Mast Effect - Book

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    Mast Effect: Player's Companion

    A Guide for the 2nd Edition AD&D Medieval Conversion of the Mass Effect Space Opera

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    Table of Contents

    1) Cover

    2) Table of Contents

    3) History of the Mast Effect world

    5) Timeline of Events

    6) Races

    15) Important Factions

    16) Religion

    21) Important Places

    27) Important People

    *NOTE - This book will be updated throughout the initial stages of the game, as needed.

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    History of the Mast Effect World

    10,000 years ago, the eldest race, the Elves, took to the seas. They had found ancient magical relics andmaps showing a vast sea beyond the range of their vessels. They used the relics, and the maps, to find agreat pillar in the sea, a magical beacon that, when combined with the source-stone they carried ontheir ship, translocated them an impossible distance in a split second. The source-stones were used byother Elven ships to explore and map much of the world. They worked the source-stones into theirships, making them a part of the mast. The translocation is known, as Mast Effect.

    In their exploration, the Elves found the ancient island of Citadel, a huge fortressed city kept in repair bygolems, and surrounded with high walls. Some elves left their woodlands, and took to the fortressedcity, splintering off from Woodland Elves and becoming High Elves. For centuries they lived in peace,until they found visitors at the walls of Citadel.

    Small ships, manned by Halflings, had entered the waters of Citadel. The Halflings had found similarmaps and source-stones in their homelands, and had used them to find Citadel.

    Initially an uneasy peace, the two races learned to coexist on the massive ringed island, and were soon joined by other races. The Dwarves were next, and became equal partners with the High Elves andHalflings, though each thought themselves superior. Dwarves formed the Citadel Guard, to keep the cityin order and at peace. Gnomes followed decades later, bringing their unique spells and style to the city.

    A war broke out when Trolls attempted to take the city. Unwilling to compromise, and accept the peaceCitadel provided, they laid siege to the city for weeks, until they were finally pushed back, into a place

    beyond the ancient maps referred to only as 'The Black'.

    Goblins were less irrational, some opting for the peace of Citadel, while others joined their goblinoidbrothers out in The Black.

    While the Trolls and Goblins waited in The Black, they were not dormant, merely plotting. They attackedthe Halfling homelands without pity. The Halflings, cut off from the magical pillars that allowed them touse the Mast Effect, and unable to call in support from Citadel, found themselves in an unlikely alliance.The Halflings had, for some time, known of a vast Orc settlement, but had never made contact for fearof their warlike disposition and brutal looks. They begged the Orcs for aid, and made a deal, to tradethem source-stone and knowledge of the Mast Effect, for protection against the invading Trolls andGoblins.

    The Orcs held true to their word, and destroyed the opposing fleet. The Halflings at Citadel Island wererather upset that those in the homeland had given away the magical knowledge to the Orcs, and fearedfor their lives. The Orcs used the Mast Effect to find Citadel, and when they arrived

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    The Orcs acclimated quickly to Citadel Island. The paradise the Gnomes, Elves, Halflings, and Dwarveshad created, alongside pockets of Goblins, was a strange change from the brutal tribes of the OrcishIslands, and many found it pleasant. The Orcs considered themselves a part of Citadel, and yet,independent of it. Fearing Orcish influence, the Elves, Dwarves, Gnomes, and Halflings formed a councilto rule over Citadel Island. Some Orcs took offense to being left out, and made their way to The Black.

    Some remained on Citadel Island. Most remained on the Orcish Islands, as they had not been given verymuch source-stone.

    In time, the Gnomes in their homeland, came to break a key principle of the council. Among the laws of the free-folk, it was deemed that all necromancy fell into two categories, white and black. WhiteNecromancy was the study of death magic only for protection and the promotion of life. BlackNecromancy was the raising of the undead, and that which can harm. The Gnomes in their homelandsanimated undead servants to make their lives easier. They took the dead of any race, and raised thenenslaved them.

    All was well with the dark secret of the Gnomes, until one day they found their unliving servantsunwilling to work. Thinking the magic that kept them going was wearing off, they prepared a spell toensure they would have the strength to continue serving them for many years to come. The spell,however, did not work as intended, and instead gave the undead a sentience, and a hatred for theirformer masters. An undead revolt began, and the Gnomes found themselves terribly outmatched.

    When the Gnomish Councilor brought this plight to the others, he found not aid, but reprimand instead.The Council admonished him for his peoples' use of Black Necromancy, and refused to aid the Gnomesin fighting against their former slaves. Thousands of Gnomes died, as they evacuated their homeland.The Gnomish Councilor was dismissed from his position, making the council only three. The Gnomes,unable to retake their homelands, but understandably upset with the people of Citadel, bandedtogether in their ships, forming a Migrant Fleet. They became scavengers of the ocean, salvaging andrepurposing anything they could, hoping someday to reclaim their lands, and to live down the shame of their banishment from the Council.

    Humans, the newest additions to Citadel Island, only found source-stones twenty years ago. The firstattempt to use the Mast Effect found them in Dwarven waters. Not understanding the language, andprepared for a fight, the Humans made war against the Dwarves. The war was bloody, but lasted only aweek, as Humans made contact with Citadel Island, and learned that the Dwarves were not a danger tothem, and that it was a misunderstanding. The humans set up an embassy on Citadel Island, and havequickly become a presence there. Though they have no seat on the Council, their quick acclimation to

    life there bodes well for the young race.

    Most human ships equipped with source-stones are military vessels. The ship you serve on is noexception. You are the crew of the H.M.S. Normandy.

    This is your story.

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    (est.) 8,000 B.C. - Elves discover the Mast Beacon near their islands.

    (est.) 7,800 B.C. - Elves discover the reactive effects of source-stone on the Mast Beacon, and beginmagical translocation travel.

    (est.) 7,799 B.C. - Elves discover Citadel Island, set up in the fortress-city.

    (est.) 5,500 B.C. - Halflings discover Citadel Island, having used the Mast Effect to get there. They begintrade.

    (est.) 5,450 B.C. - Halflings begin living on Citadel Island alongside the Elves.

    3,000 B.C. - Dwarves discover Citadel Island, having used the Mast Effect to get there. They beginfortifying the city.

    2,995 B.C. - Dwarves become permanent citizens of Citadel Island, setting up the Citadel Guard, andofficially bringing their calendar to the Elves and Halflings.

    2,488 B.C. - Woodland Elves denounce the elves of Citadel. The Elves of Citadel Island declarethemselves High Elves.

    1,681 B.C. - Gnomes discover Citadel Island.

    541 B.C. - Trolls discover and assault Citadel Island. The Dwarven armada repels them, pushing theminto a treacherous area known as The Black.

    522 B.C. - Goblins discover Citadel Island. Hearing of the Troll assault, many leave to seek them out inThe Black, feeling more kinship toward goblinoids than demihumans. Less than half remain at Citadel.Those who leave become known as Black Goblins. Those who remain become known as Blue Goblins.

    3 B.C. - Trolls and Black Goblins assault the Halfling homelands. Halflings turn to Orcs for aid. Orcs are

    given source-stones, and the knowledge of the Mast Effect, and in return, they push the Trolls and BlackGoblins back into The Black.

    2 B.C. - Orcs discover Citadel Island.

    0 C.Y. - The Council is formed, with a leader for the Elves, Dwarves, Halflings, and Gnomes. Date changesfrom Before Council (B.C.) to Council Year (C.Y.).

    1187 C.Y. - Gnomes create an undead race known as the Geth, begin using them as servants.

    1252 C.Y. - The Geth gain sentience, overthrow the Gnomes. The Gnome councilor is removed fromoffice, Gnomes drift along in the Migrant Fleet.

    1981 C.Y. - King Constantine outfits Human ships with source-stone, encounters dwarves for the firsttime, begins the First Contact War / Weeklong War. Citadel Island is discovered by Humans, the warends, and Humans begin emigrating to Citadel.

    2000 C.Y. - The crew of the H.M.S. Normandy begins the campaign.

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    The realm of Mast Effect - Races

    Dwarves - No additional requirements / modifications

    Dwarves hold a seat on the Council in Citadel, and are regarded by most other races as a sourceof order. Most of the Citadel Guard are Dwarves, though roughly ten percent are of other races.Dwarves in Citadel have their own Burroughs, and in their homeland, have great cities built into, and

    under mountains.

    Each Dwarven kingdom has a ruler, but each ruler follows the orders of the Council. There aresix major Dwarven kingdoms, located in the Dwarven Isles, an archipelago of steep mountains juttingforth from the sea.

    Dwarves often see other races as disorderly, none more so than the Elves. Though theyacknowledge that the elves were the first to find Citadel Island, they feel that, if it had been Trolls andnot Halflings who found them next, that Elves would be no more. They also feel they were instrumentalin repelling the Troll attacks, and organizing a navy capable of defending Citadel from the Trolls. Theyaccept Gnomes and Halflings as their short cousins, though Gnomes are regarded with suspicion due to

    their ties to Black Necromancy. They consider Orcs to be trainable, but often too savage for their tastes.Goblins are as suspicious as Gnomes, since not all allied themselves with the Council. Trolls are enemiesto be dealt with swiftly and without mercy. Humans impress Dwarves due to their order and military,though some still hold a grudge for what is known as the 'weeklong war' among the Dwarves, and the'First Contact War' among the Humans. Dwarves help patrol the seas around the old Gnome homelands,to keep the Geth at bay, but seldom have any dealings with them.

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    Elves - No additional requirements / modifications

    Elves are the oldest race, and have used source-stones and the Mast Effect the longest. They areregarded by most other races as a source of knowledge and preservation. Elves hold a seat on theCouncil of Citadel. In their homelands, small cities litter the forests. Elves fall into one of two categories,High Elves and Wood Elves. High Elves consider Citadel or other sprawling metropolises their homes,and have adapted to an urban and often scholarly life. Wood Elves are much more content in theforests, as hunters and preservers of the old ways, and often shun outsiders.

    The small woodland villages each have an elder, and some respect is given to the Council, butmost act independently. There are only two major Elvish cities beyond Citadel that the High Elves

    consider home, though High Elves have been known to integrate into large cities in the kingdoms of other races. The urban cities have governors who follow and obey the wishes of the Council.

    High Elves can come across as pompous, and tend to view the other races as young andimmature, unwilling to grow as they have. Wood Elves still see other races as young, but also considerthem to be sort of poisonous, believing it was the Halflings who led their brethren to leave the forestsfor good. Wood Elves have had limited interaction with other races, and treat them as individuals,though with caution and suspicion. High Elves view Dwarves as rigid and uptight. While they respect thearmies guarding Citadel and the Geth Sea, they believe the adherence to their old ways will eventuallybe their undoing. High Elves view Halflings as their closest allies. Goblins are viewed with suspicion, due

    to their race being split between Citadel and The Black. Trolls are enemies that must be dealt withimmediately, as soon as they show their ugly heads. Orcs are disgusting and bizarre creatures that elvesoften feel are so far beneath them, they are hardly worth noticing. High Elves once considered Gnomesto be friends, but now see them as little more than scavengers and gypsies. They feel the trust brokenby the Gnomish use of Black Necromancy may never be earned again. High Elves see Humans assomething new and young, but are impressed by how quickly they live and learn, embracing the changethat High Elves believe in. High Elves have no involvement with the Geth.

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    Geth - Player Characters may not be Geth

    Once, the dead simply lay still, forever. Gnomes, however, broke a covenant and used Black

    Necromancy, to raise the dead as slaves. The undead were mostly gnomish, but sometimes includedother races who had fallen in or near the gnomish homelands. As time progressed, and their secretbecame harder and harder to keep, the Gnomes found themselves in a terrible place. Their undeadservants were no longer working. They almost appeared dead again, but stood upright, and wanderedabout. A more powerful spell was put in place to keep them animated, but the spell did not do as theGnomes had hoped. The undead turned on their former masters, seeming to have gained a rudimentaryintelligence from the spell. The Gnomes were driven from their homelands, and referred to the plagueof undead as 'Gnome Death', which was eventually shortened to 'G'Death' and finally Geth.

    The Geth keep to themselves, seldom venturing out of their homeland. They keep a strongmilitary presence on land, and in the water immediately around their islands. Dwarven fleets keep abarricade at a further distance, in case they do try to escape, but it is rare to encounter a Geth anywherebut in their homeland (formerly the Gnome homeland.) No scouts have made it into the Geth homelandand returned to tell the tale.

    The Geth are not fully understood by the other races, and as such, are seen as a potential threat.It is unknown how the Geth view others, but they do have a hatred for Gnomes.

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    Gnomes - No additional requirements, +2 Intelligence, -1 Wisdom, -1 Charisma

    Gnomes are the scavengers of the sea. They were once held in high esteem by the other races,but due to their own hubris of sloth, and disregard for the pledge against Black Necromancy, they havelost their homelands, their seat on the Council, and the friendship of most other races. They have

    neither a seat on the Council, nor an ambassador on Citadel Island. Most races see Gnomes as nothingmore than gypsies and black sheep. While they are not hated, they are barely tolerated by most.

    The gnomish homelands were once great cities along mountains, in ravines and gullies, and onthe plains and hills of their islands. Now, those homelands belong to the Geth, and the Gnomes maketheir home aboard hundreds of ships known as the Migrant Fleet. Scout ships are often sent to port totrade for goods, but the Migrant Fleet is almost always moving. Most of the ships are not outfitted withsource-stones, making them unable to use the Mast Effect. As a rite of passage, when Gnomes turn 75they are sent out on a pilgrimage to seek aid for the fleet. Many return empty-handed, having learned of the suspicion of other races, and having experienced prejudice enough to make them forever loyal to

    the fleet. Sometimes they return with new ships, or even source-stone, as ships are retrofitted in anattempt to eventually be able to make use of the beacons and Mast Effect.

    Gnomes who have completed their pilgrimage may favor one race or another for kindnesses, orare just as likely to dislike all other races. Gnomes who are venturing out on their pilgrimage have likelyonly heard stories about the other races, and are left to decide for themselves what to think of them.

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    Goblins - Requirements identical to Gnomes, -1 Intelligence, -1 Charisma, +1 Dexterity, Racial LevelLimits identical to Gnomes

    Though there are no physical differences, Goblins fall into two categories: Black Goblins andBlue Goblins. Black Goblins are allies of the Trolls, and live in The Black. They are savage and evil, andserve the Trolls as scouts and swarms of soldiers. Blue Goblins sought refuge on Citadel Island, and aremostly traders and merchants. Because there is no way to tell a Black Goblin from a Blue Goblin, manydistrust the Blue Goblins, and it has been said that a Goblin will never hold a seat on the Council due totheir inability to come together as a race. The Goblins have an ambassador to the Council, who governsthe Blue Goblins on Citadel Island.

    The Goblin homeland is riddled with monsters, and is considered a very dangerous place. Fewtribes of Goblins remained when the source-stone was discovered, and it is rumored that vast caches of source-stone and treasure are hidden within the islands that Goblins once called home.

    Black Goblins see only Trolls as true allies, but are willing to work with others in The Black, so

    long as their goals are similar, or the pay is decent. Blue Goblins are sometimes friendly, but more oftenfeel picked on by the other races. They view Elves as liars, as they too cannot agree, in total, as a race,yet they hold a seat on the Council. They sometimes feel oppressed by the Orcs and Dwarves, andregard the Halflings with envy for their easy lifestyles. A common Goblin saying is 'At least I'm not aGnome', as they see themselves above Gnomes following the Geth incident. Goblins are unsure what tomake of Humans. Goblins have no dealings with the Geth.

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    Halflings - No additional requirements / modifications

    Halflings are simple yet hard-working folk, and are generally well-liked by other races. Theywere the second race to discover Citadel Island, and hold a seat on the Council alongside Dwarves andElves.

    In the Halfling homelands, there are vast fields and immense farms, providing food enough forthe small folk, as well as trade for Citadel Island. The Halfling islands consist of a small chain of islands,and one huge landmass, perhaps the largest in the world. Their islands are close to the Orcish Isles, andfor many years they feared an attack from their large green neighbors. In an unlikely move, when Trollsand Black Goblins assaulted the Halflings, an alliance was made between Halfling and Orc, and the twodrove off the attackers. Halflings shared source-stone and the secrets of the beacons and Mast Effectwith the Orcs.

    Halflings view most other races in the best possible light. Elves were kind to let them join them

    on Citadel Island. Dwarves were powerful enough to repel the Troll invasion of Citadel. Gnomes have ahard life, with the loss of their homelands. Goblins are unfortunate to lack the strength and communityas a race to fully agree on the best path for them. Orcs are their once-saviors. Even the Geth receivesome sympathy from the Halflings, as they never asked to be raised and made into slaves, and if theyare intelligent, the Halflings would like to get to know them. Trolls and Black Goblins are not to betrusted, and a plight on the world. Halflings like humans, and welcome them to Citadel, and the wholewide world.

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    Humans - No additional requirements / modifications

    Humans are the newest race in the worldwide community. They have an ambassador on CitadelIsland, and have already made a presence there. The source-stone was discovered by the people of theKingdom of Constantine, with King Constantine being the first to order ships to use the beacon andexplore the world. Other kingdoms have since acquired source-stone, through bartering with

    Constantine, and agreeing to swear fealty to him. Constantine is viewed as the leader of the Humanrace, though other kings and queens retain their lands and crowns. He has since changed his title toFuhrer King Constantine.

    When Constantine ordered ships to use the beacon, the Humans found themselves in Dwarvenwaters, and found Dwarven ships quickly approaching with weapons ready. Humans struck first, butDwarves struck harder. As Constantine sent more and more ships to deal with the short menace, someof his exploratory vessels reached Citadel Island, and the war was ended. Humans, mostly fromkingdoms other than Constantine's, arranged passage to Citadel Island, and have found homes therequickly.

    Humans vary widely on their views of other races. They have little dealings at all with BlackGoblins and Trolls, though it is believed that some Humans have made their way to The Black. Humanshave no dealings with the Geth, but otherwise typically enjoy the company of all other races, to somedegree.

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    Orcs - Same requirements as Halflings, -1 Intelligence, -1 Charisma, +1 Strength, Racial Level Limitsidentical to Dwarves

    Considered to be savage by some, Orcs are simply more tribal and shamanistic than most otherraces. There are fewer Orcs on Citadel Island and in the water than other races, due to the limitedamount of source-stone on their own Orcish Isles. The only way they can outfit their ships with source-stone is to acquire them from other races. Orcs do not have a seat on the Council, though there is an Orcambassador on Citadel Island.

    The Orcish Isles are laden with savage monsters, and the Orcs still wage war with one another intheir homeland. The Orcs in their homelands have war chiefs and shaman leading them, but are splitinto dozens of tribes. On Citadel Island, Orcs find work as laborers and guards. Rumors of Orcs going toThe Black have split Orcs into three categories: Blue Orcs who are loyal to Citadel Island, Wild Orcs whohave not left their isles, and Black Orcs who may have joined the Trolls and Goblins in The Black.

    Wild Orcs are typically unfriendly to outsiders, akin to Wood Elves, and have been known toattack on sight If they feel threatened or trespassed upon. Black Orcs may not exist, and may simply be aname for Orcish mercenaries. Blue Orcs view Elves as pompous and elitist. They see Dwarves asaccepting but unusual, and have learned some discipline from them while serving alongside in the

    Citadel Guard. They see Halflings as weak, and are sometimes ungrateful for the small amount of source-stone they were given for their trouble. They seem to have a kinship with Goblins, both sharing atribal background. Orcs do not hate Trolls as other races do, but will fight them if needed. Orcs have nodealings with Geth. The presence of Humans is somewhat worrisome for the Orcs, as they feel Humanscould encroach on their role on Citadel Island. They are envious of the plentiful source-stone in theHuman kingdoms.

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    Trolls - Player Characters may not be Trolls

    Regarded by many as the scourge of the seas, Trolls are vicious beasts that take what they want,when they want. It is believed the Troll homelands exist in The Black, though nobody seems to know for

    sure. Trolls have no dealings with the Council.

    Most races hate the Trolls, and the Trolls hate most races. It is not uncommon for a Troll ship toattack without communication or warning. Few venture into The Black seeking them, but those thatmanage to return tell of dark kingdoms full of Trolls and other races, who must not have access tosource-stone. Rumors swirl of alliances between Trolls and Black Goblins, as well as strange paledwarves, dark-skinned elves, and other unsavory races.

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    Important Factions

    The Council: Leaders of Citadel Island, the three members of the council rule over the majority of theknown world. Most races pay homage to them, and pledge fealty to them. Though each race has theirown hierarchy, should the council step in, their presence typically gives them control of the situation.The council has ambassadors and agents, known as specters (short for inspectors) who carry word forthem, investigate things for them, and generally help keep the world running smoothly. Specters andAmbassadors for the council answer directly to them, and are considered the equals of kings, queens,nobles, governors, etc.

    The Trade Companies: A dozen trade companies, each with ships outfitted with source-stone, controlthe general trade between regions. Nearly every race has at least one trade company representing it.Elves have the Kassa Company, Dwarves have Devlon Industries for general tradeand Armax Arsenal forweapons and exotic goods. Gnomes have no trade company. Halflings have Haliat Trading Co., Orcs haveJormangund Shipping. Goblins, perhaps the most prolific of tradesmen, have Rosenkov Materials, theSirta Foundation, and the Shadow-Works, each offering various unique items and services. Humans havetwo trade companies, Constant Crafts, which is sponsored in part by Fuhrer King Constantine, andCerberus Trade Company. All of these trade companies have offices on Citadel Island, and in thehomelands of their respective people, and many have trade colonies built throughout the world.

    The Mercenaries: Four major mercenary troupes have access to source-stone, and thus are well knownthroughout the world. Though expensive to hire, they get the job done. They are allowed to operate inthe seas, and even on Citadel Island and within most kingdoms, so long as members follow both thelaws of the land, and the laws of the troupe. The first, Blue Sun accepts members of any race, andtypically accepts bounty-related jobs. They operate a massive ship that is constantly jumping betweenMast Beacons known as Purgatory, which acts as a prison vessel. The Blood Pack is a band of mercenaries made entirely of Orcs and Goblins, and is rumored to be active both in Citadel controlledseas, and in The Black. They are often the most expensive, and can be difficult to work with. The thirdtroupe, Eclipse, has a bad reputation, and often accepts dirty or illegal jobs that other companies refuseto take on. The final mercenary troupe is the Masques, known for infiltration and deception. It isbelieved they employ some sort of magic that transforms their members appearances as needed.

    The Races of Citadel Island: Each race has their own leaders, governors, mayors, leaders, etc. While theleader of one race may not be important to a member of another race, their lands are sovereignterritory, and their laws are accepted by the council. Each is required to adhere to a few basic tenants,but is otherwise left to rule as they will.

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    The two Human deities are the Lightbringer and the Drowned One. Their belief is that the Lightbringercreated all the world, and then created another like himself. The newly created being turned on him,

    jealous of his power, and so he stole some of it. The Lightbringer, hurt by the betrayal, cast his creationinto the sea, burying him deep below the waves, and forever labeling him The Drowned One. TheLightbringer learned from his mistake, and made the races of the earth less powerful, and placed themon the islands of the world instead of by his side in the kingdom above. Preists of the Lightbringerpreach that living life by the tenants of their god will assure the loyal flock a place by his side afterdeath. The followers of the Lightbringer fall into three categories of worship. The Lightbringer isworshipped as the Creator, the Master, and the Everlasting. The following are the spheres for eachfacet.

    Religion in the Mast Effect World

    The Creator: All, Animal, Creation, Divination, Healing, Plant, Protection, and Sun

    The Master: All, Animal, Astral, Charm, Divination, Healing, Protection, Sun, and Weather

    The Everlasting: All, Combat, Divination, Elemental, Guardian, Healing, Protection, and Sun

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    The Drowned One, known sometimes as the First Fallen, was created by the Lightbringer to be acompanion and friend. Cursed and cast from the kingdom above, he now entices the betrayed to joinhim, and bides his time beneath the waves, to strike back against the Lightbringer. Though he was notcreated as a god, he stole power from his creator, and offers it to those who would follow him.

    The Drowned One: Animal, Astral, Charm, Combat, Necromantic, Summoning, and Weather

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    Each of the Sept have at least one sphere of influence, though Halfling priests and followers of the Septare able to represent all seven faces of their god, and can pray to a different face daily. Followers of theSept may always access the 'All' sphere. Additional spheres are available based upon which face theyrepresent that day.

    The Maid: Charm, Creation, Summoning, Sun, Weather

    The Mother: Creation, Guardian, Healing, Protection, Sun

    The Crone: Creation, Divination, Elemental, Necromantic, Summoning

    The Father: Animal, Astral, Creation, Guardian, Protection

    The Warrior: Combat, Guardian, Healing, Protection, Sun

    The Smith: Combat, Divination, Elemental, Guardian, Protection

    The Stranger: Animal, Astral, Charm, Healing, Weather

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    Goblins and Orcs worship elemental forces. All Orc and Goblin priests have access to the 'All' andElemental spheres. The worshipped aspects break down as follows.

    Air: Creation, Divination, Summoning, Sun, Weather

    Earth: Animal, Guardian, Healing, Plant, Protection

    Fire: Combat, Divination, Healing, Sun, Weather

    Life: Animal, Charm, Divination, Healing, Necromantic

    Water: Astral, Creation, Divination, Healing, Weather

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    Dwarves honor their ancestors, and seek guidance from them through meditation and prayer. Dwarvenpriests have access to spheres of influence based on their lineage. There are no Dwarven gods. (Playerswishing to play a Dwarf priest must come up with ancestors, their great deeds, and the spheres of influence they hope to access, and run them by the GM.)

    Elves have no god, though Wood Elves still worship nature spirits similar to the Goblins and Orcs.

    Gnomes do not openly practice religion, but once had a set of gods they paid homage to. The Gnomishgods are considered cursed, and are not worshipped. Those few Gnomes who defy stereotypes andchoose to worship always choose to follow the religion of another race.

    It is unknown whether or not the Geth worship a deity.

    It is unknown whether or not Trolls worship a deity, though many Orcs and Goblins believe Trollsworship the darkest possible aspects of the elemental forces that they worship.

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    Citadel Island: An ancient island, which is a perfect ring in the ocean. Built onto the island is a fortress-

    city, capable of holding hundreds of thousands of beings. The city has two factions of golems constantlyactive within, stone and metal.

    Important Places

    The stone golems are covered in indecipherable runes and seem to understand any spoken language.They are somehow tied into the city, and know the location of any building or area, even those giventitles by the people. Upon questioning a stone golem as to the location of a building, district, borough,or area, runes of the golem will glow, and a line of colored light will be drawn from the foot of the golemto the place inquired about. These lines fade over time, often within a few minutes of reaching yourdestination, or within a few minutes of the time it should take to get there.

    The metal golems constantly repair and rebuild the city. The metal they are made of is unlike anything

    that is known to the races of Citadel Island. When the elves arrived, they claim the metal golems went towork changing the doorways of the city to more slender sizes. When the Halflings arrived, doors inHalfling-frequented areas were resized for them, and entire buildings underwent remodeling for them.The metal golems have since resized whole zones of the fortress-city for each new race. They do notseem to use building materials, but are somehow interwoven into the architecture of the city.

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    Citadel Island is ruled by the Council, a Dwarf, a Halfling, and an Elf, who rule over the island, and thevast majority of the seas. The homelands of each of the races look to the Council for leadership, save theWoodland Elves, who have distanced themselves from the High Elves of Citadel Island.

    Citadel Island is home to a wide variety of races, Elves, Halflings, Dwarves, Blue Goblins, Blue Orcs,

    Humans, and a few rare Gnomes.

    In the middle of Citadel Island is a circular lake with fresh water, and many varieties of fish. The Islandhas an agricultural district for growing produce and raising livestock, though many items are stillimported.

    Though no natural docks exist around the island, the magic of the fortress seems to know when shipsare near, and creates docks to harbor ships. Upon drawing close to the fortress, metal planks shoot outfrom the walls, and beams of yellow arcane light form crossing boards between the docks and any shipcarrying source-stone.

    Many theories exist about who build the fortress on Citadel Island. Since it was already standing whenthe Elves found it, and no race has stepped forth claiming to have created it, it is believed the raceresponsible may have somehow become extinct. In some caches of source-stone, ancient writing can befound, though magical means are unable to translate. The beings are sometimes referred to as theProtheans, a name which translates from the Dwarven language as 'first ones', or as the Aleph, whichtranslates from the Elvish for 'Magical Beings'.

    Citadel Island is protected by the Dwarven Imperial Navy, and the Citadel Guard.

    The Black: Rumors swirl about The Black, an unexplored part of the ocean where lawlessness is rampant,and dangers abound. It is thought by many to be the homeland of the Trolls, though other races arerumored to live there. Black Goblins and Black Orcs are almost certainly there, but it is whispered thatthere are pale Dwarves, dark Elves, and other humanoid races in The Black.

    Patrol ships, mostly Black Goblin and Troll, guard the waters near the Mast Beacon, making it almostimpossible even for scout ships to explore The Black. There are rumors of the existence of a fortressedcity similar to Citadel Island, known as Omega, somewhere within The Black. It is thought to be thehome of the Trolls. It is possible more Mast Beacons exist beyond the beacon in The Black, but Councilships have not been able to adjust their source-stones quickly enough to explore beyond.

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    The Elflands: Near the Mast Beacons are High Elf cities, but deep in the woods of the islands that makeup the Elflands are Wood Elf villages. The High Elf cities are bustling ports of trade, offering the finerthings in life, including books, wine, music, and art. Master craftsmen often visit these highly evolved

    cities to show off their trade, and make a tidy profit. The Wood Elf villages are the opposite, reservedand hidden, making no effort to trade with the outside world, and often unfriendly to outsiders. Whileanyone with the proper papers can enter a High Elf city, only gaining the trust of the Wood Elves willgain you anything more than apathy or even dislike from their villages.

    High Elf cities are sometimes lauded by the less fortunate as places of greed and decadence. Items inthese cities tend to cost more than elsewhere, due to their intricate craftsmanship. The High Elf citiesare viewed by the wealthy as paradise, where they can have their every whim catered to in absolutelavishness. Some races do not see the point in such frivolity.

    The Dwarven Empire: The Dwarven homeland is made up of six islands, each with a king who rules overtheir subjects, but answers to the Council. Each island has a great mountain, and built into and underthe mountain, a great city is carved of stone. The cities of the Dwarven Islands have stood for thousandsof years, and are mostly unchanged. Humans, Elves, and Orcs travelling to the Dwarven Islands mayoccasionally need to duck their heads to get around. Though there are sometimes squabbles betweenthe kingdoms, the Council has final say in Dwarven matters, and often quickly ends any disputes.

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    The Dwarves have extended their navy beyond their homeland, guarding and protecting Mast Beaconsall over the world. There are Dwarven colonies on several other island, often under the protection of theDwarven Imperial Navy. Though they do spread out to new colonies, it is very common for Dwarves tomine the gems and precious ore from an island, then return home, abandoning the colony.

    The Halfling Homelands: The largest on-land empire, the Halfling Homelands are vast hilly regions, withdozens of cities and more than a hundred small villages dotted around their massive island. The Halflingsreport directly to the Council, but do have governors of each village, responsible for maintaining contactand good relations with the council.

    The Halflings are in close proximity to the Orc Isles, but have never come into direct conflict with them.Theirs is a land of plenty, including wonderful food, incredible drink, and art and enjoyment for all.Halflings are quite welcoming of other races, and have entire buildings sized large enough for the biggerraces.

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    The Gnomelands (Now the Geth Islands): Once a chain of islands both flat and mountainous, theGnomes built cities on the flats and in the mountains. It is unknown what changes, if any, they Gethhave made to their lands. Gems were plentiful, and established trade routes primarily between theDwarves and Gnomes suffered and ended when the Geth took control of the archipelago.

    Now, the Geth are confined to the Gnomish homeland, while the Gnomes sail in a massive armada.While the Gnomish Migrant Fleet does have warships, most of their armada is made up of civilianvessels. The Geth have never had contact with the council, and the Gnomes, shunned in their hour of need, do not obey council law, instead operating by their own rules and edicts. This can lead to troubleif a Gnome Is disobeying a council law in council waters.

    The Orcish Isles: A thick jungle covers most of the Orc homelands. Massive volcanoes rise from the jungle, occasionally spilling out molten lava. The Orc homelands are filled with dangers, both due to themonster population, and the Wild Orcs that either do not have the motivation or the means to becomeseafaring. Beneath the islands are chains of tunnels from a species of intelligent spider-creatures theOrcs battled and made extinct, known as the Rachnai. It is rumored that the Rachnai had great treasuresin their tunnels, but to access them means braving the dangers of the monsters, the Wild Orcs, and of course, making sure the Rachnai are indeed gone for good

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    The Goblin Lands: The Goblins were quick to f lee their homelands as soon as the opportunity presenteditself. They were under constant attack from the savage monsters on their home islands, and so uponthe discovery of source-stone, quickly took to the seas to find a safer home. Their exodus was similar to

    the migration of the Gnomes, in that many valuables were left behind.

    Their islands were dry and craggy, with a few deep chasms hiding in the rocky environment. Many haveventured into the Goblin Islands, but few return. Goblins claim vast caches of source-stone are hiddenon the islands, and it is believed that some of the mercenary companies and trade companies acquiredtheir source-stones from those lands.

    The Troll Lands: Nothing is known about the homelands of the Trolls, though they are rumored to befrom The Black.

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    Councilor Ah'Sha'Ren, Representative of the Elves

    Important People

    Councilor Thormiir, Representative of the Dwarves

    Councilor Flibbins, Representative of the HalflingsAmbassador Archer, Emissary of the Humans

    Ambassador Brewk, Emissary of the Blue Goblins

    Ambassador Vok, Emissary of the Blue Orcs

    Fuhrer King Constantine, Over-King of the Humans

    Grand Admiral Harper, Highest Ranking Naval Commander under Fuhrer King Constantine

    Admiral Davis, Fleet Commander for the H.M.S. Normandy

    Grand Admiral - None on board

    Naval Ranks & Crewmates

    Admiral - None on board

    Captain -

    Commander -

    Lieutenant Commander - Lieutenant -

    Helmsman - Helmsman Jeffrey 'Joker' Moreau

    Ensign - 3 - Ensign Jenkins , Ensign Phillips , Ensign Peters

    Petty Officer - 5 - Petty Officer Howards , Petty Officer Avery , Petty Officer Thompson , Petty OfficerSimmons , Petty Officer Johnson

    Seaman - 25 - Seaman Lucas , Seaman Paulson , Seaman Gibbons , Seaman Wesley , Seaman Evans ,Seaman Roberts , Seaman Thomas , Seaman Irwin , Seaman Oliver , Seaman Phelps , Seaman Adams ,

    Seaman Stuart , Seaman Douglas , Seaman Finn , Seaman Gates , Seaman Henderson , Seaman Jeffries ,Seaman Kingston , Seaman Leonard , Seaman Zane , Seaman Charles , Seaman Blevins , Seaman Nichols ,Seaman Morrison , Seaman Ferris

    GREEN = First Watch , BLUE = Second Watch , RED = Third watch , BLACK = No Assigned Watch