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Talmanthian Plateau

by 2 Cents from DeviantArtHome Above the Clouds

Just before the frigid north of a large continent lies an immense mountain plateau. The plateau is commonly known as Angel’s Table to those who live below the sheer cliffs that make it all but inaccessible. Atop the cliffs, a scenic landscape of rolling plains and small forests cover the immense majestic plateau. The creatures and tribes of this unique and exotic landscape call it Talmanthian. Below are the details for a unique and unexplored landscape for your party to explore, and possibly discover the ancient treasure and secrets of this remote landscape.

Table of Angels

The immense plains and thick wild copses of trees are mainly untouched by the world below, with flight being the primary method of accessing Angel’s Table. Clouds constantly break and roil around the massive limestone cliffs like a sea of white and grey that hide the plateau from below for most of the year. From above the constant ocean of clouds veils the world below, with many of the nomadic tribes of the sprawling plateau believing the world ends at the sheer cliffs of their homeland. Melted snow and ice from the northern reaches of Talmanthian flow across the land in small creeks and brooks, converging upon a great lake in the south east of Angel’s Table. This lake houses many species of unique fauna that are only found upon the plateau as well as a kingdom of merfolk that live upon the lakebed. Countless nomadic tribes of Humans, Elves and the unique Uqwauy roam endlessly upon Talmanthian, each with their own folklore of the origins of their homeland. At such altitude, trees grow slowly and fruits and grains take many years to come to harvest, thus hunting the animals and birds of the region has become the primary source of food for the tribes of Talmanthian. The scope of the plateau allows the tribes to live in relative peace, rarely clashing over rights to a particular herd of beast, however the harsh landscape means these rare clashes between tribes are often brutal wars that only end with the complete destruction of one tribe. This harsh lifestyle has bred fierce and survivalist warriors within all the species that call Talmanthian home.

Wanderers of the Plains

A species of humanoid-bipedal horses, the Uqwuay roam the endless plains of the plateau in nomadic tribes. With a great respect for the land they live upon and undying loyalty for their family and tribe, the Uqwuay are often ignored by the few adventurers that visit Angel’s Table, as they are believed to be simplistic beasts. In truth, this intelligent race of horse-men has learned to live in harmony with the almost barren terrain of the plateau, and is the most willing to communicate with the few adventurers that encroach upon their isolated homeland. These noble vagrants spend their time following the numerous snowmelts and rivers to stay with the most luscious of the slow growing foliage the covers the plains of Talmanthian. The Uqwuay hold their connection to the land in highest regard and anything that they find to be desecrating their sacred home are viciously and constantly attacked until either repelled or destroyed. These attacks are swift and powerful as the warriors use skirmishing tactics to constantly charge at their enemies with spears and staves, whilst archers and magically imbued Uqwuay attack from a distance. The speed and strength of these noble warriors is rarely matched in the high altitudes of Talmanthian, with very few warriors able to stand against their sweeping tactics. The countless tribes of Uqwuay are filled with powerful warriors and skilled rangers, but positions of respect are held for any Uqwuay that becomes magical connected with nature, especially wardens. The communal society within the tribes ensures that all members are cared for and no single member misses out on food or medicine. Often the Uqwuay will take in and heal injured and sick creatures they find in their travels, including injured humans and elves, who actively hunt these horse-like people.

A Harsh Lifestyle

It is unclear how humans came to live upon the remote cliff tops of Talmanthian, but like the rest of the places of the world they have found a way to adapt to the harsh conditions and thrive. However the survivalist environment and lifestyle has bred savage and vicious clans of humans that attack outsiders and prey on sight. The lack of a stable food source upon Talmanthian has encouraged the human tribes to revert to cannibalism in order to survive. Tribe members that fail to provide through hunts, or prove weak within the ceremonies of fire that each tribe holds, often are sacrificed and feasted upon for the betterment of the tribe. Humans not known to the tribe are immediately killed, unless they can kill their attackers first. Any outsider that kills a tribe member upon the battlefield is offered the prime cut of meat then challenged at the next fire ceremony for a permanent place within the tribe. This vicious and barbaric lifestyle has left no room for the weak and over countless generations of life upon Talmanthian, the humans have evolved beyond their softer counterparts from the world below, making just one Talmanthian a severe challenge for a squadron of veteran warriors. Shamans and mystics control every aspect of the human tribes from their lavishly decorated huts that mark the centrepiece of each human camp. These fire and cloud worshipping mystics delegate everything for their tribes. From mating engagements and hunting parties to cooking and gathering duties. The power to hear the will of the clouds at worlds end and manipulate the life giving flame marks these shamans to their people from a young age. Each child with the gift of Fire and Cloud must engage in the trials of the lake in order to gain the status of shaman. Each child that passes this test is delegated half the tribe and sent away to create their own separate settlement. 

Ghosts in the Trees

Within the copses of gnarled and warped trees the cruel and spiteful Elves of Talmanthian lurk. Banished skyward by their old gods many millennia ago for unspeakable crimes, these malicious creatures have found life upon the harsh and untamed plains enjoyable. The long-lived elves are small in number but their magic and abilities far surpass the creatures and tribes that surround them. A twisted desire to kill and pillage all life is evident in the self etched scars and tattoos that adorn the pale skin of these spiteful creatures. Countless trophies hang from their thin necks and the hilts of their ancient blades. The toughened tribes of Talmanthian have developed methods in which to repel these evil beings when attacked on the plains and learned which forests to keep a distance from, but when these psychotic killers begin to track a target very few things have ever lived to tell the tale. No living creature has ever returned from the forests of Talmanthian since the elves arrival. An ancient pact for power and immortality with a primordial demon from the abyss known as Whethal is the cause of elves banishment and source of the deranged lust and ghostly powers. Within their blood lies a demonic infection that could possess any living elf with the deranged fury and blood lust in the space of minutes. These demonic aspects of Whethal have strived endlessly to reach the surface world again, as the urge to spread their joyous infection burns fervently through their veins.

In A Lake Above the Clouds

The great lake that lies within the southeast of Talmanthian is known by countless names; however, its inhabitants call it Horm. The merfolk city that lies beneath the vast crystal like waters of the lake is unlike any other in the world. Coral spires and pearl buildings cover the immense limestone lakebed. The sun-dappled merfolk that live in these waters have been collecting the worlds information for generations. Within the grand coral spires, endless libraries and vaults house a concise history of the world and of the innumerable kingdoms that have risen and fell throughout the years. Powerful secrets, world ending knowledge and maps to mighty artefacts are all held within a lake above the clouds. Merfolk dug tunnels in the limestone bed lead to subterranean tunnels and rivers that exit out into the worlds oceans, rivers and sewer systems. The merfolk of Horm are masters of illusory and transmuting magic. Masking their pristine city from the prying eyes of any that live above the water with powerful illusions. Their presence within the courts and armies of the world goes unnoticed through their powerful transmuting spells. The ruling council of elder magicians deals with all intruders that either seek out the knowledge of Horm, or stumble upon the location by accident immediately. The only penalty for any crime within Horm, is death.

What Happens On The Plateau…

Scholars and explorers have forgot the isolated plains and secluded woods of Talmanthian. The towering and sheer mountainous cliffs ensure that only the most steadfast and dedicated will ever see the sprawling summit of Angel’s Table, but for those who seek adventure, this isolated location holds many treasures and countless perils. Kings and Wizards have hidden their fortunes and relics of power buried within the soil of the plains and left untouched for countless years and forgotten by all but the faded scrolls of ancient libraries. The Elven aspects of Whethal have begun working fervently to return to the world below in an effort to infect their cousins by capturing and training the dragon broods that soar over the enormous plateau. The fate of countless kingdoms and people in peril could be saved with a single scroll from the endless libraries of Horm. Curious adventurers and wizards have endeavoured to summit the grand peaks of Angel’s Table, only to never return, their fate unknown. Whilst ancient and confusing riddles hint at the monumental mountain imprisoning a forgotten god for reasons not yet deciphered. All these reasons and many more call out to adventurers throughout the world.

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Ashes to Ashes, Death to Life

RPG Curse Words

Character death. Total Party Kill. These words have long been the bane of DMs and players. DMs face scornful players and upset friends when a beloved character dies, and a possible coup when a TPK comes around. Players see their invested time, work and creation disappear before them with a single roll of the dice. Nobody, DMs and players alike, enjoy the idea of starting again or losing a beloved character within the game. However if death is never an option, if DMs fudge rolls so nobody dies, then the thrill and tension of grand battles can very quickly dissipate and the campaign can grow stale. While there are already several methods of resurrection and many ways to cleverly avoid death already in existence, here are some flavourful ideas that may provide an interesting twist on death and resurrection, for the next time a PC kicks the bucket.

Heavenly Tricks

The numerous gods of the realms have the power to take and grant life as they wish. When a PC dies, their benevolent god may choose to restore their life upon them in payment for their duty and service. This gift is usually reserved for the greatest champions of the gods, the mightiest of Avengers, the most steadfast of Paladins and the purest Clerics. However there is one god, who freely hands out this amazing gift to any follower of any god.

Mezanerin is more commonly known simply as the Trickster, and he is an entity capable of taking on any form he desires. Throughout the years many heroes and scorned gods have tried to kill Mezanerin, and some even believe they succeeded. While not a true god, Mezanerin is immortal and immensely powerful. This conniving Trickster will often appear before the spirit of powerful adventurers in the form of the god they feel closest to, offering to restore their life in exchange for more devout faith within the god. Agreeing to the verbal contract places a curse upon the warrior’s soul, diverting all their faith to feed Mezanerin’s ever-growing power. Fables and legends of Mezanerin state that a cursed soul can only be redeemed by another who refused an offer of the Trickster, but the exact details of such a ritual are unknown as any who refuse Mezanerin tend to stay dead. For the remainder of their life the cursed warrior will have Mezanerin appear to them, requesting certain tasks be accomplished in payment for their life. Some are trivial tasks such as drinking from a particular well within a certain town, while other commands are more morbid and sinister, with entire families being killed for Mezanerin’s inane plans. No one knows what the Trickster’s goals or intentions are except for the demi-god itself. Some believe it is an entity of pure chaos, intent on destroying the realms. Others believe the enigmatic entity is a protector of the realms, commanding its indentured clergy to complete numerous tasks that stave of the end of the world. However the true intentions of the mimicking god may never be known.

A Price Too High

Unfortunate adventurers can often find help with resurrecting their fallen comrades within most cities and some towns. Clerical Priests and Tribal Shamans will often offer their services of resurrection to passing adventurers, usually for a price. In some circumstances the price is far too great.

The smooth ageless features of the cleric Hilis should warn seasoned adventures of the impending danger. Her nubile skin and firm body are often accentuated by ceremonial robes unfit for a clergy member of her status. Her sharp crystal blue eyes hold the unforetold wisdom of countless years, while her thin lips are often pursed as if her mouth were permanently soured, much like the words she throws at the rest of her clergy. Hilis is famous within her hometown, and questions about her are quickly answered with smiles and regaling stories of miracles and acts of generosity. Ask about her age, and be met with blank stares and confused looks as people stutter over their answer before simply stating that Hilis has just always been around. This miraculous cleric is made all the more benevolent through her acts of generosity. Hilis refuses monetary payment for any of her acts of miraculous healing and resurrection, instead she requests that one drop of blood be spilled in the name of her saviour. Polished to a perfect shine, the inside of this silver chalice is half filled with the dried blood of the countless people Hilis has saved.

For many of the grateful souls that Hilis has healed, a single drop of blood is a highly acceptable payment in return for the life and well being. When some of the poorer inhabitants of the area offer more blood than asked out of simple gratitude, she graciously denies. The ageless cleric actually gains her powers from a Warlock’s pact, made countless years ago on the verge of her own death. A horrific demon offered the young Hilis eternal life, beauty and power in return for the completion of a simple task: to collect a drop of blood from sixty five thousand willing donors. This task, after countless years of using her Warlock powers to heal and raise the dead, is almost over. When the final drop of blood is given freely into the chalice, the seals holding the almighty demon within the Abyss shall break. Unleashing a demonic presence across the realms that would bring about the end of days. If discovered for her evils, Hilis will quickly flee from any form of confrontation. The ageless Warlock uses her fame and presence within the area to rally support and protection from the people around, countless people will rally against any that wish Hilis harm, willingly risking their own lives to protect the healer they love so much. These mobs of protectors refuse to listen to reason or logic and blindly act in anyway they believe will protect their innocent and miraculous cleric. A final confrontation with Hilis can be resolved quickly as the Warlock has only healing spells and abilities. However if Hilis is able to willingly shed her own blood into the chalice, it acts as the last drop, unleashing a far greater threat across the realms.

Life of a Reaper

Death is an inevitability for almost all within the realms, the multitudes joining the ranks of the immortals. As such the Reapers of the world are forever engaged with collecting the lost souls of the fallen. It is not widely known that reapers are flesh and blood… mostly. They walk upon the material plan like any other, guiding the truly lost to their final resting place. Reapers are not born, but chosen. Epically powerful heroes can often be chosen whilst on the verge of death. As a Reaper stands over the fallen hero, they can offer them a chance to change their destiny. This offer is reserved for only the greatest and most noble of heroes. Reapers have a deep seeded disgust for any malevolent spirit that remains upon the material plain to inflict harm or revenge. Ghosts, Spectres, Wraiths and every other ectoplasmic entity will flee from the presence of a Reaper, whose powers grant the ability to instantly smite the undead. Reapers have families, friends and enemies. They are not completely immortal but they can be killed with enough perseverance. Excessive physical harm will fell a Reaper; they are also particularly weak to weapons smithed from pure iron. A regenerative ability keeps them standing far longer than any other mortal, and they can also see clearly into the ‘shade’, the demi-realm where spirits and souls wander. A Reaper will often develop more abilities when they become particularly successful at guiding the lost. As each soul is guided to the afterlife the Reaper is slightly empowered by the passing. Telekinetic abilities can manifest in numerous ways and they can also become capable of entering the shade, moving freely through walls and obstacles.

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