Corincais [Archive] - Wizards Community

Post/Author/DateTimePost
Mystic Theurge

02-28-07, 05:38 PM
Western Eston:

http://aycu28.webshots.com/image/9627/2003714006496250084_rs.jpg

Eastern Eston:
http://aycu36.webshots.com/image/9995/2004622716350329133_rs.jpg
The realm of Corincais (pronounced CORE-in-sigh) is found on a rather large continent, called Eston, roughly about one and a half times they size of earth's Australia, though the "wide" part is oriented north to south. The continent is marked with several different geographical features, from jungles and forests to plains and deserts. A wall of mountains (called the Great Wall) splits the continent down the middle, with most of civilization on the eastern side. A group of islands reside to the north west and a large, single island to the north. In the night sky, there are two moons, the Low and the High. The High is sometimes eclipsed by the Low and is rumored to have interesting effects to the people of Eston.

The races and classes below each region are "rules of thumb" and are only intended to give you an idea of typical representations of where a character might hail from. Exceptions always exist, but this also helps determine what an area is like. The list is also not intended to be exhaustive.

Countries of Eston:

Bassine (unknown): This is a place shrouded in mystery and is located in the south west of the continent. It has an old "Arabic" feel to it, for those who have been there, but only rumor and exaggeration seem to escape the high, iron walls of this city state. Outside of the city itself, nomadic desert tribes vie with each other to control the lush oases that occasionally dot the rolling sand dunes.

Inside the city: Races: Drow, Goblin, Half-orc, Human, Orc
Classes: Barbarian, Beguiler, Cleric, Dragon Shaman, Dread Necromancer, Fighter, Hexblade, Monk, Psion, Psywarrior, Rogue, Sorcerer, Warlock
Outside the city: Races: Elf, Human (desert dwellers)
Classes: Barbarian, Cleric, Druid, Fighter, Monk, Ranger, Scout, Sorcerer, Wilder


Bjornlund (CG): This is the group of islands to the north west of the continent and is home of the "north people," considered savages and barbarians by most of the people of the mainland. The truth is, these people are akin to ancient vikings; they are a cultured warrior people and are skilled mariners. Each town is ruled by a Thayne and they, as a group, tend to worship Kord.

Races: Human, Dwarf
Classes: Barbarian, Bard (Skald), Cleric, Druid, Fighter, Ranger, Rogue


Castillan (NG): This is a peaceful land of farmers and ranchers, akin to the people of the "Dalelands" of Faerun. There is a queen, but she rules with a loose fist, preferring the people to be governed by local regencies. It is the largest country of Eston and is located centrally, nestled against the Great Wall to the west and stretching out to the coast to the east. It is bordered by Goslund to the north and Estonia to the south. A great jungle buffers Castellan from Shezar to the south east. Many heroes come from this prosperous land.

Races: Any from PHB
Classes: Bard, Cleric, Druid, Fighter, Knight, Monk, Paladin, Ranger, Rogue, Scout


Corincais (LG): This country is a theocracy and it's principle deity of worship is Heironeous. It is a land of paladins, clerics, monks and other law abiding people, it's High King a paladin by the name of Darius. It has a reputation of strict justice and cruelty, though this reputation is baseless. Knights are given full authority to meet out justice and are considered full fledged judges and have been rumored to have doled out summary executions on the spot, though these rumors grow in each telling. Corincais is located in the extreme north eastern corner of the continent. It is bordered to the west by Sylvia and the Eldarine and to the south by Goslund.

Races: Any from PHB
Classes: Bard, Cleric, Crusader, Fighter, Paladin, Ranger, Wizard


Druiste (N): Not much is known about this large island to the north of the continent, save that it is the home of a highly secretive order of druids. So protective are they of their secrecy, it is rumored that ships who come within sight of the island are simply swallowed up by the sea. Sylvia lies to the south of this island.

Races: Elf, Fey, Gnome, Human
Classes: Druid, Ranger, Scout, Warlock (fey)


Eldarine (CG): This is the dense, forest kingdom of the elves nestled on the border of Corincais and Sylvia. Gnomes and halflings are known to make their homes here as well.
Races: Elf, Gnome, Half-elf, Halfling

Classes: Archivist, Bard, Cleric, Druid, Duskblade, Fighter, Monk, Rogue, Sorcerer, Spellthief, Swordsage, Warmage, Wizard


Estonia (LN): This land is a mixture of people and is geographically dominated by high mountains, many of them volcanic. It has a somewhat "oriental" feel to it and this is a place where many "oriental" monks come from. This country has become decadent and it's government is crumbling. Rumors abound that Bassine (to the west) has its eyes fixed on this country as ripe for spoil. It is firmly ensconced in the Fortress Mountains with the desert country of Bassine to the west and Castellan to the north. A bay separates Estonia from Shezar.

Races: Any from PHB
Classes: Cleric, Fighter, Monk (eastern style), Ninja, Rogue, Samurai, Sorcerer, Swordsage, Warblade, Wu Jen

Goslund (LG): This country is rulled by a lesser king and is also a theocracy, like Corincais. It has a largely "Germanic" feel to it and is a land of hearty warriors and mariners. Geographically dominated by large lakes in the heart of the country, it is also dominated by the Dragonclaw Bay to the east and the Great Wall to the west. The truth of the matter is, Gosland is ruled by the High King Darius and is subject to the taxation and laws of Corincais.

Races: Any from PHB
Classes: Bard, Cleric, Crusader, Fighter, Knight, Paladin, Ranger, Rogue, Warblade


Montholme (LG): This is the surface city of the dwarves and is the edge of their kingdom, most of it sprawling beneath the surface of Eston, which few humans ever see. It is nestled in the heart of the Great Wall west of Goslund and Castellan.

Races: Dwarf
Classes: Cleric, Crusader, Fighter, Knight, Paladin, Rogue, Warblade


Servanos (unknown): Little is known of this legendary city state, and many scholars of Eston doubt that it exists, attributing much to rumor. Imagine a city in the clouds with great cloud shaped domes of purest ivory, a land of silver dragons and giants... Legends also say that most arcana can find its ancestry from Servanos.

Races: Elf, Half dragons, Human, Warforged
Classes: Archivist, Bard, Beguiler, Cleric, Dragon Shaman, Dread Necromancer, Psion, Sorcerer, Warlock (celestial), Warmage, Wilder, Wizard, Wu Jen


Shezar (unknown): Much rumor and mystery surround this land, its inhabitants rather "tight-lipped" about their customs. It is said to be a land governed by astrologers, and that the people here do nothing without consulting star charts and such, but this is scoffed at by those "in the know." This is a land of wizards and scholars and is known to be steeped in exotic riches. Geographically, it is a small peninsula dominated by desert dunes and rich oasis, most of the people living in the tremendously large bronze dome of the city named Shezar, where the surrounding land gets its name.

Races: Elf, Gnome, Human, Warforged
Classes: Bard, Beguiler, Wizard, Wu Jen

Sylvia (NG): While this land is technicly taxed and ruled by Corincais, it is buffered by mountains to the west and south as well as the Great Wall to the East, and is filled with lush forests. Ruled by a queen, it has a largely Irish/Scottish feel to it and is peopled by rangers and druids, among others. A hearty land, many heroes hail form here.

Races: Any from PHB
Classes: Barbarian (some), Bard, Cleric, Druid, Fighter, Ranger, Rogue, Scout, Swordsage


The Wildlands (none): Beyond the great wall is an unexplored, untamed land peopled by barbaric horse tribes. Few have ever actually glimpsed this land, and it is surrounded by rumor and speculation. (The people who come from here have a mixed "American Indian"/Tuigan [from FR] feel.)

Races: Any from PHB (tribal)
Classes: Barbarian, Cleric, Dragon Shaman, Druid, Fighter, Ranger, Scout, Sorcerer, Warlock
Hengwrt Ellesmere

03-01-07, 03:54 PM
I like how your lands have unique cultures reminiscent of real world countries. I'm working on a setting along the same lines. I have an "english" land, a "german" land, a "spanish" land etc. My goal in writing descriptions is to make these connections without explicitly saying what real world country each land is supposed to be like. Also I'm picking at least one major geographical or cultural feature of each land and tweaking it, so that the english land might not be on an island for instance.

Anway, I want to see a map!
Mystic Theurge

03-01-07, 05:59 PM
Sources: PHB, DMG, MM, MMII, ToB, Comp Adventurer, Comp Arcane, Comp Mage, Comp Scoundrel, Comp Warrior, Spell Compendium, BoED, XPH, PHB2, Miniatures HB, Draconomicon, Manual of the Planes, Savage Species, Heroes of Horror, some of UA (see below).
Also available are FRCS*, Magic of Fearun*, PG to Fearun*, Waterdeep; City of Splendors*, ECS*.
*Included items are not campaign specific. Feats, spells, classes, races, etc are available, so long as they are not specific to the campaign world itself (i.e. Red Wizards of Thay).
3rd party sources included are Quintessential Elf, Relics and Rituals II, Pocket Guide of Arcane Spells (Divine too).
Items from sources that I do not own MIGHT be allowed on a case by case basis. Most likely, items allowed will be minor, such as feats, spells and the like. Classes and PRCs are too difficult to handle without having the source handy, so they will less likely to be allowed. Also, any rule that requires a specific background will only be allowed on a case by case basis (examples: Green Star Adept, Purple Dragon Knight).
Classes: Any core or those found in the above resources.
Races: Any core or those found in the above resources.
Deities: PHB (Other deities will be allowed on a case by case basis)
Cosmology: The Great Wheel
Action Points: Per rules set forth in ECS.

House rules:
Armor as damage reduction and class defense: characters and NPCs with any non NPC class get a class defense bonus equal to half their base attack bonus rounded up. This bonus stacks with the AC bonus granted by armor and is considered a dodge type of bonus (stacks with any other dodge bonus and applies to touch AC, not FF). Armor grants half its bonus rounded down as damage reduction and the other half as an armor bonus to AC. Damage reduction offered by other armor qualities, such as adamantine, stacks with DR granted by armor. Example: Studded leather armor grants +2 AC bonus with a DR of 1/-; Warforged with Adamantine Body receive +4 to AC and have DR 6/- (2 points of this DR can be bypassed with adamantine weapons and this is an exception to the rule that different types of DR do not stack.)
Flaws: up to 2 flaws may be selected from the UA only (still subject to approval).
Paragon classes are accepted.
Variant classes from UA are accepted.
Variant Races from UA are accepted on a case by case basis
EL Buyoff is accepted.
Spell Points will be allowed with the acquisition of a feat: Mana Casting, detailed below.

New Feat:
Mana Casting [general]
Prerequisite: Character level 1st

Benefit: the character uses the Spellpoints varient in the Unearthed Arcana. The character has a number of spellpoints to use according to the charts in the UA and follows all the rules therein except as follows:

If the character prepares spells, she can prepare a number of spells as set forth in the class entry of the character class but does not get bonus spells to prepare according to her key ability score. Instead, she receives bonus spell points. The prepared spells represent a list of spells she may cast from and she doesn't need to prepare the same spell twice.
Having a magic item that increases a character's key ability score via an enhancement bonus, such as a headband of intellect, does allow the character to gain bonus spell points, but only if the item grants a bonus constantly. This rule is contrary to the rules set forth in the UA.


Normal: A character without this feat and who casts spells follows the traditional rules for spellcasting under the class entry in the apropriate resource.

Special: Psions, Psywarriors, Wilders or any other class that normally uses a point system for powers or spells do not need to take this feat unless they plan to multiclass into a class that uses the traditional system.
Mystic Theurge

03-02-07, 06:20 PM
New Race: Stonekin (needs polish)
Stonekin is a race comprised of earth and stone that have been granted life by elemental spirits, created long ago by dwarven mage-smiths. They are a hardy, strong race, but they are slow and quite shy. The secret to their creation has since been lost, but somehow their numbers are growing.

Stonekin appear as small, humanoids made from stones. Their appearance is natural in that they do not appear to be carved in any way. They have an anatomy similar to that of small dwarves.

Because of their abilities, stonekin make for good miners and are always welcome in the confines of dwarven communities. Howerver, because of their shyness, they have been enslaved by other denizens of the underdark.

Racial Characteristics:

+2 Strength, +4 Constitution, -4 Dexterity, –2 Charisma.
Small: As a Small creature, a stonekin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
A stonekin's base land speed is 20 feet. However, stonechildren can't run or charge. They can move and attack in the same round, but they have plodding movement.
Burrow: Stonekin can burrow through the earth at the same rate of speed that they can walk. They can do so with any natural earth or stone, but can't do so through worked stone.
Darkvision: Stonekin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and stonekin can function just fine with no light at all.
Supreme Stability: A stonekin gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Partially Elemental: stonekin are immune to poison, sleep effects, paralysis and stunning. A stonkin does not need to eat, sleep or breathe, nor do they benefit from consumables such as potions or Heroes' Feast. A spellcasting stonkin that prepares spells must still meditate for 8 hours before being able to prepare spells. They are not immune to critical hits or sneak attacks, but benefit from light fortification. Stonekin are not immune to death effects and they benefit fully from curing effects. Stonekin are also not immune to mind affecting effects and are treated as humanoid for such spells as Charm Person.
+4 Natural armor. Stonkin are exceptionally thick skinned, being made mostly of rock.
Stonekin benefit from a natual Damage Reduction 1/-
Automatic Languages: Common and Terran. Bonus Languages: Dwarven, Gnome, and Undercommon.
Favored Class: Druid. A multiclass stonekin’s druid class does not count when determining whether he takes an experience point penalty for multiclassing.
Mystic Theurge

03-02-07, 08:36 PM
Nevermind, I think I figured it out myself. :P
Seraphine_Harmonium

03-03-07, 09:04 PM
I would suggest putting your map in a spoiler. Right now it's so big that you have to scroll back and forth to see the end of the line, which, as a reader, is annoying. Putting the map in a spoiler would mean that a click would make the map visible while remaining on the page, while allowing easy reading of the page by closing the spoiler.
Mystic Theurge

03-03-07, 11:47 PM
A map of Eston with borders included:
http://aycu36.webshots.com/image/13715/2000049692341854302_rs.jpg
Mystic Theurge

03-03-07, 11:48 PM
I would suggest putting your map in a spoiler. Right now it's so big that you have to scroll back and forth to see the end of the line, which, as a reader, is annoying. Putting the map in a spoiler would mean that a click would make the map visible while remaining on the page, while allowing easy reading of the page by closing the spoiler.
For whatever reason, the board is not allowing me to put the map in a spoiler block. Oh well.
Seraphine_Harmonium

03-04-07, 01:28 AM
For whatever reason, the board is not allowing me to put the map in a spoiler block. Oh well.

That's weird. It let me.
Mystic Theurge

03-04-07, 03:17 PM
That's weird. It let me.The problem seems to be corrected today, as I have been able to put the map in a spoiler block.
Mystic Theurge

03-08-07, 08:15 PM
In case anyone wants to know, I have included a post of "rules" for this campaign included in post #3 (http://boards1.wizards.com/showpost.php?p=11632927&postcount=3).
seTiny

04-09-07, 10:01 PM
Interesting, I would like to see more.

I like your map. Especially the fact that you have included what I assume are shipping lanes/ sailing routes.

Another thing I found interesting is that you've included warforged as a race. Do they have a different origin in your setting? Are they a free people, or are they slaves? Do they have any rights, or are they viewed as a tool?

Do you have a history for your world?

How do the various nations view one another? Are they all friendly to each other? On the brink of war? They don't care about the other as long as they stay out of each others way?
Mystic Theurge

04-10-07, 06:51 PM
Another thing I found interesting is that you've included warforged as a race. Do they have a different origin in your setting? Are they a free people, or are they slaves? Do they have any rights, or are they viewed as a tool?

Do you have a history for your world?

How do the various nations view one another? Are they all friendly to each other? On the brink of war? They don't care about the other as long as they stay out of each others way?
I am starting to do a workup on the various races in the realm. I am thinking that the warforged are going to come from two different places, Servanos and the city of Shezar. Both places are "technologicly advanced" and are high magic regions. I think how they are treated will depend on where they come from. Servanos is very concerned about beneficial magic, and so they would be more willing to treat warforged as equals, wheras Shezar would be more apt to treat them as tools. I am interested in ideas on how to incorperate this.

As for the history of the world, I am still working on that (which is to say that I am having a bit of a hard time coming up with one :P). I am thinking that parts of the realm are ancient (Bassine, Bjornland, Druist, Shezar, etc.), but the rest of the nations are relatively new (say, 500 years old or so) and that the continent is sort of recently "discovered". I think it would be interesting to construct a history that would be viewed differently depending on where a person comes from.

I have included a brief mention of this in the little blurbs on the nations, but I would like to make it more detailed. The example I have included above is how Bassine views Estonia. If ever I actually start a campaign in this realm, I think Bassine will be mobilizing their armies to invade Estonia. Rumors and speculation will abound...

Thanks for your criticism. Unfortunately, I haven't been able to devote a lot of my time in developing this.