasure
The Beast’s Reason
The Beast’s Pity
The Beast’s Honor
Akledios
Zazurin
An Ashunden from the fifth age. He specialized in bringing souls back from the sway and resurrecting people. He was a savior of the people, a white necromancer. He built Za to summon and speak with the fallen ember, but instead contacted a much darker being which led to his own corruption.
Skum
The Beast
It is only through The Beast Of The White that the ghouls rally as one. It represents a powerful order of Captains led by the blackest soul in Hadavi.
Many Names of The Beast
Each ghoul captain, or “Name of The Beast,” takes on a symbolic feature. Much is unknown about the inner workings of The Beast as entire crews have been known to go missing for sharing it’s secrets.
Immortal Ghoul The Beast’s Ego
The Immortal Ghoul is one of the deadliest sandlords in Hadavi. It is rumored that the White has whispered it’s dark secrets to him, granting him eternal life. Though none but the Names of the Beast have seen him in over 75 years.
Ragunath The Beast’s Malice
Ragunoth serves the Immortal Ghoul as a quiet alternative to solve most problems. He is a keeper of powerful relics, and is one of the most feared names of The Beast. His ulverian background and dark robes make for a terrifying visage in any setting.
Ungdred The Beast’s Fury
Ungdred is a massive Zaazulian in command of a host of warships. Many consider him to be the Immortal’s second, and the reason the Czar has not declared war on Xequa.
Sons of Ungdred
There are five sons, each of which command their own warship.
The Beast’s Hunger
The Beast’s Pleasure
The Beast’s Reason
The Beast’s Pity
The Beast’s Honor
Equipment
It’s important to understand that items in Hadavi are no less spared the harsh reality the world endures. More often than not armor and weapons are made from scrap metal. Tapestries are worn and frayed made with dull colors and recycled materials. Only in the most fortunate places can real tradesmen such as blacksmiths be found. Even then they are often extremely secretive of their crafts.
Wealth
For most Hadavians, is it the basic necessities of life which make one wealthy. Traders use water, relics, and salvaged materials as currency. Even the coinage found in cities is backed by large reservoirs of water or would otherwise be deemed worthless.
Value of Water
The value of water is universal in Hadavi, therefore traders use it as currency. Hadavians carry leather bladders for both survival and trade. Though it is not uncommon to also have a large reserve of water in a safe place such as a boat or dwelling.
Terminology
Hadavi. The name of the world.
magic. Magic.
Float Stones. Stones which allow creatures and objects to swim in loose sand as if it were water.
The Judge. The storm which rages in the center of Hadavi
Drifter. Hadavian for Sailor.
Ghoul. Hadavian for Pirate.
Zaazulian. People from Za and is also the name of their language.
Dalik. People from the Dalik Canyons and is also the name of their language.
Sierran. People from the regions around the Breezeway Gulf and is also the name of their language.
Sierrak. People from the regions around Ulvera’s Children and is also the name of their language.
Nan. People from the regions of the Durbar forest and is also the name of their language.
Burrek. The language spoken in the regions around the Sea of Burr.
Cyren. People from the city of Cyre.
Stonelander. People from the regions around the Valley of Nails.
Stone Tongue. The language spoken in the Valley of Nails.
Drowner. The name of the people born from the sands of the desert.
Sandspeak. The language of the Drowner people.
Convict. The name of an individual who lives in the seas around the judge and the name of their language.
The Convicted. People from the regions surrounding the Judge.
General Terms
Hadavi. The name of the world.
Shore. A large area of shifting sand dunes.
magic. Magic.
Drifter. An adventurer, or sailor of the dunes.
Ghoul. A drifter who preys on other drifters.
Float Stone. magic infused crystal shards which transmute properties of water into sand. They allow boats to float in sand.
Drifter Terms
Kuza. A leader of drifters, and commander of a vessel.
Daughterman. Second in command on a drifter vessel. Often an acolyte to the daughters of Vun Kuza.
Wandrion. A druid who navigates the shores using various divination rituals.
Splinterhand. A tradesman specializing in the construction and maintenance of drifter vessels.
Idea Dump
Ghost ship. A ship carrying a cargo of float stones is transported into and out of the sway because of the float stone connection.
Immortal Ghoul phases into the sway partially at times because of the floats stones he has.