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