Amuan
The Elder Continent
Religions of Amuan
There are many gods in Amuan: Protectors of cities, patrons of merchants, spirits of forests or beasts, and dark things remembered only by a few savage tribes or vile cults. This is a superstitious age, and humankind is surrounded by mysterious powers. In such a world, people naturally seek to understand the forces around them by giving them names and seeking to win their favor or avert their displeasure. Whether the gods take note of such things or not, few indeed could say, for the gods of Amuan are inscrutable. Gods and other divine entities of this land fall into one of three broad groups: The Nine Powers, a pantheon of mythological figures who are the gods of the civilized peoples; the Forest Gods, myriad spirits of beast, wood, and weather that are worshiped by many of the savage and barbarian tribes; and the Great Old Ones, dreadful prehuman entities that are venerated only by the most degenerate cultists and tribes.Asura
Goddess of Dawn, Messenger of the Gods, Flame of AtlantisSymbol: A crown or tiara with rays of sunlight behind
Alignment: Neutral good
Portfolio: Dawn, fire, beginnings, inspiration
Prime Deity: Thera
Favored Weapon: Spear
The goddess of dawn, Asura is said to begin each new day by kindling the sun with divine fire. She is a figure of glory and hope, dispelling darkness and driving away evil things with her coming. Her holy texts teach that people are meant to live free of oppression and realize their potential, doing good works and aiding those less fortunate than they. She was once considered the special patron of Atlantis, and her radiant glory symbolized the progress and enlightenment of Atlantean civilization.
Temples of Asura commonly greet each sunrise with ringing gongs, and keep a sacred fire burning at the altar all year round. The priests of Asura lost a great deal of wealth and influence when Atlantis was destroyed, but after centuries of decline, Asura’s faith is now gaining strength again as her priests champion the cause of Amuan’s lower classes. The priests of Asura oppose the worst excesses of the slave trade, calling for laws to ensure that slaves are treated well, and a few of the most radical even go so far as to call for the abolition of slavery altogether—a position that puts them at odds with the elites of Amuan’s cities.
Herum
Lord of Beasts, the Ape-GodSymbol: Broken bones
Alignment: Chaotic evil
Portfolio: Beasts, savagery, rage, destruction
Prime Deity: Gaia
Favored Weapon: Greatclub
An old and brutal god, Herum represents the violence and bloodthirstiness that lurks inside the human heart. He was one of the first gods of humankind, a suitable deity for naked savages who were barely more advanced than apes themselves. Herum teaches that humans are no more than beasts that can think, and that the true man is one who rids himself of his delusions and false morals, giving himself over to the beast that lurks within.
Few civilized folk still worship Herum. His message of primitive rage and brutal impulse repels the more advanced cultures of Amuan, and his temples sit forgotten (or shunned) in the older quarters of Amuan’s ancient cities. But here and there Herum’s crude altars stand in the wild places of the world in jungle clearings or on windswept hilltops, stained with the blood of the sacrifices the ape-god demands from his worshipers. His worshipers include the most savage warriors, murderers, and lycanthropes.
Ishtar
Goddess of Love, Luck, and WarSymbol: Eight-pointed star
Alignment: Chaotic neutral
Portfolio: Love, beauty, art, fortune, passion
Prime Deity: Fatima
Favored Weapon: Scimitar
Ishtar is the goddess of love and beauty. She is legendary for fickleness and fits of jealous rage, but this same passionate nature also drives her to fight fearlessly to protect those she loves and boldly confront foes. Ishtar therefore possesses an important aspect as a goddess of war. While Nergal is the god of warmaking and conquest and Tarhun is the god of battle, Ishtar represents war as the ultimate expression of unchecked emotion. Her dogma can be reduced to one simple idea: Live passionately, in all senses of the expression.
Ishtar is one of the most widely worshiped of the Nine, and her temples can be found in almost every city. Consequently her priestesses tend to be rich, powerful, and influential. Many of the rites and festivals associated with Ishtar’s temple are orgies of one kind or another, which goes a long way toward explaining Ishtar’s popularity with the masses. Clerics of Ishtar are also seekers of beauty, defenders of art, and protectors of their cities.
Kishar
Goddess of Grain, Mother of Rivers, Queen of the GodsSymbol: A sheaf of grain
Alignment: Lawful neutral
Portfolio: Agriculture, the earth, rivers, motherhood
Prime Deity: Gaia
Favored Weapon: Light flail
Goddess of agriculture and growing things, Kishar is the consort of Mithra and the mother figure among the Nine. She is the mother of Tarhun, and held in some reverence by followers of that faith as well as her own. Kishar teaches that all things come in their own season, and that people should give thanks for the bounty of the earth.
Few temples are dedicated specifically to Kishar. She is more commonly worshiped in conjunction with Mithra, and in many places the highest-ranking priestess in a temple of Mithra also serves as the city’s high priestess of Kishar. Kishar’s clerics observe the seasons of the year, declaring the times for planting and harvest and seeking Kishar’s blessings of rain and sunshine in good measure.
Mithra
God of the Sun, Lord of the Sky, King of the GodsSymbol: A sunburst and eagle
Alignment: Lawful good
Portfolio: Sun, justice, sky, rulership, and dominion
Prime Deity: Thera
Favored Weapon: Heavy mace
The ruler of the Nine, Mithra is the god of the sun and sky. Kishar is his consort, and headstrong Tarhun is his son. He is a just and benevolent king, ordering all things so that his followers can enjoy justice and prosperity in their lives. Mithra is also a stern and vigilant judge who checks the wicked ambitions of gods such as Set, Nergal, and Tiamat, ensuring that they fulfill their role in the scheme of things without exceeding their lawful authority. He teaches that order and justice are the instruments by which the most good can be done for the most people.
Mithra’s temples are often the grandest and most powerful in a city, and his priesthood is rich and influential. They are usually strongly aligned with the city’s monarch, and the support of Mithra’s priests is often one of the chief pillars on which a city’s king or queen bases his or her rule. Few rulers can keep their thrones for long if Mithra’s priests determine that Mithra no longer blesses the monarch’s reign.
Nergal
God of the Underworld, Lord of War, King of the DeadSymbol: A black lion with a mane of flames
Alignment: Neutral evil
Portfolio: War, death, avarice, the underworld
Prime Deity: Oros
Favored Weapon: Longsword
A grim and implacable figure, Nergal is the god of the underworld, war, and death. He represents war as the drive for power, dominion, and triumph, the desire to subjugate enemies and claim what is theirs. Nergal is also the stern and final judge of the dead, sentencing souls deserving of punishment to ages of penance in his hell of black flames. Nergal’s philosophy teaches that the strong rule over the weak, and people are meant to seize the things they want in life—a creed that often casts the lord of the underworld as a sullen and resentful being who believes Mithra’s place as the ruler of the pantheon belongs to him.
While Nergal is a dark and demanding deity, his temples are found in many cities and are firmly established in Amuan’s civic life. War comes to all lands sooner or later, and warriors seek Nergal’s favor in the struggles they face. His priesthood urges a strong hand in dealing with the wretched masses and rival cities, and they also sponsor spectacular (and bloody) games to celebrate the anniversaries of triumphs and conquests from past wars.
Set
God of Night, the Great SerpentSymbol: Twin serpents
Alignment: Lawful evil
Portfolio: Night, secrets, treachery, poison, snakes
Prime Deity: Oros
Favored Weapon: Sword sword
Set is ancient beyond measure. According to some stories, the lord of snakes actually arose during the long ages when serpentmen ruled over Amuan and was first worshiped as a god by that ancient and wicked race. He is the eternal enemy of Mithra, and a bitter rival to Nergal and Tiamat. Set teaches that free will is illusion, and that the only path to understanding is to surrender oneself to him in body, soul, and mind.
While the worship of Set is unwelcome in many cities, none can deny the power and influence of his temples. As much as the priests of Mithra and Asura rail against the sinister machinations of Set’s priests, few would dare to move openly to ban Set’s worship or desecrate his altars. Over the years, zealous crusaders have tried to do just that in cities such as Katagia and Quodeth, but sudden mysterious deaths and various other disasters invariably ensue, bringing these ill-considered campaigns to an end. Set’s worshipers consist largely of the downtrodden and the defeated, people who think so little of themselves that they surrender their all to the Lord of Night in the hope that he will reward faithful devotion with the comforts and power that have eluded them. Many other people simply hope to propitiate the Lord of Serpents and avert the misfortunes and catastrophes at his command.
Terhun
God of Storms, Lord of BattleSymbol: A three-forked lightning bolt
Alignment: Chaotic good
Portfolio: Storms, sky, battle
Prime Deity: Fatima
Favored Weapon: Battle axe
Brash and headstrong, Tarhun is a god who confronts his foes and tries his strength against them without hesitation. The son of Mithra and Kishar, Tarhun is a warrior-hero, a figure that battles scores of dreadful monsters in various myths and tales. He celebrates battle as the true test of manhood (or womanhood), the strife in which a warrior can show his or her true merit, and teaches that people with courage and honor can make the world a better place by challenging wickedness and crushing it underfoot.
Tarhun’s temples are common in the more martial cities of Amuan, especially Lomar, Katagia, and Nim. He is increasingly seen as a god of strength and valor, a war deity who rewards courage (unlike Nergal, who rewards only triumph). Many warriors take Tarhun as their patron and seek his favor before battle. Tarhun’s priests frequently sponsor athletic games, tournaments, and gladiatorial contests to celebrate the virtues of physical hardiness and valor.
Tiamat
Mother of Dragons, Goddess of the Sea, Queen of ChaosSymbol: A dragon skull with five horns
Alignment: Chaotic evil
Portfolio: Chaos, destruction, monsters, vengeance, the sea
Prime Deity: Ludz
Favored Weapon: Morningstar
Goddess of the sea, Tiamat is a capricious and wrathful deity that supposedly gave birth to many of the more terrible monsters plaguing the world today. Long ago she warred against the other gods and was subdued only with the greatest of difficulty, and she still hates all the others to this day. Tiamat teaches that the world is without order, and that those who serve chaos and beseech her favor will be rewarded with power and riches.
While temples dedicated to Set and Nergal can be found in many Amuanian cities, Tiamat’s worship is not quite as common. At best, those who have to hazard life and livelihood on the seas—fishermen, sailors, and merchants—are careful to pay their respects to the dragon goddess, hoping to avert her wrath with suitable offerings. People who feel they have been wronged also have been known to seek out Tiamat’s shrines and pray for disaster to befall their enemies. Tiamat’s priests often seek out monsters wherever they lurk, providing them with treasures and sacrifice to honor the “children of the Queen.”
The Forest Gods
The idea of gods with humanoid representations and concerns is relatively new to the people of Amuan. Before the time of Atlantis, no one knew of gods such as Mithra or Asura. Even the old, primal deities—Herum, Set, and perhaps Tiamat—had no priests or houses of worship. In those years, humans worshiped only the unseen spirits of hill and field, beast and tree. The people of the cities may have forgotten their names, but the tribes of the jungles and the plains remember the Forest Gods, and they still pay homage to them.Those who worship the Forest Gods are not priests or clerics. They are druids, shamans, or totem warriors of one kind or another. Their magic is derived from the spirits of nature, not the power of faith or the divine intercession of the gods. In fact, tribal people are mystified by the rites and doctrines of the city gods; to the typical barbarian, gods don’t want anything from humankind—they just are. Honoring the natural spirits is simply good sense, since angering the spirit of the deer by failing to express gratitude for a successful hunt might lead the spirit to keep game away from the hunter in the future, while angering the spirit of the mammoth is a good way to get oneself killed.
Civilized travelers are sometimes inclined to treat druids and shamans with skepticism—after all, they have their own explanations for the mysteries of nature and do not look at the world in the same way more primitive peoples do. But there is no doubt that shamans and other practitioners of nature magic deal with powers every bit as real and capable as the mystic forces harnessed by a wizard’s spells or a cleric’s prayers. It seems that for the wilderness tribes, believing is seeing. They perceive a world where every animal, every tree, every rock, and every stream possesses its own living spirit, and for them, it is so.
Geography
Landscapes
Fjordlands
The first part of Amuan that greets new arrivals are its spectacular fjordlands. The great majority of the continent’s coastline is mountainous, plunging steeply to meet the sea in a veritable maze of narrow inlets and steep-sided islets. Some of these inlets stretch more than a hundred miles into the interior, ringed by ever-higher peaks. Fjordlands teem with life. The steep slopes are covered with light forest where game animals abound, while the cold, deep waters are home to dense shoals of fish and beds of shellfish. Fjordlands also offer easy travel by sea, since these waterways and inlets comprise the best roads one could hope for. On the other hand, moving overland from one fjord to another is often impossible. Sometimes two villages on the same island or cape may only be four or five miles apart as the crow flies, but sailing fifty miles around the point is a much easier and faster way to travel from one to the other than trying to climb the mountain ridge separating them. Given their moderate climate and access to the sea, fjordlands would seem to be ideal for settlement, but they generally lack arable ground. Fjordlands are anything but flat, and only a few ideal spots can support towns or cities of any size.Forests
Between the sweltering jungles of the interior and the bare shoulders of Amuan’s mountains lie magnificent broadleaf forests. These mixed woodlands are dominated by ancient oaks, beech groves, maples, and silver-trunked birch trees. As one travels north, the beech and oak forests give way to taiga—the pine forests of the northern continent, vast and desolate. Like the fjordlands of the outer coast, the forests are among Amuan’s kinder climes, rich with game and forage for those who know them well. The woodlands are also home to a variety of large and aggressive beasts—Amuan’s forests are dangerous places to wander carelessly. Worse yet, they are the hunting grounds of barbarian tribes, some of which are quite fierce. These hardy folk have little use for intruders and are prone to defend their territory with sudden violence. In the wilderness, one should assume that all other people are enemies until proven otherwise.Inland Sea
The central lowlands of Amuan are dominated by a chain of vast freshwater lakes. The largest of these is known as the Kalayan Sea, and it stretches almost seven hundred miles from end to end. The Kalayan is often called Kalayan the Golden, or simply “the Golden Sea,” for the striking hues of its surface during the long northern dawn and dusk. The inland seas of Amuan offer the best means of traveling any distance across the rugged landscape, but they are far from safe. Storms on the Kalayan can raise waves every bit as large and dangerous as those of the Atlantean Ocean, it is said, and many ships have been wrecked in these waters by sudden squalls. Corsair galleys lurk in the Kalayan’s jagged coasts, eager for the opportunity to fall on a passing merchantman. Finally, large and hungry predators swim these waters—the Kalayan (and other sizable lakes) are home to freshwater crocodiles, giant gars and pike, vicious eels, and a few atavistic survivors such as plesiosaurs and mosasaurs. It’s not a good idea to swim unarmed.Jungle
The jungle is in many ways the single defining landscape of Amuan. Dark, deadly, mysterious, and impenetrable, it forms a vast green world within a world, a place where savage beasts and feral barbarian tribes struggle against one another in a never-ending battle for survival. While the Amuanian map might show discrete jungles and forests, these are merely the densest and most well-known sections of an unending expanse, and in most cases the open spaces on the map should also be considered to be covered in jungle foliage. Here the illusions and pretenses of civilization are stripped away, leaving raw and fierce nature as the ultimate arbiter of whether one lives or dies. Death lurks only a few heartbeats away, ready to claim the careless or unlucky. True rainforest actually has relatively little undergrowth. However, Amuan’s rugged topography provides lots of hillsides where dense understory growth can develop—the jungles of this primeval land are usually jungle, not just canopy forest. A fecund collection of life in all forms thrives in this lush environment, including an unbelievable number of venomous or predatory beasts that can kill humans. In fact, Amuan’s jungles are often home to creatures that died out ages ago in other parts of the world; more than a few dinosaurs still lurk in these verdant retreats, it is said. Naturally, there are no human cities or civilizations to be found in the interior jungles of Amuan. There aren’t all that many barbarians or savages, for that matter; most people look for less hostile places to make their homes. But the tribes that dwell in this fearsome environment are some of the toughest and most fierce warriors in Amuan.Giant Caves
In addition to its spectacular vistas of ice-capped mountains and vast forests, Amuan is also home to a number of caves and caverns of tremendous extent. The vast interior basin of the island-continent combines limestone hills with heavy rainfall—the perfect recipe for the formation of truly gigantic cavern systems. The hilly reaches in the Lands of the Long Shadow are likewise riddled with caves—even if these regions are now too cold and dry for huge caves to form, they were tropical until just a few centuries ago. There is no true “underworld” system of continent-spanning caves miles below the surface in Amuan any longer, but the natural caverns accessible from the surface are quite impressive in their own right. Some of these include huge chambers hundreds of feet across, while others are sprawling networks of passages and chambers dozens of miles in extent. Strange ecologies of cave-dwelling creatures develop in the larger cave systems—and some hold hidden strongholds of monstrous beings, or dark temples dedicated to the worship of forbidden gods. Unspeakable powers such as Great Cthulhu, Shub-Niggurath, or Yga-Ygo were once strong in these lands, and many of their followers—or possibly the Great Old Ones themselves—may lie dormant in the deepest of these caves.Mountains
The story of Amuan's mountains is written in fire and ice. Mountain ranges in the northerly portions of the continent are desolate, inhospitable places mantled in mighty glaciers and snowfields. Huge icefields fill the valleys and choke the passes, rendering travel nearly impossible. The mighty Starcrowns of Amuan’s southern coast are so lofty that they, too, have fallen into the grip of endless winter, even though they are many hundreds of miles south of the creeping glaciation that is conquering the northern lands. But the ranges in eastern Amuan smolder and smoke with their own subterranean fires, creating a barrier of volcanic heat against the encroaching ice. Lush and verdant compared to the icy ramparts of the other ranges, they are only marginally less impassable—frequent eruptions, constant tremors, and deadly fumes can close off passes with no warning whatsoever. Between glaciers, volcanoes, or sheer elevation, the mountain ranges of Amuan form a nearly impassable barrier blocking travel between the coastal fjords and the interior jungles. As one might expect, few people live in these regions. A few hardy tribes of human barbarians make their homes in these high vales, fortifying the narrow passes against intruders, and the Zinandar Mountains are home to the city of Kal-Zinan, where the dwarven masters guard the secrets of iron and steel. There is one thing more that must be said about Amuan's mountains: There are many places in the high peaks where men should not go. Black temples buried in the snows and terrible ruins of prehuman monsters are often found on the higher slopes, and not all of these are abandoned. Star-things and gugs lurk in the remote heights, blasphemous survivors from an earlier age.Swamps
The coastal plains of Amuan's inland seas are home to dense, tangled swamps—huge stretches of flooded forest that can stretch for dozens or hundreds of miles. Gigantic cypress trees mantled with hanging moss loom over the shadowed waterways, and the rare patches of dry ground are overgrown with underbrush covering every hummock or islet. Countless meandering creeks, lakes, and sloughs further impede travel on foot; swamps are almost impossible to navigate without a local guide or an uncanny sense of direction. Much like jungles, swamps teem with a vast number of large and dangerous beasts. Huge reptiles such as giant vipers, crocodiles, pythons, and monitor lizards seem especially common in these humid areas, and a few dinosaurs that should have gone extinct millions of years ago still lurk in some places. Worse yet, the tribes of the swamps are some of the most primitive and degenerate people to be found anywhere in Amuan. The vile headhunters of Phoor are perhaps the best example; masters of stealth, ambush, and poison, these murderous savages are fanatically devoted to the worship of terrible prehuman gods and regard all other humans as potential sacrifices.Tundra
As one travels farther north, the trees grow sparser and more stunted until finally they give out altogether. This is the tundra, a vast arctic plain that lies between the taiga and the advancing glaciers. Sometimes referred to as the Lands of the Long Shadow, the tundra plains of northern Amuan are a harsh and forbidding environment—but in summer and fall, they teem with big game. This is the domain of the mammoth, the woolly rhinoceros, the muskox, and the caribou. Vast herds roam these lands, migrating with the seasons. Like the taiga forests, the tundra is home to tribes of nomadic hunters who follow the great herds. Hunting mammoths or rhinos is no small feat; these giant beasts have thick hides and fight aggressively, trampling any hunter that gets too close. Taking down a mammoth is a long and dangerous game of luring the beast into charge after charge by hunters who show themselves and suddenly retreat, while dozens of arrows and thrown spears slowly wear down the mighty animal until it can be goaded into a reckless charge against a thicket of grounded spears or lured over a cliff.Glaciers
A grim and implacable enemy is at the gates of the northern world. Year by year, the summers grow shorter and the northern glaciers creep steadily closer to the lands of mortalkind. In the mountainous spines of Amuan, new glaciers are marching on the surrounding lands. Already the glacier known as Kang the Pale Death holds the northeast of the continent in its icy grasp, and lesser icefields are slowly spreading too. Amuan’s glaciers are cold and inhospitable. Nothing grows here, and few animals can find food on the ice. Without grazing or game, there is nothing to eat unless one is near enough to the sea to get by with sealing or fishing. Even that meager existence is impossible during the months when the seas are frozen over. In addition to the lack of food and the bone-chilling cold, glaciers are treacherous terrain to cross. Crevasses, sometimes hundreds of feet deep, can be completely concealed by a thin crust of snow that gives way when an unfortunate traveler unwittingly walks over it. Avalanches, toppling ice boulders, or outbreaks of meltwater can also threaten life and limb. A few bold caravans cross an arm of a glacier when necessary, but no one lingers in these desolate places. Worst of all, Amuan’s glaciers seem to possess an active and malign intelligence. They sometimes exhibit supernatural powers, surging forward to cut off the retreat of trespassers or changing course to climb over and crush towns that should be out of their reach. Some cold and hateful spirit animates these titanic masses of ice, willing them onward to crush the lands of civilization and blanket the world in never-ending winter.Fauna & Flora
Natural Resources
The Seven Qualities of Amuan
The world of Amuan is home to a distinctive set of cities, dungeons, monsters, and tribes. Its landmarks and history tell a vivid story of a world full of riveting adventure and deadly danger. But, more importantly, Amuan also possesses its own unique characteristics or personality that sets it apart from the other continents on Torar.Amuan is Barbaric
The Wilderness is Savage
Cities Are Wicked Places
The Continent is Mysterious
Magic Is a Secret Man Was Not Meant to Know
Ancient Evils Threaten Mortalkind
Freebooters, Mercenaries, Opportunists
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