The Rulers of Adel

The Five Nations of Adel, as well as the lesser political powers of the world, are each led by a different style of government. It is the dream of many in Adel to shake hands (and brush shoulders) with the powerful among them, and thanks to the stability and potency of the governments and military powers of the world, the leaders below are unlikely to fall soon. Anyone who becomes influential and powerful enough may eventually capture their attentions, and even the smallest people can, either by luck or opportunity, become embroiled in their lives, their schemes, or perhaps, even their fateful demise. We’ll explore the rulers of adel, their follies and victories, and what the world might be without them.

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Fantastic Locations: Muria, The Dead Isle

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The Diesel Society: Seekers of Futures Past

There are some who strongly object to Adelian ideology and traditions, regarding society, technology and much more. They believe technology should not be something feared, but fostered, and everyone should be willing to sacrifice for the development of greater technology. Worship and ritual should be discarded, in their eyes, as it is a useless protection, which magic and technology do not require. Rural tradition is stagnant, and industrialization and efficient labor placement would benefit all. From scraps of the Lost World’s lore came the ideals of the steam and fuel-driven Diesel Society, for whom total scientific efficiency should be acquired at all costs – technology is an end unto itself.

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Daemonomicon Adeliesce, First Tome

Spirits defend me, for I have seen such darkness, that my sky is always black. In the heart of that wasting land, Noshiki, I have been tortured by the most dire of horrors. Taken as a child by the brutal cults of the Erinys, I was twisted out of my innocent form, washed over with dark magic and convinced to destroy by murderous whispers. I have killed my own people and eaten demon flesh. I live now under lock and key in the Convent of Saint Dakara’s Will, having been crippled in battle; unlike my fellow Erinys, I begged the Seraphim for mercy, pleaded the Spirits.

Mercy cannot be granted to me in full. But what could be given, I now have. My body is weighed down by heavy chains, and I am locked in a quiet, reinforced bedroom, where I can hurt no one.

The Dakarans watch me, every day. Whenever sanity begins to slip, I try to beg of them to save me. But what has been done to me cannot be reversed. Hours from now the terrors will take me again. I will lose my mind, I will give in to the voices, I will rave and thrash and try to hurt others. I will have to be restrained, sometimes given strange herbs. All that I can accomplish while lucid is to write this tome for the blessed women of Dakara. This is the only action of vengeance that I can take against the woman who destroyed me. I will reveal all of her powers and allies.

I will lay her bare. I will insure she and her ilk are known to all Seraphim, my true sisters, so that our holy protectors are best equipped to fight the war against the dark. Even if it destroys me.

This will be my compendium of their secrets. A tool of justice for all time.

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Fantastic Locations: The Grove of Amrita

The World of Adel is full of Spirits. These little gods in humanoid form often live in their own remote places, though many travel the world in search of their own sorts of adventure, and others take fully to the life of an Adelian and brush elbows with the common folk in their towns and cities. Others serve villages as Guardian Spirits, getting free worship, treasure, food and care in exchange for lending their blessing to the village land. There are many Spirits of many different kinds, some more powerful than others. All Spirits are capricious, but the most potent are incredibly fey in their drives and motivations. They stifle their own power for reasons unknown (or incomprehensible), and they create great works only to leave them.

One such work of beauty is the Grove of Amrita in Sargasso. This sacred place stands in the middle of an otherwise clear valley, a sudden strip of wood as though a ritual circle carved into the land by nature itself. The high Spirit that might have once made this blessed place is now gone, but others have come in its place, and travelers and pilgrims come to the spot to perform devotional service, and partake (humbly, and carefully) of the incredible bounty within.

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Dungeons of Adel: The Hellmouth

One of the Arch-Dungeons of Adel, the Hellmouth is a member of a family of massive, seemingly living spaces that exist beneath each Nation of Adel (and the Abyss Isle and Noshiki), their exact positions shifting, shrinking and growing as they are sealed or “destroyed” and thereby forced dormant, until such a time as their evil can resurface months or (if lucky) years away. Each Archdungeon is a piece of the Lost World so foul that it continues like a cancer within the land, spawning corrupted presences, and endangering the population as its tendrils rise to the surface, opening new entrances.  Their size, shape and what a brave and foolish soul may discover within will vary greatly each time the dungeon resurfaces.

The Hellmouth is the “iconic” dungeon of the Republic of Andaliel, dubious as that honor is. The Andalians believe themselves masters of their land, building their vast and great capital of Oomash within a vast hollowed-out circle in the cold Hetuku Mountain, and taming the lush Southland that is the fertile and beautiful breadbasket of their nation. This is not mere hubris – they understand their relationship with the land, and they care for it. But the Hellmouth still seeks to punish them for their accomplishments. Heralded by the rising of entrances that seem like toothed maws, the Hellmouth is a living corruption of the element of Earth, one of the cardinal elements in the Adelian Wheel of Life. Read on for more details of this cursed place.

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