Newsgroups: rec.games.frp.dnd From: [GEN 4 B D R] at [leeds.ac.uk] (B.D. Redmond) Subject: CRUX: An Overview (part I) Date: Tue, 23 Jan 1996 16:16:21 +0000 (GMT) I tought I'd get my CRUX world started, even if there aren't much people interested in contributing, I can do most of it myself and just leave it up here for people to use, if they like it. I would be happy to here any feed back whatsoever. Thanks, Ben. CRUX: An Overview. The world of Crux is separated into five different sub-planes. Four of these are larger and are loosely associated with one of the four elements, the fith is the Crux, the linkage plane between the four other worlds. The Crux is a smallish landmass, of similar size to England or Greece, or just slightly bigger than florida. Its is bordered to the north by mountains, to the east by a desert and to the south and west by oceans. The people of the Crux are of mixed Origin, they are mainly human, of the Ty-Librar Civilisation, but there are also several smaller nations of elves, dwarves, halflings and Gnomes. The Tylibrar Civilisation is a peaceful theocracy, that rule democratically and wisely over its flock and empire. Traveling nort from the crux there is a range of almost impassable mountains, inhabited by vicious tribes of warlike humaniods. Eventually a brave - and probably lucky - traveler will find himself in the land of Teranor. Teranor is a dark and grim setting, its association with the plane of earth leaves magic a very difficult art to master. The skys are alsmost always grey with cloud. Large cities cluster around the few areas of prosperity. Crime in these cities is high, and punishment is harsh. People huddle in these cities for protection from the Bandits and humaniod raiders that stalk the bleak landscpe between the cities. The people turn to the wonders of religion for sucurity, and hence the church is powerful. There are two Gods that govern over the world of Teranor, neither is particularily powerful. One is the great Terann Himself, the mighty forger of this land. The second is His son, the traitorous Kren, the Messiah of the forgotten. The kingdom of Jerranah is the most powerful of the nations, but there are also many city states that have resisted conquest; the largest of these is Treiann, the largest city in the world of Teranor, rivaled only in greatness by Tylibrar itself, in the whole of the lands of the Crux. Travel west from the Crux and you will travel for miles across peaceful waters that will suddenly, and without warning give way to a large waterfall, that many believe to be the edge of the world. But this is not so, for a Skilled magician may lift the boat into the air above the waterfall and keep travelling west until a second, higher waterfall is reached, this waterfall is facing east, and if the traveller manages to fly above they will find themselves on yet another timid sea, the eastern ocean of the land of Aeray. In contrast to Teranor, Magic is rife in Aeray, there are large colleges and universities dedicated to the tutoring of the arts of magic. Almost everyone has some basic inherent magical talent, which is what allows outsiders to be easily identified. The various human nations of Aeray seem to be constantly embroiledin petty squables over land and power. The elves are the mystereous masters of magic and are even more inate than the averege Aeray. The dwarves of Aeray are imune to all but the most powerful of magics and are sturdy warriors. There are many gods in this world for all the races, a vast pantheon of minor dieties, all given due by most members of their racial following. There are five major gods who each look after certain races and philosophies; Ffyndior is the good aligned goddess of elves, Creand the chaotic halfling god, Donnal watches over dwarves and the law, and Sophia guards the balance and her human children. The fifth of the great gods is known by many names, Men know him simply as the Devil; he has chosen to abandon both the gods and his chance to patronise a race of the land of Aeray, and has instead become what the elves call Hunyth-Ffyn, the Dwarves Mor-Analin, and the halflings call him The God that Walks Amoungst Us. I will finish off part II at another date and post that up to follow this. Thanks for showing an interest, Ben