XarOfFlame's PBW Games


The Beings of the Land to Know

Greater Havan
Hueteo: the maintainer of the flow of time and the time stream.  In order to give purpose to the existence of the worlds and universe, Hueteo bent his power to create folds in time and space, producing a linear progression.  Thus, now all things happen in relation to one another, and not all at the same instance.  There is birth and there is death.  He is perhaps the most aloof and strange of the Havan, but the most understanding of how all things came to be and where all things are possibly going.  Hueteo is the patron Havan of all things related to time, fate, freewill, and destiny.  There is no record of how he appears in physical appearance to mortals.

Obaai: the maintainer of matter and energy.  She works hand in hand with Hueteo.  Just has Hueteo gave purpose to an existence, Obaai bent her power to which all matter has a foundation.  Where there was once just pure energy and chaos, she molded all things into rational substance and bound it to stay in this way.  Through the union of their essences, Hueteo and Obaai created the other Havan that relate most to mortal kind.  Since Hueteo and Obaai were outside time, space, and material, but maintain it all, the Havan of their essences ARE within these bounds to some existent.  As such, their domains are little more constrained.  Obaai is the patron Havan of the elements, life, and death.  She is seen as holding open the gates from which all souls and creatures emerge and the gates to which all the dead return.

Lesser Havan
Jorane: The maintainer of fire.  She controls that element of fire and to all it pertains.  The salamander is her symbol and champion.

Sasel: The maintainer of water.  He controls that element of water and to all it pertains.  The kraken is his symbol and champion.

Callar: The maintainer of earth.  He controls that element of earth and to all it pertains.  The basilisk is his symbol and champion.

Ata: The maintainer of wind.  She controls that element of wind and to all it pertains.  The wyvern is her symbol and champion.

The Three Dragons
The Dragons existed at the same time as Hueteo and Obaai, coming into existence out of the chaos and energy.  At first they were formless.  But the Three found purpose by binding themselves to the powers set forth by Obaai and Heuteo... thus giving themselves form.  They are still timeless, but their posterity exists within the confines of mortality.  While the Three possess great power and knowledge, and together are the equal in might to the two Greater Havan, their posterity are smaller, not as powerful, and while intelligent enough to learn any number of languages and topics, are not near the level of the Three or Greater Havan.

Amut: The Maker.  Upon the floating Isle of Droven sits Amut.  As large as one of the mountains of the vast Skullcaps, he is known as the Maker.  Its his power that makes the various planes of existence.  He is also sometimes called the Dreamer, for he envisions the various creatures and worlds that the inhabit.

Amat: The Sustainer. For her power, the Sustainer is actually incredibly small.  She is even smaller then the traditional dragon kindred.  She appears almost human, except for her strikingly draconic features and long tail... and wings.  Her body is a blending of white and black, with a little overlapping in the color to produce grey.  Symbolizing the balance between the Maker and the Destroyer, she is the one most mortals would actually see if they even had the rare occasion of encountering one of the Three.  Her powers vary and are too enumerable to list or summarize.

Ilex: The Destroyer.  Deep within the depths of the world lies the Ilex the Destroyer.  It looks to be something of an obsidian gecko... but miles long.  Its body is massive and sleek, allowing it to tunnel and move through the cracks and crevices of the Deep.  Just as the Maker creates planes and its creatures... the Destroyer seeks to undo all that has been made to return to Chaos.  It is said to look into his eyes is to look in the depths of the Void, from which even the soul will never return.


The Kingdoms

There is one known central landmass in the world, shaped roughly like an "X", but not exactly.  Ringed around the landmass are many islands.  It is known that there is more to the world yet to be charted, but no ships have successfully sailed the world to its end.


The kingdom of Sablian is home to a technologically advanced civilization.  They are the most central of the five kingdoms, taking up residence in the Passes of the Drune, a mountain range that rings the center of the continent.  This geographical feature is what has allowed them to hold onto their lands from the surrounding other four kingdoms, even through the 1000 Years War.  Nestled in a valley in the middle of the Drunes, the kingdom has made advances in science and magic to the point that they have been able to successfully mix the two, producing machines that no other kingdom can even dream.  They appear from the outside a Utopia, with no beggars in their streets, food for all, little work to be done so many hobbies pursued, and a benevolent ruler.  However, not all things are ever what they seem with science and magic... let alone when the two are blended into one and the same... since the ending of the 1000 Years Ware, those who have journeyed over the Drunes to go here have never returned.

No other information.


In the northwest region, Froshel is more of a Federation than anything.  Its people are in tune with nature, taking residence in the expansive Wendigo Forest as separate clans.  For the most part, each clan keeps to itself.  The Federation was formed during the 1000 Years War to protect the Forest from the advances of the other four nations seeking it as a resource and for its secrets.  Deep within the depths of the Wendigo live old, ancient, and mysterious powers.  Nearly every Froshel clan seeks to preserve nature and live harmoniously with it.  Even from a bird's eye view, the Wendigo Forest goes on for miles, an ocean of green.  The center of the Federation is somewhere deep within its center.

The citizens of Froshel are normally called elves.  Each elven clan chooses its own leader and has its own governing system, but all send a representative to Nrostrel, to be a Voice in the House of Trees, where the Monarchs of the Federation pass national judgments.

Capital: Nrostrel, formed naturally from the forest, the massive trees were formed to grow into the buildings that these Froshelites inhabit.  The rulers are much like a king and queen, but are powerful elven magi and are just referred to as a sole entity-the Monarchs.  To symbolize the strength of unity in the Federation, one never refers to just one of the Federation rulers in their presence, but always both of them collectively.


The humans who make Brent there home are a mixture of seafarers and pirates, which refer to themselves as privateers.  Those of Brent are master navigators and shipwrights, and most of their economy is based on controlling the seaways and river pathways of the continent.  Their villages are built right on the lake, and by secrets known only to their craftsmen, there capital is somewhere in the lake's center and boasts a massive citadel that somehow doesn't sink into the riverbed.

Capital: Hannook, the giant Citadel has walls that seemingly reach to the heavens.  An engineering and shipwright feat of wonder, the Citadel somehow floats on the lake and remains stationary.  Because of its stone exterior and surrounding weather patterns, a constant hazy mist and fog obscures the exact location of the giant citadel, and without forming a blockade and sweeping the lake, an outsider would need a Brent navigator to ever find his or her way in and out again.  The Guilds run Hannook, and while they try to maintain order in their waterways nation, the privateers still manage to keep a healthy business of preying on others.


The humans who live in Grakstad are very hardy folk.  The mountains here are taller than even the ring that surrounds Sablian, and the humans here have adapted to extremely cold environments.  The Halls of Grakstad are legendary, reputedly carved out of the mountains themselves by the songs of their Ancestors who possessed magic to bind stone to their wills, as easily as, one might breathe air.  There is some internal strife in the Grakstad nation, between the top dwellers and the bottom dwellers.  Those who live on the mountain peaks and are exposed to the elements see their cousins as weak for hiding within the caverns and caves of the Grakstad.  Sometimes those who dwell within the mountains are referred to as dwarves, which might be a good description, for over the centuries they have naturally topped off at five and a half feet, with sturdy, barrel shaped builds that aid them in carving and navigating their tunnels.

Capital: The capital of Grakstad is strange.  It is a giant tower, but immense in circumference.  It shoots up into the air hundreds of feet, upon the top of which rules the King and Queen, but upon bottom rules the Prince and Princess.  But the foot of the tower carves into the foot of the Grakstad.  The foundations was built by the dwarves, and the top was built by the humans.  In a cycle, there is always either a dwarven king and queen with a human princess and prince, which ascend upward during the death of the previous, and the bottom is replaced by a choosing of the people who's turn it is next.  Thus both races are equally represented.


The elves and humans of Nemmul are mostly nomadic.  The desert and wasteland landscape was once a mystical forest, but it was laid to waste in the 1000 Years War.  A very mysterious people, they are known for not being found unless they want to be, as invisible and quiet as the deserts they call home.  Often clothed in layer upon layer of cloth to shield from the sun and desert storms.  They make their living by finding lost artifacts in the desert from the war.  These nomads live by a strange code of honor, where slights of honor are usually only cleansed by the blade.  The nomads are the only other nation to have the potential to be as advanced as Sablian, by recovering machines and artifacts from the war, however, trying to understand these broken constructs is not always easy, and almost always not even possible.

Capital: There is a capital in the midst of the desert dunes.  Here elves and humans elect a Council from amongst themselves, annually, during the Great Festival (which is a massive week long celebration that even citizens of other nations visit upon invitation and guides), that marks the end of the 1000 Years War.  When all the nomads return for the Great Festival, a democratic election is held, where a new Council is either re-elected or replaced, consisting of seven members.  It is the duty of the council to set price ceilings and handle all international trades, as well as, handle internal disputes that the nomads cannot handle themselves.


Gralt (Written By: Seleucus the Executioner)

Gralt is an island with an ancient history, and many mysteries. To even the most ancient of Elves, it would be remembered as an untainted paradise, which bears witness to the fact that even Elves can seem transient, on the great wheel of time.


Gralt, in fact, is the largest remnant of a now submerged subcontinent. Though the current inhabitants might credit the odd grey sea-wall or the tower of Blight to their own race, or another, both are artifacts of the ancient ones, a race even the gods only know of thru myth, and legends.


After they destroyed themselves, with experiments too bizarre to comprehend, and remain sane, the island lay dormant for many millennia, until Factor Rezni, a renegade half-Orc cleric of Amat. His goal was to build a haven for those who were forced to live on the outskirts of society, and it was a haven, for several hundred years.


Corruption ate it away from the inside however, and by the time of the Snow Reavers, barbarian humans from the snow lands, the dream of the First Factor had become a mockery of itself. No one will ever know who slew more of the followers of Rezni, the Reavers, or their neighbors.


So the people of the land known as Rezni, for the first factor, were driven into the hills, and became savage. A crippled race, with many strains of disease, and sickness, they lived on legends that soon bore no connection to history.


The Reavers were a barbaric band however, and the majority fled within two generations. With their migration, Hova Toff, the great Goblin chief who led his forces against the Elves of Froshel, and ultimately to grave defeat, found Gralt undefended, and conquered it with ease.


They Goblins enslaved the small population of Snow Reavers, and the goblins could be said to have had a golden age, of sorts, as the children of Hova Toff ruled well, and as wisely as goblins can.


But once again, mistrust wove its way into the population. Factions, predicated on the three dominant Goblin Gods, and a small, but fierce tribe who secretly worshipped the god of the Snow Reavers, soon fell upon one another, in a series of ambushes, and raids.


Two Tongue Divvis, the Ogre bandit, felt the time was ripe to raid the island. He was mistaken. With four entrenched tribes, geared totally to war, his bandits were crushed, and he fled with a small contingent of troops to the mountains, where he enslaved the natives, and began the construction of the city that would someday be known as Arena.


Though never able to break the hold of the goblin tribes, Divvis did manage to recruit his twelve cousins, each skilled in a different form of magic. By the time of his death, the city was near impregnable, though the traps, snares and spells that protected the city did have a tendency to kill a few actual citizens, now and again.


The hegemony of the goblins was broken when a shipload of slaves, predominantly Dwarves, was washed ashore by a fierce storm.


Fighting for life on the edge of the island, they founded the still viable Core Helm mines, and dug up the mysterious reddish metal that would come to symbolize Gralt.  Dangerous minds, that often flooded, the clever dwarves managed to pump them dry, again and again, and eventually created a series of caverns with air pockets to protect their miners.


Eventually they rooted out three of the four goblin tribes. The final tribe vanished in the jungles of Gralt, but rumors of a lost city of goblin gold still haunt the ports, and cities of Gralt.


The dwarves flourished, though could not bring themselves to re-board a ship. The prosperity of the island under their rule, surrounding the pocket city of sin, and deceit run by the few remaining Ogres, and their minions, drew travelers from the world over.


For a short period of time, the Grievous Dragons, a band of pirates, used the island as a base, and the arena in the central city became a notorious center for entertainment, and gambling.


Where there is gold, there is profit, and where there is profit, dwarves want to be. A series of treaties and agreements got the dwarves into the casino business, and the Ogres, a full two centuries after their initial assault, took control of the bulk of the island without landing a blow.


The dwarves, being who they are, soon vanished from sight, living in their vaults, and counting their ever growing piles of gold. The mines, now worked by slaves taken from passing ships, still produced the red metal, and their-in lay the birth of the most recent change in Gralt history.


The Ogres found the magic useful in dealing with demons. This was something the Elves of Froshel could not abide. Amassing a huge armada, they sailed on the island, crushing the defending fleet in the battle of Seven Winds, then fought their way into the temples and towers of the remaining Ogre’s, and their demonic allies.


The destruction of the island was near total. Oh, the dwarves survived, and in time rebuilt their casinos, but the island itself was in chaos.


The elves, sickened by the slaughter, and stung by the loss of much of the flower of elven youth, retreated from the island, using it as a penal colony, but not paying much attention to the islands inhabitants, remaining content to run ships in a blockade of the island.


But recently the island has suffered a rebirth, a birth pang of fire. The arenas again lure those in search of entertainment; the casinos draw people from across the lands.


The elves cannot possibly stop all the ships, and honestly, don’t seem to much care, having turned inward after the last civil war among their kind.


It doesn’t seem like much, on a map, but there is much brewing on the island of Gralt, and under it. It cannot be long, it seems, before the simmering rivalries on the island come to a boil…


Description Pending

Capital: Description Pending

The Aspects

These are the acceptable Aspects for new characters.  Only one may be chosen.  Choosing a subdomain within a domain results in a less expansive spell repertory, but a more powerful use of the spells available.  The Primary Domains are in bold.  Their subdomains follow in italics.

Bound Domain Summoning Gemming Imprinting
The Bound domain applies to those who deal with binding others to their cause, whether human or not.  Since this sort of interpersonal command is generally beyond the scope of allowed physical laws in any sense outside slavery within the mortal plane, the mage voluntarily allies himself with an extra-planar entity (usually evil), who provides the mage with power for spells. The unfortunate side effect is that this magic uses souls to power it, so the mage has to trap victims and use their life energy.  This domain does require a subdomain.

If someone becomes a summoner, they make a pact with a class of creatures.  A summoner is not limited to one pact over the course of his or her life, but in fact will make many, thus making themselves more powerful as time goes on.  Generally, most summoners make their first pacts with creatures close to the mortal plan such as Fae pixies and such, where the pacts are easily made in return for supplying milk or sugar.  As a summoner becomes more practiced and intune with extraplanar creatures, he or she may make more dangerous but beneficial life pacts with demons, interplanar dragons, and the like… obtaining powerful magics and summons, but at uncertain costs.

If someone becomes a gemmer, they trap souls into various gems that can be set into objects, generally weapons, staves, and amulets.  The energy of the Soul, whether human or monster is an unbelievable source of magical power, since a Soul can have a myriad threads between planes.  Depending on the soul (or souls) trapped within gems (various gems have various amplifying properties) depends on the effects of the magical artifact.  A more powerful gemmer (sometimes called an Artificer) may make deals with Summoners or powerful interplanar enities to trap powerful souls to create incredible sources of power.  This is one of the closest fields that come to a cross between science and magic, however, only the magic of a Gemmer is known to be able to bind Souls to a gem.  The reason for this is unknown still.  The process itself is a strict secret somehow learned by a Gemmer (somehow gleaned mentally around the ages of 11 to 13 for those who have it) and only kept between gemmers.

Very rarely, there comes along an Imprinter.  While summoners are the most common of the Bound Domain and Gemmers need to be born into their element, Imprinters are something of an inbetween sort.  Imprinters have no magic of their own directly, but they possess the means to take another’s magic and imprint into a scroll for later use.  Novice imprinters generally make friends with Elemental magic users in this way, and imprint magical spells such as fireballs and lightning strikes onto scrolls through common language.  The more powerful Imprinters can capture entire summoning spells, and in this way, seal the soul of a summoned entity into a scroll.  By this time, in an Imprinter’s life, he or she has developed her own runic language to capture such complex magics that require more than just will and physical understanding, but emotional and spiritual conceptualization.  The most powerful Imprinter to have ever lived was named Ashland Evertoth.  He died in the attempt of sealing an entire star into a scroll.  It is rumored that the spell itself was successful, but it cost the Imprinter his life.  The scroll was lost…

Lyrical Domain Prophecy, Animation, Spellslingers

Elemental Domain Fire, Water, Earth, Wind

Spirit Domain Shamanism, Druidic, Chi

Shamanism deals with influencing the spirits of other living creatures such as animals and people.  No one is ever powerful enough to take over the spirit of another person entirely, unless they are one of the gods themselves, and even then it is in the nature of living things to retain some semblance of identity deep within themselves that can one day break free.  This means that a very powerful person who uses Shamanistic magics might be able to even subject an entire population of people as their slaves... but what goes around comes around, and one day those people will break free if their will is strong enough.  Users of shamanism are not necessarily called Shamans.  In tribal societies this is often the case, hence this is where the name derives from, for in such situations it is the tribal Shaman which rallies the spirits and causes of their people leading them even from peacetime to bloodlust.  They can instill visions of destiny, give nightmares, and in the most extreme cases on weaker willed individuals cause them to believe such illusions that the person perceives them as reality.  Those who practice Shamanism thus influence the spirts and minds of others.

Druidic magic doesn't imply that the user is a druid by name, just like Shamanism doesn't imply a user is called a shaman.  Those who practice druidic magic come in MANY forms.  It is often one of the most common magics found in the middle class of cities or amongst those in rural areas.  It can exhibit itself in something as small as a stable boy with an unusual talent in taming and talking to horses all the way to a full blown manipulator of weather who can talk to sea animals and call up hurricanes to defend the oceans.  Thus, being of a druidic aspect doesn't make you a class titled "Druid" (though these do exist), but it is one of the most common magics in various forms.  Druids are those who commune with nature, its plants, and or its animals in some fashion and are in touch with nature's spirit.  This doesn't always imply good intentions.  Just like shamanism practice, druidic practiced magics can be evil magics that taint nature and its bounties.


Chi -- coming soon. 

Shadow Domain Necromancy


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