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All the religions of the northern world speak of a dark pit of
unfettered evil. In their dogma and in their mythology everyone
has made room for Hell. To the Hadradans it is the resting place
of the seven betrayers, cast down by Helios for their wickedness.
To the Urovans it is synonymous with the plane of Oblivion where
the souls of unbelievers are tortured for eternity. To the Muirs
of the Galacial Wastes it is the cauldron of fire where the evil
and corrupt are burned. But to all of them, it is south.
Buried within the pages of revered incunabula and dusty scrolls,
all religions state that Hell borders Iourn in a very physical sense.
They say that if you travel far enough south then you will reach
the gates of Hell and come face to face with the horrors within.
This belief has become ingrained in the society and even the language
of the free peoples of the north. In Urova, the most deplorable
and evil villains are said to have "gone south". It is
universally believed. And if something is believed by disparate
and unconnected cultures throughout the world, then it has more
than a grain of truth.
The Hadradans, the oldest and most learned human culture on Iourn,
received stark proof that all they believed was true. For centuries,
Hadradan dogma stated that the world of Iourn was polarised. The
northern world was good and pure, the southern world was a fetid
sinkhole of unspeakable evil. Straddling the two is the remarkable
continent of Belsinor's Girdle, a thin strip of land that circles
the globe. The Hadradans sent explorers south of the Girdle over
two hundred years ago. They returned, pursued by ebony-skinned horrors
that they named Mannenites after demons from their ancient myths.
The Mannenites destroyed the empire and ate the Imperial family.
That was the first warning not to meddle in the affairs of the southern
world; it would not be the last.
A History of Hell
Peel away the myths, folk-tales and centuries of ecclesiastical
canon, and a true picture of Hell appears. The following truths
are largely unknown in the northern world. To some they might be
considered heresy, to others the truth simply exists to reinforce
or complement rigidly held beliefs. The truth is that the southern
Hell is not really Hell at all, but something all together more
sinister.
There is an area that borders on the southern world of Iourn. It
is the dark and fetid pit of legend. It is filled with unspeakable
horrors. It is the source of the myth of Hell. But it is not the
original Hell, because it is no more than a thousand years old.
This is the land of Thannasanoir, or as it is more commonly known:
the Great Dark.
The foundations of the Great Dark were laid in the ambition and
treachery of a single elf. More than two-thousand years ago, the
elf Karatath was in the ascendancy. A master of elven sonorism and
the youngest elf to ever sit on the ruling White Council, Karatath
was a powerful figure. A cult of personality developed around him,
and many like-minded individuals, mostly elves but some not, flocked
to his banner. To his contemporaries Karatath seemed distant and
arrogant; but he was not considered dangerous. This was a mistake.
Karatath was twisted with the desire to impose his will on others.
He wanted power, and he would do anything to get it. He became obsessed
with power of Evil, and the great magical forces that could come
from it. He and thirty of his most trusted followers travelled to
the south polar regions, to the area of Iourn that would one day
become the Great Dark.
This domain already sick with evil, the taint permeating everything
from the soil to the fauna to the magical weave itself. If Karatath
knew why the far southern lands were so tainted, that knowledge
has not been recorded. But it is worth remembering that this proto-Hell
was choked with infamy long before the Great Dark formed.
Karatath remained in the deep south for decades, slowly mastering
powers long thought lost. He became unto a god, and his servants
gained a portion of this fantastic power. Eventually the once-elf
showed his colours, and embarked upon his war against the elves
and whatever allies they could muster.
The Great War raged for one thousand years, and was replete with
tragedy and carnage. The Blades of Virtue were forged, lost and
tainted, the seas of the northern world were boiled away, the great
elven nation of Cyryth Allavorean was crushed. Karatath's triumph
looked certain until, at the eleventh hour, he was betrayed. One
of the Karatath's most powerful minions, a member of the Thirty
called Aldric Kurst, switched sides. Quite what secrets Kurst delivered
to the hands of the grand alliance are unknown, but they were enough.
Karatath was humbled and he was defeated.
But even in defeat Karatath was too powerful to be destroyed. The
Grey Princes, the foremost elven magic-weavers, strove for a solution.
Eventually, they took Karatath and they imprisoned him in a great
magical prison called the Aegis. The Aegis was located right at
the southern pole of Iourn and used the tremendous evil energies
of that place against Karatath. He was bound by his own power. The
remaining members of the Thirty were also bound into this dark prison.
But the Grey Princes did not stop there. Circling the Aegis at
a distance of eight thousand miles they created the Enceinte: a
vast and impenetrable wall. Into that wall they placed seven gates
known as the Seven Gates of Perdition, and through those gates they
thrust every creature mortal or immortal, infernal or misguided,
zealous or fearful that had sided with Karatath in the Great War.
Tens of thousands were trapped here, inevitably some of them were
innocent. Inevitably, some were missed.
The magic of the Enceinte was such that no being that had been
sent through the Seven Gates of Perdition by the Grey Princes could
escape by any means. They could not climb the wall, they could not
step back through the gates, no magic spell or supernatural ability
would function for them: they were forever trapped. That cursed
was passed onto their descendents so that, generations later, those
descended from the original prisoners are still trapped. The Grey
Princes appointed the people of the Culyak Kayet to guard the gates,
and then they left their foes to rot.
The Great Dark Today
One thousand years passed. The prisoners and their descendents
formed their own communities, countries and city states in the vast
area of the Great Dark. Many of the immortal servants of Karatath,
such as the devils, still remember the imprisonment and they burn
with a desire for vengeance. Most inhabitants are now so completely
removed from the Great War that they live a terrified existence,
trying to survive in the least hospitable place on the planet.
And through all this time Karatath has remained imprisoned in the
Aegis, but no-one seriously believes that he is trapped forever.
There are rumours. It has been said that many members of the Thirty
have already stepped out of that dark prison. They say that these
mighty servants of the dark master have retained their tremendous
powers, and are able to leave and re-enter the Great Dark at will,
in defiance of the magic of the Grey Princes. They say that Karatath
himself is stirring.
There are many religions in the Great Dark, many evil and spiteful
entities who happily set themselves up as gods, but the religion
of Karatath is by far the most widespread. Clerics and proselytisers
have been spreading the word. The petitioners on the dark plain
before the Aegis have been worshipping day and night. The Dark Lord
is testing his bonds. The wards are weakening. He will escape, and
when he does the world of Iourn will enter a new age: a Time of
Reckoning.
The Great Dark and You
The Great Dark changed people. It nags incessantly at the unwary,
whispers unspeakable suggestions in the ears of the naïve and
taints the hearhts of the mighty. If there is a characteristic that
all the mortal denizens of the Great Dark display, it is defeat.
They have no hope, no dreams and no future. Dark and fell creatures
walk the land, spawned by the evil that infests this place. They
prey upon the weak and the unwary, and fall under the sway of tyrants
and despots. Any who remain within this realm for any length of
time become self-serving, back-stabbing, malicious evil-doers. It
takes the mightiest strength of will to shake off such feelings.
No one thinks of escape, for escape is impossible.
In the beginning, most of the creature thrust into the Great Dark
by the Grey Princes were evil and twisted entities: monsters, devils,
undead monstrosities and the like. However, the Dark Lord also kept
large numbers of mortal servants. Vast armies of Men, goblinoids,
giants and even dwarves found themselves trapped. Over the last
one thousand years - four thousand seasons - it is these mortal
races that now make up the majority of the Great Dark's many inhabitants.
One thousand years is over one hundred and sixty human generations.
In that time the mortal races have spread and interbred. Men are
particularly prevalent. The fact is that after all this time the
only link these beings have with Karatath is that their ancient
ancestors once fought for him. This link of blood is enough to keep
them imprisoned, but it doesn't make them innately evil. The Great
Dark tends to do that.
Even before there was a Great Dark, this area of Iourn was shot
through with evil. The erection of the Enceinte has concentrated
and intensified this taint. In the Great Dark, evil is a tangible
force, some even speculate that it is sentient. Dark and evil deeds
are rewarded, the good and the virtuous (what few there are) find
themselves tempted and corrupted by the very ether. In addition
to this they are associating with the most dangerous and vile beings
the universe has to offer. It isn't easy to live here and retain
your moral compass.
So does that mean that everyone is evil? No, of course not. It
does mean that everyone is frightened. The people of the Great Dark
who aren't heinous abominations, are continually scared for their
lives. These people have become inherently untrusting and selfish
beings through necessity. In they want to survive they have no choice
but to protect themselves in any way they can. The best way to do
this is to keep themselves to themselves: to try their best to remain
unnoticed and to live their lives far from the gaze of beings that
would torture and torment them. Life is cheap in the Great Dark.
Some features of the Great Dark
The Great Dark is a region of Iourn that covers an area of the
southern world, a circular expanse 16,000 miles across and with
the south pole at its centre. The Great Dark is surrounded by the
Enceinte, which appears as a completely smooth wall, coloured a
deep blood red. As already stated, none can climb it or fly over
it, although the top is tantalisingly visible. The Seven Gates of
Perdition are visible from this side of the Enceinte if one gets
close enough, of course, none may pass.
Geography
The geography of the Great Dark is not entirely dissimilar to the
northern world, but it has been twisted and corrupted by evil. Forests,
hills, jungles, rivers and even seas have all been changed by the
evil that permeates everything. The fact that the area is so far
south does not have any real bearing on the climate; indeed the
Great Dark encompasses all climates from arid desert to boreal waste.
The six moons that are visible in the sky in the northern and southern
worlds cannot be seen from the Great Dark. The oscillating rings
of the world are also missing from the night sky. Nights in the
Great Dark are lit by a single celestial body named Oculun, that
appears and disappears seemingly at random.
Locations
Karatath's prison, the Aegis, sits over the southern pole at the
centre of the Dark. It is surrounded by servants of Karatath who
labour night and day, waiting for his return. They are worked to
death by a dark and infamous nightwalker known as the Prince. None
except those completely loyal to the dark lord survive here for
long.
There are tens of thousands of villages, towns and other settlements.
The largest and most important is the great city of Tharkis, located
5000 miles south of the enceinte. Tharkis is where the campaign
starts, so more on that below. Beyond these places, anything that
is truly corrupt can be seen here, from the road made entirely of
talking skulls, to volcanic deserts where the nightshades roam.
Personalities
Algar is a human male who claims to have once been a king.
He was one of the original prisoners thrust through the Gates of
Perdition. The curse Algar carries is that he will not die until
every descendent from every being his tyrannical rule put to death
is also dead. Algar can always tell if he is facing one of these
descendants, and fights without mercy in his pursuit of death. If
you are not one of the descendants (and there seem to be few who
are not) Algar is not unreasonable.
Grelka is the ruler of the city of Tharkis.
Follow this link for much more about the city.
Lott is not an evildoer. Lott is a hierophant druid who
rumour has it travels into and out of the Great Dark, doing what
good he can. Many think that he is just a villain who toys with
people, makes them hope and then lets them down.
Miralee is a lyrical name for a hideous hag who has made
herself rich bartering the organs of innocents to demonic paymasters.
She and her wagon traverse the great plains and few bother her.
Miralee is not one to cross, or even encounter if you can avoid
it. She will only trade with those she believes more powerful than
herself (otherwise she will kill them), and even then she tries
to cheat and never keeps her bargains. However, many of the things
she purveys cannot be obtained anywhere else, and so she has a steady
(if frightened) clientele.
Vandantamus. Known also the Creator. Vandantamus is a huge
serpent who slithers the Dark promoting evil. Vandantamus embraced
undeath hundreds of years ago; a vampire of god-like power, the
serpent creates more of its kind where it can. Some believe that
it is the origin of vampirism. Certainly, all such creatures in
the Great Dark owe fealty to this monster.
Time
Time does not work the same way in the Great Dark as it does in
the northern world. Neither does it work the same way in different
places within the Great Dark. Much of the Great Dark works to the
same time scale as the northern world. An hour in Uris corresponds
to an hour in Tharkis, but this does not hold true throughout the
region. If you travel the region you may pass through areas where
time runs much more slowly.
Magic
The evil that corrupts men, also corrupts the Magical Weave. All
magic that is cast within it's influence is affected, although some
types more than others. Grasping at the threads in the Weave and
knitting a spell from them is akin to thrusting one's face into
an open sewer. It is a stomach-turning, wretch-worthy activity.
Spellcasters can feel the decay of the Weave, feel it seeping into
their skin and changing them. The evil of this place seems to have
more influence on spell casters than any others. The Weave is tainted
by the evil, and making use of it makes the spell caster almost
complicit in that evil.
Religion and Clerics
In the Great Dark, religion is a weapon to protect oneself and
hurt other people. There is no question of hope or salvation. No-one
worships a god with the expectation that they are going to be 'saved'.
As a result, many beings aren't that religious at all. Gods are
simply at the top of a whole pyramid of evil bastards looking to
screw them over, and so it's better not to be noticed. Of course,
those beings that are priests are often extremely zealous, so it
pays to pay lip-service to the right god at the right time.
The inhabitants of the Great Dark were sealed behind the enceinte
roughly eight hundred years before the moons appeared in the sky
of the northern world. As a result, clerics of the moon gods must
be beings who have travelled to the Great Dark from outside, or
natives who have studied at the feet of one of those travellers.
Both options are rather unlikely. Any moon cleric that did venture
into the Great Dark would find all his granted powers and spell-casting
ability diminished.
The Great Dark has its own foul collection of would-be gods, powers
and demipowers than grant magic to their follows. Characters wanting
to play a cleric can use almost any evil god from any published
D&D source. You can even make up your own religion if you like.
Many of the servants of Karatath, and other entities in the Dark,
have grown powerful enough to grant spells. These entities are just
as trapped as anyone else. I'm willing to embrace pretty much anything
into this campaign setting. Please note that only neutral evil or
lawful evil deities can be found in the Great Dark.
Here are some of the more common religions:
Karatath: The most powerful and widespread religion. A god
of power, domination, magic and brutality. His priests are granted
powers that bend and destroy the minds of others, and have a greater
understanding of the Great Dark. They strive to increase the worship
of their master in preparation for his escape from the Aegis.
Vandantamus: God of the blood frenzy, the hunt and the vampire.
His mortal clerics are visceral beings, charged with aiding and
protecting true vampires. As they grow in level they take on the
power of vampires themselves.
Cas: God of vengeance and spite without end. His clerics
have the reputation of being a bunch of petty-minded bullies who
take offence at anything. They are in fact far more sinister than
that, with power to inflict great pain in their foes.
Some Misconceptions about the Great Dark
Everyone is evil!
No. Most beings probably aren't evil, but the nature of the place
means that they're extremely selfish and only looking out for themselves.
Demons and the Undead are everywhere!
No. There are very few true demons in the Great Dark. These chaotic
evil entities did not serve Karatath in the war. There are many
lawful evil fiends (devils). It is true that fiends and undead creatures
are much more common in the Great Dark than in a conventional world.
However, there are not so many that you would bump into one every
time you set foot outside your door. These creature do tend to congregate
in places of power (magic or political) so they might be more common
in such areas. The real difference is that fiends and the undead
are not censured or opposed. A demon may walk down a street in Tharkis,
and the inhabitants will flee but they will still accept that such
things happen. Remember, the majority of creatures in the Great
Dark are mortals - some may have been twisted beyond all recognition
but they are mortals none the less.
Casting Magic makes you Evil!
There is some truth in this. The magical weave is tainted by evil.
Some spellcasters (especially arcanists) are extremely susceptible
to this taint when casting spells. There are ways around this, and
see the rules section for more information. However, the link between
magic and tainted evil is widely held by the inhabitants of the
Great Dark.
Everyone serves Karatath!
No. Karatath is a potent force. Even in his prison he has the power
to grant magical spells and abilities to his clerics. But the Great
Dark is full of tyrants who have carved out their own domains to
rule. Grelka, the Witch-Queen of Tharkis, owes no allegiance to
Karatath although she tolerates his clerics in her cleric. Other
dark forces such as Cas the demigod of Spite and Vandantamus the
first Vampire do exist. How these beings would react to Karatath
being free is another matter.
See Also:
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