My campaign world: Soullos [Archive] - Wizards Community

Post/Author/DateTimePost
ssvegeta555

02-15-05, 12:39 AM
I have recently started to design a campaign world. Well maybe not recently, but I started to do this August last year. I'm been doing bits and pieces when I have the time, college can be draining, so there is little to show. Also my world has been influenced by Forgotten Realms alot, so you may see some names "borrowed" from that setting.

I will gradually update the thread with new stuff I created and whatnot.

Introduction
“I have been around for thousands of years. I have seen the dragons rule, and seen them defeated. I have seen many empires from the dwarves, elves, and orcs rise and fall. I have seen the humans progress further than any other in ages past. Yet, throughout the many millennia I have lived, I have never seen the gem dragons with such fierce rage and determination. They were once my masters, now they are hateful and blind with anger. These dragons seek to get revenge, and without heroes to prevent them, they just might usher a new era of dragon rule.”- Charir Sauriv, founder and leader of the Order of the Ruby’s Eye.

Soullos is world of full of magic, mysteries, a time of change, and most of all dragons. Magic in Soullos is common, seen by most and practiced by many. Arcane magic is the magic of choice, with divine magic following suite. Mysteries abound in many places; mysteries of the Primal Deities, incarnum, the lunar mist and more are only the few to await discovery.
Dragons are common. True dragons are the stuff of legends, stories, and bard songs. They are influencing and terrorizing, helping and slaughtering. They are seen as a force of magic and strength, wise and resourceful, but also harbor the strength to fell nations and civilizations. They have ruled over the world twice, and they seek to do it a third time, the gem dragons at least. Lesser dragons populate the world more so than the True dragons. Wyverns, drakes, and wyrms all wander the lands or the skies above. Thankfully they are not as powerful as the true dragons.
One major beneficial and dangerous event is the resurgence of psionics. Psionics has been a force widely used by many, more so than arcane magic today. With the dire events of the Mind War, psionics were sealed to cripple the mindflayers. With that, the Sealing had locked away all psioncs from the world never to be used again. Creatures, psionic items, and more felt the sudden impact and lost all they have achieved. Few rare and powerful individuals had survived but the world was forever changed.
Recently, or precisely 8 years ago, psioncs has be released resulting in many bad things as there are good. Psionic items of ages past are now “active” waiting to be found and used by new masters. Tombs and ruins once completely looted now hold treasures of an era that was forgotten. Few animals lost their minds to the resent psionic release; their psionic power could not be contained or controlled. These animals are called phenric animals, animals with psionic abilities, uncontrolled or not (most cases not). These phenric animals roam the land destroying and terrorizing like raiding bandits with no agenda.
The rebirth of a god is also at hand. Sardior, once the god of psionics, returns to attain new worshipers. Sardior plans to regain the strength he has once lost, but the church of bahamut and other good deities prevent such event from happening. Gem dragons have gone loose and are destroying the land; they seek vengeance from the ones responsible for the Sealing. They had, for a thousand years, lost their strength and were hunted like animals by the green orcs. Sardior being the gem dragon god as well is seen as an evil god trying to pry the worshipers of more responsible and less dangerous gods, so he can receive power and bolster the now enraged gem dragons. Though such claims are not true, Sardior has good intents and has nothing to do with the enraged gem dragons. Regardless, the church of bahamut and others seek to prevent such “tragedy” from happening.
Soullos, a world once peaceful and prosperous, is paying for the events that happened long ago, for the good and the bad.

The World
Soullos is a large world. There are 4 known continents. The main continent is Cerbria, one of the largest continents in Soullos. Cerbria is located in the middle just a little above the equator. Cerbria is the main magical area with medieval style standard in most D&D games.
To the southeast of Cerbria is the continent of Rumai. Rumai is a relatively large continent, being the second biggest. Rumai is an area heavily inspired by feudal Japan, with many races rarely found elsewhere, like the Nezumi (ratfolk) and Kitsune (foxfolk).
Far West from Cerbria is the Savage Lands. This continent is large, made up of vast swamps and jungles on its western side, and with a massive barren wasteland and grasslands on the eastern side. A large mountain range, the Twin Goddess Peaks, separates the west and east straight down the middle.
The fourth continent is a land of mystery and ancient lore. The continent lies southwest from Cerbria. People call this place Dracôs, because the continent is the place where the most dragons are located. Steep cliffs and dangerous water, with whirlpools and unforgiving waves surround the whole continent, preventing most from entering. The only way in is to fly.
Not really a continent, but the Endless Ice is a large collection of glaciers and islands frozen over completely, making it inhospitable for almost all life. The Endless Ice stretches for hundreds of miles (possibly thousands) north of Cerbria. Cities frozen for uncounted years, tombs of long lost kings and creatures of unimaginable terror are scattered across the Endless Ice. It is even rumored that the Endless Ice contains portals to the Elemental Plane of Cold, which is highly possible. Few stories take this even farther, they say the Endless Ice is the entrance to the Elemental Plane of Cold, not just a portal but the beginning of the plane itself.
There are rumors and theories that there are more lands yet discovered. Far to the east and north can yield unknown lands of weird and unique societies and creatures. Few have gone but haven’t returned. They may have been victims to a sea, creatures, or even divine intervention. Know one knows, but few brave the seas to discover new lands.
ssvegeta555

02-15-05, 12:39 AM
Table of Contents


Soullos Pantheon (http://boards1.wizards.com/showpost.php?p=5448399&postcount=4) (Updated 11-23-05)
Primal Deities (http://boards1.wizards.com/showpost.php?p=9801515&postcount=90) (Updated 08-9-06)
Draconic Calendar (http://boards1.wizards.com/showpost.php?p=5767938&postcount=18) (Updated 03-25-05)
Soullos Cosmology (http://boards1.wizards.com/showpost.php?p=6647431&postcount=19) (Updated 9-17-07)
Magic of Soullos (http://boards1.wizards.com/showpost.php?p=6662654&postcount=20) (Updated 02-14-06)
The Afterlife (http://boards1.wizards.com/showpost.php?p=7867366&postcount=54) (Updated 12-22-05)

Races:
Races of Soullos (http://boards1.wizards.com/showpost.php?p=5448290&postcount=3) (Updated 4-21-07)
Monster races of Soullos: Dragons and Demi-dragons. (http://boards1.wizards.com/showpost.php?p=7786870) (Updated 11-18-05)
Monster races of Soullos: Marruspawn (http://boards1.wizards.com/showpost.php?p=8219004&postcount=78) (Updated 1-12-06)
Monster races of Soullos: Yuan-ti Part 1 (http://forums.gleemax.com/showpost.php?p=13941861&postcount=118) Part 2 (http://forums.gleemax.com/showpost.php?p=14033010&postcount=119) Part 3 (http://forums.gleemax.com/showpost.php?p=14092268&postcount=122) (Updated 10-16-07)

Regions:
Lunar (http://boards1.wizards.com/showpost.php?p=5540351&postcount=13) (Updated 11-24-05)
Guardia Kingdom (http://boards1.wizards.com/showpost.php?p=8020890&postcount=58) (Map located here (http://boards1.wizards.com/showpost.php?p=8020790&postcount=57) ) (Updated 12-16-05)
Ice Gale (http://boards1.wizards.com/showpost.php?p=8096114&postcount=65) (Map located here (http://boards1.wizards.com/showpost.php?p=8020790&postcount=57) ) (Updated 12-27-05)
Sherad (http://boards1.wizards.com/showpost.php?p=8141350&postcount=71) (Map located here (http://boards1.wizards.com/showpost.php?p=8020790&postcount=57) ) (Updated 1-2-06)
Magical Kingdom of Suzail (http://boards1.wizards.com/showpost.php?p=8183126&postcount=77) (Updated 1-7-06)
The Dragon Tooth Mountains (http://boards1.wizards.com/showpost.php?p=11362517&postcount=101) (Updated 2-1-07)
Canathra Desert (http://boards1.wizards.com/showpost.php?p=11487812&postcount=104) (Updated 2-14-07)
Aberoth (http://boards1.wizards.com/showpost.php?p=12245846&postcount=109) (Updated 5-2-07)


History
Creation of the Multiverse (http://boards1.wizards.com/showpost.php?p=5480625&postcount=11) (Updated 04-02-05)
Age of Primal Dragons (http://boards1.wizards.com/showpost.php?p=5745119&postcount=17) (Updated 1-3-06)
The Mind's War (http://boards1.wizards.com/showpost.php?p=7693536&postcount=40) (Updated 11-07-05)
Dragon Dominion Era (http://boards1.wizards.com/showpost.php?p=8152902&postcount=74) (Updated 1-3-06)
Lost Empires and Kingdoms (http://boards1.wizards.com/showpost.php?p=12844080&postcount=115) (Updated 6-24-07)

Artifacts
Elemental Rings of the Archmages (http://boards1.wizards.com/showpost.php?p=7693621&postcount=41) (updated 11-07-05)
Runesword (http://boards1.wizards.com/showpost.php?p=7693850&postcount=44) (Updated 11-07-05)

Misc:
Flora (http://boards1.wizards.com/showpost.php?p=7503437&postcount=33) (Updated 10-14-05)
Alcoholic Beverages (http://boards1.wizards.com/showpost.php?p=7829683&postcount=51) (Updated 10-22-06)
A Time of Change (http://boards1.wizards.com/showpost.php?p=8129013&postcount=68) (Updated 1-2-06)
Gallar Ships (http://boards1.wizards.com/showpost.php?p=8447119&postcount=82) (Updated 2-10-06)
Languages (http://boards1.wizards.com/showpost.php?p=11667786&postcount=107) (Updated 3-4-07)

Guilds/Factions/Orders
Dragon Cults: Seppharee (http://boards1.wizards.com/showpost.php?p=9060856&postcount=88) (Updated 4-29-06)
Mirage Knights (http://boards1.wizards.com/showpost.php?p=11461541&postcount=102) (Updated 2-12-07)


Version 1.1 (2-18-05): I added some new info on the gods of Soullos page explaining the overgods of Soullos.
Version 1.2 (11-7-05): Added new categories for a more organized look
Version 1.3 (11-18-05): added another gatergory, Races.
Version 1.4 (11-24-05): Updated many pages already posted.
Version 1.5 (1-3-06): Added a "last update" portion for each section here for easy reference.
ssvegeta555

02-15-05, 12:46 AM
Races of Soullos

Humans
Humans are the world’s dominant race. Almost every were there is land a human is bound to live there. There are many different human sub-races, or ethnics groups. The five major human ethnic groups are the Barians, Ethians, Karparas, Nosks and Sheradians.

Human Ethnic Groups.
These human descriptions use the PHB human description except those noted here.

Barians
Barians live mainly live in Cerbria. All Barians are descendants of some race or creature with magic abilities. Most are descendants of dragons, and /or half-dragons (commonly known as dragon Barians). Some are descendants of celestials or fiends (celestial and fiendish Barians respectively). No matter whom there ancestors are they all share a common thing, magic flows through them. Most sorcerers are Barians because of this fact. Some may confuse Barians to another ethnic human group. Since Barians live almost every where, they look like the race they live with. Only one difference can tell them apart. The eyes of Barians glow blue faintly (this does not have any game effect). So average height, hair color, and eyes are usually based on the ethnic groups they live with.

Personality
Barians personality is usually determined by their heritage. Those with dragon ancestors are egotistical thinking they are the best because of they’re of dragon blood. Some actually take traits from dragons. Many have been greedy and horde their treasure in highly guarded places. Some have been known to be fascinated with shiny objects. Celestial descended Barians are good tempered and forgiving individuals. They tend to be for lawful and good more than any other Barian. Fiend descended Barians are aloof, hot tempered and just plain nasty. These Barians are closely tied to evil and chaotic alignments.

Society
Barian society is heavily dependant on other races’ society. Barians living with Nosks take on the ways the Nosk live. Though no matter whom they live with Barians tend to like magic more than then the typical human does. Some Barians live with elves because of their close ties to magic.

Language
Barians have no language of their own. They speak the native language in the area they live in.

Deities
Barians worship deities that have strong ties to they’re heritage. Most dragon Barians worship one of the dragon deities. Celestial Barians usually worship Pelor, Bahamut, Moradin (if living with dwarves), and Corellan Lerithain (if living with elves). Fiendish Barians usually worship Nerull, Vecna or Wee-jass.

Relationship with other races
Barians get well with many races, especially elves. Elves and barians share the same interest in magic so it’s a perfect match. Barians aren’t to well off with dwarves. Most dwarves can find them annoying with their stereotypical personalities. They get by with many other races. Orcs don’t care for them at all, as with barians. Though some fiendish barians usually intimidate and lead orc tribes.

Ethians
Ethians make up most of the humans living today. They mainly hail from Cerbria, dominating most of the continent. Gaurdia also has a huge population of Ethains. Most ethians have average features. Skin ranges from pale white to slightly tanned. Most have brown, or black hair color, red is more uncommon but not unheard of. And eyes mainly brown. A few ethians with green or gray eyes are not uncommon. Ethians average height is around 5’ 8” for males and 2 inches lower for females.

Personality
Ethians are proud people. They work hard at what they do. They seldom waste time or laze around. Ethains are very well tempered so they are usually hard to anger at times. Ethains are usually kind as well. They usually give out a helping hand when ever they have a chance. It’s in they’re customs to treat those with they way they would want to be treated, though some can get stubborn and arrogant.

Society
Ethians have a loose hierarchy. Ethians are classed based on wealth. The more wealth you have the better social status. At ascending order here are the social classes: slave, commoner, merchant, noble merchant, noble, and high noble (mostly kings, dukes, queens). Social status plays very little in Ethian society. No matter the status enthians are usually treated equally. It may be harder for some people to gain a higher status in many other ethnic groups or races, but it’s not entirely so for Ethians. It is possible for an Ehtian slave to become free, and work his way up to noble by hard work. In some cases there have been slaves granted nobility because they have found goldmines, or inheritance.

Language
Ethians speak Ethan. This language is heavily influenced by dwarves, elves and orcs. Ethan is one of the oldest human languages. During the time of when dragons ruled the skies humans lived with elves, dwarves and orcs for many generations for protection. During that time dragons used humans as food, and herded them. At the time the dragons rule was over many humans left the safe refuges from the other races to start their own civilization. These three racial languages and common where mixed over time to create Ethan. Most Ethians also speak common, and languages of other neighboring races.

Deities
Ethians worship a wide range of deities. Almost every deity is worship by some form of human, most likely Ehtians. The most common deities are Pelor, Bahamut, and Boccob.

Karparas
Karparas are a nomadic race. They live mainly in tropical climates. Large populations of them are found on the Aberoth Island, as well as Chalmeon. Karparas have dark skin and athletic builds. Almost all Karparas have black hair, but brown is not all that rare. Brown eyes are the norm. Though some have had blue or gray eyes. Karprars are tall. An average male is around 6’ 3” and females are 6’ 0”.

Personality
Karparas are very well disciplined. Similar to monks in self discipline, Karparas hone their skill in combat in their spare time. Being well disciplined in ways of combat also makes them hard to impress. Most karparas don’t trust outsiders in their settlements. Most would view them with suspicion (unless they settle in a city, being suspicious doesn’t help sells). It can be hard for acceptance in karpara society. Usually one who wants acceptance needs to past a trial of strength, mind, and body. These tasks are hard to those not prepared, but once passed they gain acceptance within the karpara society usually by a tattoo only karparas can have.

Society
Karparas are nomadic race and choose to see the world than to settle down in a permanent place. Most karparas a tribes are around the size as small hamlets, around 30-90 individuals. Most travel for about 2 weeks or until they need supplies or spot a comfortable location. During there stay they gather food, trade with the locals and just explore the surrounding area. Most would assume they only explore to see the sights, but the Karpara do this to find out the best locations to fight, ambush, or flee if need be. Sometimes karparas settle in a city or the outskirts of one, and sell their goods.

Language
The native tongue for karparas is soudess (pronounced soo-dess). Considering the karparas nomadic life they invented this language over the years by collecting many snips of other languages around the world. Because karparas have been to many places and traded with many cities, soudess is a common language in many parts of the world.

Deities
Karparas aren’t really religious race, but do understand the importance of a god. Many karparas revere Fharlanghn, the god of travels. Being nomadic and worshiping the god of travels goes hand-in-hand. Some karparas have even met Fharlanghn during their travels. Fharlanghn usually blesses them with abundance of food and strength for the journey a head. Obad-hai is also a popular choice.

Relationship with other races
Karparas, being suspicious to outsiders, don’t exactly get well with others. Usually the only time they wish to converse with others are when they set up shops in cities. Orcs are hostile to karparas, mainly because karparas view them as barbaric animals, and kill them on sight. Some karparas think of it as a sport.

Nosks
Nosks are proud warriors of the northern lands. Most view Nosks as barbaric because of there fascination of war and battles. But in reality they are very cultured, or what can be achieved culturally in the northern lands. Most Nosks have well built bodies, which is a necessity in the harsh environments. Nosks are mainly found in mountains or artic regions, such as Ice Gale. A typical Nosk has pale skin, and blonde or lightly brown hair. Red hair is common as well. Blue eyes are the norm, and many also have green or gray eyes. Average height for a male and females is around 5’ 10”.

Personality
Nosks are strong and proud people. They can also become very stubborn and thick headed. Most Nosks are usually very friendly, sometimes too friendly. One of the greetings is a bear hug, and Nosks love to give bear hugs to outsiders. Another common greeting is a strong handshake.

Society
Nosks are very militaristic race. Every male is expected to learn how to combat the terrible dangers of the north. Females aren’t expected to but are welcome to do so. It’s not uncommon to have almost all females in the village that are trained in combat. Nosks love battle, almost of a point of obsession, which is why most view them as barbaric. They battle more fiercely than most races do. Looking the strongest is a safe bet that you won’t get attacked; well not getting attacked too often that is. They may seem barbaric to many, but that’s not so true. They are very civilized in what they do. Most are smiths, hunters and farmer. Their architecture is very well built and sturdy. Nosks are also good people to talk with when the topic is literature. As many Nosks say to the ignorant, “We barbaric, Ha! We do many of the stuff you all do. That would make us all barbaric, would it not?”

Language
Nosks have their own language, Nosk. This language sounds very rude and insulting in-a-way. It’s a wonder why many races use cuss words from the Nosk language to insult their enemies.

Deities
Nosks worship many deities. Having faith and strength is very important to a nosk. Because of their relationship with dwarves and smiting techniques, many worship Moradin. Many Nosk respect nature so Elhhona is a popular choice. Kord is worshiped for his strength; many nosks who don’t actually worship Kord give him a prayer before battle.

Relationship with other races
Nosks get well with dwarves, since they share the same dedicated interest in smithing. Nosks are also great allies to Golmoids. Some golmoids may think different, because nosks can get rowdy. Nosks don’t see many other races out in the northern lands, but usually get by in good standings with others. Nosks are extremely hostile to orcs. They share the same hatred to them as the dwarves do.

Sheradians
Sheradians are masters of the desert. They are almost exclusively found in desert regions. Sherad is where they originate from and most living in Sherad are Sheradians. Canathra also has a large population of Sheradians. Sheradians have brown or bronze skin colors. Hair colors range from black or brown. Any other hair color is rare, or unheard of. Brown eyes are all too common, but few have gray or yellow eyes. Average height for male are 5’ 5’’ and females tend to be 5’ 8’’.

Personality
Sheradians are very uptight and sometimes downright rude. Most usually act this way to outsiders, but it’s also a common thing with their own kin (mostly to those who are lower in status). Most are also greedy as well. But Sheradians are not all this way, just many of them. Sheradians may be rude to most they do have a good heart and will talk things through if it’s needed.

Society
Sheradians have a strict hierarchy. In ascending order here’s the society ranks: slave, lower commoner, higher commoner, merchant, noble, and desert noble. Slaves have no right with in Sheradian society, they are treated very poorly. There have been rare cases of slaves getting freedom. Lower commoner are pretty much peasants, and higher commoner is a peasant that has it better, usually one who is in the military. Merchants are those who make wealth by selling goods. Nobles are rich, and very rude to those below their class. Desert Noble is the highest rank in Sheradian society; they are kings, queens, or counsel members. In sheradian society it is very hard to achieve a higher rank, and because of this fact many don’t bother, since it’s easier to lose ranks then gain them. At the age of 16 years old males are expected to marry within 5 years. Those who don’t are shunned by society, sometimes they get exiled. Most sheradian adventurers are ones who had this fate.

Language
Sheradians speak Caliph. This language is mainly based of draconic; it even uses the same alphabet.

Deities
Sheradians are very religious. Most spell casters are clerics. The main god most sheradians worship are Olidimara. Song, wine, and sometimes thievery are in every day life. The dragon god of fate, Chronepsis, is also a common choice.

Azurin
Azurins are not completely human, but they share many of the same traits. Azurins are a race of humans infused or enhanced by incarnum, the stuff if souls. As with humans, Azurins have the same features of humans, or rather the features within the area they live in. Azurins living with sheradians will have the copper skin, brown hair and so on. The discernable feature that sets Azurins apart from their human counterparts is their eyes. Azurins have a faint light blue glow and sheen around their eyes. Many confuse the eyes with barians, which also have blue eye that slightly glow. The noticeable difference is that the Azurin’s eyes always glow, while the barians glow only in dark environments, and it doesn’t glow as bright.
Azurins are known to live anywhere humans are found. Each azurin birth is unexpected. Know one knows why or how an azurin comes to be. It could be that stray strands of incarnum have traveled in the mother’s womb. Whatever the case, azurins are the only known race in the world that can manipulate incarnum more easily than any other race. Because of this, azurins have the nickname Soul Children.


Dwarves
These dwarf descriptions use the PHB and MM dwarf description except those noted here.

Rune Dwarves
Rune dwarves use the same statistics as the hill dwarves.

Rune dwarves are the most common type of dwarf seen, mainly because the duergar are reclusive and evil. The duergars live primarily underground, but the rune dwarves live both underground and above ground. A nickname some give them is “surface dwarves.” Rune dwarves like to build great stone work building both above and underground. Most build near a mountain’s base and rolling hills. Because they live a lot above ground they trade with many surface races, which other dwarves don’t see to often. Plus many other races live in their aboveground cities, especially humans and golmoids. Most rune dwarves live in many mountains scattered across Cerbria.
Rune dwarves are named after their runes the dwarves use so often. Each dwarf, upon birth, receives a rune from the cleric of Moradin. This rune describes and depicts a certain event or meaning. The rune is inscribed on the child’s shoulder, a tattoo and a symbol of their heritage. Most of these runes have no meaning beyond to identify the child. It’s a second name as most rune dwarves call it. However, some of these runes given at birth can foreshadow the events in the future. These children are raised within the temple of Moradin so the clerics can decipher the rune’s exact meaning.
In addition to the rune given at birth, the rune dwarves also receive the rune of their clan name, tattooed on their other shoulder, usually the left. These clan runes are given to the child as sign of adulthood. Clans are very strong in rune dwarf societies. Honor, loyalty, and family govern the rune dwarf clans. Betraying or leaving a clan is seen as betrayal to one’s friends, and dishonorable to the dwarf race. These dwarves are seen as enemies to the clan.


Duergar
Duergars use the XPH stats.

Deurgar are evil dwarves of the underdark. Most other dwarves and many other races as well don’t like duergar company. Duergar are very militaristic and fight much harder and more ruthless than many other races of the world. Most duergar cities are very well defended and hard to breach. The Duergar are not evil by choice. Before the Mind war many deep dwarves and some mountain dwarves where captured by ilithids. The ilithids performed many experiments on the hapless dwarves. During the many years of enslavement the ilithids psionic power where infused into the dwarves, thus creating duergar. They also learned the ruthlessness evil of the ilithids. Many duergar were foot troops in the minds war. After the ilithids were free the duergar had no masters, and they didn’t care, they were free. Duergars never want to become enslaved again so they now train hard to protect their race. Ever since their freedom, no duergar city was ever successfully defeated, thought that’s excluding dragon attacks.


Elves
These elf descriptions use the PHB and MM elf description except those noted here.

Twilight Elves
Twilight Elves are the most commonly seen elf in the world. They live in large forest cities practicing their famous ways of blending magic and combat. Twilight elves believe that the state of twilight is the best of both worlds. The sun can be seen as well as the starry sky, they blend together in perfect harmony. And that is the twilight elves’ philosophy to blending magic and combat. They strive to create perfect harmony to what many believe should be practiced separately. Their most famous and numerous warrior-mage archetype is the Duskblade, a warrior who blends the elves fascination with the two mediums. Many twilight elves practice the Sublime Way, which furthers their way of combat in new ways. Large concentrations of twilight elves live in Rellion Forest that covers a large portion of Northern Cerbria.

Pearl Elves
Also called aquatic elves, these elves are water-breathing elves that live in the massive waters all over Soullos. Pearl elves are smaller than most elves averaging around 5ft in height. Their skin color ranges from pearl white to light blue that glisten in the sun like the pearl they are named after. Pearl elves are a kind race that trades and offers support to those living near the shorelines, although their inability to breathe air has hampered their ability to deal with surface races.

Drow
Drow, also known as dragonborn, are often the misunderstood stepchild of the elven race. While they are evil in most respects, their ties to the evil dragons had angered their brethren and their god, being brushed aside like discarded paper. During the Dragon Dominion Era some of the twilight elves sided with the dragons for power, magical aptitude, and wealth. The evil dragons who took the elves under their wing were transformed into the dark skin, white hair drow that is known today. This act of betrayal angered their kin to the point where they fight each other on sight. This tension has led to the Drow to hate their elven brothers in turn often saying they don’t see their way of greatness and power.
After the War of Humanity they fled underground spreading throughout the Underdark where they remain today. Drow communities are large and are ruled by clerics of an evil dragon god, who despise worship of any other god that is not their own. Many of these rulers are half-dragons, sometimes even dragons disguised as drow. Drow rulers’ rule with an iron fist backed up by their patron god, what they say goes. Because of this dictatorship way of ruling, Dow communities are harsh often filled with grief and violence. If you can’t survive you are not fit to be a Drow, is a common saying in drow communities.
Drow communities of opposing faith often war with each other, with each side trying to appease their patron god through strength and faith. In addition, the drow also war with many of the other hostile denizens of the Underdark, particularly Duergars, Illithids, and Abeloths. Because of their constant warfare, the drow rarely venture to the surface world.

Drow Characters
Drow Traits (Ex): Drows posses the following traits.
-+2 Constitution –2 Wisdom. Drow are a sturdy race, but they're blind with faith.
-Drows base land speed is 30ft.
-Darkvision 60ft.
-+2 racial bonus on Spot and Listen, Knowledge (Arcana) checks.
-+1 racial bonus on paralysis, fear and sleep effects.
-Dragon Blood: For all effects related to race, a drow is considered a dragon.
- Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
Automatic Languages: Under Common, and Draconic. Bonus Languages: Common, Dwarven, Orc, Goblin, Nosk, and Terran.
Favored Class: Cleric. Drow are highly religious and majority of them favors the evil dragon gods.
LA: +0


Gnomes
These gnome descriptions use the PHB and MM gnome description except those noted here. There is no forest gnome.

Rock Gnomes
Rock gnomes are the most frequently encountered gnome on Soullos. Most rock gnomes are very smart and love to tinker with many inventions they try to develop. Rock gnomes have been known to create many inventions that are used today; their most famous one is the float stone sky ship. Rock gnomes are also responsible for the creation of golmoids, a construct race that has life giving by the gnome god, Garl Glittergold. Rock gnomes live in hills and mountain areas, just as hill dwarves they live both above and below the ground.

Svirfneblin
Also called deep gnomes (their name is very hard to pronounce by most races), svirfneblin live in the underdark. They build great cities in the underdark but try their best to hide their location from the dangerous races that dwell in the underdark: drows mainly. Because of their hidden locations they don’t trade much with other races. Svirfneblin always build their cities in places where all their necessities are supplied without trading with other races.

Golmoids
Golmoids are mentioned in the dragon magazine. Everything applies there except noted her.

Golmoids, not a race of gnomes at all, are a race of sentient constructs that were created long ago by the rock gnomes. The rock gnomes used their creations to do hard labor for a millennia. One especially bright, and somewhat mad, gnome tried experiments on the golmoids to give them intelligence. It was successful and many golmoids were had a will of their own. Because of their unpaid work, and similarities to slavery, many revolted. The rock gnomes saw their wrong doing and gave the golmoids freedom they deserved. The golmoids were still, constructs in many ways and wished to be fully living. Garl Glittergold answered their prayers and gave the golmoids full sentient life. Since then golmoids have “lived” happy lives ever since. Golmoids live in many parts of the world, most live with their creator race, some with the love of crafting (which most do) live with the dwarves, many in fact are found in Icegale. Some have migrated to human lands but not very many golmoids don’t like the company of humans, for they usually mock them as being an artificial race, or just unintelligent like many constructs.


Halflings
These halfling descriptions use the PHB and MM halfling description except those noted here. There are no tallfellow halfling.

Lightfoot Halflings
Lightfoot halflings are the most commonly seen halfing variety. Many lightfoot halflings find their home to dwarven, elven, and human societies. A particularly large population (about 30%) of them is located in Aribirth. Lightfoot halflings are rarely seen in artic climates, they tend to prefer warmer climes. Lightfoot Halflings rarely if ever start their own community. They have had very little luck keeping it alive for more than 10-20 years. Many get attacked by the local monsters. Because of this they rely on other races for a place to live.


Half Races
The half-elf and half-orc descriptions use the PHB no additional description is needed. Half dragons use the MM description except noted here.


Half-Dragons
Half-dragons are very common thanks to their dragon ancestors during the war of humanity thousands of years ago. Half-dragons are very common sight in everyday life. At least one half-dragon is living in every civilization. There are many types of half-dragons scattered across the world. Half-dragons tend to live in area where their dragon parent would live. Blue half-dragons live in desert areas, while white half-dragons would rather live in artic areas. Considering that there are many half-dragons in the world there are no half-dragon community. Half-dragons of different types don’t get a long well with others not of their type.
The following half-dragons are known to exist in Soullos: Chromatic half-dragons (red, white, blue, green, and black), the metallic half-dragons (bronze, brass, silver, gold, and copper), half gem dragons (amethyst, crystal, topaz, sapphire, and emerald), then there are half fang, shadow, and deep dragons.

Orcs
Orcs in Soullos aren’t your typical orcs in other worlds. They are more cultured and less savage, and sometimes less evil (for green orcs anyway). There are a few sub-races of orcs, from the underground gray orcs, to the more savage mountain orcs, and the most common sub-race the green orcs who hate dragons more than anything.

Green Orcs
Green orcs are the most numerous orc sub-race and the most cultured as well. They are also the main practitioners of dragoncraft items, which are items crafted from dragon body parts. Green orcs are scattered across Cerbria. A large population of them is located in the orc nation, Brach'terron. Green orcs are large reaching heights to 7ft. They have slightly pointed ears similar to half-elves and brown eyes to more to the more common green and red eyes. Their skin color ranges from all shades of green with dark or brownish tones.

Personality
Green orcs are proud and honorable race. They see each day as there last, making sure they accomplish something great, even if the task is small. As long as the orc feel accomplishment, it doesn’t matter what task is at hand. With this, green orcs take great pride in their work turning out masterful pieces of goods, whether it is weapons and armor that rival the dwarves; or it can be beautiful clothing that can make an elf jealous.
Green orcs are also fearless in battle, using their great strength to good work. Green orcs wear scars of battle as a sign of victory, power, and most of all accomplishment. Wearing the teeth of fallen enemies is also another way to show one’s importance in green orc society.
All green orcs share a racial hatred to dragonkind. In ages past, many green orcs where captured and then slaughtered for diabolic deeds to create a new race, the dragonkin. Green orcs know that the chromatic dragons where the ones responsible of creating the abominations, but they still view all non-evil dragons with distrust.

Society
Green orcs have not really built large empires like the elves and dwarves but they are far from tents and caves, like the mountain orcs. They love to build and their architecture is somewhat unique. Unlike humans who have to make use of their space, living in cramped areas, green orcs build round building and are spread apart. Rarely does one building touch another.
Green orcs have a racial hatred to dragons and hunt them on a regular basis. They use the dragon parts for dragon craft items. Some of the best dragoncrafters in the world are green orcs. They proudly wear any dragoncraft item and it is considered a sign of power, and wealth. Oddly enough, green orcs capture and train wyverns, the type of dragon they hunt the most. These wyverns are trained as mounts for green orc hunting parties, and for chieftains.
Green orcs live in tribes numbering about 50 orcs in smaller tribes while large tribes can reach well over 5,000. A chieftain who is usually a druid or totemist rules each tribe. Rangers and barbarians also have been seen as chieftains. Green orc nations are formed when multiple tribes ally with each other. Eventually the many tribes build their nation from the ground up and form a ruling council, with each tribe chieftain as a representative for their tribe.

Language
Green orcs speak orc.

Deities
Even though the patron deity of orcs is Gruumsh, many green orcs don’t worship him. Green orcs are not as barbaric and savage as their mountain orc cousins are, they have more of a neutral outlook in life. Green orcs worship Kord, Obad-hai, and Ennara. Green orc, because of their hatred to dragons, don’t worship the dragon gods.

Green Orc Characters
Orc Traits (Ex): Green orcs posses the following traits.
-+2 Strength –2 Charisma, -2 Wisdom. Green orcs are not as strong as their mountain orc cousins are, but they are smarter.
-Green Orcs base land speed is 30ft.
-Lowlight Vision. Green orcs live on the surface quite a lot; they lost their darkvision because of this, but also have adapted to daylight.
-+1 attack bonus against dragons. Green orcs have learned techniques that help them hunt and kill dragons more effectively.
-+2 bonus to craft checks when dealing with dragoncraft items. Green orcs have a special knack to create dragoncraft items of great value.
Automatic Languages: Common, and Orc. Bonus Languages: Caliph, Dwarven, Draconic, Goblin, Nosk, and Terran.
Favored Class: Ranger. Green orcs favor rangers with their skill to hunt certain creatures. Green orcs mostly choose Dragon as their favored enemy, to help them hunt dragons.
LA: +0


Gray Orcs
Gray Orcs number the fewest of all the orc subraces. They live primarily underground in the depths of the Underdark. They are smaller then their orc brethern getting to heights of 5ft on average. Their skin are gray, dark gray, and pale white for a rare few. Their eyes are pale white. Their faces are broad and flat, small tusks jut out from the bottom jaw. They are practically hairless, with many orcs being completely bald. Gray orcs are known to build large underground cities housing thousands of orcs and slaves. The largest and most infamous city is Drood-Kol.

Personality
Gray orcs are evil by nature and will kill if it suits them best. Gray orcs also have a bad temper and will easily fly into a rage at the slightest insult. Kill now; ask questions later are the motto of gray orcs. They delight in battle like their mountain orc brethren. But unlike the mountain orcs, gray orcs are expert tacticians in warfare. Few races in the Underdark can withstand a gray orc attack.

Society
Gray orcs build large cities underground with multiple stories. They use ladders and stairs to get around from place to place. Most orc cities have long extending bridges to connect to important places like the temples, noble residence, and barracks in the upper parts of the city. Lower citizens live on the lower levels, while higher rank citizens live on the high level of the buildings. Slaves are numerous in gray orc cities. Slaves are treated poorly and masters will kill them if they are incompetent, or hungry. Slaves live in small rooms within their master’s home and are expected to be alert for their master’s call. Slaves are not allowed to look at high ranking orcs, they are ordered to put their head down, failure to do so is death.
The high priests of Gruumsh, who oversee the cities development and to send troops out for war rule each orc city. Their word is law, and they take advantage of that. The High Priests are ruthless dictators who are not afraid to kill to get things done.

Language
Gray orcs speak orc and undercommon.

Deities
Gray orcs choose Gruumsh as their patron deity. Gray orcs are forbidden to worship any other deity in orc cities. The High Priests see this as traitorous the orc race. These orcs who get caught are killed or stripped of their ranks and put into slavery. Slaves are forced to worship Gruumsh, or they are eaten as a sacrifice.

Relationship with other races
Gray orcs have numerous enemies and fewer allies. They are feared and hated by all Underdark races. Drow in particular hate gray orcs, since many drow cities are taken by gray orcs. These two will fight each other on sight. Gray orcs especially hate duergar. They have a hard time penetrating their defenses, and with each failure take its toll of gray orc cities. Gray orcs keep trying as they see this as the test of Gruumsh. Gray orcs are also hated by dwarves, mainly because gray orcs raid dwarven mines for precious ores of metal.
Of all the races gray orcs have made enemies with, no other race can take place of gray orc enmity than green orcs. Gray orcs see green orcs as traitorous to their race by turning their backs on Gruumsh and for dealing peacefully with the surface races, instead of enslaving them or killing them outright. Nothing enrages a gray orc more than hearing the stories of the traitorous green orc scum.
ssvegeta555

02-15-05, 01:07 AM
Soullos Pantheon

I use all the gods in the PHB except for few I replaced with a dragon countrpart with similer views.

Gods removed Alignment Replacements Alignment
1.Erythnul CE Garyx CE
2.Heironeous LG Bahamut LG
3.Hextor LE Tiamat LE
4.St. Cuthbert LN Lendys LN


I have about 30 gods total. I'm not going to post a description since it's not really needed (except for 2 gods). I also use all the dragon gods presented in the Draconomicon, and Sardior (http://www.wizards.com/default.asp?x=dnd/psm/20030124a). Heres a list of the gods.

Aasterinian
Astilabor
Bahamut
Boccob
Chrononepsis
Corellon Larethian
Elhonna
Ennara
Falazure
Fharlanghn
Garl Glittergold
Garyx
Gruumsh
Hlal
Io
Kord
Lendys
Lolth
Lunara
Moradin
Nerull
Obad-hai
Olidammara
Pelor
Sardior
Tamara
Tiamat
Vecna
Wee Jas
Yondalla

There are 2 other gods that have have massive power but do not recieve worshipers. These two gods are overdieties of immesnse power, but they are rarely seen by the other gods. Mortals have heard of them, but only in myths. These two are a mystery even to the gods themselves. The gods know they have supreme power and disobeying their orders can result in a terrible punishment. You can say they are the gods of the gods.

One of the overdieites is Chrono, The God of Time. Chrono oversees and keeps balance to the time stream. He has set laws for time. No one is able to time travel under the current laws. He makes his home in the Temporal Energy Plane.

The other overdiety and the most powerful one, and the sole creator of everything, is Seldoth. Seldoth is the overgoddess of her creation; the multiverse and everything in it. She has the power to create more worlds and gods. She can destroy everything with but a thought. She herself set time in motion. She has no home known in the multiverse, but the gods believe her home is beyond the realm of insanity, the Far Plane. The far plane is immapsible and very dangerous even for the gods. So no one dares to prove the rumor.

------------------------

Lunara and Ennara are twin sister goddesses. Their origins and parents are unknown. Few priests and scholars believe they are the offspring of a Primordial Deity, deities who are long gone and forgotten. Lunara is the calm sister, while Ennara is the erratic unpredictable one. Even though they are sisters they rarely meet up, or even notice the other. They tend to keep to themselves, and quickly change the subjects if it ever arises. Some view this as sibling rivalry while others believe there is more than what they show. Perhaps they have had something terrible happen to them in the past.
According to legend the twin sisters where born on the Twin Sister Peaks, which was named after the sisters. Each sister landed on one of the two highest peaks in the mountain range, plummeting from the sky. Fully mature, they then went to work as goddesses spreading their blessing and word before setting out into the planes beyond. The Twin Sister Peaks are seen as sacred places for the clerics who defend it with their lives.


Ennara
Queen of the Elements
Intermediate Deity
Symbol: The four elements, air, earth, fire, and water, swirling towards the middle.
Home Plane: The elemental planes
Alignment: CN
Portfolio: Elemental air, earth, fire, and water and weather
Worshipers: elemental creatures, dragons, those who favor one or more of the elements
Cleric Alignments: CG, CN, N, CE
Domains: Air, earth, fire, water, weather
Favored Weapon: Scyth

Ennara is the twin sister of Lunara. Ennara is the goddess of the elements and weather. She lives on any of the elemental planes, frequently changing her home as the elements change shape to manifest in different properties. She is very unpredictable deity. Her mood can be in a fiery rage one day or sweet and gentle as a morning breeze in another. She is also the goddess of weather. If need be she can control the weather any time she desires. Depending on her “mood of element,” as her clerics describe it, she enjoys certain things. When she attuned to fire she loves to battle (in both debates, and actual combat), when attuned to water, she is kind, loves to help others and enjoys puzzles. When attuned to earth she is stubborn, hard to impress, and somewhat cold and unresponsive. When attuned to air, she is playful and loves to dance, sing, perform in many fields of entertainment, and is quite the masterful debater.
Ennara has many shrines scattered across the landscape. Most of the shrines are “attuned shrines” or “dedicated shrines”, which are dedicated to one particular aspect of the goddess (air, earth, fire or water). Fire Shrines of Ennara are likely places in deserts and other hot climes, air shrines are quite common on lonely mountain tops and near bardic colleges. Earth shrines are most common in dwarven holds. Water shrines are seen in forest near lakes or rivers, and in cities where clerics heal and cure the needed. There are some shrines that dedicate their worship to all her aspects.
Clerics of Ennara pray for the spells at dawn. Clerics who choose Ennara as their patron deity usually dedicates his worship the one element that suites their desires and personality. Those who choose to worship one aspect obviously choose a domain that is that element, and many choose weather as their second domain. Clerics usually avoid choosing a domain that is the direct opposite of their element of choice (air vs. earth, fire vs. water) though they are not required to do so. Clerics of opposite elements are unfriendly to each other, and in some cases they fight. Those who worship Ennara as a whole tend to be neutral and care little of the conflicts between the attuned clerics.

Lunara
The Moon Queen, The Silver Maiden
Intermediate Deity
Symbol: A full moon with surrounded by a silver mist.
Home Plane: Arcadia
Alignment: N
Portfolio: Lycanthropes, the moon, lunar mist
Worshipers: Lycanthropes, clerics, druids, and those who seek shelter for the night.
Cleric Alignments: N, NG, LN, NE, CN
Domains: Animal, destruction, strength, travel
Favored Weapon: Sickle

Lunara is the twin sister of Ennara. Lunara is the goddess of the moon and lycanthropes. All manners of lycanthropes worship Lunara. Lunara is a peaceful deity who is seen as wise and beautiful. Unlike her sister who changes moods at a whim, Lunara is always calm, caring, and alert. Rarely does Lunara fly into a rage, but when she does her bestial powers are shown, which are truly frightening.
Lunara’s temples are not seen in most lands that don’t have lycanthropes. The occasional lycanthrope will make a small shrine to the goddess, but rarely would a full temple be erected. However, the large island of Lunar has a large lycanthrope population. Temples of Lunara are a common sight to see, except in non-lycanthrope cities, for the citizens fear and hate lycanthropes.
Clerics pray for their spells at night when the moon is clearly seen in the night sky. Clerics of Lunara range from all kinds of alignments. But rarely are these clerics non-lycanthropes. Lycanthrope clerics with varying alignments and views of life have at least one thing in common, their patron deity Lunara. Good and evil clerics can put aside their differences (to a certain degree) temporarily if it suits them. In addition to lycanthrope clerics, druids also worship Lunara. They believe that Lunara is giving them the ability to change shape, like the lycanthropes.
MonkeyPaladin

02-16-05, 04:07 PM
1) Are the dragons the rulers? How do they fit into the world?

2) With the human ethnic groups, are there going to be regional feats/skils as in FR? Favored classes? Is one of them one with the oriental classes.

3) Any house rules? Since half-dragons are a big deal, will you use the level progression they had in UA, so that players can actually be one starting out?
ssvegeta555

02-16-05, 05:37 PM
1) Are the dragons the rulers? How do they fit into the world?

2) With the human ethnic groups, are there going to be regional feats/skils as in FR? Favored classes? Is one of them one with the oriental classes.

3) Any house rules? Since half-dragons are a big deal, will you use the level progression they had in UA, so that players can actually be one starting out?

1)The world is heavily influesned by dragons in many ways. They were once rulers of the world long time ago (i'll explaine more on that when I get to finish it). Dragons have also influenced the calender, each month is named after one of the 12 dragon gods. Dragons as of now, aren't as numerous as before they are still quite a common isght to see. 1 person is bound to see at least one dragon in their lifetime. There is some other stuff I'll explain in the future on how dragons are the theme of this world.

2) You pretty much read my mind there. I am defintly doing regional feats similer to FR and Greyhawk in dragon magazines.
None ethnic races at the moment will be oriental. I have barely touched the oriental part of the world and I doubt I will see that complete until I'm done with other stuff I plan to do. At the moment I'm detalining a large continent called, Cerbria, a land once trived with psionics now magic is more common.

3)There will be some houserules. Havn't did much on that yet, but as mentioned in the classes list above there will be some, and I will be using weapon group feats. Where is the half-dragons thing you mentioned in UA? Are you sure it's not savage species?
MonkeyPaladin

02-17-05, 06:43 PM
I could be wrong on that, my books are at home, but I thought half-dragon was in Unearthed Arcana along with the paragon stuff. I definitely remember seeing it.
ssvegeta555

02-17-05, 07:06 PM
I could be wrong on that, my books are at home, but I thought half-dragon was in Unearthed Arcana along with the paragon stuff. I definitely remember seeing it.

The only thing I see on half-dragons is the half-dragon paragon class, and you have to be a half-dragon to take it. But I found something (http://www.wizards.com/default.asp?x=dnd/sp/20030912a) that could work. I'll most likely will use it.
DragonHead

02-18-05, 08:24 PM
I think the campaign is looking terrific. You could use your own origins and historys.

Going buy the book could help with some insight but sometimes books are much too predictable.
ssvegeta555

02-18-05, 09:25 PM
I think the campaign is looking terrific. You could use your own origins and historys.

Going buy the book could help with some insight but sometimes books are much too predictable.

Thanks for the kind words. I'm glad it's looking good for other people (even though there is not much ATM), I sometimes see it kinda bland. I might get into more detial about the other races, I know I have a good history about the elves, dwarves and orcs during the time they arrived on the world.

I havn't written it down yet though, it's all in my head. But I can tell you that it's about a large war with the elves, orcs, humans and dwarves fighting agaisnt the mighty dragons, and their human and half-dragon armies, called the War of Humanity.
ssvegeta555

02-18-05, 11:47 PM
The creation myths. I'm adding the creation myths for my world. I also made the table of contents page (post 2) and version page. This will show the updates I will do for the thread. Check back there to see if any of the info already posted gets revised.



The Creation of the Multiverse

In the very beginning before time itself had started, there was a black void of unlimited size. A powerful entity, Seldoth, floated aimlessly in the void. She floated to for what it seems to be a millennia, thinking of what to fill this void with. As she floated some more she came across large quantities of the four elements, air, earth, fire, water. These elements floated uncontrolled in a chaotic fashion. Though the fire did not dance, water did not move, the air did not soar, and the earth did not shake, for there was no time. Seldoth was the only entity that can live outside of time itself.
Seldoth separated the chaotically entwined elements into large spheres, thus creating the elemental planes. Without time the elements will be forever frozen. Seldoth took a small handful of each element and shaped the elements like clay, creating a figure. She held the figure in her left hand in her right hand she grabbed part of the black void and crushed it. She crushed it with such force the negative energy was expelled and pure white positive energy was formed. She took a small portion of the positive energy and inserted in the figure.
The figure was living being similar to her, but he to was frozen like the elements. She would make no accomplishments if time continued not to exist. Gathering the great energy within her she curled up into a ball. She quickly stood up with arms and legs stretched out wide yelling expelling a great source of her energy. Her screams echoed across the empty void. Time was given birth. The scream would travel infinitely across the void giving birth to time wherever it was heard. However the black void was gone turned gray, except for a large black sphere. The scream shattered the black void and the small pieces collected to form the negative energy plane.
The figure and the elements sprang to live. The fire roared and danced, the air soared and whistled, the water crashed and moved, and the earth shook violently. The positive energy shined with a bright light, while the negative energy struggled to reform to its formal glory contained to its small state by the echoing scream.
Seldoth saw that time was very important to maintain balance. The figure in her hand was granted overgod status and named him, Chrono, the God of Time. Chrono would oversee time and set rules to maintain balance within the time stream. Seldoth created a large plane where time fluctuated randomly where Chrono would live, the Temporal Energy Plane. Seldoth set out to create the other planes of existence. Baator, Celestia, Acheron, the Astral plane and others would soon be created. Her last creation would be her favorite, the material plane, Soullos.

The First Inhabitants.

Soon after the creation of the multiverse the first signs of life where seen. The energies of the planes spawned life. The holy energies of Celestia created the goodly outsiders, the Abyssal energies created the demons, while the energies in Baator created the devils. Many other living beings where pawned this way. But Soullos did not have life, except for a large egg that grew out of the ground.
Curious, Seldoth studied the egg. The egg hatched with a bright prismatic light. A great dragon arose fully grown. The dragon’s scales shimmered and changed colors frequently. Seldoth was amazed by the magnificent dragon. The dragon was Io the creator and god of dragonkind.
Many other deities were born this way. Moradin was created by the spirit of Mt. Celestia. The blinding light of Elysium spawned Pelor. All this continued until many deities were created. Io took upon himself to create eleven dragon gods; Aasterinian, Astilabor, Bahamut, Chrononepsis, Falazure, Garyx, Hlal, Lendys, Sardior, Tamara, and Tiamat. Each would hatch from eggs similar to Io. Then Io began to create his mortal children that would worship his divine children. The Age of Primal Dragons had begun.
ssvegeta555

02-26-05, 06:04 PM
Almost done with my first region. I'll show what I got so far. But before I show the region, I want to describe my world. In my region decriptions I'll explain where the region is. Without at least an idea of what hell I'm talking about, you wont really get the pitcture. I should be posting a map of the world sometime, I havn't drew it all yet, and finding a scanner can be a pian. I hope to get it up soon.

So far my world has 3 continents. One is called Cerbria. Cerbria is the largest cntinent in the world. Cerbria is your typical fantasy land, elves orcs and so on.
The other is, well I dont have a name for it yet. But this continent is located south east of Cerbria. It's an asian falvored land.
The last one is Dracos. The land of the dragons. Most dragons living today in my world live here. And Io is rumored to live on the island as well. Dracos is located far west from Cerbria.


Cerbria will be the main focus at the moment. The Cerbria continent is very large. From south to north it's about 18,000 miles (not sure if I'm goint to keep this scale, might be too big). A large lake is smack dab in the center, so far it has no name. A little to the north-east is a large island called Lunar (I'll explain this region in my next post). South lunar is the Shattered Ilses, this is a large island chain. This pretty much makes up the continent of Cerbria. Hopefully I'll get a map up soon.


This is how my region format will look like.

Region Name
Flavor text here
Quote Here

Capital:
Population:
Government:
Ruler:
Religions:
Resources:
Alignment:
Climate:

(In order):

Life and Society

Major Geographical Feature

Important Places

History
ssvegeta555

02-26-05, 06:09 PM
The first region I will show is called Lunar. It's a land with a mysterous mist and with lycanthropes everywhere. Hope you like it.


Lunar
Land of lycanthropes.
“Un-blessed huh? Ha! Lets see what you think after I carve you up!” – Agnar, Nosk lycanthrope hunter.

Capital: O’nerith
Population: 1,218,689 (Humans 88%, Half-elves, 4%, dwarves 3%, elves 2%, orcs 2%)
Government: Monarchy
Ruler: Queen Nadya Wereslayer (LG female human Ftr 18)
Religions: Bahamut, Kord, Ennara, Tamara, Lunnara (lycanthropes only)
Resources: Silver mushrooms, gems, seafood, weapons, armor, silver
Alignment: N, LG, NG, CG, CN, LN

Lunar is a very unique place in the world of Soullos. Most of the land is covered by a mysterious mist of unknown origin. This mist has the power to act like the full moon, while also adding benefits to lycanthropes that live in Lunar. Lycanthropy is more of a blessing than a curse here. People live in fear, for the lycanthropes lurk in the lands beyond the city gates. Almost all lycanthropes of any kind live here.

Life and Society
Life is harsh in Lunar. Citizens live in fear constantly knowing that out side the city walls lurk ravenous lycanthropes wishing to rip them to shreds. Rarely does anyone leave the protection of the city. Within the city walls the citizens are at ease. They try to live their lives as best they can, since many have the fear of getting afflicted, which is considered a worse fate than death.
The people greet adventurers with happiness and joy. They know adventurers are brave, and have skill in battle. The citizens, subtly, try to get them to help fight their battles. “It’s better it be them than us” Is a common saying.
Large walls to protect the citizens from the outside dangers surround all cities in Lunar. These walls are magically treated to strengthen them and also to produce light winds to prevent the lunar mist from seeping inside the city.
On the flip side, lycantrhopes lurk the countryside waiting for hapless and foolish prey. They live in caves, ruins and makeshift tents and houses. Lycanthropes call non-lycanthropes “un-blessed.” They see lycanthropy as a blessing, not a curse. But those who resist do not deserve the gift of lycanthropy. Every year for three days the lunar mist disappears. During this time the un-blessed hunt the weakened lycanthropes. Lycanthropes lay low and hide for the three days where they are most vulnerable.

Major Geographical Features
Lunar is a large continent north east of Cerbria. It climate is mostly artic all year round, where in the summer it gets a cool warm.

Lunar Mist
By no doubt, the lunar mist is the most noticeable feature in Lunar. This mysterious mist covers the whole continent and stretches out as far as 50 miles into the sea. No one really knows how this mist came to be, and where it came from, but many people fear it. The lunar mist has the power to absorb the moonlight and with that stored power, acts like the full moon. The mist always absorbing moonlight on every night. Because of the mist acts like a full moon lycanthropes are affected as if the full moon is up when they enter the mist. Also lycanthropes receive certain bonuses within the mist, therefore making lycanthropy more of a blessing than a curse. Once a year the lunar mist disappears for 3 days. No one know why or how this happens, but without the mist the lycanthropes don’t have the advantage. Many people take this chance to hunt the lycanthropes as wild animals.

Lunar Mist Statistics
Whenever a lycanthrope enters the mist they change into their animal form instantly. They lose control of their actions. Natural lycanthropes don’t lose control, only afflicted lycanthropes do. Once the lycanthrope has been exposed to the mist for 24 hours, they regain control of themselves and can change to any form (with a successful control shape skill) any time they want. They no longer change against their will and lose control. When some one afflicted with lycanthropy who is within the mist immediately gets affected as if they were a lycanthrope entering the mist. When the lycanthrope leaves the mist they revert at dawn, and must get exposed to the mist for 24 hours to regain its benefits. While in the mist lycanthropes can change their shapes as a move action (instead of a standard action), also they get a +5 competence bonus to checks made for the control shape skill. Every year for 3 days, the mist disappears from the whole continent. Lycanthropes use the rules as if they left the mist, also all lycanthropes glow an eerie silver faint glow, for 3 days. Therefore giving away their presence as a lycanthrope.

The Misty Woods
The misty woods gets its name from the thick lunar mist within in it. The mist is thickest here than any other place on Lunar, except for Lor’nerith ruins. The forest is on the east side on Lunar near, near the Glacier Mts. Wraith Haven (the infamous lycanthrope city) lies within the depths of the misty woods. Also the Lor’nerith ruins are also within the forest. No one really dares to enter here, unless they want to be food for the werefolk.

The Howling Mountains
On the northern shores of lunar stand the howling mountains. The howling mountain has strong winds coming from the shore, which passes though every inch of the mountain range. Every cave screams, and the screams on summit echoes for miles. It is said that the screams of mortals are captured here and repeated through out the mountain range.
Because of the strong screaming winds not very many creatures can handle the sound, let alone live there. Creatures that can’t hear are commonly found here. It is also said that a portal in the depths of the loudest cave leads to the plane of Pandemonium.

Important Places
There are very few civilizations in these dangerous lands. Of the few cities, many are very well defended. Most of the “un-blessed” citizens as most lycanthropes call them; never leave the town gates. Those who do leave take the risk of being killed. Lycanthropes have rarely built cities of their own, most just live in caves or ancient ruins.

Wraith Haven (large Town, 3,135 lycanthropes, 4,376 slaves of various races):
Also called the city of the moon, this place is infamous for its strong lycanthrope population. The city is filled with all manner of lycanthropes, wolves, snake, bat, rat, boar, crocodile and tiger lycanthropes are all common. They have come to peaceful terms to live together and war with the “un-blessed.” When they do defeat their enemies no one knows how long that alliance will hold.
Many un-blessed have been captured into slavery. These salves do all the grunt work around the city. The slaves have no rights at all and the masters have the right to kill them if they don’t do their work. Some are forced to breed to make a new generation of slaves.
The city lies in the depths of the misty woods, where the lunar mist is strongest. The city is ruled by the Blue Moon Counsel. The counsel consists of seven members (the most powerful version of each natural lycanthrope in the city). Every blue moon (from which the counsel gets its name) the counsel meets to discuss plans for the cities well being or staging the next attack against the un-blessed.

Blue Moon Counsel Members:
Airigrith the Wolf Lord (CE male human werewolf Rog 8/Ftr 6).
Ssarii (CE female elven weresnake Wiz 13)
Nerith (LE male elven werebat Rgr 13)
Eleef (CE female halfling wererat Rog 14)
Baro (NE half-orc wereboar Brb 13)
Talloom (LE human werecrocodile Ftr 15)
Bren (NE dwarven weretiger Mnk 14)

O’nerith (Metropolis 27,754 [Humans; Nosks 85%, Dwarves 8%, Half-orcs 4%, Halflings 2%])
O’nerith is the largest city on lunar, and also the most defended. Situated on the southern coast; the city trades with well known places like Northtier, and places on the Shattered isles. O’nertih is a very well defended city, mainly because they want to protect the citizens from the lycanthropes lurking in the country side. Because of this it’s considered to be the safest places to be in on Lunar. O’nerith is ruled by Queen Nadya Wereslayer (LG female human Ftr 18), who has ruled for about 25 years now. She is a very powerful warrior and has killed countless lycanthropes over the years. During her years as a queen she has bolstered the cities defense with very unique guards. She enlisted the aid of werebears to act as powerful shock troops in the O’nerith army. It took the citizens of the city a long time to accept the lycanthropes as members of their city. The werebears have proven themselves many times by showing great strength in battle against evil lycanthropes, and kindness to non-lycanthropes. Word has spread about this and many civilizations around Lunar usually accept werebears in their cities, with caution though, no matter who or what lycanthrope they are many people never really trust werefolk right away.

Lor’nerith Ruins
Lor’nerith ruins is a very mysterious place. The ruins are at the center of the misty woods. Legend goes that the Lunar mist originates from this ancient site, as do the lycanthropy curse. Scholars believe the mist is a result of a very powerful magic gone wrong. The failure resulted in a very horrible way, turning the citizens into bloodthirsty lycanthropes. They killed each other in a terrible battle. Those that survived left the site to spread the lycanthropy like a plague, and also generated offspring of natural lycanthropes. Whether this is the truth or not, this is a very dangerous place for all that enter. Not very many people, or lycanthropes venture into this place. The Lunar mist is so thick and strong non-lycanthropes can be inflicted with lycanthropy (randomly chosen by the DM, DC 20 every hour of exposer). Lycanthropes on the other hand become blood thirsty beasts and kill anything in sight, even their own allies (same DC and conditions as above). This is also the only place where the Lunar mist doesn’t disappear every year for three days, which further supports the theories that the mist originated here.

Citadel of Fangs
This large 50ft. onyx tower houses the only known lich in Lunar, Alcarneth. Alcarneth’s age is unknown but many believe he has been around since the incident when the lunar mist started, supposedly 4,000 years ago. Alcarneth claims to know the origin of the lunar mist, and where it came from. Though, he just doesn’t tell any one this info. The tower is guarded by all sorts of undead and deadly traps. If those who are foolish enough to enter, and survive Alcarneth will answer their questions for a price (usually a magical artifact or magical lore that Alcarneth doesn’t have). Those who know the secret are not to tell anyone else or Alcarneth will set out to kill those who know. He has done this many times in the past, and no one knows how Alcarneth knew who knew the secret. Many would rather walk away than to risk their live for the lunar secret.

History
For at least 4,000 years Lunar has been covered with the lunar mist thus making it a safe haven for lycanthropes. Early records that date before this period is practically non-existent. They were either destroyed by the early lycanthropes or lost to time. The only being that might know is Alcarneth who lives in the Citadel of Fangs.
When the lunar mist was young many civilizations fell before the power of the lycanthropes. Many communities rise and fell by the lycanthropes. Around -2600 CE lycanthropes began to migrate south to Cerbria. Within 200 years there were lycanthropes that dotted the world. Luckily there were not as numerable as Lunar. During -2387 CE many communities that survived the attacks for years were able to ally with each other and lead a large army to hunt the beasts; this would be known as the Bestial Slaughter. The slaughter lasted for about 50 years, with the lycanthropes taking heavy casualties. When the lycanthrope population dwindled the people were able to live in a temporary peace. They were able to keep the lycanthropes in check for millennia before the beasts raged on with their relentless slaughter. Since that time the land has seen no signs of peace, and the attacks are getting fiercer by the year.
AAOMasta

02-26-05, 10:29 PM
"But Soullos did not have life, except for a large egg that grew out of the ground."

Well i guess we know now that the egg officially came before the chicken :-P. Gj I say, it all looks cool.
ssvegeta555

02-27-05, 12:54 AM
"But Soullos did not have life, except for a large egg that grew out of the ground."

Well i guess we know now that the egg officially came before the chicken :-P. Gj I say, it all looks cool.

lol. I never though of it that way. Anyways I'm glad you like it.

I'll get into the other myths and history about the other life in the world when I have it written down. So stay tuned. If the math final this weekend doesn't kill me. :weep:
ssvegeta555

03-13-05, 04:09 AM
Damn it's been a while since I posted something new. I've been somewhat hard at work for my world. Anyways this will be a small update. I have a region list for the Cerbria continent. A small desciption describing the area will follow. Some will not have a desription as I havn't gotten that far yet.Some names have been borrowed from FR. Some I coudn't resist not to use. Tell me which one you would like to see next if your intrested. Enough talking heres the list.

Cerbria Continent
Magical Kingdom of Suzail (a kigdom of gnomes who have dicovered a floating rock, using this they make 4 floating cities, and flying ships. This area was isnpired from Netherel in FR and Zeal from Chrono Trigger game).

Aribirth ( land of vast plains, with loyal citizens to a very kind king.)

Rellian Frontier (a large forest area with elves inhabitating it)

Dragon Tooth mountains (a large mountain range known for it's jagged peaks, dragons and orcs)

Vast plains (this might be the name for the plains area for Aribirth region)

Sherad (an island desert area, part of the shattered ilses region)

Gaurdia (and island kingdom, part of the shattered ilses region)

Ice gale ( and island with artic climes. Home to a dwarf clan. The place is famous for the rich mithral ore in the mithral mountains. part of the shattered ilses region)

Chalmean islands (a swamp-like island. Assassin guild rules the land with the aid of the drow. part of the shattered ilses region)

Shelimbar (A nation controling most of the Canathra desert. The land is similer to ancient egypt. Slaves are everywhere here. Currently at war with Kanea, see below)

Kanea (The other nation in the Canathra desert. Many people formed the nation to act for the slaves, freeing thousands. Trades and with great aliance with -the oriental region no name as of yet for the oriental area-)

Northtier (A very harsh land with artic climes. Many Nosks live here. Orcs, dragons and other feirsome monsters attack frequently. I know it's similer to the North in FR)

Ouden (Nothing yet for this area)

Lunar (A land plagued with lycanthropes covored in a myterious mist. Already described in another post above)

Saldian (Nothing yet for this area)

Shattered Isles (An island chain consisting of four major islands, Guardia, Sherad, Chalmeon and Icegale. There are also many other islands scattered everywhere hence the name.)

Aberoth(A land where undead is seen as a not evil. Undead are used as servents, and warriors in the militia. Ruled by a good lich king and queen. Citisines are live in a luxurois life style. Though by law and repsect they are required, at death, are turned into undead to be as a servant to repay their depts for living a life-free luxurois lifestyle.)

Frozen waste (Nothing yet for this area)

Dunetra (An area with slaves, and a very powerful mounted militia. At war with Aribirth)

Perious (Nothing yet for this area)

Telmar (Nothing yet for this area)

Belorith (Nothing yet for this area)

Ist’ Telieath (Nothing yet for this area)
ssvegeta555

03-23-05, 02:05 AM
Phew a done with something new. This post will describe some-what breifly of the history of Soullos. They will be catagorized by era for the most part. So far the era I have are:

Age of Primal Dragons (detailed below)

Dragon Dominion (an age where dragons ruled again. Giants were allies for the dragons. Elves, dwarves, and orcs where first seen. Humans are used as live stock for dragons, and as slaves).

Trinity Age (the elves dwarves and orcs ursurped the dragon rule. They now build great empires and war with the serpeant and lizard-like races).

Age of Humanity (the current era for my setting. Humans are numurous).

There might be others if need be but I doubt it. Anyways I have the first age to show you (I whiped it up pretty quick so I hope it's not too bad). Hope you like it. Enjoy.

History


Age of Primal Dragons
Circa -36,000 to -28,000

The age of primal dragons is considered a myth. No historical records date back to this era to prove its existence. Even considering this, many believe it enough to be fact. According to legend, the first mortal races walked the lands. Io created two dragon types that were an image to himself in his eyes. The first was the force dragon and the last was the most powerful, the prismatic dragon. These two dragon types were very powerful compared to today’s dragons. The hatchlings were as strong as adult dragons of today. These dragons were the first to inhabit Soullos. Others to be seen are the humans, giants, fey, reptile-like races, and serpent-like races.
The dragons were by far the most powerful out of all the inhabitants, and they ruled large territories. No land was unclaimed by the dragons. As their power grew they so did their greed. The dragons begin to fight over the territories of their neighbors. The battles were fierce and extremely destructive. As the battles raged on the land took severe damage of stray spells. Mountains toppled into hills, lands cracked separating them. Even whole islands were engulfed under the ocean.
Seldoth was enraged at Io for creating such destructive dragons. If these wars continued the world itself might no longer exist. Seldoth demanded that Io to fix the problem. But doing that would not be easy. Gods are forbidden to directly interfere with mortals. Io created lesser dragons that would fight and if possible subdue the primal dragons.
Ten dragons were created, blue, black, green, red, white, bronze, brass, silver, copper, and gold. These dragons were far weaker in power than the primal dragons but their numbers picked up the slack. The metallic and chromatic dragons fight along side each other to battle the primal dragons. Even non-dragons were caught up in the war. Each battle was massive in scale, with thousands of troops and dragons fighting. Thousands upon thousands of dragons died and unknown amount of non-dragons. The battles raged on for uncounted years. Eventually the chromatic and metallic dragons won.
The new age dragons issued a new era, the Dragon Dominion. Dragons would rule the world again but such destructive battles would never to be seen again.
It is rumored that not all of the primal dragons were killed, and could possibly be alive today. Finding one would hold vast amounts of knowledge about the world and prove the existence of this era, if the dragons are willing however.
ssvegeta555

03-25-05, 03:48 PM
Ok the caledener will be shown today, it's not overy complex but simple enough to work. My calender is inspired by the very simplictic calendar in FR setting. Also I finally found out how to date the years (you know like B.C. A.D. here in the real world). It's really hard to do history for my world without that date type deal. I'll be updating the Lunar region to accomadate the new changes.


Draconic Calendar

The draconic calendar is very old and is still widely used. Most people in the world use this calendar because of its simplicity and dragons almost exclusively use it. The calendar is very ancient. It has been around since the Dragon Dominion about 26,000 years ago. And during the years the calendar has been around very little changes have happened since it was first invented by the dragons’ eons ago.

The draconic calendar follows a similar path to the real world calendar. Every year is 365 days long. The year is broken down into 12 months, each named after one of the 12 dragon gods. Seven months of the year are 30 days long which is broken down into 3 weeks which are 10 days long each. The other 5 months (Io, Sardior, Bahamut, Tiamat, and Chronepsis) are 31 days long; the last week is an extended week consisting of eleven days. These last days of these months are usually annual holidays.

Month Name Season Days
1 Garyx Winter 30
2 Falazure Winter 30
3 Hlal Spring 30
4 Bahamut Spring 31
5 Tamara Spring 30
6 Aasterinian Summer 30
7 Sardior Summer 31
8 Astilabar Summer 30
9 Io Autumn 31
10 Chrononepsis Autumn 31
11 Lendys Autumn 30
12 Tiamat Winter 31


CE is used is used in reckoning dates that have happened before and after the Seal of Psionics. CE stands for Closed Eye, which refers to the mind’s eye, the described area where the power of psionics is derived from.
The current year is 1017 CE.
ssvegeta555

07-08-05, 11:29 PM
Almost three months since I last updated! Been a long time, but I have something new. The cosmology of my campaign. I have no name for it as of yet so when you see "{...}", that means no name. :D I'll fill that up when I get a name, so I'm up for any suggestions. Now the cosmology is slightly similer to the Great Wheel Cosmology. I didnt want to steer too far from that since I'm so familiar with the Great Wheel. I've added a few planes and arranged them differently so it's not a carbon copy. But it still feels familiar which what I planned from the start. Anywho enough of my blabbering. Heres the {...} Cosmology.
Edit: It now has a name! I just got lazy and used my world name. :P


The Soullos Cosmology
“One cannot fathom the entirety of that of the multiverse. Not even a god with eternal life can traverse to every destination.” – Jocelyn the Walker of Many Worlds, Half-elf Planeswalker

The Endless Void
The Soullos Cosmology is but a small speck in the Endless Void. The Endless Void expands infinitely in all direction with no end in sight. The Void is very dark and is almost impossible to see within in it. It is also impossible to live within the void, since time does not exist; it has neither started nor ended. When Seldoth created the multiverse she “gave birth” to time with a loud scream with tremendous power, aptly named the Scream of Time. When the Scream of Time was heard in the Endless Void it would shatter the darkness leaving only small black particles of the remaining Void. These particles traveled the Endless Void to the negative energy plane where they collect; growing larger as if the Void is trying to repair its self.
Within the center of the endless void is the Soullos cosmology. Though, the Soullos Cosmology doesn’t actually “exist” in the void, but instead it represented as spheres. Each plane is represented as a sphere of finite size. Though each plane (or most) is truly infinite in size the spheres do not represent the actual size of the planes at all. The spheres are actually portals that link to the plane of that particular sphere. Unlike most planer portals the one walking through the planar sphere can choose an exact location on any layer (if any) of that plane.
The only planes not represented as spheres are the transitive planes (Astral, Shadow, and Ethereal planes). These planes are spread out filling in the gaps between the planar spheres. One good analogy is that the planar spheres are windows that are situated on a wall (which are the transitive planes). Some “windows” can exist on multiple “walls,” such as the material plane that is connected with all three transitive planes.
One would assume the endless void is also a transitive plane, sine it is possible to go anywhere within the multi-verse. However, reaching the endless void has been impossible to all those who have tried. No one knows where or how to reach the void. Though, according to legend, if one would be able to reach the endless void they would have total control over the layout of the planes, be able to make new ones and destroy existing ones, they would essentially have more power than the gods.

Planer Relations
The planes are categorized into five parts: The Divine Planes, The Elemental Planes, and the Material Haze, Demiplanes, and the Lost Plane. There are three transitive planes: The Astral, Ethereal, and Shadow planes. These planes connect the other planes, sort of a trail one would follow to reach a certain planar destination.

The Material Haze
The material haze is made up of four planes, the astral, ethereal, shadow, and in the center, the Material Plane (which is the world Soullos). The Material Plane is the center of the Soullos Cosmology. The Shadow and Ethereal Planes are both coexistent to the Material Plane.
The Shadow Plane branches off to where the Divine Planes are located, making the Shadow Plane coexistent to every divine plane. The Ethereal Plane branches off in the same way as the Shadow Plane to the Elemental Planes. The Ethereal Plane is coexistent with every elemental plane except the Temporal Energy Plane.
The Astral Plane spreads out and touches every plane in the cosmology (except the Lost Plane). That makes the Astral Plane coterminous to every plane.


The Elemental Planes
Despite the name, not all of the planes are elements, only five are. The grouping consists of the elemental plane of fire, water, earth, air, and cold. While the other three are energy planes which are, the positive, negative and temporal energy planes.
The Temporal Energy Plane is at the center with all the other elemental planes surrounding it. Each elemental plane is separate from each other (they don’t have connections between them). One can get access to the elemental planes through the astral or ethereal plane. However, the only way to reach the Temporal Energy Plane is through the Astral Plane only.


The Divine Planes
The divine planes get their name because the gods themselves live in the collection of these planes. There are seventeen divine planes which are:

Ysgard
Limbo
Pandemonium
The Abyss
Carceri
Hades
Gehenna
Baator
Acheron
Mechanus
Arcadia
Celestia
Bytopia
Elysium
Beastlands
Arborea
Outlands

The Outlands are at the center of this grouping with the rest surrounding it. Each divine plane is coterminous to the planes on either side of it, but are separate from the rest. The Outlands are however, coterminous to each divine plane (essentially the Divine Planes have the same organization of the Outer Planes in the Great Wheel Cosmology). And of course all the Divine Planes are coexistent to the Astral and Shadow Planes.

Demiplanes
Demiplanes are small finite planes scattered across the multiverse. They have very limited access compared the bigger planes. Many are used as prisons, homes, even garbage dumps. Most demiplanes are created by natural cosmological events every Cosmological Hal-Year. Mortals and non-mortals alike possessing powerful magic or psionics have been known to create demiplanes.

The Lost Plane
There is one plane that is very distant from the rest, the Far Realm. The far realm orbits around the astral, but rarely touches it. In a few rare occasions, the far realm becomes coterminous to the astral plane where the insane natives then spill into the normal worlds. When not coterminous to the astral there is no way to reach the plane. Though, it is rumored that a portal in Citadel of Eternity, which is located in the heart of the temporal energy plane, is always connected to the Far Realm at all times. It is also speculated that in the far realm, lies the portal to the Endless Void. But very few can last longer than an hour in the alien plane before succumbing to insanity or worse, to even actively search for such a portal. Even the gods themselves are rumored to be affected by the insanity of the far realm, which is probably why the gods always change the subject when the far real is mentioned.

The Cosmological Clock *new*
The planes are not stationary, they move through the Astral Plane rotating around the material plane as the planets rotate around the sun. All planes move around in this fashion, even the smallest of demiplanes. The Divine Planes and the Elemental Planes are the ‘hands’ of the Cosmological Clock. They rotate in a linear fashion similar to a clock. However, that’s where their similarity ends.
The Shadow Plane stretches out in a thin line and then expanding itself to surround the Divine Planes, making it coexistent. The Ethereal Plane does the same to the Elemental Planes. These groupings, or Planar Hands, are roughly the same length making up the Cosmological Clock. The Divine Hand moves counter clockwise, while the Elemental Hand moves clockwise. One full rotation of these hands is a Cosmological Year (which is equivalent of 100 years).
As one would suspect, these Planar Hands do meet twice during a Cosmological Year (sometimes called a Cosmological Half-Year), although they never collide. The Divine Planes are situated above the Elemental Planes with the Astral Plane sandwiched between. When this occurs new demiplanes are created as the energies of all the planes effected try to influence each other through the Astral Plane. Very rarely does one plane bleed into another plane of the opposite hand, if an event does happen its influence is minor, very small and only stays for a week at the most. However, there are some planar bleeds that have been severe, such as the time when the Plane of Fire bled into Celestia, boiling up large portions of the Silver Sea.
More noticeable are the effects when the Shadow and Ethereal Planes literally collide. These planes start stretching from the Material plane at roughly the same level but then angle upwards or downwards as they connect to their respective grouping of planes. Little by little as the Cosmological Half-Year approaches, the two transitive planes collide more and more with each other until they fully meld into one at their base every half-century.
When the planes fully collide, spells that only travel through either plane (such as Shadow Walk or Ethereal Jaunt) can also be used to effect the other, but only on the Material Plane. In effect, they’re one plane. Those traveling through this temporary plane can view the Material Plane as a blurry shadow making it difficult to discern details. If one would walk away from the boundaries of the Material Plane, it would become apparent that the planes are separating, eventually dividing altogether.
The demiplanes perform a lesser role in Cosmological Clock, but their effects can be disastrous. Each and every demiplane orbits the Material Plane, but each one has there own unique orbits. Some are close to the Material Plane, safely rotating around it. Others rotate on a bias so far out they take centuries to complete one rotation. There have been demiplanes that rotate safely above or below the Planar Hands, their orbit mimicking their linear rotation. But there are rare cases where demiplanes have orbits that could potentially collide with such planes at the right moment and time.
When a demiplane does collide with another plane, the effects are very noticeable. The demiplane crashes on the much large planes like a meteorite, scarring the plane in question. The demiplane is ultimately destroyed, although its influence can manifest itself in the region it collided with forever changing that part of the plane. Ever rarer, is the event when two demiplanes collide. The two planes could meld together seamlessly, or one could dominate the other. No matter the outcome, the orbit changes for the new demiplane as a result in a fashion that seems more random than not.

Planar Calendar *new*
For over 50,000 years planar sages, gods, and powerful entities alike around the multi-verse have kept track of time of important planar events on a cosmological scale. A Planar Calendar has been created as a result, consisting of 20 months, each month named after various planes and demiplanes. The current year is 518 CY (Cosmological Year).
This is by no means the actual age of the multi-verse itself. The current year is really the exact amount of time since the sages started recording planar history. Some sages predict that the multi-verse is much older with predictions of 100,000 Cosmological Years (10 million years). But no one is entirely sure, except maybe ancient gods such as Io.
ssvegeta555

07-11-05, 12:44 AM
Yay another update! :D This update will give an overview on the magic of the world, well technicly maigc and psionics. In some of the text there will be references to some of the lands in my world. I havn't yet detailed those out to show you all so I'll give you a run down when you guys would like to know what it is.

Northtier is a land of cold climes, and very savage with many monster prowling the unclaimed territory. I got my ideas from the North in FR, so it's similer.

Dunetra is a nation ruled by three kings. They are at war with another nation righ now. Dunetra is an evil land with slaves as one of their sources of economy. They have a very skilled cavalry, some riding on dragons and nightmares. One of the kings does the qoute for the arcane magic part.

Rellion is one of the last elven nations on Cerbria. They live in the largest forest on the conitinent. Thats pretty much what I got so far. :P

Savage lands is a new continent I'm working on. Half of it is jungle and swamps ruled by Yuan-ti, with drow in the underdark below. On the other side is a barren wasteland with Thri-kreen and Dormites as dominite rulers of the lands. They are at war with the Yaun-ti.

Ok theres a little rundown on the ares that will be mentioned below. Anyways enjoy.


Magic of Soullos


Arcane Magic
“Dragon’s Blood is like the air. It is invisible to the naked eye, but we know they are there. We depend on them to survive. But without them we become defenseless and die.” – Aldym Zorastryl, Arch Magister of Dunetra

Arcane magic is an act of using the magical energies around oneself and use them to cast a desired spell. Most arcane spells have to do with destruction, such as the every popular magic missile and fireball spells. Arcane magic is powered by, what mages call, Dragon’s Blood. Dragons are naturally magical creatures; casting spells that are fueled by the magical energies in their blood. When a dragon dies these magical energies are released into the world, allowing non-dragons to use arcane magic. Normally these energies dissipate after some time, but with such grand scale battles that happened in the past where thousands upon thousands of dragons died, the Dragons’ Blood was so strong it would seem unlikely they would dissipate.

Arcane magic has been around for who knows how long, but has not been widely used since the Sealing of Psionics, which was about millennia ago. Before then, psionics was easier to use and to learn, and because of this most people used psionics. Arcane magic was rarely used as most user of arcane magic where sorcerers and bards, who have the natural affinity to tap into the dragon’s blood. Those who had to learn to use the Dragon’s Blood, such as wizards, where very rare, as very few could find a teacher that would be willing to teach and willing to pay the hefty price or willing to take the risk of self learning. Self taught wizards rarely last long since miss casting a spell is quite common.

Since the Sealing of Psionics at 1 CE, many psionic users where left with no power. They searched for a new source. They looked at divine magic and found it too different from psionics, but arcane magic was similar is most regards to what they can do before. Since then many mage colleges where made over the years to teach those who had the skill to learn the arcane arts.

Wizards
Most who practice arcane magic are wizards who train in magic schools found mainly in large cities. Usually only the wealthy have the money to attend. There have been cases of very gifted individuals that get picked up off the streets to attend the school. But not all wizards are trained in schools. Some are apprentices of powerful wizards. However, very few wizards are willing to teach. They would rather spend their time studying arcane lore and research, rather than babysitting would-be wizards.

Battle Sorcerers
Thanks to their magical heritage, battle sorcerers have an innate ability to tap into the Dragon’s Blood without the need of arcane schooling. Many discover their gift at young adult age. After self practice and discipline they would have mastered the basics in a much shorter time than wizards. Because of their magical affinity to magic, battle sorcerers are not at much danger when they are self learning the ways of arcane magic. In fact most sorcerers are self taught. Some very lucky individuals will find another sorcerer that will be willing to teach them the ways of arcane magic. Battle sorcerers learn their skill in arcane magic much quicker than wizards do, allowing them do learn the ways of combat. Battle sorcerers are found almost anywhere, especially where barians live.

Bards
Bards channel their magic from the Dragon’s Blood into song, dance, or music. Bards are very well known and liked, for they are the best performers of many different fields of entertainment. Bards are similar to sorcerers; they don’t need schooling to learn arcane magic. They gain their powers by performance at an early age. Most young adults who perform who have the knack of bardic magic, usually ruin the show with uncontrolled magic. After finding out about their skill, they usually seek another Bard to become an apprentice to or join bardic colleges.

Spell Thief
Spell thieves are rare compared to the arcane classes out there. They have the ability to steal spells, magical effects, spell-like abilities, and so on. They have very little arcane magic at their disposal but they make up for what they lack by stealing spells. Most spell thieves are schooled in specialized organizations dedicated to arcane magic and thievery. Some churches of Boccob train spell thieves.
Spell thieves are able to steal psionic powers, and psi-like abilities.



Divine Magic
“Divine magic is the answer to our prayers, and the gift we receive for our devoted loyalty. It is indeed a blessing from the Gods themselves.” – Caladnei Illistyn, cleric of Bahamut

Divine magic is magic granted from the gods to faithful mortals. Divine magic is a magic totally different from arcane magic. Where arcane magic destroys or grant temporary benefits, divine magic focus a lot on positive and negative energies. Also divine magic is the main magic where healing is present. Many buff spells call their home to divine magic. Since the gods grant divine magic to mortals its impossible to get these spells without worshiping a god.

Clerics
Clerics are the most common and well known of all divine spell casters. Almost every town has at least one cleric offering aid (if good) or demanding tribute (if evil). Most clerics are the head of their god’s church, while many are under his apprenticeship who also dreams to be a high priest. Many clerics wander the lands promoting their god’s teaching or just making themselves infamous.

Druids
Druids are nature’s warriors and protectors. They respect nature and understand it, unlike many other who do not see the “light.” All druids have some neutral aspect to their alignments; some are good more than others, while some are more evil. No matter what their alignment is druids do not harm nature in any way, unless it’s absolutely necessary. Most good druids defend nature by helping the wildlife and giving fair warning to those who trespass, or otherwise hurt nature. Evil druids kill all those who do not respect nature on sight. They believe such disturbances to the world should not exist.
There are two different types of druids in the world, nature druids, and animal druids. Animal druids are druids who have the ability to change shape into animals of any type. Most animal druids live in the cold harsh lands of Northtier and Rellion.
Nature druids on the other hand don’t have the ability to wildshape; they are able to take the forms of aspects from nature, like claws, elemental affinity, and strength bonuses for example. They may not have as many available options as animal druids, but they have the advantage of mixing different aspects at once, and casting spells when transformed.
Animal Druids are druids presented in the PHB.
Nature Druids use the wild shape variant in UA.

Paladins
Paladins are the holy warriors that uphold good and justice. They go out of their way to seek out those who would harm others and put their threat to an end. They are the bane of undead and evil as many know it. They are fearless and are capable leaders as well. Paladins who steer from good lose their holy powers but many try to get forgiveness for their sins, while some others turn to evil and become blackguards.

Rangers
Rangers are the last class who has divine spells. They are very skilled in ranged and two weapon combat. They are very nature loving as the druids, but not to the extreme as some druids can be. They love to test the dangers of the wild and hunt those who would disrupt it. Many are hired to track foes considering that they have a very gifted skill to track foes that would be impossible otherwise. Because of this some people call them bounty hunters, which some rangers actually like being called that. Rangers are rarely found in civilized areas.



Psionics
“They say the mind is infinite, so is psionics.” - Charir Sauriv, founder and leader of the Order of the Ruby’s Eye.

Psionic have been gone from the world since the Sealing more than a thousand years ago. Before then psionics was widely used, more so than arcane magic in the present day. However, since the Sealing the tables have turned. Psions, Wilders, Erudites and Psychic Warriors lost most of their strength. They were easy prey for their enemies. Arcane magic was used to “replace” what they have lost. In a couple of decades arcane magic was widely used as much as psionics was in its heyday. Psionics has recently been released back into the world and word is spreading fast. Surely, but slowly, psionics is returning to become a common place in the world.
Psionics is a power that comes from within one’s inner power. It is believed all beings have this inner power but they have yet to unlock it. Psions explain one must discover their Mind’s Eye too see and manipulate this inner force, locked within the deepest recesses of the mind. They manipulate this inner force with the Mind’s Eye to manifest the desired effect in the physical world.

Psions
Psions are considered to be the masters of psionics. They have wide knowledge of powers compared the other psionic classes. Psions are very wise and intelligent. Their power is unique and alien to most arcane users (as other psionics are). Mages are baffled how they “cast” their powers without any spell components, can do so in full armor or fully naked, very skillful psions can manifest their powers without anyone noticing. Psions are found almost anywhere in the world.

Wilders
Wilders are similar to psions. An appropriate description of them as an adventurer described it would be, “a raging psion.” Wilders can manifest powers stronger than they would otherwise be able to, making them powerful in their own right. Wilders are mainly found in savage lands and in the lands in the harsh north, but are quite rare beyond there.

Psychic Warriors
Psychic warriors combine combat prowess and psionic might into one. They have skill in arms and a good amount of skill in psionics. Before the Sealing psychic warriors where the most numerous in the ranks of many armies; an army with psychic warriors is a fearsome foe indeed. Psychic warriors now-a-days still take roles in the armies around the world, but there are however few of them.


New
Incarnum
“Incarnum is the essence of all sentient life you say? Hmm… I wonder if this includes the Gods?” – Darneous Belloc, azurin soulborn in training.

Incarnum is the essence of souls of all sentient creature of the past, present and quite possibly the souls yet unborn. Incarnum is very ancient magic, which was practiced by many in the early days of Soullos. Incarnum is theorized to predate psionics and magic. Incarnum is called Ancient magic, or Primordial magic because of this theory.
After the Sealing many psionic people searched for a new power as their replacement for psionics. Most delved into arcane magic, forever increasing its popularity. Others, mainly Soulknives and psychic warriors, felt arcane magic wasn’t the answer. They searched for many years, decades and even centuries. After years of searching and studying they discovered a lost magic, incarnum. The first Incarnum users in a long time where first seen around 576 CE.
Azurins-a race of human descendants who are “incarnum-touched”-where first seen shortly there after. Many questions arose about the Azurins. If incarnum existed all this time and azurins are humans infused with incarnum, why didn’t they appear before? No answer has explained this weird phenomenon, but many sages speculate that the azurins couldn’t exist if incarnum was forgotten, just like gods. It only takes belief and use to “revive” them.
Those that use incarnum can use it to imbue themselves with power. Talented users are able to manipulate and mold incarnum into soulmelds; these users are called meldshapers. Soulmelds are physical objects similar to magic items. Meldshapers wear these soulmelds to increase their power and grant many useful benefits. Meldshapers can bind soulmelds into their chakras, 10 centers of power within the body, to increase their power. Within each being there is personal soul energy called essentia; essentia can be used to further increase the power of soulmelds, feats, and more. Essentia can be reinvested on the fly, granting great flexibility.

Incarnate
Incarnates are the embodiment of the souls they draw power from. As incarnum is a varied magic, so does the belief of incarnates of what souls give them power. Some believe that the goodly celestials of the outer planes give them strength, while others believe that fiends fuel their incarnum. It is even said that the type of souls flow through the incarnates bodies have influences on them. Good incarnates are believed to be good because they channel souls of good to power their incarnum, likewise for evil, chaotic and lawful incarnates. Whatever the case, most agree that incarnates use the souls of outsiders to gain strength, which is most likely true since incarnates have some influences with the planes and outsiders. Incarnates are found in all lands, they tend to travel far and wide for reasons only known to the incarnates themselves.

Soulborn
Soulborns don’t receive much incarnum abilities, but they are strong melee combatants. It’s not incarnum that drives their strength, but instead its incarnum that supplements their combat prowess. Unlike incarnates, who say their power comes from a varied sorts of souls of outsiders, most Soulborns believe that their incarnum power comes from the souls of the faithful of their patron god. As such, Soulborns are the most religious out of the three incarnum users. Soulborns choose a patron based on their alignment, just like cleric and they strive to uphold his deity’s dogma. However, some soulborns believe their power actually stems from their patron god as well as the faithful. Soulborns are mainly found wherever their patron god, or priests will them to go, so they can be pretty much anywhere, although most are found in more civilized lands.

Totemist
If Incarnates are the embodiment of the outsiders, than the totemist are the embodiment of the magical beasts of the world. Totemists gain their strength from the souls of many magical beasts. Because of this, most are savage often taking appearances of their favored beast. Most totemists work well along side druids, rangers and barbarians since they often share the same goals. Totemists are found in pretty much in any environment that’s not civilized, especially in untouched wildernesses. However, that’s not to say they are not found in cities, just rarely so.
Hengwrt Ellesmere

07-11-05, 01:09 AM
I wanna see a map!
ssvegeta555

07-11-05, 01:32 AM
I wanna see a map!

So do I. I would love to show you all.
I just dont have a scanner that works, plus my map is not finalized yet. :weep: But I'll try to finish it as soon as I can.
HollowDes

07-29-05, 01:40 PM
I've owed you a critique for awhile now, sorry it took me so long >.> Your campaign is massive!

I myself am not familiar with quite a bit of the content in your campaign, as I'm fairly new to the 3.x D&D world. But, it seems like you've integrated a lot of the core material with a lot of the good supplements out there (Dragonomicon, Unearthed Arcana, Book of Vile Darkness?) into one concrete whole. You've sat down and written everything out, from the obscure and far-distant Void and spawn of the gods and races, to the names of council members in regions.

This is extremely well fleshed out, and I bet I'm not the only jealous one :P

I'd be interested in hearing how adventuring in this world goes. Would you start your players off at level 1 and zoom in on an area? What hooks will you have?
ssvegeta555

07-29-05, 02:23 PM
I've owed you a critique for awhile now, sorry it took me so long >.> Your campaign is massive!

I myself am not familiar with quite a bit of the content in your campaign, as I'm fairly new to the 3.x D&D world. But, it seems like you've integrated a lot of the core material with a lot of the good supplements out there (Dragonomicon, Unearthed Arcana, Book of Vile Darkness?) into one concrete whole. You've sat down and written everything out, from the obscure and far-distant Void and spawn of the gods and races, to the names of council members in regions.

This is extremely well fleshed out, and I bet I'm not the only jealous one :P

I'd be interested in hearing how adventuring in this world goes. Would you start your players off at level 1 and zoom in on an area? What hooks will you have?

Thanks for you comments. I'm glad you like it. :) I have a lot of 3.x D&D books and I'm finnaly using them for something. :P So I've intergrated a lot of material from a few, namely draconomicon, XPH, Unearthed Arcana, (soon) oriental adventures.

To answer your questions, right now I'm not doing any campaign in the world yet. I'm doing a forgotten realm campaign right now. I took a break from this world to flesh it out a lot before I start the game back again. But at the moment we have 3 PCs around level 8. In a early adventure they were the ones to release psionics back into the world (it was my way of incorperatin psionics when I first got the book). Well they helped release it without knowing it. There where many golden chests each contaning bits and peices of psionics, the PCs just opened the last one, releaseing it completely.
Voila!

09-06-05, 01:29 AM
Looks pretty good. What about the plethora of other dragons that exist? Are you going to use any of them at all? I'd wholeheartedly suggest a few of the planar dragons. Those guys are nice.
ssvegeta555

09-06-05, 11:46 AM
Looks pretty good. What about the plethora of other dragons that exist? Are you going to use any of them at all? I'd wholeheartedly suggest a few of the planar dragons. Those guys are nice.

I'll pretty much use every dragon. I use the draconomicon a lot so every dragon there is in my world. Also, I use the gem dragons. Gem dragons get some special attention though.

Though, I was thinking what draws people to my campaign world? What makes it differnt? ATM nothing really. I wanted to make it different and set it apart from other campaigns.

Since psionics was just recently relsead back into the world what effects could that have?

Well for one all inert psionic items now become "active." So junk items in many areas across the world would actually be psionic items.

Mindflayers and other psionic baddies get their powers back and are big threat as usual.

Sardior (the psionic dragon god) is now awake for his deep slumber. He is now trying to get worshipers so he can regain his strength.

The gem dragons are in rage because of the huminoids. The gem dragons where agaisnt the Sealing. They were going to help the huminoids defeat the mindflayers in the Mind War, but the huminoids acted without warning Sealing psionics. That crippled the gem dragons since they are psionic. The gem dragons have been building up their hate over the 1000 years psionics was sealed. Now that it's released, teh gem dragons are getting their revenge.
elven warriorXX

09-09-05, 05:43 PM
very good indeed :D i love it when people put a full setion on magic and psionics in a CS. It gives so much info on how magic is different in the world. But sadly people just say magic is the same as in the D&D core rulebooks :weep:. Like in my Arcania CS i have 15 pages on magic in the world :D and arcane magic comes from what is called the Arcanic wave which was built into the planets core by the god Magyk :)
anywho it is good and i love dragons so this setting is great :D lol
ssvegeta555

09-09-05, 08:35 PM
very good indeed :D i love it when people put a full setion on magic and psionics in a CS. It gives so much info on how magic is different in the world. But sadly people just say magic is the same as in the D&D core rulebooks :weep:. Like in my Arcania CS i have 15 pages on magic in the world :D and arcane magic comes from what is called the Arcanic wave which was built into the planets core by the god Magyk :)
anywho it is good and i love dragons so this setting is great :D lol

Glad you like it.
For the magic, I was influnced by the Weave in FR, I wanted my magic to come from some place. My origional idea was to have two areas where magic came from. One was from the dragons blood (as I have now) and the other was something called the Arcane Mist, which was created by boccob. I dropped the arcane mist idea in favor for the dragons blood as a stand alone thing, since it fits the world a lot better than haveing two, sicne dragons are such a huge part of my world.
For psionics, well I give credit the the Mind's Eye article here at Wizards.

But whoa! 15 pages! :eek: That must of took a while to type up.
elven warriorXX

09-11-05, 10:15 PM
But whoa! 15 pages! :eek: That must of took a while to type up.
ya :P me magic nerd. It was fun for me and it gives an indepth look at how magic is seen in my world. The arcane mist idea is neat :D. I to use the Weave of FR to shape the magic in my world so spellcasters can take the raw magic from the Arcanic wave and shape it into spells
ssvegeta555

09-26-05, 12:15 AM
Just a minor bump with good news. :)
I just got finished drawing my map for the Cerbria continent and now I'm searching for a scanner so I can post it up here. Theres a good chance this weekend I'll get the map scanned, me and my friend will go to his college to scan it. After I scan it I'll touch it up with photoshop and whatnot. Hopefully I'll get it up soon. :)
elven warriorXX

09-26-05, 01:41 PM
Great! can't wait to see it :). And i am hoping for more overviews of nations. Nation building is my next favorite part of creating a CS.
So i like creating magic first, nation building 2nd and mythology 3rd :P yes i am weird i known lol
ssvegeta555

09-26-05, 02:13 PM
Great! can't wait to see it :). And i am hoping for more overviews of nations. Nation building is my next favorite part of creating a CS.
So i like creating magic first, nation building 2nd and mythology 3rd :P yes i am weird i known lol

Good guess. I'm planning of detailing the nations next. Right now I'm working on 5 nations, almost done with 2 of them. Hopefully they wont be too long and scare people away. :D Right now it seems most of my nations are going to be hitting the 3 page mark on MS Word.

I defefinitly agree, nations are fun to do. There one of my favorite thing to do also. In fact I think it is my favorite thing about world building.
ssvegeta555

10-15-05, 12:59 AM
Heres a little update. I'll be detailing some of the Flora that can be found in my world. And the map right now should be scanned soon. My brother's friend has it and he should be scanning it sometime soon (I hope it turns out well :) ).

Flora

Sand Grass
Sand grass is a special grass found in deserts. The sand grass is dingy brown in color and looks like it has been dry for weeks, growing to heights of up to 4ft. Sand grass is very common sight to see in desert. It is found where sunlight would reach. Unlike most plants that require water for sustenance, sand grass exclusively uses sunlight for sustenance. Sand grass is very bitter when eaten raw, but when ground into powder it has a more desirable taste.
Sand grass powder is not bitter as it’s raw from; instead it has a very unique flavor. Some would describe it as a nutty spicy flavor. Sand grass powder is mainly used for tea by placing the powder in tea bags. However, some don’t bother with tea bags. They just stir in the powder. Other uses are to use the powder to flavor soups and bake breads.
Many desert folk grow sand grass as a source of income for exports and obviously for flavoring food. In other parts of the world sand grass powder is considered an exotic delicacy.
Growing sand grass out of the desert has failed on all accounts.
Sand grass powder (1 ounce): 2sp (desert price), 2gp-15gp (other areas).

Fenbane
Fenbane is a green thick root that grows in temperate areas with damp environments. Fenbane has a very hard bark and is poisonous (Ingested, DC 13 1d6 STR/ 1d6 STR). Inside the root lies a gray substance that is thick and gooey. There is no official name for the substance, but most alchemists call it fenbane goop. When diluted with water and other herbs, alchemists are able to create a thin green liquid that fights against poisons. This liquid is the antitoxin described in the PHB.
On the opposite effect the bark can be made into a more potent poison. This poison is called lich dust.
Fenbane goop (1 dose): Included in the cost to create Antitoxin.
Fenbane bark (1 dose): Included in the cost to create Lich Dust.

Clear Fruit
Clear fruit is a very special and magical fruit. Clear fruit, as the name implies, is clear and see-through. There are many types of clear fruit. Most commonly seen are clear strawberries, peaches, apples, grapes, and pears. It is very hard to grow clear fruit. Areas with strong magical energies are the only places able to support these fruits. Some sages consider it “magical radiation” that has created and altered traditional fruit into clear fruit.
Clear fruits have a much stronger and delightfully more divine taste compared to their original counterparts. It’s as if every piece is part of a perfect batch grown by the gods themselves. Even the worst batches of clear fruits are considered perfect. Considering the difficulty to grow clear fruit only the wealthy are able to afford these exotic delicacies. Because of their magical habitat they are always in season and grow much quicker than their counterparts.
Clear Fruit (1 pound): 50gp

Goodberry
Goodberries are small purple berries that have healing properties. Goodberries grow on a large 20ft tree that has dark purple leaves. Goodberries are only in season during the spring. Once picked the berry will stay fresh for one month before it rots and the magical properties are gone.
Unlike the druid spell with the exact name cast by druids (however, the spell was inspired by these berries) the magical healing is more potent. The berry cures 2 points of damage when eaten, subject to a maximum of 16 points of such curing in any 24-hour period.
Goodberry trees grow in special soil magically treated. Once the seed is planted the tree will grow to its full glory in 1 year. But having that happen is a matter of chance. One out of ten seeds will be fully grown.
Goodberries (1 berry): 8gp

Black Lotus
Black lotus is a very rare water lily flower that grows in small patches. It only grows in very dark and moist environments that have some negative energy within the area. Such areas are fatal to all other plants and mortals alike (it has a minor negative-dominant trait) sucking the life away, yet the black lotus is unaffected. The flower is also poisonous and touching it will be enough to poison (DC 18 2d6 Con/ 2d6 Con). This is what makes the black lotus difficult to harvest.
Once harvested a black lotus can be used to make the very deadly poison, black lotus extract. Only the most skilled poison makers know the secret process to make the deadly poison. Though, it is widely assumed the whole flower is used to make it.
Because of the black lotus’s deadly nature it is illegal to sell this flower in most parts of the world, making it much rarer to find.
Black Lotus (per flower): Included in the cost to create Black Lotus Extract.

Silver Mushrooms
Silver mushrooms are large mushrooms that are 1ft in diameter. They have a sleight glint when seen in moonlight, and a silver sheen all over. Silver mushrooms are grown in artic areas. The silver mushroom also requires a lot of moonlight to grow.
Even though they use moonlight to grow, they are ironically poisonous to lycanthropes (Ingested DC 15 1d6 con/ 1d6 con). However the mushroom is safe to eat for non-lycanthropes. The silver mushroom is used in many ways normal mushrooms are used for preparing dishes and it can be eaten raw. The taste is very weird to most. It tastes like musty air with a hint of ginger and sugar. It is definitely an acquired taste.
Silver Mushroom (per pound): 30gp

Belladonna
Belladonna is special herb that is used to cure lycanthropy (see monster manual for rules on this). It is gray in appearance and has a spiky tip. The herb grows in a small bush that has thorns. The herb grows in pretty much any environment as it adapts very well to its habitat, which makes growing the herb easy.
The herb is poisonous (Ingested 1d6 Str/ 2d6 Str).
Belladonna (1 dose): 5gp

Necro Tree
Necro trees are black trees that seem to have no life in them. It looks like it’s been dead for years. Necro trees are far from dead (unless they truly are dead, it can be hard to tell). Necro trees have very dark wood and bark. As one would guess darkwood comes from necro trees.
Necro trees are rare and can only be found in temperate to artic climes. They tend to grow in dense forests and have never been known to grow outside a forest. Cutting down the tree can be quite difficult as it has strong resistance to damage (hardness 10).
Necro Tree: Included in the cost to create darkwood items.

Dragon Seeds
Dragon seeds are a special nut that has many varieties. Dragons were the first to cultivate them long ago. But as time passes they don’t bother to do so. Currently half-dragons, humans, and gnomes have adopted the dragon seed cultivation. It’s not too uncommon to see a half-dragon walking around with a bag of dragon seeds.
Dragon seeds are very much like a nut in texture and look. All of them have shells similar to nuts. Depending on the variety some shells are hard like a walnut while some other dragon seeds are fragile like a peanut (even though a peanut is not technically a nut). The taste also depends on what variety of dragon seed you eat. There are five varieties of dragon seeds: red, black, grey, gold and white.
Dragon seeds are also very much like a seed. With the shell unpeeled the dragon seed can be used as a seed to grow that particular variety of dragon seed you used.

Red dragon seed: Red dragon seeds are red in color and have very hard shells similar to chestnuts. It has very red hot spicy taste when eaten. Eating too many can cause heartburn. Red dragon seeds are grown in areas where red dragons would live.
Price (1 pound): 2gp

Black dragon seed: Black dragon seeds are black in color and have hard shells like a macadamia nut. The taste of this seed is very sour and tart. Children usually have competitions to see who can put the most in their mouth without spitting it out. Black dragon seeds are grown in areas where black dragons would live.
Price (1 pound): 1gp

Gray dragon seed: Grey dragon seeds are the outcast of the bunch. There is no grey dragon that the seed would be named after. It has similar tastes and appearance as other dragon seeds so it was classed as one. As one would guess the color is grey and has a fragile shell like a peanut. The grey dragon seed has a sweet peanut like flavor. Grey dragon seeds are also the most common of the dragon seeds. Grey dragon seeds can be grown pretty much anywhere, except for artic climates.
Price (1pound): 2sp

Gold dragon seed: Gold dragon seeds have a slight golden sheen and the shell is that of a pistachio. The taste is very weird for a nut. It tastes a bit like onions with a slight hint of salt. Gold dragon seeds are grown in areas where gold dragons would live.
Price (1pound): 8sp

White dragon seed: White dragon seeds look like light blue snow and a shell like an almond. It has a strong mint flavor. This dragon seed is used mainly for desserts and some inns serve on at the end of a full course meal. White dragon seeds are grown in areas where white dragons would live.
Price (1pound): 5sp
elven warriorXX

10-19-05, 09:37 PM
I like the dragon seeds :D Very nice touch for you CS. I am thinking about Flora for my CS as well and this is a big help on what i can do :)
ssvegeta555

10-20-05, 12:37 AM
I like the dragon seeds :D Very nice touch for you CS. I am thinking about Flora for my CS as well and this is a big help on what i can do :)

Yeah I really like the dragon seeds as well, they're my favorite. When I DM the campaign I want to give the players a chance to meet a dragon seed vender in a city, maybe owned by a half-dragona as well. :)
But yeah, I'm glad this gives you inspiration for your CS. Use what you need. :cool:
elven warriorXX

10-20-05, 01:36 PM
Black Lotus
Black lotus is a very rare water lily flower that grows in small patches. It only grows in very dark and moist environments that have some negative energy within the area. Such areas are fatal to all other plants and mortals alike (it has a minor negative-dominant trait) sucking the life away, yet the black lotus is unaffected. The flower is also poisonous and touching it will be enough to poison (DC 18 2d6 Con/ 2d6 Con). This is what makes the black lotus difficult to harvest.
Once harvested a black lotus can be used to make the very deadly poison, black lotus extract. Only the most skilled poison makers know the secret process to make the deadly poison. Though, it is widely assumed the whole flower is used to make it.
Because of the black lotus’s deadly nature it is illegal to sell this flower in most parts of the world, making it much rarer to find.
Black Lotus (per flower): Included in the cost to create Black Lotus Extract.
I see you are a fan off MTG :P This is a very nice idea. I like it alot.

Yeah I really like the dragon seeds as well, they're my favorite. When I DM the campaign I want to give the players a chance to meet a dragon seed vender in a city, maybe owned by a half-dragona as well. :)
But yeah, I'm glad this gives you inspiration for your CS. Use what you need. :cool:
Thanks :) Oh and if you need help for mapping on the computer here is a free way to make a great looking map. OR if you want a very good map you could save up for CC2 (I am looking to get it for X-mas).

1) Okay step one is that you go get the CC2 demo that lasts for 14 days then it shuts down and can not be reopened. The Demo can be found here (http://www.profantasy.com/library/demo.asp).
After you install it open it up and get a white/green background. Put on this background all the icons that you like but make sure it fits the screen. The make a screeny out of it (you do this by hiting Ctrl+Prt scr/sysrq). Then open your Paint program and paste your screeny on to the paint. All your icons should be pasted. Then trim off the other stuff so there is just the background and your icons. Change the background to white (if not all ready) by using the fill color tool. Then save under a file and you can then select any one you want (by pressing this botton http://i2.photobucket.com/albums/y5/yugi7890/kaakaa.jpg. Then draw a map out line (how every big you want) and then paste the icons were ever you like :) And you have a great looking map like this one
http://i2.photobucket.com/albums/y5/yugi7890/Heldur.jpg

Tip: just use dots for towns (it makes the map look more WOTCish :P)
ssvegeta555

10-20-05, 05:05 PM
I see you are a fan off MTG :P This is a very nice idea. I like it alot.

Yup, I'm a huge fan of the game. been playing for about almost 10 years.




Thanks :) Oh and if you need help for mapping on the computer here is a free way to make a great looking map. OR if you want a very good map you could save up for CC2 (I am looking to get it for X-mas).

1) Okay step one is that you go get the CC2 demo that lasts for 14 days then it shuts down and can not be reopened. The Demo can be found here (http://www.profantasy.com/library/demo.asp).
After you install it open it up and get a white/green background. Put on this background all the icons that you like but make sure it fits the screen. The make a screeny out of it (you do this by hiting Ctrl+Prt scr/sysrq). Then open your Paint program and paste your screeny on to the paint. All your icons should be pasted. Then trim off the other stuff so there is just the background and your icons. Change the background to white (if not all ready) by using the fill color tool. Then save under a file and you can then select any one you want (by pressing this botton http://i2.photobucket.com/albums/y5/yugi7890/kaakaa.jpg. Then draw a map out line (how every big you want) and then paste the icons were ever you like :) And you have a great looking map like this one
http://i2.photobucket.com/albums/y5/yugi7890/Heldur.jpg

Tip: just use dots for towns (it makes the map look more WOTCish :P)

Thanks for the tips. I doubt I will use it though. I hand-drew my map and waiting for it to be scanned (it should've been scanned 4 days ago :mad: ). But once I get it scanned I'll darken the edges a bit then re-scan it (I finnally got a scanner, only if I had my map :tantrum: ) Then I'm going to color it with some good quality color pencils. After that I'll use photoshop or something to touch it up adding rivers, political bounderies and so on. Though, do you know if I can import my map into the CC2 porgram and mess with it there? It seems like it might be easier to do then use photoshop.
elven warriorXX

11-04-05, 03:59 PM
Yup, I'm a huge fan of the game. been playing for about almost 10 years.



Thanks for the tips. I doubt I will use it though. I hand-drew my map and waiting for it to be scanned (it should've been scanned 4 days ago :mad: ). But once I get it scanned I'll darken the edges a bit then re-scan it (I finnally got a scanner, only if I had my map :tantrum: ) Then I'm going to color it with some good quality color pencils. After that I'll use photoshop or something to touch it up adding rivers, political bounderies and so on. Though, do you know if I can import my map into the CC2 porgram and mess with it there? It seems like it might be easier to do then use photoshop.
I have also tried to paste map from paint to CC2 but I don't know how. Right now I am redoing my map of Arcania in CC2
ssvegeta555

11-04-05, 05:25 PM
I have also tried to paste map from paint to CC2 but I don't know how. Right now I am redoing my map of Arcania in CC2

I tried messing around with it and it doesn't seem to have an import feature. A shame really, I just got map scanned. I'll do what you suggeted though, I don't feel like making my own compass, so I'll grab it from CC2. :D
ssvegeta555

11-07-05, 03:00 PM
Heres another update about the history of Soullos. I noticed I've alwaystalked about psionics being sealed, but I never really explained why it was sealed, so heres how. Hope you like it.


The Mind War

The Mind War is a terrible war that waged across the whole continent of Cerbria over a 1000 years ago. The events of this war would forever change the world of Soullos.
Many knew that the illithids are a dangerous threat to all life and powerful foes. But few can fathom the threat they posed to all in Cerbria, and quite possibly the world. Around –8 CE large armies of thralled slaves controlled by the illithids invaded the surface world. Their illithids masters commanded their armies from the back. Few where prepared for a surprise attack from the illithids. Many nations fell quickly by the Thrall Army. With the illithids extreme intelligence it was easy for them to out smart their foes, some where even mind controlled during the fight to scatter the ranks of the hapless victims.
Powerful nations held their ground for the most part. But sooner or later the illithids penetrated their defenses and destroyed them mercilessly. The war waged of for 8 long grueling years. No one was safe, and few could hold out for much longer. It seems the illithids would win.
Five powerful archmages (each of which where very powerful wizards specialized in one of the 5 energies, acid, fire, cold, sonic, and electricity) of unknown origins and identities proposed a solution to the remaining nations. They proposed to seal psionics from the world, for without it the illithids would be defenseless. As such with so many powerful psionic users in Cerbria they were skeptical. But as the encroaching Thrall Armies destroyed one nation after another with no end in sight, the people agreed with to seal psionics, which would later be known as the Sealing. The remaining nations of dwarves, humans, elves, and orcs, rallied together to form a large army which would defend the five archmages as they cast their powerful spell. After one week of constant battling the allied armies successfully defended the archmages to complete their spell.
Instantly all psionic powers, be it psionic items, people, creatures, and so on where sealed, locked away out of reach in the hands of mortals. The illithids had lost their strength and most of all, their control of their thralls. The illithids retreated back into the Underdark after one humiliating defeat after another. To make sure that they would not rise again, large armies where sent into the depths of the Underdark to slay the retreating illithids and the elder brains.
However, very few powerful elder brains where able to resist the Sealing, same as the few powerful psionic users. But the Sealing had changed the face of the world forever, psionics, once a prosperous and widely used force was gone.
After the Sealing a new reckoning was petitioned by the populace that would remind people of the great tragedy that happened. They would count the years with CE, which stood for Closed Eye, starting with the day of Sealing was complete. No one would forget the great sacrifice and the terrible tragedies that happened during the Mind War.
ssvegeta555

11-07-05, 03:09 PM
Here are five artifacts of great power the powerful archamges wore.
It's been a while since I made these artifacts, but I believe some of the spells mentioned here are in Magic of Faerun, but I'm not quite sure.
Here are the rings.

Elemental Rings of the Archmages

These rings were created by powerful archmages of ages past. These archamages where mysterious and no one knew who or what they were. These archmages were the ones who helped turn the tide of the Mind’s War, and help established the first mage schools, and colleges around Cerbria. There fate was unknown but many seek the rings they once possessed.
The rings were scattered across the multiverse when the archmages were defeated in battle. When the owner died the ring uplifted itself and planeshifted to a random place. To this day their whereabouts are unknown. Each ring corresponds to one of these elements: Fire, Cold, Electricity, Acid, and Sonic. Each ring is powerful on their own right. But once all five rings are gathered the owner receives immense power.

Elemental Ring of the Archmage (Fire)
This ring looks like a burning ring of fire, though this fire doesn’t hurt the wearer. While worn the wielder is immune to fire and weapons he wields have the Flaming and Flaming Burst weapon special properties.
The ring also has powers as follows:
-Fireball (DC 14) 2/day
-Flaming Sphere (DC 13) 5/day
-Wall of Fire (DC 15) 2/day
-Aganazzar’s Scortcher (DC 13) 3/day
-Flame Strike (DC 18) 1/day
-Meteor Swarm (DC 23) 1/week
-Summon Great Wyrm Red Dragon (20 rounds) 1/year
Caster Level: 20th

Elemental Ring of the Archmage (Cold)
This ring looks like a ring of frozen ice cool to the touch. While worn the wielder is immune is cold and weapons he wields have the Frost and Icy Burst weapon special properties.
The ring also has powers as follows:
-Ice Storm (DC 17) 2/day
-Otiluke’s Freezing Sphere (DC 18) 1/day
-Wall of ice (DC 15) 2/day
-Cone of cold (DC 17) 1/day
-Snillocs Snowball swarm (DC 13) 3/day
-Zajmarn’s field of icy razors (DC 22) 1/week
Summon Great Wyrm White Dragon (20 rounds) 1/year
Caster Level: 20th

Elemental Ring of the Archmage (Electricity)
This ring looks like a ring of crackling electricity, though this energy does not harm the wearer. While worn the wielder is immune to electricity and weapons he wields have the Shock and Shocking Burst weapon special properties.
The ring also has powers as follows:
-Lightning Bolt (DC 14) 2/day
-Call Lightning (DC 14) 2/day
-Greater call lightning (DC 19) 1/day
-Chain lightning (DC 19) 1/day
-Shocking grasp 3/day
-Gedlee’s Electric loop (DC 13) 5/day
-Summon Great Wyrm Blue Dragon (20 rounds) 1/year
Caster Level: 20th

Elemental Ring of the Archmage (Acid)
This ring looks like a ring of bubbling acid, though this energy does not harm the wearer. While worn the wielder is immune to acid and weapons he wields has the Corrosive and Acidic Burst weapon special properties.
The ring also has powers as follows:
-Melf’s acid arrow (7 rounds) 3/day
-Mestil’s acid breath (DC 14) 2/day
-Acid fog (DC 19) 1/day
-Corrosive grasp 5/day
-Acid storm (DC 19) 1/day
-Mestil’s acid sheath 1/day
-Summon Great Wyrm Black Dragon (20 rounds) 1/year
Caster Level: 20th

Elemental Ring of the Archmage (Sonic)
This ring looks like a ring of yellow energy of humming sound. While worn the wielder is immune to sonic and weapons he wields have the Screaming and Thundering weapon special properties.
The ring also has powers as follows:
-Shatter (DC 13) 3/day
-Shout (DC 16) 2/day
-Shatter floor (DC 14) 2/day
-Horizkaul’s versatile vibration (DC 18) 1/day
-Great Shout (DC 22) 3/week
-Great thunderclap (DC 20) 1/day
-Summon Great Wyrm Green Dragon (20 rounds) 1/year
Caster Level: 20th

If the owner has died (-10 health) the ring (or rings) automatically lift itself off the user and planeshifts to another plane. The ring planeshifts to a random plane. But each ring sets its self to a location on that plane closely resembling their element. For example, the ring of fire could planeshift to the plane of fire or the mounts of Gahenna, or another place with fire. The sonic ring could planeshift to a place with a lot of sound, like Pandemonium for example. The rings always planeshift to the first layer of the plane. The rings whereabouts are unknown. No mortal magic can locate the lost rings; the best way is to search high and low. There is no way to prevent the ring from planeshifting, unless the ring is fully charged (meaning you haven’t used the rings per day or year abilities) and is not being worn during the death.

When 2 or more rings are collected the powers grow stronger. In order to receive the affects you must wear each ring, (2 on each hand and one on the necklace). For each ring worn beyond the first ring all powers that have spell levels are hightened 2 spell levels, as if highted meta magic feat was applied to them. Also the caster level of the powers are incresed by 2. For example: If you wear three rings at once all spell level powers are increased by 4 spell levels, thus increasing the save DC. And the caster level is also increased by 4. The caster level increase also effects the dragon summon as well.

When all five rings are collected and worn at the same time (2 on each hand and one on a chain taking up the necklace slot. All the rings are still functional even though you exceed the limit on the hands, so your weapons gain all the weapon abilities and you are immune to all energy plus you can still use the other abilities on the rings) the wielder can call forth a devastating effect using the five elements. As a full round action the wielder casts a powerful spell that all within a half mile radius burst takes 10d6 fire, cold, electricity, acid and sonic damage reflex save 50. This effect is centered on the caster. But doing this has a price, the user’s rings become dormant (all abilities locked) for 1 year, except the weapon special abilities and imunities.

Elemental Blast
Evocation [Acid, Cold, Electricity, Fire, Sonic]
Spellcraft DC: 197
Components: V, S
Casting Time: 1 full round
Range: 0 ft.
Area: Half-mile radius, centered on caster
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 1,773,000 gp; 36 days; 70,920 XP. Seed: energy (deals 10d6 of each acid, cold, electricity, fire, sonic) (DC 95). Factors: Change bolt to area (DC +2), Increase area by 700% (DC +28), +80 ft. to equal half-mile (ad-hoc DC +4), Add 25 to save DC (DC +50), Reduce casting time by 9 rounds (DC + 18)

The power of this spell is immense and is mainly used to level cities and armies in one single shot. Every one in a half-mile radius blast takes 10d6 fire, acid, cold, electricity, and sonic damage. Any target that is in that blast must make a reflex save, though the DC to the save is increased by 25. Even though the spell is centered on the caster it does not make the caster immune. This spell is mainly used as a last resort, go out with a bang.
elven warriorXX

11-07-05, 03:25 PM
man nice stuff! I really like the elemental rings idea :)
ssvegeta555

11-07-05, 03:32 PM
man nice stuff! I really like the elemental rings idea :)

Thanks. I'll be posting another artifact (the runesword) really soon, just have to do some editing.
ssvegeta555

11-07-05, 03:37 PM
Heres another artifact, the runesword. This artifact was inspired by the magic card Runesword, in fact this artifact looks and works almost exactly the same way as the card.
Heres my favorite creation, the Runesword. :)

Runesword
These ancient swords was created by a dwarven master rune crafter. He created these swords as a way to slay his enemies with greater ease. Only a few swords were created before the dwarf died a mysterious death.
Every time a new master wields the sword all the previous runes are lost. A ritual is required for the new master able to wield the sword. If the wielder uses the sword without a ritual the sword acts as a non-magical long sword. There are some dwarven royalty that hands a runesword to the heir, when he/she is crowned king/queen.

The runesword looks like a black long sword made of adamantine or other rare metal. This +6 ghost touch, spell storing long sword always ignores regeneration. Meaning it does lethal damage to regenerating creatures, even if the sword does not meet the requirements. For example, a troll has regeneration 5 and takes lethal damage from acid, and fire. The runesword does not have these elements but still does lethal damage to the troll. On a successful critical hit the target must make a fortitude save or be disintegrated as the spell heightened to 9th level (DC 23). If the save is successful, roll critical damage as normal.
When a creature is slain by the runesword’s disintegration a rune appears on the blade of the sword. The rune represents the creature type slain. For example, if you slay a dragon by the sword's disintegration a rune representing a dragon appears or if you kill a magical beast a rune of a magical beast appears and ect. For each creature type rune you have on the blade you receive a +1 bonus on attack and damage rolls against that creature type. So if you have 5 dragon runes you receive a +5 attack and damage rolls against dragons.
For every rune that appears some of the creature’s life essence is also absorbed. You receive a spell like ability that creature once had. This spell like ability is usable once per day (you still have to pay experience points and other costly prices when casting the spell). If you receive a spell like ability that you have before you can use that spell like ability another time per day.
Only 10 runes maximum can be on the sword. You can ignore a future rune if you wish not to have it on. If you exceed 10 runes you can choose which rune you would like to replace for the new rune. Each spell like ability cast from the rune sword has a caster level of 20.
There are rumors that the master rune crafter made a master runesword that can hold 20 runes and each rune grants a +2 bonus. There is no apparent proof and just viewed as a legend.
Caster level 25th.

To find out what spell like ability you received the DM rolls a d10. On that result you can not learn any spell like ability if that spell like ability’s spell level exceeds that number rolled (note 0 is 10, so you can learn epic spells this way). Then there are several ways to randomly pick a spell. You can count how many spell like abilities the creature has and use a die that closely resembles it. For example is the creature had 5 spell like abilities roll a d6 and re-roll on a 6. If you get a spell like ability that is higher on the d10 role re-roll. This works best on creature with 20 or less spell like abilities.
If the creature has more than 20 you can count the total abilities and divide that number by using this formula: 100 divided by x (X equaling the number of spell-like abilities) rounding down. Now the resulted number is what each ability is set to on a d%. Then roll d% and divide that number by the number you achieve earlier.
For example, the creature has 22 spell like abilities, 100 divided by 22 = 4. Then I receive 66 on a d% roll and divide 66 by 4 =16. Now I look on the ability list and choose the 16th spell like ability. If you get a spell like ability that is higher on the d10 role re-roll. Or you could do the fast way and close your eyes and choose one that way.
elven warriorXX

11-13-05, 06:34 PM
My my :mymy: That sword can kick aurse!! Me likey :)
ssvegeta555

11-18-05, 02:49 PM
Time for a new update. :) I will talk about the many variaties of dragons in my CS. I'm not going to talk about True dragons much, since there is no need as the MM pretty much cover it well. Plus I dont like to change things that are good. ;)
Enjoy!

Monster races of Soullos

Dragons
Dragons are everywhere in the world. They have been around since the beginning being the first mortal to walk the land and take to the skies as well. Dragons have influenced many things in the world, like the calendar, creation of half-dragons and even shaped the landscape of the world according to legend. Dragons are also responsible for non-dragons to utilize arcane magic. One would be hard pressed to not see a dragon influence in the world.
Dragons are a common sight to see in Soullos, though most dragons seen are not true dragons. Most would see lesser dragons. Lesser dragons are dragon off-shoots of the True Dragons. The most common variety of lesser dragons are drakes, wyrms and wyverns.

Wyverns are the most common dragon seen in Soullos. They may be the most numerous but they are also the fewest in variety compared to drakes, wyrms, and true dragons. There are only three known wyvern types, ice, sand, and grey wyverns.
Ice wyverns have white-grey scales and have the ice subtype. Ice wyverns are found in artic climates.
Sand wyverns have brown or dull-yellow scales and have the fire subtype. Sand wyverns are seen in desert climates and some mountains.
Grey wyverns are the wyverns presented in the monster manual. They are commonly seen in temperate climes.
Wyvern Identifiers: Wyverns are very easy to identify. They have only four limbs (2 legs and wings). They have a 20ft wingspan and are about 15ft long. Half of their length is their tail, which is a scorpion-like stinger at its tip. No other dragon has this scorpion-like tail, which it is why it’s the easiest dragon to identify.

Drakes are distant cousins to wyverns and are the second common dragon type encountered. There are many varieties of drakes and can be commonly found throughout Soullos. Drakes are smarter than wyverns and, for the most part, less aggressive.
Drake Identifiers: Drakes has a body very similar to wyverns. They have four limbs, but their tail is not scorpion-like. The easiest way to identify a drake is their scale color and their tail. Very few drakes have the same color of scales as wyverns and all drakes don’t have the wyvern’s scorpion tail.

Wyrms are dragons that have no wings. They are most commonly referred to as wingless dragons. Wyrms have varying shapes and sizes. Some will have serpentine qualities, walk on all fours or are bipedal. Because of the lack of wings, many consider them primitive dragons that haven’t yet evolved to that of the True Dragons. This assumption may be true, as they are very aggressive and hunt ruthlessly in the lands around them. As primitive they may seem they are far from stupid, most are smarter than an average human.
Wyrm Identifiers: Wyrms have no common shape that all wyrms share. Some are serpent-like slithering across the ground using their for-arms to help, while some others are quadrupeds. There is one feature that sets them apart from other dragons; they have no wings. If the dragon has no wings it’s a safe bet it’s a wyrm.

Demi-dragons
Demi-dragons aren’t necessarily dragons per say, but they are humanoids that have dragon-like features (except half-dragons where are dragons by type). The known varieties of demi-dragons are Half-dragons, draconic creatures, and dragonkin.

Draconic Creatures:
Draconic creatures are descendants of half-dragons from long ago in their family tree. They have sleight dragon-like qualities; ranging from long claws, scales or even a tail. Draconic creatures are commonly mistaken for half-dragons. Unlike half-dragons, draconic creatures bear no resemblance to their half-dragon ancestors’ who have traits of their dragon parent (you wont see green draconic creatures, unlike green half-dragons). The dragon’s blood, over the generations, became less potent. Draconic creatures are very common in Soullos, even more common than half-dragons. Most draconic creatures have half-dragon ancestors dating back during the War of Humanity, therefore most draconic creatures have human heritage.

Half-dragons:
Half-dragons are mentioned more in the Races section located here (http://boards1.wizards.com/showpost.php?p=5448290&postcount=3) (It's at the very bottom).

Dragonkin:
Dragonkin are large monstrous humanoids with decidedly obvious draconic features. They stand to heights of 8ft and have large dragon-like wings. Their heads are their most obvious sign of draconic likeness. Their scale color depends on the climate they live in. In hot climes their scales range from dusty brown, gray, reddish brown and dingy yellow. While in colder climes their scales are white, gray; light blue, or slightly gold. In temperate climes their scales are all shades of green, dark brown, or black.
Dragonkins are seen, as savages who hunt and live like ferocious animals. Dragonkins are often referred to their nicknames, draco-beasts. Children also have their own nickname for dragonkins, “savakins,” which is a play-on-words of savages and dragonkins. Despite what people believe, dragonkins are not “animals.” Dragonkins have average human intelligence. They live in the wild in tribes. A leader called, Dra-deth, which is draconic for, Kin Leader, rules these tribes. Most Dra-deths are not dragonkins but members of other races or dragons.
Dragon Dra-deths are seen as gods. Dragonkins worship their leader for strength, protection, and victory over their enemies. Some dragon Dra-deths grant spells to dragonkin worshipers, further proving their godliness. In reality, these Dra-deths worship a draconic deity, who channels spells through the Dra-deth, giving the illusion that the Dra-deth is granting the spells. Most dragonkins don’t realize they are actually worshiping a real draconic deity, and not their Dra-deth.
Dragonkins have the tendency to be chaotic evil because of their heritage. Dragonkins where created, not born. The tyrant dragon Thulganthiar created the dragonkin to create an army with draconic strength in large numbers. Thulganthiar chose chromatic dragons, for their draconic strength and evilness, and green orcs, for their ability to mature quickly. In a large ritual of arcane magic, the dragons used their blood to shower the unwilling and scared green orcs. The green orcs where then forced into a massive breeding program. Their offspring was the dragonkin. The green orcs where then killed off as food. Green orcs swore deadly vengeance on all dragonkind for their abominations and for slaughtering many of their kind. After Thulganthiar was defeated on the island of Suzail, dragonkins not under oppressive control, which they continued to live their lives as a new race. Evil Dra-deths want to combine all the dragonkin tribes to seek to control the dragonkins like Thulganthiar did so long ago.
ssvegeta555

11-19-05, 10:39 PM
Heres a preview of the map of Cerbria, nothing is marked yet, or even colored. Plus there are no rivers drawn. Right now I'm coloring the map, so hopefully I get done soon.

http://img507.imageshack.us/img507/995/cerbriadraft2to.th.jpg (http://img507.imageshack.us/my.php?image=cerbriadraft2to.jpg)
elven warriorXX

11-19-05, 11:07 PM
Very nice very nice :) Like it a ton
OzWorld

11-20-05, 07:01 PM
I have started a new thread for creating a group campaign setting. Something I would like you to check out and hopefully participate in.

Its in the wookshop forum under LETS BUILD A CAMPAIGN thread

Check it out anyone!
ssvegeta555

11-24-05, 03:03 AM
This is a pretty big update with me adding more info on a few pages within the thread. I updated quite of bit of stuff.

First I updated was the gods. I added descriptions of the two Goddesses created for my world, Ennara, and Lunara.
You can find the updated section in the Soullos Pantheon Page, or you can click here (http://boards1.wizards.com/showpost.php?p=5448399&postcount=4) for convenience. You will find the updated info near the bottom after the discussion of the overdieties.

My other updates was to finish the Lunar region. I added a qoute at the beggining while also adding the Life and Society section, and the sats of the region which appear after the qoute. You can go to the Lunar Region page or click here (http://boards1.wizards.com/showpost.php?p=5540351).

Another update is adding orcs to the Races of Soullos section. I added the info at the bottom of the page, so it will be easy to spot (it's right after the half-dragon entry). You can go to the Races of Soullos page or click here (http://boards1.wizards.com/showpost.php?p=5448290).

And the last and smallest update was to add a qoute to the Cosmology section. You can find a quick link, here (http://boards1.wizards.com/showpost.php?p=6647431).
ssvegeta555

11-24-05, 03:08 AM
Heres a small update detailing the many varieties of alcohol around the world. :) Anyways I hope you enjoy a good round of drinks, I mean enjoy the info. :D
Note: The fortitude save is referencing the rules presented in Arms and Equipment Guide for intoxication.


Alcohol Beverages
“Nothing is more suited for victories for adventurers like us, than a good cold drink of ale a the local tavern. Wait; make that a dozen cold drinks!” –Dorin, dwarf fighter

Alcohol is very common across the whole world. It is the drink of choice for most, and dwarves are known to chug the stuff quickly as a pass time. People drink alcohol on a variety of occasions to parties, banquets, part of a meal, or to celebrate the treasure an adventuring party found in a dungeon.
Detailed below are the most well known alcohol beverages found mainly in Cerbria, but a few of them call their home to Rumai. There are definitely other “generic” local alcohol drink out there, but most however, are local only to the area they are found. These below can be found almost everywhere in Cerbria and most parts of Rumai.
Prices are for an amount needed for a bottle (for wines and spirits) or gallon (for mead, beer, and ale). Bottles are 1-1/2 lbs. in weight, and gallons weigh 5 lbs.

Rose Wine: This delicate red wine is brewed with ground rose petals. Its smell is as delightful as its taste. Fortitude DC 12.
Price: 5 gp.

Dwarven Ale: This strong and stout ale is the favorite of dwarves. Dwarves, thanks to the racial affinity to poisons, chug pints of ale without being affected. Dwarves are particular proud of their ale and many have made sleight variations of the original recipe. Some add honey for a sweetener; others have used sandgrass powder imported from Canathra Desert. Some dwarves have even use ground gems like bloodstones and garnets for flavor.
Fortitude DC 13.
Price: 5 gp.

Dragon’s Brew: Dragon’s Brew is a very strong spirit that only the most tolerable can drink unaffected. Competitions among taverns have used this spirit to settle disputes, first one to fall drunk loses. These competitions are events that almost everyone participates in ways of betting, cheering and to have a good time seeing two people hold their own in drinking.
Fortitude DC 15.
Price: 15 gp.

Honey Wine: A wine fermented with the taste of honey is common among elves. Its accent of honey is quite relaxing.
Fortitude DC 11.
Price: 3 gp.

Silver Wine: Silver wine is brewed in cold climates where silver mushrooms are found. Silver mushrooms are used to flavor the wine with its unique taste. Lycanthropes hate the taste of this wine, since the silver mushrooms are poisonous to them (same as Silver mushroom). Some believe that brewing silver wine in moonlight at least once a month enhances its flavor.
Fortitude DC 12.
Price: 40 gp.

Crystal Wine: Crystal wine is flavored with one or many varieties of clear fruit. Its taste is divine and because of the magical nature of the clear fruits the wine doesn’t need to be aged to gain flavor, it helps though. Brewing the wine is difficult however. During fermentation the wine must be magically treated once a week or the whole batch is ruined turning it jet black in color and becoming a very potent poison (Ingested DC 18, Initial Con 1d6, Secondary unconsciousness).
Fortitude DC 12.
Price: 100 gp (500 gp for the poisoned version).

Elven Mead: Elven mead is a weak alcohol beverage common in many elven communities. Dwarves are disgusted by the mead’s bitter taste, they say it tastes like wet leaves. Dwarves have been known to insult the elves and this mead for its weak “intoxication level.” These dwarves usually get booted out the front door.
Fortitude DC 10.
Price: 5 gp.

Ssellssart: Ssellssart is an exotic wine created by the yaun-ti. Non-yaun-ti find the taste of this blood red wine dreadful, they must make a fortitude save (DC 13) or become nauseated for 1d4 rounds. Yuan-ti brew this wine with the blood of many varieties of humanoids (though they never mix multiple blood samples), their favorite being humans and elves.
Fortitude DC 12.
Price: 30 gp.

Sake: Sake is a rice wine created by the natives in the continent of Rumai. In Rumai, sake is the drink of choice by most. Sake is usually served warm in small cups. In other places beyond Rumai, sake is an exotic delicacy. Elves and dwarves particularly like sake, which is quite unusual for an elf and dwarf to like the same kind of alcohol and openly say so.
Fortitude DC 12.
Price: 2 sp.

Shochu: Shochu is a more potent version of sake. Dwarves, nezumi and orcs are particular fond of it. Shochu found outside of Rumai is very rare, more so than sake.
Fortitude DC 14.
Price: 10 gp.

Cobalt Soul: This faintly glowing light blue drink is a potent spirit brewed by a secretly guarded process of infusing a small amount of incarnum into the alcohol beverage. It is said to breathe new life into those who are down, and sooth the soul. Only those who use incarnum are known to brew this exotic spirit. Azurins favor this drink above all others.
Fortitude DC 13.
Price: 35 gp.

Golden Ale: Gnomes brew Golden ale, and is almost found exclusively in gnome communities. They add small quantities of edible gold, as a sign of faith to Garl Glittergold and to add flavor.
Fortitude DC 11.
Price: 10 gp.

Holy Beer: Holy beer was first created by a somewhat odd paladin of Bahamut who developed a divine spell named, Bless Alcohol. Holy beer has spread across many churches of good namely the churches of Moradin that use this beer as a drink that also doubles a weapon when needed. This alcohol has the same features as holy water.
Fortitude DC 11.
Price: 30 gp.

Berduskan Wine: Berduskan wine is one of the most powerful wines out there. First created by a Nosk tribe in Northtier, this wine is brewed from grapes and sweet berries found in the area. The wine is tart and sweet but it packs a punch so hard that even the dwarves are afraid to admit.
Fortitude DC: 14
Price: 5 gp.

Golden Sands: Golden Sands is an ale favored in Canathra Desert. Sand grass powder is the secret ingredient that gives this ale a spicy kick. Sand grass powder is added in brew before the fomentation process. The powder is dissolved in the liquid that creates a delicate spicy taste. Some variations of the ale have more sand grass powder, increasing the spiciness.
Fortitude DC: 12
Price: 5 sp.

Shadow Ale: Shadow ale is a very dark brew that is as black as the night itself. Shadow ale is brewed with shadow essence that is found in the Plane of Shadow or found in the Veiled Caverns, a place so dangerous the shadows themselves with engulf anything in their path. Shadow ale has a cold misty taste to it that many find hard to swallow. In fact it’s so cold that people suffering from extreme heat exposure drink this stuff to stay cool. One glass of this ale is enough to heal 1d6 points of non-lethal damage from hot weather. In addition it provides a +1 equipment bonus to saves against hot weather for 1 hour.
Fortitude DC: 13
Price: 20 gp.


Alcohol and it’s Effects

Every time a character drinks an alcohol beverage there is a chance that character will get intoxicated. Each beverage has Fortitude representing how strong the alcohol beverage is. There are three grades of alcohol strength, Least, Lesser, and Greater. Least alcohol strength are those that have fortitude DCs of 11 or lower. They represent casual alcoholic beverages, like mead or weak wine.
Lesser alcohol strength are those that have fortitude DCs of 12 and 13. These beverages are much stronger often falling under ale, beer, weak spirits, and wine.
Greater represents the strongest alcohol of them all with DCs of 14 or higher. These beverages are strong ales, beer, and spirits.
Whenever an alcoholic beverage is consumed, the character must make a fortitude check against the alcohol’s DC. Success means nothing happens and suffers no penalties. Failure indicates that the alcohol is having negative effects on the character’s system. If the beverage was of Least strength, then the character takes 1d2 points of ability damage to both Dexterity and Wisdom. If the strength was Lesser, then the character takes 1d3 points of ability damage to Dex and Wis. And Greater deals 1d4 points of ability damage to Dex and Wis.
In addition to ability damage alcohol in the system weakens one’s system making it more susceptible to more damage. After the first failed fortitude save for Least strength they take a –1 penalty to Fortitude saves, while Lesser imposes a –2 penalty, and Greater a –3 penalty. These penalties are commutative.
When Dexterity is reduced to 0, the character drops unconscious. When Wisdom is dropped to 0 the character falls to the ground in a drunken stupor. If both ability scores are dropped to 0 then the character suffers the effects of alcohol poisoning. They take 1 ability damage to Constitution every 10 minutes until the character dies or gets cured. Neutralize Poison can heal all ability damage and alcohol poison. Alcohol poison can also be cure with a Heal check of DC 25. If antitoxin is used in conjunction of the Heal check then the DC is reduced to 15. Ability damage is healed at a rate of 1 point per hour of rest (assuming no more alcohol is being consumed and the character is not suffering from alcohol poisoning).

Least Lesser Greater
DC 11 or Less 12 and 13 14 or higher
Ability Damage 1d2 to Dex/Wis 1d3 to Dex/Wis 1d4 to Dex/Wis
Fortitude Penalty -1 -2 -3
elven warriorXX

11-24-05, 10:48 AM
Heres a small update detailing the many varieties of alcohol around the world. :) Anyways I hope you enjoy a good round of drinks, I mean enjoy the info. :D
Note: The fortitude save is referencing the rules presented in Arms and Equipment Guide for intoxication.


Alcohol Beverages

Hurray!! **drinks 4 bottles of Golden ale & 7 Dragon's brew. Fails Fort save** :pint: :pint: :pint: thats good stuff! I like all the updates so far :) I like how you put work into everything small like drinks *hic* plants and other small things. Keep up the good work!
ssvegeta555

11-28-05, 11:51 PM
Hurray!! **drinks 4 bottles of Golden ale & 7 Dragon's brew. Fails Fort save** :pint: :pint: :pint: thats good stuff! I like all the updates so far :) I like how you put work into everything small like drinks *hic* plants and other small things. Keep up the good work!

Thanks, glad you like it. :)


I have a few more updates for you all. I added the Azurin race to the races section, and also took out the dwarves, leaving only the duergar and the hill dwarves, though the hill dwarves sport a new name and feel, Rune dwarves.
You can find a quick link here (http://boards1.wizards.com/showpost.php?p=5448290&postcount=3) .
You'll find these new entries right near each other.
ssvegeta555

11-28-05, 11:55 PM
Ok, here another update this time dealing with the afterlife and whatnot. It gets a bit philosophical at times though. It's a weird take on the whole afterlife, and death thing. As always, enjoy. :)

The Afterlife
“Why do us mortals die? What is in store for us in the afterlife? Can death be avoided? Even some Gods, with eternal life have died. Is true immortality only a fleeting dream for mortal and gods alike?
These are the questions all have asked, and few have been answered, but which ones you say? Ponder this my students and maybe the answers will come." – Jarlesh, Cleric of Wee Jas.

The afterlife is the life one receives, or their soul, when one dies. Each soul will receive a reward or punishment based off the actions they have did in life. Defining punishment and reward are difficult at best; they are blurred. One soul would receive a punishment in their eyes, while another soul with the same fate might see that as a reward. Punishment and Reward has been wracking the minds of sages and scholars alike for centuries. None can even come to an agreement, except one. There is no such thing as reward and punishment, as many have thought long ago, just fate. But what that fate is, is a mystery. Only the soul at judgement will know for what fate truly is, the Fate of the Soul, as termed by clerics of Chrononepsis, the dragon god of fate.
Each soul after death lingers in the ethereal world, unnoticed, unknown and undetectable by all, even to other souls. The souls of the dead are impervious to all attacks; at least that is what sages can theorize. Every soul perceives what has happened, and sees the events of the living before the call of judgement beckons. After the short time the soul stays attached to the ethereal plane, the soul answers the call of judgement. The soul travels through the planes before reaching the Plane of Fate. Only souls and gods have set foot onto the plane, no other being knows any way in or where it’s located within the Multiverse. Once there, the soul wanders aimlessly to find their god’s avatar. Depending on the soul’s patron, their god will judge them accordingly based off the soul’s actions in life. Once judged, the soul receives its fate, the Fate of the Soul. The Fate of the Soul is a mystery, mostly that is.
Some fates are known. Sages have concluded that most souls live on the home plane of their god, becoming petitioners. These petitioners are believed to give a god power, the more petitioners the more power that god has. But it doesn’t explain how the fiendish races are stealing petitioners to make more of their own without the gods reacting. Perhaps a few can be spared, or so much power can be gained through petitioners. Or maybe there is no power to be gained at all.
Other fates are known are directly attributed to the actions of the soul did in life, or desires. When the soul has a strong will, power, and certain force about them, they never receive their fate. Without the Fate of the Soul chosen for them the wander the Plane of Fate until an event happens. That event can be anything. It could have the soul, after time, return to the world of the living and haunt as a restless ghost. The soul could soon be at the hand of demons for signing an infernal contract during life. Even resurrection is possible. Without the soul receiving its fate it is possible to bring that soul back to its living body. Once the fate is chosen however, nothing short of a Miracle, Wish or True Resurrection spell will bring them back.

New
The Fate of the Soul is only available for the faithful, souls that had a patron deity in life. Those who deny the existence of the gods, or don’t acknowledge that their worship to a god is necessary are called the Faithless. Having a patron deity gives that soul an afterlife worth noting (well most of the times). Faithless are never judged and are never able to enter the Plane of Fate. Instead these faithless wander the ethereal plane until they stumble upon an entrance only they can see and enter. This entrance is a large black door with eerie mist surrounding it. Faithless usually wander the ethereal plane for about a few days before seeing the door. The faithless are compelled to enter. Beyond the door is the Plane of Lost Souls. The plane is devoid of color, and time. All one would see is gray. All the souls wander this plane aimlessly without an agenda. The souls know nothing of their surroundings, they never speak, and they never look beyond the direction they are headed. All they know is that they exist, but not why.
Unlike the Plane of Fate, anyone can find a way into the Plane of Lost Souls. Like the faithless, other creatures can search for the entrance into the plane. It’s the only known entrance. Once inside they see souls everywhere, in shackles with chains trailing for a few feet before disappearing into the gray landscape. Unlike the souls to be judged, it’s not so easy to revive a faithless. The soul cannot hear, or determine what is happening, it will not answer the call to a resurrection spell. In order to revive a faithless one must enter the Plane of Lost Souls and find the soul they wish to bring back. This is no easy task however. It takes about 1d6 days to find the soul. Once found the person must bring them back to the physical world, literally stealing the soul from the plane. Then the resurrection spell can work.
Demons and Devils wander this plane for souls to steal and use for their own evil agendas. Devils require souls to make more of their kind. While demons also use the souls to make more of there own, but they can reproduce normally unlike the devils. So most of the time demons would use the souls as food. The demons and devils are sometime seen fighting each other. In addition the fiends, the plane is also another danger. The plane is semi-sentient, and it detects all souls and life walking on its surface. The plane has been known to kill any living creature stealing the lost souls. Though it seems its all random. Devils have taken literally hundreds of souls, while one person only taking one at the same time might be killed by the plane instead.

Why death happens is also another mystery of life. Know one knows why death happens. Death is seen as natural and one should embrace it, not defy it and question it for that matter. But that doesn’t stop a few determined people. Few believe that when mortal lives and does something, eating, thinking, battling, anything, our bodies become old and tired. Just like how metal rusts over time, becoming brittle and eventually crumbling to dust. Others believe it was a curse from some unknown entity of immense power. Some say it’s the side effects of time. Time may heal all wound, but not even a lich with eternal life can live forever. That lich may have been able to escape its natural death, but sooner of later that lich will be killed in battle. All good things must come to an end. That is what time entails.
Only the gods of death and a few handfuls of mortals know the truth. Death is the result of the Endless Void trying to repair itself. When Seldoth created time, her scream traveled across the endless void. Where ever her scream was heard the black void shattered, and time was born. Only a few small pieces of the void are spared of total destruction. These void shards, as they are known, travel across the Endless Void to combine, growing larger, trying to repair itself.
This collection of void shards is the Negative Energy Plane. In order to reach the negative energy plane, the void shards must travel through obstacles. These obstacles are the planes themselves. The shards travel through these planes, passing through all things like an incorporeal creature. As they pass through, they take away small bits, or rather destroy, the life essence. This is how over time a body would grow weak and eventually die.
On the flip side undead are powered by this. The void shards are negative energy, and will keep the undead “living” so to speak. This is how undead are able to live indefinitely of left alone. Non-living creatures are not effected, such as golems. Elans, are special case. They are living beings, but are able to live indefinitely, similar to undead. Elans, psionicly “repair” their body from the passing effects of the void shards. This happens unconsciously, which most are not even aware of.
Even gods are vulnerable to the void shards, and will die just like mortals do. They use their divine powers to repair and avoid the void shards altogether. Once their power is gone though, then the gods are able to die. But when a god dies they don’t receive the fate a mortal gets. Gods are not judged since they are the judges, but no judge is present for them. Instead all gods receive the same fate, to float in the astral plane until they can be resurrected or forgotten, a fate all gods fear.
ripvanwormer

12-03-05, 03:33 AM
Hooray for variant cosmologies!
ssvegeta555

12-04-05, 04:20 PM
A small update this time.
At first I wasn't qute sure what was going to be in my world, and what events and whatnot will be present that makes my world unique and interesting from the rest. Now that I've spent more than a year developing my world I have a betting feeling where I'm going and what to include. So I added an introduction to the first page of this thread. It explains the current events, and a brief everview of the world and it's continents.
I know it's rather odd to have an introduction so late, but it's better late then never. ;)

Edit: I'll be updating the afterlife section when I get around to it. I noticed I detail what happens to the faithful, not about the souls who have no patron deity. I forgot all about it until now.
ssvegeta555

12-16-05, 03:52 PM
I've updated the Afterlife section, adding what happens to those with no faith. I really like the idead how FR handles the faithless, and I wanted something similar. You'll see this "new" indicating where the new updated stuff starts.

The Shattered Isles Map
http://img217.imageshack.us/img217/6489/shatteredislesmarked13as.jpg


Shattered Isles Map Concept
Also heres another map I made a few years back for my campaign when I first started 3.0. It's the Shattered Isles region of my world, but it's old and quite frankly it looks ugly. You'll notice the school paper lines and faded colors and lines. I don't know how to improve it really, so if anyone has tips for making scanned images look good that would be very helpful.
Anyways this map is not the final version, in fact it's just a teaser of what to except. In my region entries for the shattered Isles they mention the main island for the island nations have many other smaller islands part of that island nation. As you can tell there are only four main islands, so yeah I definitly need to update it to be consistant and look better. Oh yeah, you may see a familair name for the Ice Gale island nation (Sundabar), it has been changed from that. :)

http://img527.imageshack.us/img527/877/shatteredisles9qa.th.jpg (http://img527.imageshack.us/my.php?image=shatteredisles9qa.jpg)
ssvegeta555

12-16-05, 04:04 PM
Heres the first region for the Shattered Isles, Guardia Kingdom. This was the first region I made when I first started D&D. My first few missions played in this area. Chrono Trigger fans may reconize a few things. Guardia Kingdom is inspired by the Garudia Kingdom from Chrono Trigger. I meant for it be the same name, but I've always said Guardia when playing Chrono Trigger instead of Garudia, so the name stuck. The Queen is the same name as the Queen in Chrono Trigger at 600 AD. Also if anyone has played Runscape might also regonize a name of a town. I'll give a cookie whoever can point it out. ;)
Enjoy. :)



Guardia Kingdom
A prosperous land
“I envy my sister Leene, at times. She rules a peaceful land. Unlike the land I rule, a place of war.” - Gerard Lacenor, King of Aribirth.

Capital: Guardia
Population: 1,192,451
Government: Monarchy
Ruler: Queen Leene
Religions: Pelor, Bahamut, Astilabor, Corellon Larethian, Obad-hai
Resources: Seafood, crops, lumber, iron
Alignment: LG, NG, N, LN
Climate: Temperate

Guardia Kingdom is an island nation within the Shattered Isles region. It is a land full of life with benevolent queen everyone respects. Guardia Kingdom is actually a protectorate of the Aribirth nation on the mainland. Aribirth colonized this place long ago to expand their borders.

Life and Society
Guardia Kingdom is a prosperous land with a well-trained militia, navy, and hardworking citizens. Guardia is a monarchy unlike many around the world. Queens have been the rulers of Guardia Kingdom ever since Guardia was established in 258 CE, as a protectorate of Aribirth on the mainland. Unlike most queens in kingdoms, queens in Guardia are not queens by being married to a king, and queens are not born on Guardia. Instead, a queen is chosen from the royal family of Aribirth, usually the oldest sister to the current king of Aribirth. The same holds true for Aribirth, except only kings rule that kingdom. Queens in Guardia rule as long as their brother does in Aribirth. Once a new king of Aribirth is crowned (usually the oldest son of the previous king) a new queen is also crowned to rule Guardia. Even if the current queen is still present, the new queen replaces the old one. Queens can marry, and their husband will be king, but the king of Guardia can never take the throne, the same holds true to queens in Aribirth. Queen Leene, the current ruler, is a benevolent and kind queen. She is highly respected for her kindness, wisdom, and beauty. She has ruled the throne for 17 years now.
The citizens of Guardia are kind and talkative lot. Citizens greet visitors with open arms. They especially love adventurers, mainly because they have a lot of gold to spend on goods. Although the citizens are not greedy, they however know when they see a potential customer. The waters around Guardia are blessed with an abundant of fish of many varieties as well as other types of seafood. Many port towns and cities line the coast to reel in the fish. In addition to the abundance of seafood, farms across the whole island take advantage of the rich fertile land. Guardia regularly trades with Ice Gale and Sherad, exporting fish and crops, while importing exotic goods found only on those island nations.

Major Geographical Features
Guardia Kingdom is an island chain part of the Shattered Isles region. The main island is the center and the focus of the Kingdom. Smaller other islands surround and main island and stretch far to the east, heading towards Ice Gale. Guardia’s main island is a place of temperate climes, with winter being cold and summer being hot, on equal parts every year. The Tellar Peaks is the largest mountain range on Guardia, splitting the island’s eastern area. Many lush forests, rolling hills, other mountains and a single river makes up the rest of the island. Guardia is about 320 miles east to west and 260 miles north to south.

Oakhurst Woods
Oakhurst Woods is one of the largest forests in Guardia. Located on the eastern side of Guardia’s main island, Oakhurst Woods is known for its beauty and dangers. Fey creatures of all kinds make their home here. Several Centaur tribes and small elven communities are the main dominant races within the forest. A small town Oakhurst also resides in the forest. Goblins, kobolds, krenshars, and owlbears lurk within the forest causing trouble to all those they encounter. A few green dragons have also been rumored to live in the forest.

Tellar Peaks
The Tellar Peaks is the largest mountain range in Guardia Kingdom. The mountain range almost splits the whole island in half. A few ravines within the mountain range provide easy travel through the mountains. It does not stop people from being cautious however. The mountains are riddled with mountain orcs, goblins, ogres, and gnolls. The four races fight among each other a lot, ignoring the areas beyond the mountain borders. The citizens of Guardia would rather keep it that way. Westfort and Eastfort, castles located on the eastern and western sides of the mountain respectively, act as the first sign of defense should one of the four creatures in the mountains become too powerful. These two forts are also double as an Inn for traveling merchants and adventurers should they need it.

Guardia River
Starting from the Western Mountains, the Guardia River flows towards Guardia, and to the northern shores where it spills out into the ocean. The waters are calm and warm most of the time throughout the year. During the summer months the snow from the Western Mountains melts, increasing the river’s size and it’s strength, becoming dangerous rapids. The river is fresh with fish, crabs and a few metals (such as silver) that flow with the river. Although the silver and other metals are scarce, and hardly worth the trouble for much profit. As a pass time though, citizens go to Guardia River to grab some of the silver. Bandits have been known to camp near the river camps of others and loot what they have found.

Western Mountains
As its name suggests, the Western Mountains lies on the western side of Guardia. The mountain range is small compared to the Tellar Peaks to the east. Unlike the Tellar Peaks, the Western Mountains contains rich veins of iron and silver ore. Dwarves live within the mountain to mine the metals. Citadel Framm lies at the base of the Western Mountains, which is also the only dwarfhold on the surface of Guardia. Mountain orcs and hill giants are known to be a constant thorn on the dwarves’ side.

Important Places
Many small cities and towns dot the landscape to take advantage of the seafood and fertile land. Most cities are on the main island. Cities on the islands scattered around Guardia’s main island are rare. Most of the smaller islands are uninhabited, except by dangerous monsters. A few castles with a strong navy are located on the smaller islands. They act as a first sign of defense, and to question ships before they dock on the main island.
The important places detailed below are all on the main island of Guardia.

Guardia (Metropolis 29,451 [Humans 90%, Elves 4%, Half-elves 2%, Dwarves 2%, Halflings 1%])
Guardia is the capital city of the Guardia Kingdom. Located on the Guardia River, the city is split up into two sections. The river flows between these sections. The two sections are referred to as West Ward, and East Ward (west and east of the river receptively). Two bridges made of marble connect the two wards. Each Ward is then broken down into districts, each district focuses on a particular part of the cities focus, market district, government district for example.
The market district, located in the West Ward is bustling with trade. All kinds of exotic goods can be found here with a little effort. Dwarves from Citadel Framm ride the Guardia River to transport their arms and armor, as well as ores. Caravans from Lummbridge on a daily basis travel to Guardia to trade their goods that a well-stocked port city would have.
Within the Royal district - a place where rich and wealthy live - houses the Queen Leene in here massive castle built by the dwarves of Citadel Framm as a sign of peace, and for years of good trade between the two races. Queen Leene is a kind and benevolent queen. She thinks of her people rather than herself, and the rich. She also is a pacifist. Although, she knows the importance of self-defense, she doesn’t actively attack unless truly necessary. Many believe that to be her biggest weakness, which might be her downfall in the future, although the people say this not to be rude and out of respite, but because they worry for their beloved queen.
Within the sewers is a large underground network of caves that houses the Dark Arrow thieves guild. The Dark Arrows are an organization specializing in assassination, blackmail, smuggling, kidnapping and other illicit and lucrative trades. The Dark Arrows are infamous for their black markets, full of illegal goods such as poisons and drugs. The thieves hardly use the manholes in the city, since many guards patrol the streets. The thieves instead have many secretly located entrances that surround the city, and also within the river docks.

Lummbridge (Large City 19,548 [Humans 94%, Halflings 2%, Half-elves 2%, Elves 1%])
Lummbridge is one of the largest port cities in Guardia. Lummbridge regularly trades with Ice Gale, and Sherad. The town smells of fish and musty air. It’s no surprise, since many of the boats docked are fishing boats. Lummbridge is also known to be one of the only cities in Guardia Kingdom to have ships exclusively to transport passengers to any of the other island nations in the Shattered Isles.

Oakhurst (Hamlet 361 [Humans 77%, Elves 20%, Half-elves 2%])
Oakhurst is a small hamlet located in the northern clearings in Oakhurst Woods. Almost all of the citizens are lumberjacks. The elves of the village monitor the lumberjacks, making sure they don’t cut down more than needed. A druidic circle of elves use their magic to plant new trees and sometimes make them grow to full strength. The elves are also the defenders of this hamlet.

Danchar (Large Town 4,419 [Humans 95%, Dwarves 2%, Halflings 1%, Half-elves 1%])
Danchar is a town located just a few miles south of Oakhurst Woods. The town regularly trades with Oakhurst and Lummbridge to the south. The town is known for its fine art and theatres. Every year, Bards and performers from all around Guardia, and sometimes from the other islands, go here to hold contests of performance. The town nearly triples its population during this 3-day event.

Citadel Framm (Large Town 2,173 [Dwarves 93%, Golmoids 4%, Humans 2%])
Citadel Framm is the only known dwarfhold on the surface of Guardia. A small fort attended by dwarves and humans act as the entrance to a large mining complex and town hidden beneath the mountain. The fort lies at the base of the Western Mountains. The dwarves and golmoids below in the mines are miners and capable warriors. They mine iron and silver ore within the Western Mountains. The citadel regularly defends the mines from mountain orcs.
Citadel Framm was severely damaged 10 years ago by a large concentration of mountain orcs and goblin slaves. The dwarves fled to Guardia. The citadel fell to the orcs, but later was recaptured by a band of adventurers hired by the Queen herself. Since its recapture the dwarves have rebuilt their city and increased its defense and started to patrol the mountainside more aggressively.

History
During the Trinity Age elves migrated from the mainland, Cerbria to colonize new lands. They came across the islands known as the Guardia Kingdom today. The whole island was covered in thick forests with only the mountains to break the forest growth. The elves formed a new nation called Elluseenei (El-Loo-See-Nay). Elluseenei lasted for many centuries until its decline when a large mountain orc horde came down from the Tellar Peaks. The elves repelled the attack but they suffered many casualties of their own. The orcs burned down many of the trees, making it a land of death and decay for a few decades.
Around –2800 CE dwarves fled from the dangers that plagued their home on the mainland, Empire Dashk. These dwarves went to the Shattered Isles region in search of a new safer home. Most went to Ice Gale, while a few others went to Sherad and the Chalmion Islands. A few dwarves made their way to Guardia. The elves and dwarves weren’t too friendly at all and fought constantly. Elluseenei would fall during the long wars against the dwarves around –2500 CE. With the elves already weakened from the orc horde a few centuries ago it didn’t take long for the dwarves to push the elves back into the Oakhurst Woods where they continue to live now. Although they are now at peace, their bitter rivalries still continue to influence each other.
Humans from Aribirth, Northtier and Canathra Desert traveled to the Shattered Isles around –480 CE. Those from the Canathra Desert went to Sherad, their homeland, while those coming from Northtier migrated to Ice Gale. Those from Aribirth found their way to Guardia. The humans, dwarves, and elves fought each other for a few years and then making temporarily peace treaties that where broken a few decades after. This continued in a vicious cycle until around 12 CE when another mountain orc horde attacked and the three races quickly stopped all attacks among themselves to turn their attention to more apparent dangers. A peace treaty was signed shortly after the orc horde. It wasn’t until 258 CE that Guardia was named protectorate of Aribirth and the first Queen of Guardia was crowned. Guardia Kingdom then unified the dwarves, and elves under one banner, for mutual protection, and trade in 284 CE.
elven warriorXX

12-22-05, 11:43 AM
Oh boy :eek: What a long read. But very detailed :)
ssvegeta555

12-25-05, 12:53 AM
Oh boy :eek: What a long read. But very detailed :)

I love to add as much detail as I can to breathe life into my world. Most of my region entries are all about this length. I hope it wasn't too long though. :)
Hochiu

12-26-05, 09:43 PM
Using the old Forgotten Realms Campaign Setting format, eh?

I approve. I've found its the easiest to write about and read on paper.
ssvegeta555

12-26-05, 10:08 PM
Using the old Forgotten Realms Campaign Setting format, eh?

I approve. I've found its the easiest to write about and read on paper.

I feel the same way. Plus it's the only format I know thats easy to use and looks good. :)
Xeviat-DM

12-27-05, 02:43 AM
Wow is all I have to say. You've only been working on this for a year? I'm amaized (so much that I can't spell the emotion).

I'd like to invite you to join the World Builder's Guild. I'm going to finish up reading your thread and then I'll post a detailed review.

Keep it up!
ssvegeta555

12-27-05, 03:30 AM
Wow is all I have to say. You've only been working on this for a year? I'm amaized (so much that I can't spell the emotion).

I'd like to invite you to join the World Builder's Guild. I'm going to finish up reading your thread and then I'll post a detailed review.

Keep it up!

Thanks for the kind words. :) To answer your question, I technicly had this CS start in 2000, but I didn't activly start to develop my CS until a little over a year ago.

An invite? Sounds good. :)
ssvegeta555

12-27-05, 06:14 PM
The next region I'll show is Ice Gale. This is the place the PCs are currently in, however I havn't DMed that campaign in a while. I have plans to revist this campaign soon now that I have a better understanding of my CS.
Enjoy. :)



Ice Gale
A large island full of riches and cold deserts
“You need mithral armor? Well, laddy, you come to the right place!” – Ost, Dwarven armor smith.

Capital: Citadel Dashk
Population: 623,349
Government: Oligarchy (Council of Winter)
Ruler: Council of Winter
Religions: Moradin, Garl Glittergold, Elhonna, Tamara
Resources: Weapons, armor, mithral, precious metals, furs
Alignment: LG, NG, N, CG, LN
Climate: Cold

Ice Gale is a large island belonging to the Shattered Isles region located a few hundred miles east of Cerbria. Ice Gale is a land known for its master smiths, harsh weather, and mithral. Riches wait for those willing to risk the harsh weather, dangerous monsters, and the cold deserts.

Life and Society
Dwarves and humans live and work together. They build cities to protect each other from the dangers lurking outside in the wilderness, and for trade. Cities are commonly built to house dwarves underground, and humans above ground. Underground parts of the cities are where the majority of the dwarf population lives. The dwarves mine many of the precious metals within the Mithral Mountains (which is known for its abundance of mithral ore). Dwarves take good use of their metals, grafting weapons and armors along with small miscellaneous items.
Humans live primarily above ground. The multitude of items the dwarves make are sold to the humans, who then sell off the goods to adventurers, merchants, civilians, and for exporting to other nations. Large gates are always built around every city, mainly for protection from the monsters outside in the wilderness.
Above ground or not, the weather is cold, dropping to freezing temperatures more often than not. Furs and thick cotton jackets are a necessity to survive the chilling cold. Many ways people get warm is to drink hard alcohol. Though some believe that warming up with alcohol is false, but the dwarves swear by it. Dwarves have an easier time to warm themselves, since they have the advantage of forges that are constantly kept hot.
Thanks to the volcanic activity within the Mithral Mountains hot springs become a possibility. These hot springs are valued not only for their warmth, but also for their restoration properties. Many believe that hot springs will heal wounds and soothe the skin. These claims have been proven false many times in the past, but people believe it not out of ignorance, but for comfort, since living in the cold can be harsh.
Cultivating crops becomes difficult or downright impossible because of the lack of fertile ground. Because of this many live off seafood, animals hunted in the Cold Woods and food imported from other neighboring nations. Cities line the coastline to take advantage of the seafood, which many rely on to survive.

Major Geographical Feature
Ice Gale is a large island about 320 miles from east to west, and about 200 miles from south to north. Though, this is the main island. There are other smaller islands surrounding Ice Gale, which is common for all the large islands within the Shattered Isles region. Ice Gale has few defining features; one is the large mountain range, the Mithral Mountains. The Cold Woods is another noticeable feature, located on the western parts of the island. Smaller other forests dot the landscape as well. Other than those main features, Ice Gale is mainly a large cold desert or tundra, with ice and snow extending for miles.

Cold Woods
The Cold Woods is a massive forest of frigid cold and dangerous monsters. The forest is the main source of animal meat on the whole island. Humans and dwarves hunt the deer, elk, moose, and sometimes bears. The forest is known for its monsters as well as its food. Ice trolls, ice wyverns, winter wolves, dire animals, and undead call the forest their home. Ice trolls are particularly common threat for hunters and adventurers alike.
Recently, there is also a curse rumored to exist, The Frozen Curse. If one would die within the forest, they would rise as specters shortly thereafter. There have been rumors going around that a few hunters will see their fallen comrades, floating around like a frozen corpse with eerily supernatural speed. No one knows why this would happen, if the curse exists at all. Some claim that there is an evil lich responsible, while others think it’s the work of necromancers. It could even be possible that the forest itself is indeed cursed. Whatever the case, most would rather barter with the devils than enter the forest. Hunters rarely hunt now, for they fear the curse, making meat scarce and expensive.

The Mithral Mountains
The Mithral Mountains is a large mountain range located on the northern shores of Ice Gale. It travels the along the northern coastline with a length of about 200 miles long. The mountain range, as it name suggests, is known for its abundance supply of mithral ore. Other precious metals, such as iron and silver are also in great supply. Dwarves have mined from the depths of the Mithral Mountains for centuries, and the supply of ore seems infinite. Mithral is so common from these mountains that dwarves, especially the Runehammer Clan, almost exclusively work with mithral for all their crafts. At the base of the mountains lies the capital city of Ice Gale, Citadel Dashk, which is a sprawling city full of trade and riches.
The mountain range is not without danger, however. A multitude of monsters lives in or around the mountain range. Mountain orcs, goblins, ettins, elementals, along with monsters underground, particularly minatours. Githyanki and devils have been known to set up mining encampments, mining the metals for their own agendas. There have been a few cases where devils have gone to Citadel Dashk to buy mithral armor and weapons from the dwarves, possibly to equip their generals for the blood war. These encounters usually don’t end favorably most of the time, but dwarves at least know the devils to have gold, and despite their differences they will occasionally trade. At least the devils are buying and not stealing the goods.

The White Desert
The White Desert is named after the snow and ice that covers the expansive tundra. The tundra is large, taking up most of the areas the Cold Woods and the Mithral Mountains don’t touch. The place is a cold barren place, full of snow and ice as far as one can see. Cultivating crops become very difficult, especially around the center of the tundra. Along the coast, a few cities are able to grow few crops, but the growing seasons are short.
The White Desert is not devoid of life as many visitors expect. Remorhazs, Frost Worms, polar bears, and frost giants live in the tundra. Remorhazs and frost worms are the main predators. They often fight with each other. Frost giants have been known to rear remorhazs as mounts. A few brave or foolish seek to do the same for frost worms. Most end up as food for the frost worms in training. Despite the apparent dangers many seek to have frost worm mounts.

Important Places
Learon (Large City 18,487 [Humans 82%, Dwarves 12%, Gnomes 3%, Golmoids 2%])
Learon is the largest port town in Ice Gale. Many imported and exported goods usually ends up in Learon were it is then transported to other neighboring cities and towns. Learon is also the city in which Citadel Dashk trades with most.
The city is located directly south of Citadel Dashk, the capital of Ice Gale. The land around the city slopes very close the water, giving onlookers on boats a view of most of the city, with buildings rising and lowering like stairs. The land around the city is quite fertile. It’s one of the few cities with farmlands; the farms are hardly used though. Growing seasons are only 2-3 months long on beneficial years, while it might be possible to have no growing season year-round.

Citadel Dashk (Large City 21,361 [Humans 70%, Dwarves 20%, Gnomes 5%, Golmoids 3%, Half-orcs 1%])
Citadel Dashk, named after the lost empire of dwarves, Dashk, is the capital city of Ice Gale. The city lies at the base of the Mithral Mountains. Dwarves lived in the mountains, extending far into the depths of the mountain range to mine. Humans live in a large city above ground. Massive mithral walls crafted by the dwarves guard the city. None has ever broken down Citadel Dashk’s walls.
Despite the harsh cold weather, the city is full of life. Trade and commerce make up a large part of the city. The city is known, not only for its master dwarven smiths, but also for having a large population of golmoids. Golmoids are rarely seen in numbers this large in one place. Golmoids live primarily with the dwarves, mining and smiting along side them.
The dwarves and humans take the mithral for granted; building important buildings such as noble houses and grand temples with the metal like it was steel and stone. Rich merchants and nobles wear mithral armor, wear mithral jewelry, and even eat with mithral cutlery. If one would search for mithral equipment there is no better place than Citadel Dashk.
The Council of Winter rules the city. Ten members, 4 humans, 4 dwarves, and 1 gnome and golmoid, consist of the Council of Winter. They oversee the not only Citadel Dashk development, but also all of Ice Gale. They are fair rulers, but restrict heavily on mithral mining. The council members want mithral to be profitable. If anyone can mine the metal the economy would shatter. Any non-miner caught mining mithral are arrested on the spot. These individuals are usually exiled or heavily fined, but for serious offenders, it could mean execution. Miners caught stealing mithral can also be severely punished this way. Many citizens are feeling that the council might be getting too greedy with the more recent regulations, by having warriors hunt the githyanki and the devils that also mine the mithral.

History
During the Dragon Dominion Era, frost giants ruled over the island of Ice Gale. For centuries the giants ruled the island, along with white dragon advisers. As the War of Humanity escalated on the mainland, the white dragon enlisted the frost giant’s aid. Most frost giants left the island to fight a war on the mainland. After the war no frost giants returned the rare few that stayed ruled over the now vacant island. They continued to rule until dwarves found their way to Ice Gale.
Around –2800 CE, dwarves migrated to Ice Gale to flee from the ever growing fate of defeat in their empire, Dashk. Most of these dwarves belonged to the Runehammer clan, a clan of dwarves known for their devout worship of Moradin and for being master smiths. The Runehammer clan was seen as traitors for leaving their empire in their darkest hour. The Runehammer clan had tried to convince others to follow, but they were ignorant of their doomed fate.
It didn’t take long for the Runehammer clan to set up a civilization. They soon battled the frost giants, easily defeating their small numbers. The Runehammer clan went to the Mithral Mountains to set up a new permanent home. The dwarves were in shock when they realized the amount of limitless supply of mithral and other precious metals.
It didn’t take long for humans to discover Ice Gale. Humans from Aribirth, Northtier and Canathra Desert traveled to the Shattered Isles around –480 CE. The island of Guardia was conquered for Aribirth, while Canathra Desert retook their homeland, Sherad, from the dragons that lived there. The human nosks from Northtier found Ice Gale and started to build civilizations. At first the dwarves thought they where being invaded, but the nosks have good relationships with dwarves, and the dwarves fears were quickly put to rest. Dwarves and the humans built cities together, to take advantage of the riches that lie in the Mithral Mountains. Dwarves and humans have lived, and traded with each other, becoming strong allies. The frost giants found out the hard way. At 248 CE the frost giants attacked with their remorhaz mounts. The War of Winter’s Blood (named after the blood stained ice after battles) lasted for 7 years before the frost giants were defeated.
The frost giants got their revenge in 761 CE when a large group of them attacked the dwarven and human lands. The war lasted for a decade before the giants succeeded to reclaim their land. Ice Gale was a place of slavery for a few decades. Around 790 a few escaped dwarves and humans got the aid of Guardia Kingdom. They freed the slaves from the giants while also defeating the giants sending back to whence they came. Citadel Dashk was later built around 825 CE to further mine from the Mithral Mountains and to honor the lost Dwarven Empire Dashk.
TúrintheMormegil

12-29-05, 07:39 PM
I've been taking a look at this and I like what I see. I won't pretend I've read it all (not even close) but I like it. I like your style of topic-jumpingm, giving us interesting fluff from different directions each time (be it historical or everyday stuff like flora/beverages). Some of this is very original IMO. On the other hand, I would like to see the central themes being detailed a little more. What effect does the introduction of psionics have upon society?
Good luck and good building,
:tiphat: Túrin
ssvegeta555

12-30-05, 08:00 PM
I've been taking a look at this and I like what I see. I won't pretend I've read it all (not even close) but I like it. I like your style of topic-jumpingm, giving us interesting fluff from different directions each time (be it historical or everyday stuff like flora/beverages). Some of this is very original IMO. On the other hand, I would like to see the central themes being detailed a little more. What effect does the introduction of psionics have upon society?
Good luck and good building,
:tiphat: Túrin

Good question. The jist of it is pretty much psionics is being used again regaining it's popularity. There are a few places that outlaw it, one of them is the Island Nation Sherad (whichs I'll post soon by-the-way, it's almost complete).
But other than that I havn't given it much thought (I'll definitly think more on this tonight). When I got my hands on the 3.0 psionics handbook I wanted to make a way to incorperate psionics into my ongoing campaign at the time. I didn't like the idea that "it was there, you just havn't noticed it until now" approach. So I made an adventure that had the PCs travel across the desert in Sherad. They released psionics into the world, allowing the PCs (if they wanted to) to delve into psionics.
ssvegeta555

01-01-06, 01:51 AM
TúrintheMormegil, I thought quite a bit and have typed up a more expanded information about the release of psionics and it's effects. This should detail a lot more and I've added a timeline of the events since it's release (most are psionic related, a few are not direclty related to the release). It should be enough. Thanks for your input TúrintheMormegil. :)


A Time of Change

In the past 10 years the world itself has seen drastic changes everywhere. These events hold true because of one thing, the return of psionics. Psionics was sealed long ago to stop an invading army of Illithids. After this event all psionics, be it monsters, items, or people, where sealed away completely. Psionics has been released and a time of change is imminent.
The first a fore-most change is that psionics is now able to be practiced by those who are dedicated to learn this revived art. Since the Sealing, many individuals had lost their power. Even though it was a sacrifice to be made to survive, many had regrets, some more so than others. The Arch Mages that performed the ritual had small pieces of psionic essence sealed away into gold chests scattered across the world. All chests must be opened to release psionics back into the world. This gave hope to the people, that psionics being sealed is only temporary. With this knowledge, many searched all over the known world for these chests. Over the course of a thousand years most chest where opened, only a handful still stood untouched. Those determined to open every last chest told stories of ancient times about psionics and its use. These stories where written, told, and put into song for future generations to hear so they to can seek to live in the world like their ancestors.
On 1007 CE the last chest was opened, ending the thousand year quest for many. Over the past ten years since its release many sought to use this new power that their fathers before them had talked about. Psionics, slowly but surly, was regaining its popularity it once had over a thousand years ago.
However, many terrible things have happened since that fateful event ten years ago. Many animals once tame have had trouble controlling their latent psionics powers. Their powers manifest into uncontrollable psionic rage, which transformed them into phenric animals. These phenric beasts roam the wilds attacking anything in their way.
Another terrible event is the recent attack of the gem dragons. Gem dragons did not agree with the Sealing, they were willing to help their fight in the Mind’s War. But those “lesser” races have acted too quickly, as most gems dragons describe it. Not only that, they had lost most of their strength and where weak and easy prey for other dragons. Green orcs didn’t help ease the pain for they actively hunted gem dragons for their dragoncraft items. After a thousand years of harboring hate, they have now regained their lost power and making sure their revenge it just. Once nice and benevolent, the gems dragons have turned more hateful and dangerous than their chromatic cousins.
Their first act was to topple the green orc nation Brach'terron. The orcs where well trained to fight dragons lasting for 5 years before being defeated by the gem dragons, their nation in ruins. However, the gem dragons are becoming extinct; the battle at Brach’terron caused many dragon casualties. Now the gem dragons use their underlings to do their bidding, doing sabotage, assassination, and other forms of devilish acts to the humanoid races. It will take time for the gem dragons to regain their numbers, but they are major threat to all civilized races.
Sherad, an island nation in the Shattered Isles region has outlawed all psionics. The paranoid High Priest of Chrononepsis, Zahrdahl, believes that the illithids will return to exact revenge. Zahrdahl believes that all users of psionics are spies for the mind flayers, and must be dealt with.
The rebirth of a god is at hand. Sardior, the gem dragon god of psionics is seeking followers, to regain his strength, and to uphold his title as god psionics. The followers of Bahamut and a few others however, wish to prevent this from happening, believing that Sardior is the one that sent the gems dragons on a rampage. All assumptions are wrong. In truth Sardior felt betrayed by his creations, and does not see their view of life and goals. This does not stop the followers of Bahamut, who actively seek Sardior’s followers treating them like criminals. Despite the apparent threats from Bahamut’s followers, many psionic users have called Sardior their patron deity.
A less drastic event is that tombs, lost temples, ruins and more are now populated by psionic items. These items where seen as junk, throw away by unsuspecting adventurers. Some of these “junk” items are actually psionic in nature, locked away making it useless or mundane. Now these items are active, answering the call of adventurers everywhere who would brave the dangers once again of a place once thought of being plundered completely.

Timeline since psionics has been released

1007 CE- The last golden chest is opened; psionics are released back into the world.
Sherad declares all psionic users to be a threat to all.
Drow succeed in conquering the elvin fortress of Moonshadow on the Chalmion Islands. Soon
after the drow jointly rule over Chalmion with the assassin’s guild, The Poison Fangs.
1008 CE- The gem dragons are first seen. They attack the green orc nation, Brach’terron.
The first reports of phenric animals begin.
Dunetra invades Aribirth borders; soon after the two nations declare war.
1009 CE- Sardior with the help of the Order of the Ruby’s Eye actively search for followers.
Bahamut’s followers notice Sardior’s attempt to “steal” others from their faiths. Their crusade to
stop Sardior’s plan begins.
1011 CE- The first Elan in over a thousand years is “created”.
1012 CE- Brach’terron falls to the gem dragons. Gem dragons retreat to avoid anymore casualties. Later
that year the green orcs prepare to rebuild their fallen nation.
1013 CE- Green orcs sends a large army to hunt gem dragons, they receive support from Shelimbar and
Dunetra.
1014 CE- Phenric attacks get worse. Sages have found out the uncontrolled phenric state is hereditary.
1015 CE- The armies of the green orcs, Shelimbar, and Dunetra return with new of disastrous results on
both ends. Gem dragons received another crippling attack, yet they are still a dangerous force.
1016 CE- The drow and the Poisoned Fangs fight among themselves for total rule over Chalmion Islands.
1017 CE- The current year.
Xeviat-DM

01-02-06, 04:46 AM
Vegita, I'm going to say it again: the way you added psionics to your campaign is amazing. Most campaigns don't seem to have enough differentiation between casters, and while I worry that wizards, sorcerers, and psions are too similar, your explanations make them different enough in practice for their existance to make sense.

I'm waiting to see what else you post.
ssvegeta555

01-02-06, 05:26 AM
Vegita, I'm going to say it again: the way you added psionics to your campaign is amazing. Most campaigns don't seem to have enough differentiation between casters, and while I worry that wizards, sorcerers, and psions are too similar, your explanations make them different enough in practice for their existance to make sense.

I'm waiting to see what else you post.

Thanks for your kind words Xeviat-DM. It's cool that you think some of my stuff is amazing. Just reading that motivates me a lot. :)
ssvegeta555

01-02-06, 05:50 PM
Heres another island nation in teh Shattered Isles region, Sherad. Sherad is very important place since that is where psionics was first sealed, and released. When I got the 3.0 psionics handbook I wanted a way to icorperate them into my campaign. So I had the PCs travel across Sherad in search of treasure, they where however not expecting to release psionics, allowing them to use it if they like. Thanks to the PCs actions and succesful adventures I had a great premise for my CS.
Warning: This island nation is a long read. It is about 5 pages long on Word. I was using Times New Roman 10 point font for this.
Anyways Enjoy. :)



Sherad
An unnatural desert island
“Purple Worms are the worst, they are large, aggressive, and they will not hesitate to swallow you whole. The only reason we fight them is because, well… their meat it quite tasty and tender.” –Rasheed Desert Wanderer

Capital: Sherad
Population: 845,694
Government: Theocracy
Ruler: Zahrdahl, High Priest of Chrononepsis
Religions: Olidammara, Pelor, Astilabor, Chrononepsis, Falazure
Resources: Sand grass, ships, iron, silver, wheat, fish
Alignment: LN, NG, N, NE
Climate: Warm Desert

Sherad is an island kingdom part of the Shattered Isles region, which is ruled by a paranoid high priest. Its unnatural and artificial desert hold many dangers and treasures. It’s also the land with the most exotic and weirdest food, purple meat; a meat harvested from purple worms is one of Sherad’s delicacies.

Life and Society
There are pretty much two separate lifestyles in Sherad. Those living on the main island have to attend to a desert life style. It can be harsh with the hot weather and frequent sandstorms. Many people living on the desert tend to be rude and unwelcoming to visitors, mainly because they want to get out of the sun as quickly as possible getting whatever needed completed as soon as possible.
On the flip side, those living on Green Sherad (the smaller islands that surround Sherad) live on small islands devoid of anything remotely a desert. These smaller islands are plains, hills or small forests with fertile land. Most people living on the islands are farmers, lumberjacks, and fishermen.
The wealthy have all the rights in Sherad. They treat those “lower” then themselves with disrespect and rudeness. Merchants make up many of the wealthy nobles controlling large business; most even dabble in black market merchandise. Those in the militia are regarded with respect, even from the wealthy (though most just do it to suck up); because they are the defenders of Sherad and have trained hard to make sure Sherad never falls again. Commoners make up the rest, they are treated poorly by their superiors, and have very little rights. A petty crime like insulting a superior can result in heavy sentences or even execution. Slaves are common, having no rights what so ever. Slaves do many of the heavy lifting, working long hours with little time for rest.
Sherad is known for its exotic foods. Purple worm meat is probably the most well-known compared to the rest. Purple worms are frequent, but killing them is rather difficult making the meat rare and expensive. Other forms of exotic delicacies are wyvern tongues spiced heavily with sandgrass powder, or even dragon meat, usually harvested from wurms found in the Narcleft Peaks.
Zahrdahl, the ruler of Sherad and the High Priest of Chrononepsis, is a paranoid man. He fears that Sherad will get attacked and fall into ruins like it had two times before. With the recent release of psionics, Zahrdahl has become ever more paranoid and afraid. He fears that the Illithids will return once again to exact revenge for their defeat a thousand years ago. He believes their first target will be Sherad, since the Sealing took place there long ago. Because of this, Zahrdahl has outlawed all use of psionics. Anyone using psionics is seen as a spy for the Illithids, and will be thrown in jail on the spot, or even executed. Many people, who dabble in psionics, take pains to avoid this place because of this fact. The citizens seem to agree; for once their ruler might be right, even if he is a bit extreme on the matter.

Major Geographical Feature
Sherad is a long island about 400 miles west to east and about 180 miles north to south. The main island, commonly known just as Sherad, is one large unnatural desert with very few defining features, namely the Narcleft Peaks. Smaller other islands, commonly called Green Sherad, are not deserts like the main island is. They are covered in plains with fertile ground or small hills.

Red Desert
The Red Desert is an unnatural desert created many millennia ago. The desert receives its name because grains of sand have a very slight reddish hue to them. When seen in large quantities and with the sun rays glaring down from above, it give the desert a reddish look. The desert is devoid of life with the exception of dangerous monsters capable of surviving in desert climates, mainly the purple worms. Desert wyverns and manticores are also common monsters to see.

Narcleft Peaks
The Narcleft Peaks are the only mountain range in all of Sherad. It’s located on the south-eastern part of Sherad. The mountains are full of iron, and silver. However mining these metals can become dangerous. Lammasu’s, earth elementals, wurms, and sphinxes wander the mountainous area. Thankfully the lammasu’s and sphinxes are currently fighting among themselves for territory. Probably the most dangerous threat is the troops living in the Tower of Sand. These bored yet trained men in this outpost are always inkling for a fight, or to stir up trouble with the monsters in the mountains.

Wandering Oasis
The wandering oasis is a popular tale for bard songs and stories. The legendary wandering oasis is said to hold waters of the purest form, curing all ailments and washing away all negative thoughts to those who bathe in its waters. Within its waters are said to be treasure of a lost age, forever preserved by the pure waters. True to its name, the oasis wanders the land never staying in the same spot for a day or so. The wandering oasis is said to only to be shown to those who are lost in the desert dying of heat and starvation. However, most people scoff at this notion thinking that they can only mirages and whoever claims such information are delusional and have gone mad from the heat. Despite what most people think few do brave the journey to find the oasis, some have even gone to lengths to bring nothing with them, although most of the time these people are never seen again.

Important Places
Most towns and cities in Sherad all line the eastern coast of the main island. Other smaller cities dot the smaller islands surrounding Sherad. With the apparent dangers on the western part of Sherad no cities have been built there for a very long time. With Sherad being an unnatural desert for the mainland the other islands are green and fertile. These smaller islands are mainly farming communities.

Sherad (Metropolis 34,814 [Humans 95%, Dwarves 2%, Halflings 2%])
Sherad is the capital city of Sherad. Those not living in the island kingdom of Sherad believe the capital city is named after the kingdom, it is in fact the opposite. Sherad is a unique city nicknamed the City that Never Dies, or Immortal City. Sherad has had many incarnations being destroyed and later rebuilt from the ruins of the previous city. This has been recorded to happen at least two times. The first attack was by a swarm of hungry purple worms herded by the dragons in the west. The second time was an attack by dragons ruling over the ruins in the west. One legend is that the fabled Tarrasque also destroyed the city in ancient times thousands of years ago. There is no proof of the matter, but it’s a popular story told in many of the taverns across the city. Each new city was named after the original city, Sherad, to continue the lineage of the city.
Sherad is a large metropolis with a large harbor, one of the largest in the Shattered Isles. It regularly trades with many of the other cities located on the eastern shores of Sherad and with the other island nations as well. A lot of the buildings are built from clay and brick in a square-like architecture. Large thick walls built to protect the city from purple worms and sandstorms surround the city. There is only one gate that acts as the border between the city and the Red Desert.
The city and the kingdom is ruled by the high priest of Chrononepsis, Zahrdahl (Male LN Cleric 17). Zahrdahl is a rather small man with a big ego and goals. He is determined not to let the city of Sherad fall ever again and sees to it that a large militia is trained to overcome any foe. Because of this, Sherad has a much larger army than the other island nations rivaling that of its sister nation, Shelimbar in the Canathra Desert. Sherad also sports a large and well-armed navy. Sherad is the most well defended city in the Shattered Isles.

Dark Sherad
Dark Sherad, or also known as Lower Sherad, is a large complex and ruins and sewers directly below the city Sherad. Dark Sherad is a dangerous place full of convicted villains, thieves of all kinds, dangerous cultists, monstrous vermin and other illicit groups. Several black market shops are found within Dark Sherad that sells all kinds of illegal good, some exclusively deal in poisons.
There are multiple layers of these ruins, each one with a slightly different architecture. The first layer is the sewers, easily accessible on most streets in Sherad. Monstrous vermin and diseased animals roam the sewers. The second layer is the remnants of the second Sherad city that was destroyed by dragons long ago. This layer is inhabited by exiled soldiers and nobles, thieves, and extremely dangerous villains. A thieves guild named The Incarnates of Shadow, rule over most of the territory of the second layer. They are also known to control most of the black market that takes part within Dark Sherad.
The third layer is the remnants of the first Sherad city that was destroyed by a massive army of purple worms. Many holes created by the purple worms long ago exist in a lot of the buildings. Not many people wander this low even the people who live on the higher levels. This is mainly due to a dangerous and sadistic Cult of Nerull. The Cult of Nerull has been known to raid the higher levels to perform gruesome experiments on the victims and intruders within their territory. The victims are usually turned into undead or have their body parts used in the creation of flesh golems. Vampires are also rumored to wander the third layer, possibly in league or the cult leaders with the Cult of Nerull.

Tarid (Metropolis 37,419 [Humans 92%, Dwarves 5%, Halflings 1%, Golmoids 1%])
Tarid is a large merchant’s city full of exotic goods that are not found in Sherad. Tarid imports the food harvested from Green Sherad then exporting them to the other desert cities along the eastern coast. Tarid is also the city that trades regularly with the other island nations. Tarid is also known for its fine quality of ships. Ships of amazing quality in various sizes and styles can be bought or made for someone with the right amount of money. Wealthy nobles on other island nations have been known to have the shipbuilders build grand ships for them. The ships that are made for Sherad’s navy are exclusively built in Tarid.
Tarid is ruled by the wealthiest and the most powerful merchant, called the Archmerchant. The current archmerchant is Treath (Male LE Expert 8/ Wizard 3), a power hungry man who is sometimes considered a spoiled brat. Unlike a spoiled brat who wines when they don’t get what they want; Treath will make sure his word is law or he’ll send out his loyal body guards to attend the matter at hand.
As with all business that wax and wane, so does the position of the archmerchant. Other wealthy merchants can challenge the position by having the current archmerchant and the challenger going through a series of tests to prove who’s wealthier and more powerful. After the tests, other wealthy merchants vote to see who would be the next archmerchant. Those participating in this event are encouraged to use their power and wealth, by rigging the votes with bribes, blackmailing their enemy, or other forms of deeds similar to this. Most archmerchants rule to 3-5 years at a time before a new archmerchant is chosen.

Tower of Sand
Located near the base of the Narcleft Peaks, the tower of sand is a well fortified outpost. The outpost has a well trained garrison of troops who can handle most threats on their own. The main use for the outpost is to act as the first line of defense either from the mountains nearby or the desert. Most attacks are pushovers compared the egotistical troops inside. With the lack of challenges, the outpost has recently been hunting or stirring up monsters to try to get a decent fight.
Even as an outpost and supposedly a safe haven for wandering travelers in the desert desperate for shelter, few dare to enter. The troops inside have become pompous, and rude trying to find the slightest excuse to start a fight. If one should enter they had better be prepared for anything or at least have good standings with Captain Illarth (Male NE Ranger 11), who is also as fight crazy as his men, sometimes more so.

Ruins of Shardesh
The ruins of Shardesh are very ancient and was the first civilization for the sheradians. It met its evitable end at the hand of blue and brown dragons. The ruins are practically intact despite the dragons living there for a few millennia. The ruins are a place full of mystery and psionic lore. The ruins have been plundered by a few many times; however most dare not to go there. Purple worms are known to hunt here, making exploring the ruins very dangerous.
Unknown to most, the ruins are being used by a large colony of psurlons (Lords of Madness) who might have been attracted by the psionic treasure and lore hidden within the ruins. Their motives are unknown and they are extremely hostile to any intruders. The psurlons on many occasions have psionicly controlled purple worms. They can pose a serious threat to Sherad if left unchecked.

Temple of the Golden Light
The temple of the golden light is a temple built over 1000 years ago to house one of the golden chests that held a bit of psionic essence. The temple is surrounded by viscously fast moving rapids that circle around the temple like a moat. The temple is also magically augmented to prevent intruders teleporting in and other forms of magic. The only way in is to use the Orb of Sands, a rare gem held by the High Priest of Chrononepsis. The gem can create a bridge of light over the dangerous waters.
The temple has been largely untouched since it was first built and sealed. Ten years ago a skillful thief was able to steal the Orb of Sands; however the thief was struck down when traveling through the Red Desert. The Orb was recovered by a band of adventurers and they gained entrance into the temple looking for treasure. However, they found the chest, the last chest unopened that contained the psionic essence. The chest was opened instantly releasing psionics back into the world. Know one knows what happened to the ones who opened the chest, but the High Priest Zahrdahl sees them as criminals since Zahrdahl fears the return of the Ilithids and has posted a large bounty for their heads.

History
Sherad was, accordingly to legend, a place of lush grasslands and beautiful forests. It was not a desert until some magical atrocity befell Sherad forever turning it into a barren wasteland. There are many theories of how this happened but none have been recorded in history as fact.
The most popular theory is that during the Dragon Dominion Era, it is said that dragons didn’t know about the Shattered Isles region (which is contrarily to the belief that dragons ruled along side frost giants in Ice Gale around this time) and an ancient civilization ruled over ancient Sherad known as Yeldarish. Yeldarish is a complete mystery, no known ruins even exist to prove its existence. It is believed by some that some form of fey ruled Yeldarish; others think it might be an ancient race of humans. Most agree though that whatever race ruled over Yeldarish is long gone, possibly extinct, killed off by their mistake. It is said that a very powerful spell was cast that conjured a large purple mist which disintegrated all living things, transforming them into sand, an experiment gone horribly wrong. As the mist traveled across ancient Sherad it disintegrated all in its path. Eventually all life was gone with nothing left but a barren desert. It is also believed that the mist then settled into the newly formed desert and then used the life stolen from the hapless victims creating the purple worms before disappearing without a trace.
Another theory is that during the Age of Primal Dragons a large battle took place in Ancient Sherad. The battles took its toll on the land gradually transforming it into a desert as it is today. Whatever actually happened, Sherad was changed forever, a mockery of its former self.
As the War on Humanity was under way during the Dragon Dominion Era, many humans have escaped from the dragons and fled to Sherad. The humans quickly adapted to the heat and harsh desert life. Many relished this harsh life because it was a lot better than being a dragon slave. After many generations living in the desert these humans first became the Sheradians, a desert dwelling sub-race of humans.
Shardesh, the first sheradian kingdom, was built on the western shores of Sherad, around -13,000 CE. Shardesh was known for its integration of magic and psionics. Both forms of “magic” were practiced by all, both equal in the eyes of the citizens. The kingdom created powerful artifacts before its fall in -10, 500 CE when blue and brown dragons attacked the kingdom. After a century of fighting the dragons had succeeded in conquering Shardesh. The humans once again fled, looking for a new home. The survivors of Shardesh migrated to Canathra Desert forming Shelimbar in -10,000 CE. However, few survivors fled east where they founded the city of Sherad in -10,400 CE.
The dragons in the west and the humans in the east had an uneasy tension between each other. The humans dared not to reclaim their land fearing the dragons’ immense power. The dragons on the other hand felt no threat at all from the humans to the east; they merely left them there for their amusement. Around -9,700 CE the dragons grew bored and herded a large number of purple worms which attacked Sherad destroying it quickly. The humans fled to the Narcleft Peaks living as savages before reclaiming their land from the purple worms in -9,500 CE. They rebuilt Sherad a hundred years later. For a few more centuries the humans feared another dragon attack, trying to muster their strength if such attack would happen. In -8,400 CE the humans greatest fears was realized, the dragons attacked. The humans fought hard but ultimately they where outmatched and where defeated with Sherad being destroyed once again.
It wasn’t until -480 CE where a large army from Shelimbar was dispatched to reclaim there homeland from the dragons that flushed them out so long ago. The two powerful forces fought for two decades before the humans had succeeded in their victory. In -200 CE the humans rebuilt the city of Sherad to honor the bravery of the humans before them. To this day the city of Sherad still stands prepared more than ever for another assault by anyone foolish enough to dare an attack.
The last battle in the Mind’s War took place here in Sherad over a thousand years ago. Five powerful arch mages performed a ritual that would seal psionics from the world, which is widely known as the Sealing. An alliance of dwarves, elves, orcs and humans fought for ten days to defend the arch mages as they performed their ritual from the ever increasing armies of the mind flayers. The arch mages succeeded sealing psionics trapping the essence in over a 100 golden chests scattered across the world, one such chest was located in the Temple of the Golden Light. Ironically, Sherad was also the place where the last chest was opened, releasing psionics back into the world 10 years ago.
TúrintheMormegil

01-02-06, 06:10 PM
A less drastic event is that tombs, lost temples, ruins and more are now populated by psionic items. These items where seen as junk, throw away by unsuspecting adventurers. Some of these “junk” items are actually psionic in nature, locked away making it useless or mundane. Now these items are active, answering the call of adventurers everywhere who would brave the dangers once again of a place once thought of being plundered completely. That was a very interesting read. A small suggestion. The last paragraph (quoted above) gave me a very strong mental image. I could just see psionic items being actually regarded as junk: many dungeons have been looted in the 1007 years of the Ceiling, and the psionic items have been taken out but found useless. Any simple farmer may be the great-grandson of an adventurer who settled down to the countryside. Having long since sold any valuable treasure, the farmer has never bothered to remove the junk upstairs. In a dirty old basement or under the roof lies a wealth of powerful psionic items. Psionic items could be found anywhere! They might even be used by unknowing commoners as normal items of their kind!

Hope you like it. Do with it as you please.
:tiphat: Túrin
ssvegeta555

01-02-06, 06:18 PM
That was a very interesting read. A small suggestion. The last paragraph (quoted above) gave me a very strong mental image. I could just see psionic items being actually regarded as junk: many dungeons have been looted in the 1007 years of the Ceiling, and the psionic items have been taken out but found useless. Any simple farmer may be the great-grandson of an adventurer who settled down to the countryside. Having long since sold any valuable treasure, the farmer has never bothered to remove the junk upstairs. In a dirty old basement or under the roof lies a wealth of powerful psionic items. Psionic items could be found anywhere! They might even be used by unknowing commoners as normal items of their kind!

Hope you like it. Do with it as you please.
:tiphat: Túrin

Good idea. I know I did something similar to that in one of my sessions. A NPC was travelling around the coast collecting small quartz crystals to add to his collection. He then found out that these cystals are actually the unversal item, Shards. He opened a shop in town seeling his collection. The PCs bought a few from him if I remember correctly.

Shards
Shards: These universal items are tiny fragments of cast-off crystal imprinted with minuscule bits of psionic power. Using a shard requires grasping it and projecting a command thought as a standard action (most shards telepathically whisper their command word into the minds of living creatures who handle them). A shard grants a temporary competence bonus on one specific skill, ranging from +1 to +10. The granted bonus lasts until the skill is used or 10 rounds pass, whichever comes first. Once its effect is activated, a shard disintegrates immediately, whether or not the bonus granted by the shard is eventually used.
Moderate psychometabolism; ML 7th; Craft Universal Item, creator must have ranks in the specified skill at least equal to the imprinted bonus; Price 10 gp (+1), 40 gp (+2), 90 gp (+3), 160 gp (+4), 250 gp (+5), 360 gp (+6), 490 gp (+7), 640 gp (+8), 810 gp (+9), or 1,000 gp (+10).
ssvegeta555

01-04-06, 01:49 AM
Heres more info about the history of the world. This will give an overview about the Dragon Dominion Era, an era of dragon rule. Whats funny is that I thought I lost this piece, but later found it in the wrong folder. :doh: I'm glad I didn't have to re-tpye it. :D
Also, you'll notice the date this era occured. I added a date for the Age of Primal Dragon Era. It's -36,000 to -28,000 if your all wondering.
Oh yeah almost forgot. I updated the table of contents page to include "last update" parts for each section. This will give information when I last updated that particular section. I hope you find this reference helpful. :)

Dragon Dominion Era
Circa -28,000 to -12,000 CE

The Dragon Dominion was an era where dragons were common, everywhere, and in control. Dragons ruled the lands below and the skies above. Humans where herded as cattle to feed the ever hungry dragons. Dragons lived in luxury with multitude of slaves ranging from humans, orcs, dwarves, elves and more.
Giants where the dragons faithful servants and generals of their armies. Giants revered the dragons and worshiped the dragon gods. The giants had many cities built by them for the dragons and themselves. One of the most famous buildings the Giants made was the Temple of the Dragon Gods, a place of such beauty and craftsmanship all where in awe. The Temples was a place of dedication and worship of the dragon gods, no matter how evil or good, all respected this place.
Evil dragons were vicious rulers torturing slaves and working them to death. Good dragons had slaves also, but where more generous and kind. Neutral dragons, such as the Gem dragons in particular, felt pity for the human slaves. But they also feared them for they saw great potential to usurp the dragon’s rule. Instead of killing them, they gained the humans’ trust, which paid off in the end since the gem dragons were practically ignored in the War of Humanity. Many human refugees were freed from the Gem dragon’s rule. These humans fled to the dwarven Empire of Dretharn, the elven Empire of Suu’schelay (pronounced “Soo-Sha-Ley”), or the orc nation of Ythkack.
Over the years more humans fled to these safe havens for protection and freedom form the dragon’s oppressive rule and stomachs. The dragons at first didn’t care; they would eventually topple the other races’ empires. They saw that these races on their own are weak, but together can pose a serious threat. The dragons prepared to fight. They needed more capable and smaller generals than the giants. The dragons forced many humans and other slaves to breed, and created half-dragons. These half-dragons where a sight to see, they commanded vast armies, and were strong soldiers, fearless in battle. The dwarves, elves, and orcs saw what was happening and allied to protect their existence. The Triad, as they are to be known, where not able to defeat the dragons and their armies, but they didn’t care, to be defeated in battle was a better fate than to be a slave. The War of Humanity lasted for decades, with each passing year the dragons inched closer to victory.
The half-dragons, enslaving the humans and other races felt pity, remorse, and guilt. They saw a glimpse of what will be if the dragons won, and they did not want it to be this way. Humans where their half-kin and they felt bad for them being slaves, and food.
The half-dragons went turncoat and attacked their masters. The dragons divulging and celebrating their near-victory where caught surprised by the uprising half-dragons. As the dragons and half-dragons fought the Triad saw there opportunity and attacked, joining the half-dragons in their fight. Many dragons died, and countless more non-dragons died during the massive battle. Eventually the dragons where defeated, ending their control. The dwarves, elves, and orcs then expanded their territories of the newly uncontrolled lands ushering a new age, the Trinity Age.
elven warriorXX

01-04-06, 01:02 PM
Great history :) I usually do a Timeline and then add extra info on major events.
ssvegeta555

01-05-06, 04:11 PM
Great history :) I usually do a Timeline and then add extra info on major events.

Timeline...... I forgot all about that. :embarrass (Well, except the small timeline in Time of Change section). Thanks for the reminder. :D
ssvegeta555

01-07-06, 08:15 PM
Heres another region entry for you all to enjoy. Now this area was one of my favorites to write up. I was inspired by Zeal from Chrono Trigger and Netheril from FR. I really like the idea of flying cities and airships. However, don't expect this place to go under. One thing I hated about those two inpsirations noted above, they both got destroyed. Anyways I "borrowed" the name Suzail from the Comyr nation in FR. The name sounds magical and magestic so I used it. Anyways here the region entry.

The map. I used paint for this. Also this place is located on the Southeastern edge of the main continent, Cerbria.
http://img371.imageshack.us/img371/2402/suzail0oc.th.jpg (http://img371.imageshack.us/my.php?image=suzail0oc.jpg)


Magical Kingdom of Suzail
The floating kingdom
“Welcome to Tor’ney, sir. I hope you don’t have a fear of heights.” – Hoose, Gnome Gallar Ship pilot

Capital: Suzail
Population: 564,153 (gnomes 82%, humans, 8%, dwarves 4%, elves 3%, halflings 2%)
Government: Monarchy
Ruler: King Telth the Skylord (Male LG Gnome bard 16)
Religions: Garl Glittergold, Aasterinian, Hlal, Tamara, Boccob
Resources: Floatrocks, gems, seafood, pearls, jewelery, silver
Alignment: CN, LN, N, CG
Climate: Temperate

Located in the southwestern island chain, Suzail is a kingdom that is governed by floating cities. This kingdom is mainly populated by rock gnomes. And because of their love for invention and the discovery of floatrocks they were able to live in the sky.

Life and Society
Life in Suzail is very unique and different even to those living in the lands below, often called the lowlands. Most citizens of Suzail live in the lowlands. On the other hand the lands above are called the upperlands. Suzailians living in the lowlands (called lowlanders) are mainly farmers, fishers and miners. With the products they make they trade with one of the floating cities Tor’ney. They live a relativity safe life with the protection from the floating cities looming above. The citizens are friendly to visitors and welcome them (by friendly it mostly means new victims to there humorous but harmless pranks).
Suzailians living in the floating cities (i.e. skylanders) are mainly wealthy nobles, military officers, magic users and the like. Life in the sky tends be cold all year round and because of this citizens wear warm clothing, but the cold weather doesn’t change their warm friendly greetings. Large walls surround each floating city with gates near the four quadrants (North, South, East, and West). Traveling to each city is one of the limitations one has to face when living in the skies. Thankfully citizens can ride gallar ships (Airships) to their destination taking in the beautiful sights of the lands below. Each floating city has a few gallar ships that are only used for travel between the cities. Tor’ney is the only floating city known to have gallar ships that transport people from the lowlands to the upperlands.

Major Geographical Features
The kingdom of Suzail that controls the lands below has very little discerning features. Suzail is a large island around 300 miles long from north to south. Most of the land is sparse farmlands and plains stretching for miles. A small mountain range splits the land in two. A few forests occupy the space in front of the Border Mountains.

Floatrock Mines
There are many floatrock mines that dot the landscape. Most floatrock mines are on the small island chain that heads east of Suzail’s mainland, heading to Ist’ Telieath. There are literally hundreds of islands that have floatrocks in them. Only about 50 are occupied at the moment. The floatrock mines seem to have limitless amounts of floatrocks. During 200 years of mining the special rocks, they haven’t depleted one mine yet. Even though they haven’t depleted one yet, they have had to move to new location every once and a while. The more they mine, fewer rocks can support the ceiling and eventually it will collapse within its own weight. Considering that the rocks can float this happens very rarely compared to other mines across the world.
At first the miners had to mine a large piece of one floatrock, usually 10-50ft in diameter. Once the pieces chipped off the main block it couldn’t be restored. Mining these big rocks can ensure that they have enough floatrock for any desired task, and minimize the chance for it to be completely useless. Small useless pieces were given to children as toys or used as decorations. In 944 CE a gnome inventor (Gilai male gnome, wiz 10) researched a spell that would fuse two or more floatrock pieces into one large mass. This allowed the mines to mine smaller pieces of rock which would be fussed into larger pieces if needed.

Forest of Thorns
The forest of thorns is not one forest, but a collection of three smaller forests that where once one. Warring tribes of dragonkin and yaun-ti inhabit the forest of thorns. The dragonkins are rumored to be ruled by a green dragon. Why yaun-ti is in the forest is a mystery to all but the yaun-ti. Thankfully the dragonkins and yaun-ti are focused on their battle with each other. The citizens of Suzail hope it keeps that way.
Many rare herbs can be found in the forest of thorns. Alchemists will go to great lengths to get some of these herbs. One certain plant most try to seek is the fabled Ruby Rose. The Ruby Rose, according to legend, is a font of magical power. It receives its sustenance from the Dragons’ Blood that seeps through the ground, growing stronger with each day. Those who have it are said to gain immense arcane knowledge and power. This rose may be the reason why the yuan-ti are in the forest.

Border Mountains
The Border Mountains is a small mountain range that lies to the north end of Suzail. The mountains are arranged on the map that they seem like a border, splitting Suzail into two parts. Within the mountains is a large passageway called the Jagged Vale that almost seems as if the vale splits the mountain range into two parts. Traveling through the Jagged Vale is the easiest route to travel through the small mountain range, though it is risky. Many hill giants live within the caves near the vale and they don’t hesitate to do a little target practice with large boulders. Other inhabitants in the Border Mountains are orcs, goblinoids, and the occasional dragon. Near the start of the Jagged Vale is the Border Outpost, a stronghold to act as a first line of defense against the dangerous creatures that reside in the mountains or beyond in the Eldritch Fields.

Eldritch Fields
The Eldritch Fields is a dangerous place beyond the Border Mountains. It is a place of despair and magical abnormalities. Dragons and their armies fought a great battle here long ago. The dragons’ blood was spilled and polluted the land with magic. The land is scarred with multitude of spells that have been cast out of nowhere, seemingly by the land itself. Magic that is cast in the fields are impeded (DC 15+spell level to cast properly). If a character fails this check the spell is cast normally but has no effect and the land absorbs the spell and later uses that exact spell, casting it in a random part of the fields.
Stories tell of magic animating the dead who walk the lands attacking anyone they see. Golems of earth and mud without masters walk the fields supposedly created the land itself. Such tales are not all bad. Few have been healed by powerful magic by the random casting, and some have even been revived from the dead.
Within the Eldritch Fields lies ruins of a lost civilization of unknown origin. Many believe they where all destroyed with the battle that took place there long ago. The call of adventure and treasure attracts brave (or foolish) adventurers to the dangerous Eldritch Fields, many of who succumb to the spells or animated abominations. The rest would rather not risk their lives to discover what ancient mysteries the ruins might hold.

Important Places
Suzail is full of very interesting sites. Most noticeable and famous are the floating cities. Only four are to be known to exist, but more on the way is a sure bet. Farmland and floatrock mines dot the landscape below the cities, as well as the small island chain to the southeast.

The Floating Cities
There are four floating cities that govern the kingdom from the skies. Each of these four cities plays an important role in the kingdoms affairs. Artith is the city who controls the military might. Tor’ney governs the lands below and is also the merchant’s city. Luth governs magical experiments and gnome technology (like the airships). And lastly, Suzail holds the seat of the king, which governs the political affairs, and the rest of the 3 floating cities.

Artith (Large City 14,754 [Gnomes 82%, Humans 11%, Elves 3%, Halflings 3%] )
This military floating city houses most of the military might for Suzail. The city is heavily guarded and because it’s in the air, it is the most defended military stronghold in Cerbria possibly the world. About 50% of the population are able warriors, while the rest are armor smiths, merchants, and other various trades required for a military stronghold. Narth, Warrior of the Skies (male gnome Ftr 16), rules the city. He is in charge of the city’s affairs and military decisions, though any major decision must go through the King of Suzail first.
The city is also home to the High Suzail Warriors. These warriors are warriors who fight on wing (either naturally or by magic). These warriors are very fierce and deadly in combat, striking fear in their foes. All High Suzail Warriors have taken at least one class level in the Arial Avenger PrC in dragon issue 319. Most of these warriors are gold half-dragons, while many are half-celestial.

Tor’ney (Metropolis 26,356 [Gnomes 76%, Humans 14%, Halflings 3%, Elves 3%, Half-elves 2%, Dwarves 1%])
Tonr’ney is the floating city that governs the lands below. Whether it be the farmlands, villages or the floatrock mines, Tor’ney oversees their development and provides protection. The city flies relatively low in the sky than the other three cities, for good reason to. The city trades with the many farms, villages and floatrock mines around the countryside. Because of this trade the city is the largest of the four, flourishing with trade. It is also the largest trading city in the Telethian Peninsula (areas south of the Mabden Sea). A merchant’s counsel consisting of 5 members rules the city. They meet regularly to discuss the affairs of the city and the lands below.

Luth (Large Town 4,158 [Gnomes 80%, Elves 6%, Dwarves 5%, Humans 4%, Half-elves 3%])
The smallest of the four floating cities is Luth. The city specializes in magical experiments and gnome technology. Many spell casters of all classes live in Luth than any other place in the kingdom. Even though the city houses the most spell casters in the kingdom, it is by far not very magical advance city as most would suspect. The city is not lit all around by continuous flame spells and the likes. However, it is still the most magical city of the four.
The city is greatly renowned for its airships. By using the floatrock and supplying magic, or reducing the magic, these ships that are mainly thought only for water can take to the skies. There are about 20 airships in the city (and about 10 in each other floating city, except Tor’ney which has about 30). Most are used for transport, trade and military uses. Very few are privately owned, as they are rather expensive.
The Diamond Mages is a magic guild that oversees the affairs of the city, and training those who are capable of magic. The guild consists of 230 members all who are spell caster from various classes. Orberino (Male LN Human sor 14) runs the guild.

Suzail (Large City 18,627 [Gnomes 86%, Humans 6%, Halflings 5%, Elves 2 %])
Suzail is the first floating city to rise in the kingdom. The kingdom was named after this city. Suzail is the center house of the kingdom as well. It rules over all the other floating cities and the lands below. The king also is housed here. King Telth the Skylord (Male LG Gnome bard 16) has ruled the throne since the city first hit the skies, which is over 200 years ago. He is old and very kind king. The needs of his people always come first in his mind. He is also quite the diplomat, being a bard with wide range of knowledge and great charisma he has seldom lost a diplomatic fight.

Rimes (Small city 8,394 [Gnomes 76%, Humans 15%, Halflings 8%])
Rimes is the biggest town on the lowlands. Most inhabitants are farmers in the surrounding area. The town has a small port where many of the fishers in Suazail go to fish for a living. The town is governed by the mayor, Elldye (Male Gnome expert 9) appointed to status by the Tor’ney counsel.

Border Outpost
The border outpost is situated at the start of the jagged vale in the Border Mountains. Dwarves, humans, and a few gnomes live here in this stronghold. They defend against all threats in the Border Mountains and beyond. Travelers are welcome to stay for a price since the outpost does offer services an inn would have. The place is quite small and cramped but the food is superb, for military standards anyway. In order to travel through the jagged vale one must go through this outpost, but it is not recommended since travelling through the jagged vale is quite dangerous.
The border outpost also doubles as a mining camp. The dwarves mine within the Border Mountains for floatrocks, silver and other precious metals and gems. The dwarves mine cautiously to avoid attracting the numerous amounts of enemies living in the Border Mountains.

History
Not much is known about the history of events before Suzail. In fact, even the island’s name isn’t known before then, since Suzail was named after the first floating city that rose to the skies for the first time. That didn’t happen until a little over 200 years ago. What is known is that there use to be a civilization that inhabited the island. But because of the fact that the ruins of this civilization are in the Eldritch Fields not much is known about it.
One major event that is known is that a massive battle took place here. About 3000 years ago a red dragon named Thulganthiar was rampaging across Cerbria destroying one nation after another with his army of orcs, dragonkin, and other dragons. Thulganthiar met his end on Suzail when seven very powerful opponents opposed him. Know one really knows who they where, but many claim there were as powerful as gods. A massive battle between Thulganthiar and his army and the seven opponents ensued. The dragon and his army were easily defeated. Many dragons were slain during that battle and their blood spread to the lands nearby which resulted in the creation of floatrocks and the dangerous Eldritch Fields. It is also assumed Thulganthiar destroyed the ancient civilization before or during the battle. Thulganthiar was imprisoned within a bright red ruby, which shines an eerie evil red light. But no one knows the whereabouts of the ruby. Some assume that the ruby is actually the Ruby Rose of legend.
Around 804 CE Telth and his adventuring party stumbled across this land hearing about rumors of ancient magic and treasure. They were excepting great rewards, they were however, were not expecting to discover floatrocks. They established a small town near some floatrock mines and went to work to harvest this new resource. In 821 CE the first floating city, Suzail, rose to sky. Telth was crowned king of Suzail shortly after. Within the next 100 years the three other floating cities arose, first was Luth, then Tor’ney and lastly Artith.
ssvegeta555

01-12-06, 08:14 PM
I just got Sandstorm the other day to help me develop more on my desert areas in my CS. I really like the book it has given me lots of stuff to mess around with. One of my favorites are the Marruspawn, and really cool race of creatures that look a lot like the Egyption god Anubis. They're are really cool creatures so I had to incorperate them into my world. Heres a entry about the Marruspawn.

Marruspawn pictures from Sandstorm.
Marrulurk (the small one) and Marrusault (tall one). (http://www.wizards.com/dnd/images/sand_gallery/87628.jpg)
Marrutact (http://www.wizards.com/dnd/images/sand_gallery/87629.jpg)
Marruspawn Abomination (http://www.wizards.com/dnd/images/sand_gallery/87630.jpg)


Marruspawn
Marruspawn are a race of desert dwelling creatures with a long history and strict customs. Marruspawns claim to be the creations of their progenitor race the Marru. As told by the marruspawn, the marru race once lived on Soullos eons ago. They waged terrible wars against the many races of the world at that time. They where an advanced race, as they were supposedly one of the first to fashion steel weapons and armor. However their end was nigh. They couldn’t survive much longer with so many wars causing uncounted casualties. So they dabbled in spawncraft, a craft to create creatures willing to obey their master’s every command.
This is how the marruspawn where created. The marruspawn where bred for war and thousands of them joined the ranks in the marrus’ armies. Eventually the marru’s armies were all composed nothing but marruspawns. Despite their armies of marruspawn, the marru eventually fell and the race became extinct. How that happened is a mystery even to the marruspawn. But to this day, the marruspawn follows the marru’s constant strict rules of remembrance, and loyalty.
Despite what the marruspawn believe the marru race is a complete mystery to the world. No historical records have any mention of the marru race. Some sages agree it seem plausible that the marru indeed have existed, considering that few pyramid-like structures in the Canathra desert hold large communities of marruspawn; and it’s a well known fact the marruspawn are not known for their architectural expertise. Know other race has built anything similar to the pyramid-like homes that the marruspawn are drawn to. Another fact that might prove the existence of the marru is that these pyramids are ancient, the most recent ones are older than 15,000 years old. Some of these sages believe that the marru are actually a race from another plane of existence and not native to Soullos. However, many believe that the marru are actually a pantheon of gods or a god for that matter.
Marruspawn are warriors at heart and some hire themselves out. Both Shelimbar and Kanea to help fight in their war to control the Sandy Peaks have hired marruspawns. This had led to the marruspawn to live in the nation that has hired them. Many citizens distrust, and fear them, but they know very well their combat prowess and rarely would they try to anger one.
Currently, marruspawns mainly live in the western and south-western reaches of the Canathra Desert, but as the war escalates between Shelimbar and Kanea, more and more marruspawns make their homes in one of the nation’s as hired muscle. Few marruspawns have even taken a liking to their new unrestricted life, unlike their old life blindly following their creator race’s orders.
Cymraegmorgan

01-12-06, 08:30 PM
So they dabbled in spawncraft, a craft to create creatures willing to obey their master’s every command.
This is how the marruspawn where created. The marruspawn where bred for war and thousands of them joined the ranks in the marrus’ armies. Eventually the marru’s armies were all composed nothing but marruspawns. Despite their armies of marruspawn, the marru eventually fell and the race became extinct.

Brought back to me the scenes from The Mummy Returns, and Anubis' armies. :)

Nice dovetailing there. I have yet to pick up Sandstorm. After reading this, I might have to give it a once over.
ssvegeta555

01-12-06, 11:52 PM
Brought back to me the scenes from The Mummy Returns, and Anubis' armies. :)

Nice dovetailing there. I have yet to pick up Sandstorm. After reading this, I might have to give it a once over.

Those anubis troops in the Mummy Returns are awsome. IMO they where the only good things about the movie. ;)

Sandstorm is a pretty good book. I havn't read much of it yet though (i'm still reading the other 2 eviromental books and Heroes of Horror).
Cymraegmorgan

01-12-06, 11:56 PM
Those anubis troops in the Mummy Returns are awsome. IMO they where the only good things about the movie. ;)




Yeah, that and the halfnaked girlie duel. :dancin: (I'm easily amused :D )
ssvegeta555

02-10-06, 09:59 PM
To continue the theme for Suzail, I did some work on my version of airships. These airships require floatrocks to fly (which was metioned in the floatrock mines section for Suzail), and a magical item called Telth rings, these are pretty much the "engines". I've been wokking on this piece for a while now and it's finally done (at least I hope :P ). I must say though, Stormwack was used a lot when I made these airships, and I use the format the vessels use in that book.
Enjoy. :)

These are some pictures from escaflwone anime. My version of the airships look very similar to this (which was unitentional). I noticed this when I watched the anime again thinking to myself, "this reminds of something..." I later found out my airship and escaflwone's airship where very similar. So I decided to get some pictures to give a visual representaion.

http://img7.imagevenue.com/loc24/th_d245b_Escaflowne_airship.jpg (http://img7.imagevenue.com/img.php?loc=loc24&image=d245b_Escaflowne_airship.jpg)http://img108.imagevenue.com/loc24/th_0ef3e_Escaflowne_airship2.jpg (http://img108.imagevenue.com/img.php?loc=loc24&image=0ef3e_Escaflowne_airship2.jpg)http ://img138.imagevenue.com/loc24/th_9a1d7_Escaflowne_airship3.jpg (http://img138.imagevenue.com/img.php?loc=loc24&image=9a1d7_Escaflowne_airship3.jpg)http ://img18.imagevenue.com/loc24/th_d996f_Escaflowne_airship4.jpg (http://img18.imagevenue.com/img.php?loc=loc24&image=d996f_Escaflowne_airship4.jpg)


Gallar Ships
“Dragons have ruled the skies for a long time. It has been vacant for even longer. But who would’ve guessed that gnomes could be the new rulers!?” – Seyrea, Ethian Scholar

Gallar Ships are large vessels that have the ability to fly. Gallar ships are named after Gallar Halflip a gnome inventor in Suzail who was the first to create an airship. A gallar ship gains its flight ability by two large floatrocks (though more floatrocks are required for the largest vessels) and telth rings that are placed around each of the floatrocks. The floatrocks are placed at each side of the ship. The floatrocks magical buoyancy allow the gallar ship to float, while the telth rings are used to power the floatrocks to make the ship move.

Telth Rings
Telth rings were created by Gallar Halflip, and named his magical item after the current King of Suzail, King Telth the Skylord. Telth rings are large golden rings that act like the “engines” for gallar ships. Each ring is etched with runes that glow when activated. When placed around a floatrock, the telth rings adjust their size to fit perfectly to a tight fit. The rings are controlled by a long silver rod, etched with the same runes as the rings. The rod is used to steer the ship. The rod also allows the gallar ship to rise and fall at the speed of 50ft. (which is done by adding more magical power to the floatrocks to make the ship rise or by taking away magical power to lower the ship). As long as the telth rings are connected to the floatrocks the Gallar Ship is affected by a continuous feather fall spell and the floatrocks hardness is increased by 2.
Telth rings are not only attached to floatrocks for Gallar ships, they can be attached to any floatrock to grant its benefits since the rings increase its size to surround the floatrock. Telth rings are also used to surround the bottom tips of the flying cities in Suzail.
The rings come in pairs, and both must be used in order to work. Some Gallar ships require more than one pair, if so then each pair must be used in order to work.
Major Transmutation; CL 10th; Craft Wondrous Item, feather fall, Overland Flight; Price 120,000gp

Sample Gallar Ships:
These ships use the same format presented in Stormwrack.

Transporter (Gallar Ship)
The Transport Gallar Ship is the most common variety of gallar ships. It has a small forecastle and stern case with two masts along with a full-deck. The airship is strong resistant for its size, some are reinforced with makeshift iron platting in times of war (raising the section hardness an additional 2 points).
Transporter: Colossal vehicle; Air Worthiness +4; Ship handling +2; Speed windx20 feet (Poor); Overall AC -3; Hull section 24 (sink 12 sections); Section hp 80 (hardness 4); Section AC 3; Floatrocks 4 (hardness 16, 180hp); Floatrock AC 3; Rigging sections 2; Ram 4d6; Mounts 2 light and 1 heavy; Space 60ft. by 20ft.; Height 20ft.(draft 15ft.); Complement 30; Watchmen 8; Cargo 80 tons (Speed windx15 ft. if 40 tons or more); Cost 270,000 gp.

Wingship (Gallar Ship)
Gallar Wingships are airships about the same size as the transport version, but the wingship is faster, easier to handle, and more resilient. Gallar Wingships are built primarily for war. Many wingships are armed with ballistae and archers who rain death from above. Few of the ships have spell casters and/or members from the Diamond Wings.
Gallar Wingship: Colossal vehicle; Air Worthiness +4; Ship handling +4; Speed windx30 feet (Average); Overall AC -3; Hull section 24 (sink 12 sections); Section hp 80 (hardness 7); Section AC 3; Floatrocks 4 (hardness 16, 180hp); Floatrock AC 3; Rigging sections 2; Ram 5d6; Mounts 2 light and 1 heavy; Space 60ft. by 20ft.; Height 20ft. (draft 10ft.); Complement 30; Watchmen 7; Cargo 30 tons (Speed windx30 ft. if 15 tons or more); Cost 300,000 gp.

Skyship (Gallar Ship)
Skyships are private airships smaller than most other varieties. They have a full deck with two masts. Their hull is built from rare wood, more so for their rarity rather for protection. Most skyships are luxurious in design with large living quarters full of lavish furnishing. Many nobles who can afford one prefer the skyship to any other. Owning a private skyship is a sign of power and wealth, garnering respect from others. King Telth the Skylord has a special version of the skyship built from darkwood magically augmented for better protection.
Gallar Skyship: Gargantuan vehicle; Air Worthiness +0; Ship handling +2; Speed windx40 feet (Good); Overall AC -3; Hull section 12 (sink 6 sections); Section hp 60 (hardness 0); Section AC 3; Floatrocks 2 (hardness 16, 180hp); Floatrock AC 3; Rigging sections 2; Ram 3d6; Mounts 2 light; Space 60ft. by 10ft.; Height 20ft. (draft 10ft.); Complement 25; Watchmen 5; Cargo 50 tons (Speed windx40 ft. if 25 tons or more); Cost 170,000 gp.


All the rules presented in chapter 5 in Stormwrack are used for Gallar Ships, except noted here:
Propulsion
Floatrocks, Telth Rings: Just like ships on water, Gallar ships gain movement from the wind. Sails are extended to catch wind currents to move the ship forward (see sample Gallar ships above for details). At each of the sides of the floatrocks there are fin-like wings that can be extended to aid in flying. The wings also double as a glider when the sails are down or damaged.
When there are no wind currents for the sails to catch on; the Telth rings can move the Gallar ship forward, though the ship moves at a much slower rate (half the rate of light winds). The Telth rings are also used to steer, rise, and lower the Gallar ship (described below).
Gallar ships have maneuverability based on the variety of the ship. The best is Good, then Average and Poor being the worst. These are detailed below.

http://img131.imagevenue.com/loc24/th_e0e9e_maneuverability.jpg (http://img131.imagevenue.com/img.php?loc=loc24&image=e0e9e_maneuverability.jpg)
Click to enlarge

Maximum Speed Change: This is the amount a Gallar Ship can change its speed (Either speeding up or slowing down) in a single round. A Gallar Ship can never exceed its maximum speed, depending on wind strength and direction. The Telth Ring’s maximum speed is 10ft; this mode of movement is only used when there are no beneficial winds for the sails to catch.
Minimum Forward Speed: Unlike normal creatures with flying, Gallar Ships never require a minimum forward speed to keep its self in the air. The Telth Rings also provide a continuous feather fall spell to effect the Gallar Ship.
Hover: All Gallar Ships can hover, but in order to do so they must have a speed of zero.
Reverse: A Gallar Ship can travel in reverse at the indicated speed. A Gallar Ship must be hovering before attempting this action.
Turn: This is the amount a Gallar Ship can turn after covering the indicated distance.
Turn in Place: A Gallar Ship can turn is place as indicated above. A Gallar Ship must be hovering before attempting this action.
Maximum Turn: How much the Gallar Ship can turn in any one space.
Up Angle: The angle at which the Gallar Ship can climb. A Gallar Ship must be hovering before attempting this action.
Down Angle: The angle at which the Gallar Ship can descend. A Gallar Ship must be hovering before attempting this action.
Up and Down Angle Speed: A Gallar Ship can climb or descend at a speed of 50ft per round. A Gallar Ship must be hovering before attempting this action.

Statistics
The Gallar Ships use the same rules presented in Stormwrack (page 96) except noted here:

Airworthiness: This works exactly like Seaworthiness except the modifier applies to Profession (pilot) skill checks instead.
Ship handling: This works exactly like Ship handling except the modifier applies to Profession (pilot) skill checks instead.
Sink: Damaged Gallar Ships can take twice the punishment than their water counter parts, mainly because they are not at risk of water flooding inside. In which case they only sink when half of their hull sections are destroyed. Because of the continuos feather fall effect, sinking Gallar Ships safely fall to the ground. In addition a captain never needs to make a sinking check (see Stormwrack page 32) to keep the ship from falling. However, if the Gallar Ship is on water than the ship use the same rules for sea fairing vessels (1/4 of hull sections required to sink the ship and sinking checks).
Floatrocks: This is the number of floatrocks a Gallar Ship has. Colossal Gallar Ships require 4 floatrocks to fly, while smaller vessels require only 2. Floatrocks are very durable thanks to the magic flowing through them and with the help from the Telth Rings. Because of this they much harder to destroy than their hull sections, but destroying these can have serious effects. When half of the floatrock remains it reduces the speed of the ship by half.
When all are destroyed, the ship falls at alarming speeds. It falls 150ft for the first round and 300ft for every round after the first. The ship and anything on board takes falling damage as the ship crashes into the ground. Creatures on board can make a reflex save (DC 20) to take half damage.
Floatrocks on Gallar Ships are treated as magically treated Masonry walls that are 10ft in diameter. So, Floatrocks have a break DC of 55 a hardness of 18 (16 originally, and +2 hardness because of the Telth Rings) and has 180hp. For every 5ft increase in diameter increases the hp by 180.
Height: Gallar Ships have these statistics but it only applies when the ship is in the water, otherwise increase its height by the draft amount when in the air.
elven warriorXX

02-10-06, 11:24 PM
Whoa! You've been working! Nice job on the Gallar Ships they are cooler then Eberrons Airships.
ssvegeta555

02-10-06, 11:49 PM
Whoa! You've been working! Nice job on the Gallar Ships they are cooler then Eberrons Airships.

Whoa. :eek: Cooler than Eberron's Airships?
elven warriorXX

02-11-06, 10:15 AM
Whoa. :eek: Cooler than Eberron's Airships?
Eberron just has these ships with a big bump in them and an element floating around in there (or do the float around in the Ring?). Yours are a lot more flavorful with being influenced by dragons. Sure it does not have an Elemental but who needs the hyper active buggers anyway :) I don't have Stormwrack but now I will have to pick up a copy!
ssvegeta555

02-11-06, 04:47 PM
Eberron just has these ships with a big bump in them and an element floating around in there (or do the float around in the Ring?). Yours are a lot more flavorful with being influenced by dragons. Sure it does not have an Elemental but who needs the hyper active buggers anyway :) I don't have Stormwrack but now I will have to pick up a copy!

:dancin: :cloud9:
ssvegeta555

02-14-06, 04:07 PM
A small update this time around. After reading through incarnum I had to add it to my world, it's such a cool and unique form of magic. So I updated the Magic of Soullos (http://boards1.wizards.com/showpost.php?p=6662654&postcount=20) section to include info how incarnum works in the world. It's near the bottom of the page, I have a New tag to indicate where it starts (I know it's kinda of pointless since it shouldn't hard to find where info starts, but I like red. :P )
I also killed the Erudite in the psionic part of the page. At the moment they seem to overpowered, so I'll nix them now, but I'll have to see what changes are made to the Erudite in Complete Psionic before adding them back in.
As always, Enjoy. :)
ssvegeta555

04-30-06, 01:48 AM
It's been a while since I last updated. I can mostly blame World of Warcraft for that (being a Gnome Warlock rules). ;) Anywho, this new entry will be explaining the Dragon Cults, cults that were found by the enraged Gem Dragons to further their evil goals. I was origionally going to have one cult for all the gem dragons, named The Cult of the Dragon. But I didn't want to borrow another name from Forgotten Realms. So I decided to split the cults into 6 parts, one for each gem dragon and work from there using the abilities that each gem dragon is known for inspiration to give each cult a general theme.
Enjoy. :)

Dragon Cults
Dragon Cults is a generalization term to group the five (sometimes by some, 6) individual cults who revere and worship their dragon lords. Each cult is ruled and founded by one of the different type of gem dragons, Sapphire, Obsidian, Emerald, Crystal, and Amethyst dragons. However, many people believe that the Topaz dragons also formed their own cult and are in league with the rest, in truth it’s mostly true. But unlike the others, the Topaz dragons created their cult for the greater good to combat the Dragon Cults.
The Dragon Cults all have one goal in mind the enslavement of all the major races and start a new Dragon Dominion Era. The gem dragons are exacting their revenge on the races (Humans, Elves, Dwarves, and Orcs) that sealed psionics long ago to stop the ever-encroaching horde of mind flayers. They have been harboring their hate for a thousand years waiting for the day they will regain their innate psionic abilities.
That fateful day came 10 years ago. In an instant they attacked the Green Orc nation Brach’terron (since the green orcs were hunting the weakened gem dragons during the Sealing). The orcs would surely lose to the multitude of dragons knocking on their front door, but the gem dragons, although had the same goals, were not allied with each other. It was a free-for-all battle for the orcs and the gem dragons. Being the best dragon hunters in the world, the green orcs took advantage of the dragons fighting each other. The battle was short but countless dragons and orcs lost their lives, Brach’terron is now in ruins, but the gem dragons had also lost many of their kind. They retreated into hiding to recuperate. That is when the dragons formed their cults to still carry out their evil deeds, relying on underlings and minions for their strength.
Even though they were only formed recently, the Dragon Cults are becoming a threat to all around them and beyond. Thankfully they are not allied with each other, despite their all too similar goals.

Dragon Cult Format
Symbol: The symbol of that particular Cult
Leaders: The leaders of the cult, always a certain gem dragon
Associated Classes: Classes preferred and used most often by the cult
Associated Races: Races often seen as members of the cult, rarely do the dragon cults have members of human, elf, dwarf and green orc races, but there are exceptions.



Seppharee Cult
“What they don’t know will and can hurt them, and we are the unknown.” –A Seppharee Cult saying
Symbol: A large crystal eye overlooking the world.
Leaders: The Crystal Gem Dragons
Associated Classes: Psions (Seers), Diviners, Lurks, Rogues
Associated Races: Yuan-ti
Founded by the Crystal gem dragons, the Seppharee Cult is the most secretive of all the Dragon Cults. The Seppharee use divinations and remote viewing powers to spy and collect information on their enemies. The Seppharee takes great pains to keep their cult secret from their enemies. Members of the cult never seen their masters in person, or even know their true identity, they also don’t even know each other. The members work in cells, rarely forming a group more than 5 for their tasks. The leaders of the cult telepathically give their orders to their agents, giving them a wealth of information to perfectly complete their task. Some devout members have special alchemical capsules shaped as a tooth inserted in their mouth. Within the capsule holds water from the River Styx, giving permanent amnesia if ever the agent gets captured.
The Seppharee Cult never goes in unprepared; they know the enemy more so than the enemy knows themselves. The Seppharee Cult will find out their target’s strengths and weaknesses and impart that knowledge to their agents who prepare accordingly. Rarely do the Seppharee act without thinking of the consequences first. The Seppharee Cult may not be as active as the other Dragon Cults, but when they are, they complete their tasks with deadly accuracy.
ssvegeta555

07-07-06, 12:59 AM
I'm been hard at work recreating the Shattered Isles map. Some will reconize the look and feel of the map. I used the Forgotten Realms map and did a lot of copying/pasting using the clone tool and so on. It took me a while and now I'm finnally done. Well almost, I need to mark a portion of the map, but that can wait. I have to thank Advent Child for the tips on how to create such a map.
Anyways, here it is. The new and improved map of the Shattered Isles!

The Shattered Isles Map
http://img217.imageshack.us/img217/6489/shatteredislesmarked13as.jpg
ssvegeta555

08-10-06, 02:28 AM
I've always been facinated by dead gods from any campaign setting. It gives the world a sense of how ancient it is, and how these gods use to be a promanent force before they somehow lost their divinity power. So I've been cooking up some cool deities that are no longer around (though exceptions do exist). I have three Primal Deities to show, and I plan to describe more in the future.
Enjoy. :)


Primal Deities

In eons past there has been many gods that were once worshiped by ancient civilizations. These Primal Deities all covered the facets of life, death, and everything in between, and even outside of these spectrums, just like the current gods today. But for one reason or another these Primal Deities faded into the river of time. Death, exile, or forgotten, are some of the reasons why these gods are no longer around today. Very few knew they even existed, with only the wise who decipher ancient texts or adventurers who uncover lost shrines and temples who know of their once prominent existence. Yet, only a handful of these individuals even know some of their names and their purpose.
Despite most Primal Deities being lost to time, there are a few rare sects of people who acknowledge their existence, or even worship them. But since these gods are no longer present, they can’t grants spells, perform miracles or answer prayers. But for those devout in their worship hardly care, as they believe with enough time, their god will rise to take and done their divine mantle they once held eons ago.


Io
Despite Io being the current Dragon God today, he is widely considered a Primal Deity. Io has been around for eons, more so than any other current god alive today. In fact, Io is the first god to form shortly after the creation of Soullos by hands of the Over Goddess, Seldoth, or so legends say. If Io were indeed this old, he would know of every god that has ever existed to this day, and even more. His Primal status would relate to his Primal Knowledge.

Rumai
Rumai is an ancient deity often believed to come from another world or existence. Rumai is hardly mentioned beyond the continent of Rumai (which was named after the Primal Deity himself). In ancient times, the people of Rumai did not refer Rumai by his name; instead they called him The Great Kami (which would also mean The Great Deity).
The fate of Rumai, unlike most Primal Deities, is widely known by many of those who live in Rumai. It is said that as Rumai passed down knowledge to his people and creating land in his image. As they grew with the knowledge passed down from the Great Kami, his followers became diverse. So diverse, The Great Kami couldn’t answer every prayer, every request made of him or grant every spell.
His followers acted and interpreted the knowledge passed down in many different ways, forcing Rumai to split into multiple different gods to meet the demands of his people. Rumai split into the 7 Great Kami worshiped to this day by the people of Rumai, The Kami of Light’s Honor, Kami of Cleansing Water, Kami of Nature’s Balance, Kami of Fiery Rage, Kami of Spiritual Judgement, Kami of Eternal Night and the Kami of Delightful Luck.

Sati
Sati is a goddess that represents life and death, positive and negative energies, and everything and nothing. Those who worshiped her eons ago embraced life and death as equal entities. Death wasn’t to be feared, and life was to be cherished. Many clerics either chose negative or positive energies not based on their alignment (positive for good clerics, and vise versa) but instead on the aspect they feel close relation to. Sati teaches that positive and negative energies are neutral forces, and each should be used without moral conflict.
One of the weirdest aspects of Sati is Everything and Nothing aspects. She encompasses Everything, including all alignments, creatures, races, weapons, magic and so on. What this entails is subjective, with each follower to find their own path to explain what exactly Everything entails, and why Sati represents it. The nothing aspect is a little easier to understand, and many agree that nothing is the Endless Void.
Sati is said to be born when the multi-verse was still young, and the Endless Void was just beginning to rebuild itself creating the negative energy plane. Small remnants of the void that where not obliterated by the Scream of Time, traveled to collect in one spot as the Endless Void was trying to rebuild itself. As the Endless Void Shards pass through the positive energy plane, a small amount of resonant energies formed as the two opposite energies collided. As more and more Void Shards passed through, the energy grew larger and larger. Eventually the energy grew so large that it practically collapsed on itself, which resulted in the birth of Sati.
Unlike most Primal Deities, Sati still has quite a few worshipers, although very little (but far more than the other Primal Deities beyond Io). Oddly enough, these few worshipers are granted spells, despite her apparent absent. Some believe that Sati is still around embodying the aspect of “Nothing.” However, those who know of Sati and are not a follower dismiss the “Nothing” embodiment, believing that she can’t possibly be nothing and still grant spells as though she where around. Instead they believe that fiends, or another god is posing as Sati to garner more faith by the oblivious worshipers.
One of the most sacred locations for the followers of Sati is the Mural of Eternity. The large mural is located deep underground the Canathra Desert. The Mural of Eternity is crafted masterfully with perfect skill and magical augmentations, allowing the mural to shows signs of life. The Mural of Eternity shows the Six-armed Goddess, Sati in her glory.
The Mural of Eternity depicts Sati hovering slightly above the ground of a grass field. She tilts her head down with her eyes closed, deep in meditative trance. Her hair of fire drapes over her tanned skin, illuminating the area around the mural with faint orange light. Her upper-most arms cross her otherwise bare chest. The left hand is covered in pure white flames, representing positive energy, while her right hand is sheathed in utter black flames, representing negative energy. Her middle arms are stretched out, each grasping an item, her left holds an infant child that looks to be made of clay, and in her right she hold a freshly dug skull. Her bottom-most arms are just above her slender thighs, each holding a weapon of immense, otherworldly power. Her left hand holds thousands of weapons, but only one is present at a single time. The weapons change to another in her hand at impossibly fast speeds. In her right hand a sword is made of complete nothingness, utterly dark as the Endless Void itself.
treetrunker

10-21-06, 09:41 PM
:eek: :eek: :eek: :eek: wow. i am totally amazed. The amount of detail you put into this work of art. it is simply that, a work of art. :D WOTC probably would buy this and hire you as a writer its so dang good!!!! the last hour and a half was well spent. ive tried making some of my own worlds, but they always end up dying and i start again. the amount of devotion is astounding as well
a job very well done.



treetrunker
ssvegeta555

10-21-06, 11:56 PM
:eek: :eek: :eek: :eek: wow. i am totally amazed. The amount of detail you put into this work of art. it is simply that, a work of art. :D WOTC probably would buy this and hire you as a writer its so dang good!!!! the last hour and a half was well spent. ive tried making some of my own worlds, but they always end up dying and i start again. the amount of devotion is astounding as well
a job very well done.



treetrunker

Thanks for the kind words. I'm glad you liked it. I'm also amazed you read it all. :)
I was quite surprised to see someone post, I havn't updated my stuff in a while. Hopefully I'll update more soon (currently working on incorperating worforged into the world and writing short stories based in my world).
treetrunker

10-22-06, 01:09 AM
yah, i kinda go around reading random posts. kindof a funky hoabit of mine;) I think my main problem is that i try to write down my worlds by hand, and so its hard to go back and change stuff, and i end up starting again. Do you think computerizing it would be easier? oh, what are the effects of failing the fortitude saves for the alcohol. what does drunkenness do?




treetrunker
ssvegeta555

10-22-06, 05:02 AM
yah, i kinda go around reading random posts. kindof a funky hoabit of mine;) I think my main problem is that i try to write down my worlds by hand, and so its hard to go back and change stuff, and i end up starting again. Do you think computerizing it would be easier? oh, what are the effects of failing the fortitude saves for the alcohol. what does drunkenness do?




treetrunker

I'd recomend doing it by computer. It's easier to store it and as well as change it when needed. Just don't do what I did and not back up your data. I had 2 more dragon cults written up and my flash drive failed on me and I lost the info. That made me mad. Now I make sure I never have less than 3 digital copies (1 on each computer, and 1 on my new flash drive).
The effects of the alcohol are pretty simple. I can't give all the details as they are presented in the Arms and Equipment book. But the gist of it is that you make the check for each time you drink one. The DC raises by 1 for every beverage after the first. If you fail you get dexterity and/or wis (maybe Con, don't have the book on hand).
I could dig up my old alchohol rules that I created before getting the Arms and Equipment book (it's pretty similar oddly enough). That way people who don't have the book can still use the alcohol or incorperate them into their campaigns.
treetrunker

10-22-06, 11:37 AM
ok, that would be great, thanks. oh, and if theres anything i could do, not likely!!, to help your glorious world, let me know
ssvegeta555

10-22-06, 07:40 PM
ok, that would be great, thanks. oh, and if theres anything i could do, not likely!!, to help your glorious world, let me know

I'm always up for suggestions. Any ideas would be awesome. :)

I found the alcohol rules that I created long ago (there were also more alcohol beverages too! ;) ). I revised them a bit to make them more streamlined. Oddly enough my idea was very similar to how Arms and Equipment protrayed intoxication. Mine is easier to gete drunk however. Anyway heres the rules.



Alcohol and it’s Effects

Every time a character drinks an alcohol beverage there is a chance that character will get intoxicated. Each beverage has Fortitude representing how strong the alcohol beverage is. There are three grades of alcohol strength, Least, Lesser, and Greater. Least alcohol strength are those that have fortitude DCs of 11 or lower. They represent casual alcoholic beverages, like mead or weak wine.
Lesser alcohol strength are those that have fortitude DCs of 12 and 13. These beverages are much stronger often falling under ale, beer, weak spirits, and wine.
Greater represents the strongest alcohol of them all with DCs of 14 or higher. These beverages are strong ales, beer, and spirits.
Whenever an alcoholic beverage is consumed, the character must make a fortitude check against the alcohol’s DC. Success means nothing happens and suffers no penalties. Failure indicates that the alcohol is having negative effects on the character’s system. If the beverage was of Least strength, then the character takes 1d2 points of ability damage to both Dexterity and Wisdom. If the strength was Lesser, then the character takes 1d3 points of ability damage to Dex and Wis. And Greater deals 1d4 points of ability damage to Dex and Wis.
In addition to ability damage alcohol in the system weakens one’s system making it more susceptible to more damage. After the first failed fortitude save for Least strength they take a –1 penalty to Fortitude saves, while Lesser imposes a –2 penalty, and Greater a –3 penalty. These penalties are commutative.
When Dexterity is reduced to 0, the character drops unconscious. When Wisdom is dropped to 0 the character falls to the ground in a drunken stupor. If both ability scores are dropped to 0 then the character suffers the effects of alcohol poisoning. They take 1 ability damage to Constitution every 10 minutes until the character dies or gets cured. Neutralize Poison can heal all ability damage and alcohol poison. Alcohol poison can also be cure with a Heal check of DC 25. If antitoxin is used in conjunction of the Heal check then the DC is reduced to 15. Ability damage is healed at a rate of 1 point per hour of rest (assuming no more alcohol is being consumed and the character is not suffering from alcohol poisoning).

Least Lesser Greater
DC 11 or Less 12 and 13 14 or higher
Ability Damage 1d2 to Dex/Wis 1d3 to Dex/Wis 1d4 to Dex/Wis
Fortitude Penalty -1 -2 -3
Cherubaddon

10-22-06, 08:18 PM
Oh, my God! This is just awesome!
If you don't mind, I'll immediately copy/paste the alcohol and flora sections into a word document for further use;) .
Absolutely amazing!
ssvegeta555

10-22-06, 08:40 PM
Oh, my God! This is just awesome!
If you don't mind, I'll immediately copy/paste the alcohol and flora sections into a word document for further use;) .
Absolutely amazing!

I don't mind at all.It's great that you want to use my work. I'm glad you like it. :)
ssvegeta555

10-24-06, 06:24 PM
Here's a small update containing a few more alcoholic beverages.
Enjoy. :)


Berduskan Wine: Berduskan wine is one of the most powerful wines out there. First created by a Nosk tribe in Northtier, this wine is brewed from grapes and sweet berries found in the area. The wine is tart and sweet but it packs a punch so hard that even the dwarves are afraid to admit.
Fortitude DC: 14
Price: 5 gp.

Golden Sands: Golden Sands is an ale favored in Canathra Desert. Sand grass powder is the secret ingredient that gives this ale a spicy kick. Sand grass powder is added in brew before the fomentation process. The powder is dissolved in the liquid that creates a delicate spicy taste. Some variations of the ale have more sand grass powder, increasing the spiciness.
Fortitude DC: 12
Price: 5 sp.

Shadow Ale: Shadow ale is a very dark brew that is as black as the night itself. Shadow ale is brewed with shadow essence that is found in the Plane of Shadow or found in the Veiled Caverns, a place so dangerous the shadows themselves with engulf anything in their path. Shadow ale has a cold misty taste to it that many find hard to swallow. In fact it’s so cold that people suffering from extreme heat exposure drink this stuff to stay cool. One glass of this ale is enough to heal 1d6 points of non-lethal damage from hot weather. In addition it provides a +1 equipment bonus to saves against hot weather for 1 hour.
Fortitude DC: 13
Price: 20 gp.
treetrunker

10-24-06, 10:28 PM
I will!:pint:
ssvegeta555

02-02-07, 02:16 AM
It's been a long time, but I finally have something new to show. In my last post I added an alcoholic beverage named, Shadow Ale. The description talks about a place called the Veiled Caverns, something I just came up with on the fly when creating that beverage. I deciced to expand upon this idea and create a new regoin entry, The Dragon Tooth Mountains.
I hope you all like it.


The Dragon Tooth Mountains
The largest mountain range known
“The mountain may look innocent on the outside, but on the inside is a darkness darker than the night itself that won’t hesitate to kill the living with it’s shadowy tendrils.” – Commander Durgen, leader of the dwarven fortress, Hammerholm.

Capital: None, Contested area
Population: 512,689
Government: Varies
Ruler: Varies
Religions: All
Resources: Iron, Gold, Copper, Gems, Furs, poisons
Alignment: All
Climate: Cold

The Dragon Tooth Mountains is a place of constant strife and terror. Not only is the mountain range full of dangerous creatures and especially dragons, but within the mountains holds a dangerous threat to all that travel within it’s depths as the shadows themselves devoir anything within their reach. Very few scale the mountains, and fewer still descend inside.

Life and Society
There is very little society left in this region. Scattered about this harsh land are dwarf descendants of the empires Dashk and Dretharn. They wish to reclaim their mountainous home from the shadows that have taken up residence within the whole mountain range. The dwarves live outside in highly defended and enclosed fortresses. They rarely venture outside their protected homes. Despite their isolated lifestyle they greet any visitors with open arms. Not only do the dwarves rely heavily on exported foods and services, but the more men they can muster to reclaim some part of the mountain depths the better.
Nosks within the area are found here in great numbers. They build small villages at the base of the mountains, often trading with the dwarves for protection and arms. Nosk villages are more widespread and open than the dwarves up in the mountains. The large forests that often follow the mountain’s base are perfect for protection, secrecy, and wild game.
Some brave, or maybe foolish, adventurers and explorers live within the shadowy depths of the mountains. The shadows that engulf anything have begun to wane and in their wake they leave open space for seekers to populate, excavate or ever plunder. Many of the cities, outposts and mining shafts of the dwarven empires, Dashk and Dretharn are still swallowed by the shadows, but as years go by these places become vacant for life. However, such places are not devoid of the shadows all together. As the tides recede and rise during the phases of the moon, so do the shadows. These communities know their fate, and they always live in constant fear of the return of the shadows. Such communities often have permanent daylight spells on lamps and posts to keep the shadows at bay, as many of the weaker shadow creatures are repelled by such means as well as the shadows itself. Larger more powerful shadow creatures are not the same and won’t hesitate to remind the foolish of such facts. Because of the threat of the shadow’s return, clerics of Pelor are seen as a sign of hope. As such they are mostly the community leaders of such communities that wish to live within the mountains.

Major Geographical Feature
The whole region of the Dragon Tooth Mountains is the mountain range itself. The mountain range is the largest mountain range in Cerbria scaling the northern tip of the continent starting in the western coast north of Aberoth and ending on the eastern coast north of the Rellian Forest. The Dragon Tooth Mountains easily stretches over 2000 miles of craggy snow-capped peaks.

Veiled Caverns
The Veiled Caverns is a very dangerous place that is covered by encroaching shadows released upon this world by the dwarves long ago. The unsuspecting dwarves did not realize that their miraculous rune magic was powered by shadow essence taken from the Plane of Shadow. Their constant use of rune magic has created a rift within the deepest depths of the Underdark within the Dragon Tooth Mountains. This rift is connected to the Plane of Shadow and shadows flooded the caverns rapidly until they covered all of the caverns within the Dragon Tooth Mountains.
The Veiled Caverns is now a dark and gloomy place with shadows that dampen light (all light sources and sigh, i.e. darkvision are cut in half) and threaten to kill any interlopers. Creatures of pure shadows roam the caverns with an agenda to end all life and light. Over the years the shadow’s grasp has weakened leaving open space not overrun by perpetual darkness. It is believed that over time the shadows will leave from whence they came as the portal weakens and the dwarves can reclaim their home long lost over thousands of years ago. Sadly that will take a very long time, as many of the caverns are still overrun by the shadows waxing and waning at a random pace.
The dwarves believe they can push the shadows back by using strength in arms, faith and above all else light. Most shadow creatures are repelled by light, which explains why the shadows have not extended farther beyond the Dragon Tooth Mountains. Light may be the best weapon against the shadows and it’s creatures, but not even light can do all the work. Many brave souls have ventured deep within to seal the portal, but none have returned. It is rumored that the deeper one goes the darker, more sinister the shadows become, to a point where no light can even function.
One thing that has sages all over trying to figure out is why the shadows haven’t extend their reach to other caverns beyond the Dragon Tooth Mountains. It is widely believed that the sun prevents the shadows from extending to the outdoors, but the caverns below are connect to many places in the Underdark. Such caverns that extend for miles never get sunlight, and are easily accessible from the Veiled Caverns. The shadows seem content to stay within the boarders of the Dragon Tooth Mountains. Why that is certain is unknown, maybe the shadows have reached their limit, or maybe the shadows themselves are punishing the dwarves for their constant use of rune magic.

Important Places
Very few cities exist in this region, but those that do are heavily defended ever fearful of the shadows within the mountains.

Hammerholm (Small City 18,544 [Dwarves 90%, Humans 5%, Elves 3%, Warforged 3%] )
Hammerholm is a dwarf stronghold located on the eastern side of the mountain range, consisting of mainly dwarf decedents of the Dwarven Empire Dashk. The dwarves are content on reclaiming their lost home, frequently braving the depths of the Veiled Caverns. The dwarves have many entrances into the Veiled Cavern that are heavily protected and heavily lit. Each entrance is lit by standing poles with pearls emitting a constant Daylight spell. In addition the roofs of said entrances are purposely carved out to let the sun shine through.
Overseeing the dwarven stronghold is Commander Durgen (Male dwarf warblade 13). Durgen is a powerful leader and has been so for a century. He has led many great successful raids in the Veiled Caverns purging the shadows that where within. Normally he plans battle strategies on places to reclaim and the rather frequent rescue mission. Rarely does he venture within the depths himself, but he would not hesitate when offered the chance. There is nothing more honorable to him than fighting along his allies to reclaim their ancient home.
Visitors within Hammerholm are welcomed and are encouraged to help the dwarves in their struggle. Despite the visitor’s intentions, the dwarves have a way to convince able bodied visitors to help as the dwarves are not afraid to pay with non-important magical treasure held by shadows deep within the ruins of Dashk.

Ruins of Dashk
Ruins of Dashk, the largest dwarven empire to ever grace Soullos, are scattered across the eastern side of the mountain range. During the golden age of Dashk the empire covered all the caverns and more of the eastern half of the Dragon Tooth Mountains, more than double of that of the sister dwarven empire in the west, Dretharn. The once great empire is now in ruins by the folly of the dwarves with their constant use of shadow essence powering their rune magic. The shadows swallowed up the empire as well as Dretharn and the whole mountain range. Scattered throughout the Veiled Caverns lies abandoned dwarven cities mining camps, fortresses and more that are all mostly in the same condition they were before the shadows came. This has attracted many would be treasure seekers willing to brave the Veiled Caverns.

Ruins of Dretharn
Scattered along the western side of the Dragon Tooth Mountains are the ruins of Dretharn, the sister empire to Dashk. Dretharn was much smaller than Dashk with cities carved within the western-most side of the mountain range rarely did the empire have settlements in the middle regions of the mountain range. Like the empire Dashk, Dretharn was swallowed up by the shadows.
As the shadows waned they receded into farther east leaving areas vacant. Adventurers and dwarves alike explore these vacant areas in full. Some areas are particularly safe rarely getting, if any shadow essence attacks. These small communities are very small and have many escape routes in case of a shadow attack. The dwarven descendants of Dashk are quick to occupy these vacant sites using them as mining camps, and military outposts.

Citadel Arkan (Large City 22,196 [Dwarves 88%, Humans 6%, Warforged 4%, Elves 3%] )
Citadel Arkan is the largest dwarf refuge in the region housing thousands of dwarves, almost all of them decedents of the dwarven empires Dashk and Dretharn. Citadel Arkan is located on the very edge of the western side of the Dragon Tooth Mountains. The harsh cold weather makes growing food rather difficult, but the coastline nearby allows the city to fend for themselves with the abundance of seafood and convenient trade routes to Aberoth in the south.
Unlike many dwarven refuges and fortresses in the region the citizens of Citadel Arkan do not wish to reclaim their home. They believe it’s a lost cause and the preservation of dwarves should come first rather than fighting the limitless power of the shadows. Because of this outlook the other dwarven communities look down upon their traitorist brothers. Such hostility does not harbor wars however, as the dwarves try their best to sway the citizens to their cause. But every year of failed diplomacy to convince the citizens the other dwarves become more hateful.

Aerish (Large Town 4,489 [Humans 82%, Dwarves 12%, Elves 3%, Halflings 2%] )
Aerish is one of the largest nosk villages on the eastern side of the Dragon Tooth Mountains. Around the village there is considerable amount of fertile land that the village puts to good use, feeding their village easily and the dwarves of Hammerholm. The village imports so much food to Hammerholm, the dwarves themselves have become more reliant of them and have set up a few defense towers to protect the village. Because of this Aerish has a large population of dwarves compared to other nosk villages in the region.

Karath’s Lair
High atop one of the tallest peaks in the mountain range is a lair home to the white dragon, Karath. Karath is very ancient, easily one of the oldest true dragons alive today. Karath quietly awaits his natural death observing the world around him. He has observed the rise and fall of the dwarven empires Dashk and Dretharn. He’s even fought the shadows first hand as they engulfed his first home millennia ago. Karath use to be active being a terror to behold and feared, but now he is rather passive. Over his long years of observations he has become more concerned with the shadows still plaguing the mountains. With his increased concern Karath has allied with many of the dwarven fortresses in helping them reclaim the mountains. Karath is far too old and weary to help directly, but his ancient knowledge and wisdom are greatly praised. However, Karath hardly cares to help the dwarves reclaim their home, if anything he just wishes to see the shadows purged from the mountains forever. They have overstayed their welcome, as Karath frequently says.

History
True to its name, dragons first occupied the Dragon Tooth Mountains. When the dwarven race first arrived on Soullos through portals created by an unknown entity, the dwarves descended into the mountains, founding Dretharn. They fought hard to control their mountainous home from the barrage of dragon attacks. The War of Humanity ended the dragon attacks and allowed the dwarves to expand to their heart’s content, but the war crippled the dwarves. The dragons during the war destroyed Dretharn and the dwarves fled to the east and south to new lands.
During the Trinity Age around –10,000 CE, Dashk was found. A few hundred years later around –9,700 CE, dwarves migrated to the west and found a new empire naming it after the first Dwarven Empire, Dretharn. The two empires lived in peace and prevailed with their combined strength.
The first reports of Rune Magic appeared around –9,000 CE. Dashk put this rune magic to good use for a variety of things, from house building, creation of magic items, goods and even precious metals. With it, Dashk prospered for thousands of years becoming the one of strongest empires in the world. Dretharn used Rune Magic as well, but not to the abusive use that was employed by Dashk.
The first sign of shadows didn’t appear until about the end of the Trinity Age around –2,900 CE. Even at that time it was hardly noticed. The Shadow Rift appeared at the very deepest recesses of the Underdark. At first the shadows poured out slowly, but as time passed on the shadows flooded every cavern within their reach, the whole mountain range.
The dwarves fought hard to repel the shadows, but it was no use. The shadows seemed limitless and unstoppable. By –2,800 CE the dwarves reluctantly fled their homes to new lands. The Rune Hammer Clan fled to Ice Gale, while a few minor clans fled to Guardia. 10 years later, Dretharn was swallowed up by shadows and only a few years after that, the whole mountain range was engulfed in Shadow Essence.
However, most dwarves did not flee Dashk. Instead they lived on the mountain determined to reclaim their home from their greatest foe. To this day the decedents of these dwarves carry on the fight.
ssvegeta555

02-12-07, 03:15 AM
I'm been playing with many formats for guilds/organization for a long time. At first I couldn't get a good one to use. I've tried the Lords of Darkness, DMGII and PHBII formats but they were all to clunky to really use. So I've havn't done much on guilds because of that. But now I've finally found a good format to use that is a mixture of all three and a bit added by me to make it more personal.
The fromat is pretty self explanitory, the only thing that could require explanation is the Region: note. And that is pretty much where the guild in question operates the most or is mostly active in.
Well here goes, I present the Mirage Knights.

Mirage Knights
“What do you mean we double-crossed you? We’re just doing our job, and the more we do at once the better.” – Kurac, seasoned Mirage Knight.

Headquarters: Shardian Mountains
Region: Canathra Desert
Leaders: Marsheesh
Symbol: Two pole arms criss-cross with a large coin in the center.

Mirage Knights is a mercenary organization with skilled warriors, with many specializing in pole arm weapons. Clients hire them to fight for whoever and whatever.
Mirage knights are well known throughout most of Southern Cerbria. Their main headcounters are in the Shardian Mountains located in the Canathra Desert along the western coast. They have small branches scattered across the lands beyond the Canathra desert, located mainly in large cities or bigger.

Background: Mirage knights was formed 10 years ago by a group of exiles. Thirty years ago Canathra Desert was a place of war, a war against Shelimbar and the newly formed rebel nation, Kanea. The war was fought to free slaves under the repressive order of Shelimbar.
Some loyal guards of the High Priests of Oladimarra where accused of treason and betrayal of Shelimbar. Because of their generations of loyal work for the High Priests they were spared of execution. Instead, they, along with their families, where exiled to the Shardian Mountains with only enough supplies to get there and knives for defense.
They traveled for miles across the Canathra desert to reach their destination. They quickly where the target of a gnoll patrol party, but with the skilled warriors in the exile party, they were victorious. They stripped the gnolls of their belongings to better equip themselves. They used the pole arm weapons of the gnolls to great success, taking over a gnoll fortress within the mountains. They used this fortress as their new home.
Thirty years later living in their harsh environment, the exiles where well trained in pole arm weapons who then hired themselves out to wealthy clients who needed their skills, which resulted in the creation of the Mirage Knights lead by Marsheesh. The Mirage Knights, over the past 10 years, have become renown for their great skill with pole arm weapons and ruthless success striking fear in any who would have to oppose them (which is a fate most would rather not have to deal with). They have become a well-known order across most of Cerbria.

Goals: Being a mercenary organization, it’s no surprise that the Mirage Knights primarily care about money. Mirage knights are infamous for their greed. They’ll do whatever it takes for gold, even to do vile and corrupt acts. And they also trick people to get even more cash; some times they trick their clients. Most clients keep a close eye on the Mirage Knights, else they get swindled out of more cash than intended.
It’s not uncommon for a Mirage Knight to accept jobs from a client opposed of their current one. A Mirage Knight might accept a job to steal for one client and accept a job to kill that client in the same night. If they can kill two birds with one stone, the better.
One good thing that keeps the clients hiring, despite their reputation, is that the Mirage Knights are highly skilled at what they do. Hiring them is as good as done in most cases.

Enemies/Allies: Mirage Knights have very few allies. They keep to themselves not wishing to make friendships, since they believe they are outcasts and they deliberately make it known. Some would say that this isolated, lonely lifestyle is synonymous to the founders exiled status decades ago. But that is far from the truth. The Mirage Knights are a tight-nit organization; each member is part of the whole family. They trust themselves and very rarely do they trust outsiders.
With some of the double-crossing members do, the Mirage Knights have made a few enemies in the process. Most are just previous clients who we’re betrayed in their eyes. Mirage Knights see this as an ample opportunity to get more jobs from such angry clients. A once-betrayed client will be hesitant to hire them again, but the Mirage Knights have been known to pose as wandering mercenaries (changing clothes and stowing away their pole arms to avoid suspicion) to get more job offers. If they are tasked to kill Mirage Knights, they will kill a few slaves to fill the body count if need be.

Members: Most members are related to the families exiled from Shelimbar decades ago. A few noticeable oddities have joined their ranks over the time. Deserter gnolls and wandering Marruspawn have joined the rank and file of the Mirage Knights.
Many members are fighters and rangers. Rogues and ninjas are also quite common. Druids and clerics rarely join, but their healing and support in the desert by conjuring water are invaluable, as many Mirage Knights travel the desert frequently.
Seasoned members sometimes take levels in either the Desert Skirmisher or the Desert Fighter PrCs. These PrCs specialize in pole arm weapons granting new and unique abilities.
Note: I'll post these classes soon, once I have more time, possibly tommorow.
ssvegeta555

02-12-07, 05:57 PM
Here's the Desert Skirmisher and Desert Warrior PrCs, the PrCs favored by the Mirage Knights. I'm added them in S Block for convenience.

Desert Skirmisher
Hit Die: d8

Requirements
To quialify to become a desert skirmisher, a character must fulfill all the following criteria.
Skills: Jump 8 ranks, tumble 4 ranks.
Feats: Dodge, Mobility, Weapon focus (glaive, quisarme, halberd or ranseur)

Class Skills
The desert skirmisher's class skills (and the key ability for each skill) are Climb (str), craft (int), Hide (dex), Jump (str), Listen (wis), profession (wis), search (int), spot (wis) and tumble (dex).
Skill Points at Each Level: 4+ Int modifier.

BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Adjacent reach, skirmish (+1d6)
2. +1 +0 +3 +0 Fast movement, pole vaulting
3. +2 +1 +3 +1 Skirmish (+1d6, +1 AC)
4. +3 +1 +4 +1 Pole arm evasion
5. +3 +1 +4 +1 Uncanny dodge, Skirmish (+2d6 +1 AC)

Class Features
All of the following are class features of the desert skirmisher prestige class.

Weapon and Armor Proficiency: Desert skirmisher is profecient in all pole arm weapons (glaive, quisarme, halberd or ranseur) and light armor.

Adjacent reach (Ex): When using a pole arm weapon the desert skirmisher may threaten and attack adjacent foes.

Skirmish (Ex): See Complete Adventurer for the rules. If you dont have the book, sneak attack would be a good substitute.

Fast movement (Ex): A desert skirmisher’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the desert skirmisher’s speed because of any load carried or armor worn.

Pole vaulting (Ex): A desert skirmisher gets a +4 bonus to jump checks when using a pole arm to help.

Pole arm evasion (Ex): When a desert skirmisher is wielding a pole arm and is forced to make a reflex save, the desert skirmisher can use the pole arm to get out of harms way. A desert skirmisher is considered to have improved evasion when using this ability. If the desert skirmisher already has improved invasion ability from another class, they get a +2 bonus to reflex saves when using this ability.

Uncanny dodge (Ex): At 5th level, a desert skirmisher retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a desert skirmisher already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see barbarian class features in the PHB) instead.



Desert Warrior
Hit Die: d10

Requirements
To quialify to become a desert warrior, a character must fulfill all the following criteria.
BAB: +5
Skills: Jump 8 ranks.
Feats: Endurance, Power attack, Weapon focus (glaive, quisarme, halberd or ranseur)

Class Skills
The desert warrior's class skills (and the key ability for each skill) are Climb (str), craft (int), Intimidate (Cha), Jump (str), Listen (wis), profession (wis), spot (wis).
Skill Points at Each Level: 2+ Int modifier.

BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Adjacent reach
2. +2 +3 +0 +0 Pole arm fighting +1
3. +3 +3 +1 +1 Extend reach, Pole vaulting
4. +4 +4 +1 +1 Pole arm fighting +2
5. +5 +4 +1 +1 Piercing Attack

Class Features
All of the following are class features of the desert warrior prestige class.

Weapon and Armor Proficiency: Desert warrior is profecient in all pole arm weapons (glaive, quisarme, halberd or ranseur) and light, medium and heavy armor.

Adjacent reach (Ex): When using a pole arm weapon the desert skirmisher may threaten and attack adjacent foes.

Pole arm fighting (Ex): A desert warrios is very adept at fighting and parrying attacks with pole arm weapons. A desert warrior recieves and +1 attack a damage bonus when weilding a pole arm weapon. Also, a desert warrior recieves a +1 sheild bonus when weilding a pole arm weapon. These bonuses increase to +2 at 4th level.

Extend reach (Ex): By using his arms with greater extent the desert warrior may treat pole arms with an additional 5ft of reach. Doing so is taxing and awkward for the body, and can only fight like this way for a number of rounds equal to his desert warrior levels+ Str modifier. Once the effect ends the desert warrior is fatigued for the rest of the encounter. This ability is usable 3 time per day.

Pole vaulting (Ex): A desert warrior gets a +4 bonus to jump checks when using a pole arm to help.

Peiricing attack (Su): Once per day as a fullround action, the desert warrior can use a single attack utilize his pole arm to deadly effects to pierce his foes. If the attack hits, it is considered a critical hit, additionally any foe behind the pierced creature takes half as much damage from the attack (if there is enough reach left). This attack is not a critical hit and has a -4 penalty to hit.
ssvegeta555

02-14-07, 04:44 PM
I just noticed something, many of the recent entries mention the region Canathra Desert. I could've sworn I posted the region a while back, but it looks like I didn't afterall. So, I dug up my notes and I present you the Canathra Desert. Better late than never. ;)


Canathra Desert
The expansive desert at war.
“Sandstorms are not only dangerous for suffocating a man, they can also ruin a fine bottle of wine!” – Garsh, Sheradian Cleric of Olidammara

Capital: Vellar (Shelimbar), Multh (Kanea)
Population: 1,451,469 (Shelimbar), 1,048,641 (Kanea)
Government: Theocracy (Shelimbar), Feudalism (Kanea)
Ruler: High Priests of Olidammara (Shelimbar), Emperor of Rumai (Kanea)
Religions: Olidammara, Pelor, Astilabor, Chrononepsis, Hlal
Resources: sand grass powder, iron, mithral, gems
Alignment: LN, N, NE
Climate: Warm Desert

Canathra Desert is large desert located in the south eastern part of Cerbria. Canathra has hot temperatures all year round and sandstorms are as common as rain in other parts of the world. Currently two nations are at war, seeking to control the Sandy Peaks.
Canathra Desert is formatted a bit different from the other regions. Usually this format would follow one nation, kingdom or whatever that’s within the region, with the other nations receiving the same format that also belong in that region. However, Canathra Desert will have two nations within one format, main reason is that these nations hardly look, or feel different from each other. So having each nation with their own format is redundant. Cities and other important places will have the nations name after the title in Italics, to show what nation that area is in.

Life and Society
Living in the desert is harsh, but humans can and will find ways to adapt. The temperatures are always high, ranging from 80 degrees for calm days to 100 degrees for hot days. Wearing heavy clothing can cause heatstroke easily, but wearing nothing can cause terrible sunburns, so citizens’ wear looses clothes and scarves for sandstorms that come up too often. Citizens rarely like to be outside during the hot days, and will ignore anyone to get their work done quickly and get out of the sun. Because of this, visitors see this attitude as rude. During the night however, it becomes cold. Sometimes it gets to freezing temperatures. Citizens stay indoors to avoid the cold.
Canathra Desert is a place of war, with two nations fighting for control of the Sandy Peaks, which is the border between those two nations. Life is slightly different depending on what nation a citizen lives in.
In Shelimbar, the city buildings have an Egyptian theme, with temples being the grandest buildings. Slaves, in Shelimbar, are a commodity the populace takes for granted. Slaves range from goblins, gnolls, and humans. Cities in Shelimbar tend to be massive with large populations. Most cities line the coasts to the east and west.
In Kanea life is bustling with exotic trade. The continent Rumai owns Kanea. Most cities in Kanea dot the southern coastline. Samurai from Rumai are stationed here to protect the citizens and fight the war currently going on. Kitsune (fox folk) and Nezumi (rat folk) are common within the nation’s border. Buildings take on, for lack of better words, a Japanese theme, an exotic architecture common in Rumai. Exotic goods imported from Rumai to keep the natives from Rumai fell at home range from sake, rice, wasabi, seafood, vinegar and soybeans. Weapons from Rumai are also common the most desirable ones being the Katanas, swords that the samurai almost exclusively wield.
Each nation has hired marruspawns to fight their war. This has resulted in the marruspawn to live in the nation that has hired them. They are viewed with suspicion by most, but many are viewed in awe or fear because of their combat prowess. However, many persecute the marruspawn brandishing them as evil demons because of their distinct jackal visage and black fur. Marruspawn hate such persecution but rarely do they let it get to them mainly because it’s bad for business and it’s not worth the severe punishment marrutacts have known to do.

Major Geographical Feature
Canathra desert is very large barren wasteland of fine sand and rocks. Most of the land is inhabitable because of the lack of water and the frequent attacks from monsters. The temperatures are hot during the day reaching at an average of 95 degrees. However, during the night the temperature lowers dramatically to below freezing levels; thus, making it quite dangerous to travel during the night or day.

Sandy Peaks
Border for Shelimbar and Kanea
The Sandy Peaks are a range of mountains that are located in the middle of the canathra desert. The mountains have a low elevation, and because of the hot temperatures there are no snow caps. The mountains are blasted with sandstorms for as long as any one can remember. Many of the summits are pointed peaks that impale the clouds. The mountains have large quantities of iron and in the deepest regions, mithral. The sandy peaks also contains desert gems, and circular gem that depicts a sandstorm frozen in time. Desert gems have been only known to be found in sandy peaks. Many orcs, stone and hill giants make their home here in the sandy peaks.
The Sandy Peaks is the borderline between the two nations Shelimbar, and Kanea. Currently, the Sandy Peaks is a hotbed of activity. A war is currently going on with Shelimbar and Kanea, who both fight for control of the mountains, which are filled with valuable metals.

Shimmering Oasis
Shelimbar
The shimmering oasis is a large lake surrounded on the southern side by the sandy peaks. The oasis shimmers like a starlit night during the day and a faint soothing glow during moonlight. Because of the harsh lands and the difficulty to live in the desert without water many communities have make their home near the lake. The capital city of Shelimbar, Vellar, is located near shores of the oasis.

Shardian Mountains
Shelimbar
Shardian Mountains is a mountain range on the southwestern edge of the Canathra Desert. It’s a dangerous place full of gnolls, goblins, giants, and the occasional dragon. The Shardian Mountains are part of the nation, Shelimbar, but Shelimbar doesn’t actively notice this place exists. The mountains are full of monsters that Shelimbar would rather not needlessly fight against; they have their own problems. Shelimbar usually sends exiles to this location; one famous exile party was the loyal guards of the high priests during the civil war with Kanea 30 years ago. This exiled party traveled here and has lived here ever since becoming a formable force, calling themselves the Mirage Knights, a mercenary organization.

Oasis of Blood
Shelimbar
The oasis of blood is located near the Shardian Mountains, between the hills surrounding the Shardian Mountains. The oasis is named after its strikingly appearance of blood during sunset. The blood red waters are seen as a sign of the many battles fought over it. The oasis is the center of attention to the monsters that live in the Shardian Mountains, who fight for control ever so often. The place has been quite for some time since the Mirage Knights have become a large force within the mountain range. They have rigorously guarded the oasis for years from would-be attackers.

Important Places
There are two nations at war in the Canathra Desert. Shelimbar is the original nation before the split. The other is Kanea, a nation of rebels that grew very strong to oppose Shelimbar. These nations fight furiously for control of the Sandy Peaks which holds rich veins iron and mithral ore.

Vellar (Metropolis 37,184 [Humans 96%, Half-orcs 2%, Gnomes 1%])
Shelimbar
Vellar is the capital city of Shelimbar located near the shimmering oasis. It is a large place of ancient buildings and rich history. Vellar has been around since the early days of the Shelimbar Empire about 5000 years ago. Temples are the largest and grandest buildings housing many of the priests who are the ruling figures of Shelimbar. Slaves are commodity one can take granted in Vellar.
Vellar is split into two parts, north and south. The North part of the city is where all the nobles, militia, and merchants live. Along the shores of the shimmering oasis is the market place, bustling with trade, from magic items, food, and even slaves. A large bridge crosses the shimmering oasis to the southern part of the city. The southern part of the city is where the common folk live. The Slums district is also located far away from the oasis, but near the Sandy Peaks.
Those who live in the wealthier northern part of the city view people living in the southern part of the city as inferior.

Multh (Metropolis 32,648 [Humans 94%, Kitsune 2%, Halflings 1%, Nezumi 1%, Half-elves 1%])
Kanea
The capital city of Kanea, Multh is located on the southern tip of the Canathra Desert. The city is a large port city with ships from Rumai docking filled with their exotic goods. Multh trades with other cities that lie scattered across the southern coastline of Canathra Desert. They sometimes take long voyages to Suzail, and Dunetra. Within the city houses a few noble families who are from Rumai. They are aptly named the Merchant Lords. The Merchant Lords cooperatively oversee the city’s development and make sure a steady supply of goods from Rumai is present at all times.

Gnoll Stronghold
Shelimbar
The Gnoll Stronghold lies within the Shardian Mountains. It was once a place controlled by gnolls. That all changed when a group of exiles wiped the place clean of gnoll activity. These exiles used this stronghold as their new home. Marsheesh, who is also the founder and leader of the Mirage Knights, a mercenary organization, rules the place. The stronghold is heavily guarded and visitors are not welcomed, unless they are here for business, which is mostly the case.
The stronghold has been frequently attacked by gnolls, wishing to reclaim what’s rightfully theirs. The gnolls always fail miserably against the highly trained Mirage Knights. To add insult to injury to the gnolls, the Mirage Knights use the gnoll’s pole arm weapons to fight them.

History
Shelimbar is the oldest human nation that is still around today. Shelimbar use to be a large empire thousands of years ago. It’s borders stretched as far as Dunetra to the north, and to the Telethian Peninsula to the west. Over the centuries of control, Shelimbar’s boarders dwindled in size, before shrinking down to the Canathra Desert before the Sealing. However, Shelimbar would have its boarders shrink again. 30 years ago large amounts of slaves and rebels caused an uprising, demanding freedom from the oppressive rule of the High Priests in Shelimbar. Shelimbar was powerful and could easily defeat any ill-armed army. The rebels however had outside help from the continent of Rumai to the southeast. In exchange for Rumai to help the rebels free many slaves and form a nation of their own to the southern shores of the Canathra Desert, Rumai would set up base there for trade, and to expand their control to new territory.
Large groups of samurai from Rumai where stationed in Multh to protect the city, and hold true to their part of the bargain. Shelimbar was not prepared to see a well-armed army, especially from a foreign land, and were easily pushed back. The newly formed nation, Kanea, and Shelimbar would fight each other for land, resources, and slaves for 10 years. Shelimbar was eventually defeated. It was only a matter of time, since they were technically fighting a whole empire spanning a large continent, rather than a small nation that Shelimbar originally thought.
Shelimbar and Kanea signed a peace treaty to end the war, detailing that Shelimbar would not attack Kanea, and Kanea would not interfere with the slaves currently living in Shelimbar. The treaty has held up for about 18 years before being broken. Shelimbar found large veins of precious metals within the Sandy Peaks, one of which is mithral. Kanea, or more precisely Rumai, was increasingly interested in the mithral, and iron ore for their own agendas. The two nations are now fighting again for control but this time it’s for the valuable metals within the mountains.
E_Vernon

02-14-07, 09:07 PM
I just noticed something, too: this thread is exactly two years old.

You have a lot of information here, I am very impressed. Have you run a game in the setting?
ssvegeta555

02-14-07, 09:59 PM
I just noticed something, too: this thread is exactly two years old.

You have a lot of information here, I am very impressed. Have you run a game in the setting?

I've run a few sessions in this setting. In fact my players have influenced the setting in a major way. When I first got my hands on the psionics handbook I wanted to introduce psionics in a cool way. I didnt want to say, "it was there all the time, you just never noticed."
I instead created an adventure to release psionics back into the world. After a few sessions my players succeeded. The Sealing and the resurgance of psionics is central part of this setting, all thanks to my players and psionics handbook. :)

Edit: Damn, the thread really is 2 years old. I thought it was 2 years old already, a few month ago. I guess not. If I don't have anything on valentines day, I'll make sure to do an aniversery bump. :)
ssvegeta555

03-04-07, 11:20 PM
Nothing too major for this update. I found a file that I completely forgot about detailing the many languages of the world of Soullos. The list has a description of the most common languages and what they sound like or equivilent to in the real world (i.e Egyption, Latin etc).

Languages
“What? They speak Aguan? None of use can speak that! Grrr, Let’s return to town to and buy ourselves a scroll of tongues.” – Welt, Ethian Wizard

There are many languages spoken around the world by a variety of races. Most languages are native the world of Soullos, while other languages where first spoken in the planes beyond. With outsiders travelling to Soullos being increasingly common in the past millennia, natives of Soullos are speaking many languages of the outsiders. This list is not the master list; there are other languages around the world not listed here, which are mainly from monstrous races.

Languages Typical Speakers Alphabet
Abyssal Demons, CE outsiders Infernal
Amaki Humans, Nezumi, Kitsune Amaki
Aquan Water-based creatures Elven
Auran Air-based creatures Draconic
Caliph Sherdains Draconic
Celestial Good outsiders Celestial
Common Humans, halfings Common
Draconic Dragons, reptilian races Draconic
Druidic Druids (only) Druidic
Dwarven Dwarves, Nosk Dwarven
Elven Elves, half-elves Elven
Ethan Ethians Ethan
Giant Giants, Ogres Draconic
Gnoll Gnolls Common
Gnome Gnomes, golmoids Dwarven
Goblin Goblinoids Dwarven
Halfling Halflings Common
Ignan Fire-based creatures Draconic
Infernal Devils, LE outsiders Infernal
Nosk Nosks Common
Numaki Nezumi, shadow orcs Amaki
Orc Orcs Orc
Soudess Karparas Common
Sylvan Dryads, Kitsune, Fey Elven
Terran Xorns, Earth Creatures Dwarven
Undercommon Underdark Denizens Elven


Abyssal: The language of demons and other evil outsiders. The language is hard on the mouth requiring many syllables, and quick tongue. Abyssal sounds very much like an evil chant when spoken fluently and non-stop.

Amaki: The language of the people of Rumai, the language of the Kami. Amaki is an exotic language spoken regularly in the continent of Rumai, but rarely does it get spoken beyond the continent’s borders. This language is the equivalent to the Japanese language from the real world.

Aquan: The language of the water-based creatures. It’s hard to describe the words and syllables of the language. Creatures who speak it use their saliva to help pronounce the words.

Auran: The language of the air-based creatures. Auran is spoken with long-winded breaths to pronounce the words correctly. To speak Auran without butchering it, one would need strong lungs.

Caliph: The language spoken by the desert dwelling sheradians. The language sounds very much like the Egyptian language of the real world.

Celestial: The language of good outsiders: Speaking Celestial sounds like a chant when woven correctly. Many chants and prayers of good deities take words and phrases from the Celestial language.

Common: Many races across the world use Common as a trade language. It is the most spoken language in the world, making easy communication that would otherwise be problematic.

Draconic: The language of the dragons. Many races in the world speak Draconic, not because it is common, but because dragons have ruled for thousands of years teaching their language to many. Draconic is used in arcane scriptures and scrolls. Many artifacts of the past and ancient murals contain draconic runes. Draconic is a hard language to use. Many of the words are exotic and hard to pronounce compared to common.

Druidic: The language of the druids: Druids developed this language to secretly communicate with each other. This language is only taught to druids. So far the language has been kept a secret to non-druids.

Dwarven: The language of the dwarves. Dwarven is ancient, perhaps tens of thousands years old. Dwarven, as one would guess, is mainly spoken in dwarven cities. Very rarely is it spoken anywhere else. Dwarven is loud. Many great insults are derived from dwarven.

Elven: The language of the elves. Elven is a calm soothing language, with graceful words. Many words are hard to pronounce requiring a quick tongue.

Ethan: The language of Ethians. Ethians developed this language after the War of Humanity. Humans living with the dwarves, elves, and orcs, gathered and combined the three languages to develop their own. Many words are borrowed from the three languages. Those who know any of the three languages can make out some of the sentences from Ethan, but other than that it sounds meshed, and disorganized.

Giant: The language of the giants. Giant is an odd language. Its words require a loud voice, and become incomprehensible when spoken softly. Spies and other sneaky characters avoid this language. Giants, as odd as it sounds, rarely speak Giant. They adopted Draconic as their own language after they where loyal servant for the dragons during the Dragon Dominion Era.

Gnoll: The language of the gnolls. Gnoll is a weird language, that when spoken quickly it sounds like laughter and yipping. In fact, it must be spoken quickly, or it will sound odd (as if it doesn’t already). Thankfully the words flow smoothly making it easy to pronounce, and most of all, to be quickly spoken.

Gnome: The language of the gnomes. Gnome is a quite and peaceful language. Gnome is spoken by gnomes and golmoids.

Goblin: The language of the goblinoids. Goblin is a fast language with long words.

Halfling: The language of halflings. Halfling is a relativity easy language to learn. It sounds very much like common, which would make sense as it uses the same alphabet. Some call this half-common to poke fun at the language.

Ignan: The language of fire-based creatures. Ignan sounds a lot like fire, as one might guess. Using long-winded breaths and popping the saliva bubbles in the mouth, one is able to pronounce the words, which sounds much like a crackling fire when spoken correctly.

Infernal: The language of the devils and evil outsiders. Infernal is a language similar to Abyssal. It sounds much like Latin in the real world.

Nosk: The language of Nosks. Nosk is a loud, rude sounding language. It has many similarities to dwarven as it uses the same alphabet. Many words from Nosk are used as insults by many of the races. Most of these “insults” are not insults at all; they just sound like them. Nosks always laugh at ignorant fools who use these “insults” on them.

Numaki: The language of Nezumi. Numaki is a quite language that is very similar to Amaki, but it is spoken more in a deep low voice with prolonged S and K sounding words. Some words require spitting and squeaking. Because of this, it sounds more prudent and disgusting compared to Amaki. Many call this the slave language because of that distinction.

Orc: The language of the orcs. Orc is a language that uses hyphen and apostrophes to emphasis on the words spoken. Strong sounding K’s and T’s make up many of the words. Z and N are also common letters to use in words.

Soudess: The language of Karparas. Soudess is the melting pot language. Karparas developed this language after decades of traveling. It uses words, phrases, and letters from many languages native and non-native to Soullos.

Sylvan: The language of the fey creatures. Sylvan is a quite, calming, and beautiful language only surpassed by elven. Sylvan uses short but graceful words spoken delicately. The language is known as the “slow man’s tongue”, as it can take a while to speak one sentence, for the words need to be pronounced with care in order to be comprehensible. Treants, as slow as they are with talking just make it worse.

Terran: The language of the earth-based creatures. Speaking Terran sounds very much like crumbling rocks. Many of the words are hard to pronounce to non-earth creatures, since many lack the ability to grind their teeth and speak at the same time. Terran is possibly the easiest language to butcher because of this. At least it can be comprehensible.

Undercommon: The language of the Underdark. If common is the trade language of the surface world, then Undercommon is the trade language of the world below the ground, the Underdark. Undercommon sounds like a mix of common and elven.
ssvegeta555

04-21-07, 08:09 PM
I don't know about you guys but I hate how there are so many elf sub-races. It's rediculous to have an elf sub-race for each magic type, climate and whatever. You don't see desert humans, tundra human etc, since human adapt to their enviroment with ease. Why can't elves to the same?
So I decided to cut down on the elven sub-races, like I did with the dwarves. Now there are only three left, Twilight Elves, Pearl Elves, and Drow. Twilight Elves and Drow are reflavored to fit the world, and the drow recieved a make over, it is now an LA +0 race.
I'll update the races section with the new entries but I'll also supply a S-Block with the new info here for convenience.
Enjoy. :)

Twilight Elves
Twilight Elves are the most commonly seen elf in the world. They live in large forest cities practicing their famous ways of blending magic and combat. Twilight elves believe that the state of twilight is the best of both worlds. The sun can be seen as well as the starry sky, they blend together in perfect harmony. And that is the twilight elves’ philosophy to blending magic and combat. They strive to create perfect harmony to what many believe should be practiced separately. Their most famous and numerous warrior-mage archetype is the Duskblade, a warrior who blends the elves fascination with the two mediums. Many twilight elves practice the Sublime Way, which furthers their way of combat in new ways. Large concentrations of twilight elves live in Rellion Forest that covers a large portion of Northern Cerbria.

Pearl Elves
Also called aquatic elves, these elves are water-breathing elves that live in the massive waters all over Soullos. Pearl elves are smaller than most elves averaging around 5ft in height. Their skin color ranges from pearl white to light blue that glisten in the sun like the pearl they are named after. Pearl elves are a kind race that trades and offers support to those living near the shorelines, although their inability to breathe air has hampered their ability to deal with surface races.

Drow
Drow, also known as dragonborn, are often the misunderstood stepchild of the elven race. While they are evil in most respects, their ties to the evil dragons had angered their brethren and their god, being brushed aside like discarded paper. During the Dragon Dominion Era some of the twilight elves sided with the dragons for power, magical aptitude, and wealth. The evil dragons who took the elves under their wing were transformed into the dark skin, white hair drow that is known today. This act of betrayal angered their kin to the point where they fight each other on sight. This tension has led to the Drow to hate their elven brothers in turn often saying they don’t see their way of greatness and power.
After the War of Humanity they fled underground spreading throughout the Underdark where they remain today. Drow communities are large and are ruled by clerics of an evil dragon god, who despise worship of any other god that is not their own. Many of these rulers are half-dragons, sometimes even dragons disguised as drow. Drow rulers’ rule with an iron fist backed up by their patron god, what they say goes. Because of this dictatorship way of ruling, Dow communities are harsh often filled with grief and violence. If you can’t survive you are not fit to be a Drow, is a common saying in drow communities.
Drow communities of opposing faith often war with each other, with each side trying to appease their patron god through strength and faith. In addition, the drow also war with many of the other hostile denizens of the Underdark, particularly Duergars, Illithids, and Abeloths. Because of their constant warfare, the drow rarely venture to the surface world.

Drow Characters
Drow Traits (Ex): Drows posses the following traits.
-+2 Constitution –2 Charisma. Drow are a sturdy race, but their constant hostility has made them hard to deal with.
-Drows base land speed is 30ft.
-Darkvision 60ft.
-+2 racial bonus on Spot and Listen, Knowledge (Arcana) checks.
-+1 racial bonus on paralysis, fear and sleep effects.
-Dragon Blood: For all effects related to race, a drow is considered a dragon.
- Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
Automatic Languages: Under Common, and Draconic. Bonus Languages: Common, Dwarven, Orc, Goblin, Nosk, and Terran.
Favored Class: Cleric. Drow are highly religious and majority of them favors the evil dragon gods.
LA: +0
ssvegeta555

04-29-07, 03:49 AM
A new region to be presented, Aberoth the land of the dead. This is one of my favorite regions since there is a nation wide acceptance of undead that are seen as citizens and not as icky evil creatures.
This was one of my first region entries I wrote too, but I didn't finish it until now. Believe it or not, but the only thing holding me back was the name of the ocean. Now that I named it, I can now post the entry. Sad huh? :embarrass
As always, enjoy. :)



Aberoth
Land of the Dead
“The dead walk with us and fight with us. You could also say they live with us.” – Tanith, Aberothian citizen

Capital: Bentria
Population: 1,412,684 (Humans 82%, half-vampires 8%, half-elves 3%, elves 3%, orcs 2%, half-orcs 1%)
681,492 Undead Citizens.
Government: Monarchy
Ruler: King Ildarin Dor, Queen Maidel Dor
Religions: Wee Jas, Astilabor, Chrononepsis, Boccob
Resources: Weapons and armors, dragoncraft items, onyx gems, flour, meats
Alignment: LN, LE, N, NG

Life and Society
The citizens of Aberoth live in a luxurious lifestyle. Undead servants serve their masters and do menial tasks like cleaning. The undead are not treated as slaves as most would guess. They are treated as equal as an aberothian citizen. There are even undead servants that have skills in smithing and other daunting tasks that normal undead never could’ve done.
When an aberothian citizen dies they are, by law, must relinquish their body to the Reapers of Life so they can animate the body as an undead servant. This is a sign of repaying their debts in life to their country. Living a luxuriously life with undead servants is not a free ride. Likewise, current undead servants are also aberothian citizens who are currently repaying their debts in life to their country.
When an undead is newly animated it is quickly sent off to work, usually being sent to work for their family for the most part. As such, most families have at least one undead servant that was a previous family member in life. Very rich nobles have many undead servants; most common being adopted undead who have no family to go to. During that time, the undead usually serve their family or master but when the time calls for it, they are required by the Reapers of Life to lend a hand with some task, from construction of new buildings, serving the military, guard duty and so on.
Some undead have permanent jobs that require a craft, such as armor smiting. More times than not, these types of undead were great crafters in life, and with the help of powerful magic their intelligence (even their personality as well) is left intact as well as their skill in their trade. These tradesmen undead are not required to help with tasks petitioned by the Reapers of Life, since most of their time is spent continuing their craft. With the undead servants and craftsmen, Aberoth has boosted its economy becoming one of the richest nations in Cerbria.
This tradition has been going on since the end of the Revival War about 400 years ago. During the war many aberothian warriors’ bodies were animated to fight the orc horde that decimated most of the country. The undead warriors were victorious and the people of Aberoth were extremely thankful. King Ildarin would forever change his nation’s ways with this speech to his people:
“These heroic warriors have served Aberoth twice, one in life and one in undeath. We are grateful to these brave warriors and without them we would’ve continued to take the militia for granted and we would’ve lost to the orc horde. We, the living, are in their debt. So this day forth we shall all embrace undeath when we die to repay our dept to these brave warriors and never take anything for granted.”
To this day some of the warriors are still around defending the kingdom. These undead warriors are seen as heroes among the populace. Their armors, weapons and even their bones are polished and cleaned to perfection.

Important Places
No other nation in the world can compare to Aberoth, since few cities can claim to have undead citizens. Many cities and sites are located at the southern border, the farther one goes north, the less civilization one sees.

Ardin (Large City 15,356 [Orcs 95%, Half-orcs 3%, Humans 1%])
Ardin was once a prosperous city before the Revival War over 400 years ago. Orcs have since captured this city. The orcs now live in fear of retaliation with the large army of undead right outside their city’s gates. The orcs are however are not prisoners of war, they can leave to city for trade and other affairs, but one false move could send the army of undead charging.
At first the city was in a bad state after the orcs took over. Buildings lie toppled, walls hastily fortified, and uncontrolled fires burned many buildings to the ground. Over the years the orcs rebuilt the city slowly making it a more hospitable place to live. The orcs have allowed other races within their walls, but all the orcs look and talk with suspicious attitudes.
Slowly but surly, the army of undead outside has dwindled. With each recall of undead soldiers, the orcs feel relief, and the King’s trust with the orcs grows. King Ildarin eventually wants the city to be part of Aberoth, and their differences put to rest. But this could be a terrible mistake, no one could really know for sure.

Bentria (Metropolis 30,467 [Humans 94%, Half-vampires 3%, half-elves 1%, Elves 1%])
Bentria is the capital of Aberoth and the city with the largest population of undead. The city stands on top of Sheer Cliffs. A large staircase from the shores on the bottom of the cliffs rises hundreds of feet to the South Gate. The stairs are hardly used and are not large enough to traffic business that a harbor would need. The stairs are mainly used for evacuations and emergency deliveries.
Bentria is large and full of life. The citizens do about their business with their undead servants tagging along. Clerics of Pelor become very uncomfortable when traveling through Bentria with such a large presence of undead everywhere. The buildings tower into the sky supported by magic and superb craftsmanship. The largest building, the Tower of Prosperity, is located in the middle of the city, seen from every angle of the city. The Tower is tall standing 50 stories high. King Ildarin Dor and Queen Maidel Dor reside and rule from the tower.
Visitors, before they can enter, must be checked at the many gates for signs of dangerous weapons and magic. The guards ask many questions to the visitors under Zone of Truths spells. Clerics able to turn or rebuke undead are warned not to disturb the undead. Disturbing the undead in this way is seen as slavery, or murder.

The Ruins of Nark’zesh
Nark’zesh was once a proud city of an orc nation of Tarsh’Nok. Tarsh’Nok was an orc nation dating back to the Trinity Age, an era where orcs, dwarves, and elves ruled many areas with vast empires and nations all across Cerbria. Nark’zesh is a large city ruins full of lost treasure and texts of the past. Buildings lie scattered crumbled and the paved streets are chipping away. Many undead, and demons prowl the streets attacking any of those who are foolish enough to trespass. Not much is known why the city fell into ruins, but many believe that demons that wander the streets may have had something to do with it. It could be possible that the orcs summoned the demons for some diabolical deed.
However, unknown to all, except possibly the demons, a large group of vampires lives within one of the ruined buildings. These vampires are part of one of the strongest vampire houses, the Blood Fangs. The Blood Fangs are ruthless and guile hunters and assassins. They are known for their raids on civilizations for blood and for sport.

Major Geographical Features
Aberoth is a quiet land covered in plains and small hills. Small patches of forests dot the landscape adding variety to the area.

Sheer Cliffs
The Sheer Cliffs is a large stretch of cliffs stretching for hundreds of miles. The cliffs have a vertical drop of 50ft at the lowest to well over 200 ft at the highest. There are two sets of cliffs, one near Aberoth, and directly south is another range of cliffs, forming a large canyon with a large gap a few miles wide. The Ardesh River flows between the Sheer Cliffs. The base of the cliffs is lined with thin shorelines with crashing waves from the Ardesh River. Along the shorelines are caves scattered across the cliffs. Some of these caves lead to monster lairs, entrances to the Underdark, or maybe to nothing. One cave particularly well hidden in an entrance to a large cave complex full of thieves, who run a black market using the Ardesh River to ferry their goods. Most of thieves are from the Mabden Sea to the east, trying to set up base near the capital city of Aberoth, Bentria. A few caves lead up to the sewers of Bentria. In addition to all assortments of caves lining the cliff side, a large staircase carved out of the cliff rises from the shore to hundreds of feet to the South Gate of Bentria.

Ardesh River
Ardesh River flows from the large lake to the east, the Mabden Sea. The river flows violently between the Sheer Cliffs. Waves crash on the small shorelines of the Sheer Cliffs. Boats rarely travel here, as many will get washed away, eventually ending up at the Ardent Ocean (named after it’s reddish hue during sundown and warm waters). Pirates from the Mabden Sea have mastered the waves, traveling from their islands in the Mabden Sea to the Sheer Cliffs to run their black market in one of the secretly hidden cave complexes. The river is also known as a ship graveyard. Many ships that don’t get washed away sink to the bottom on the raging river forgotten until brave treasure seekers uncover their hidden treasures.

Forest of Seasons
The forest of seasons is a small forest located near Arden directly south. The forest is a weird magical phenomenon with many wizards and sages traveling all over to uncover the secrets of the forest. The forest is named after it’s erratic seasonal changes. Every week the forest changes it’s look, and temperature to match one of the four seasons, winter, summer, spring, and autumn. The forest doesn’t even follow nature’s course; it may be winter one week, and the next week it will be summer. Never does the forest change to a season it was a week before. All manners of fey creatures, good and bad, live within the forest, along with increasingly large amounts of monstrous vermin.

History
Before the War of Humanity, Aberoth was covered in thick forests. The Twilight Elves upon arriving in Cerbria lived within the forests long lost today. It was until the War of Humanity that the forests were burnt down. After the war the elves fled north and east, and the green orcs within the mountains up north migrated to the newly cleared land, founding Tarsh’Nok. The green orcs ruled the land for most of the Trinity Age, only succumbing to the threat of a gray orc horde led by demons in the mountains nearby. They left behind remnants of their success left in ruins in the northwestern regions of the area. It wasn’t until 264 CE that humans occupied the lands. During that time their civilizations were small preventing them from growing larger because of the gray orc occupation in the north.
After a few decades of fighting and the demons being called elsewhere in the multiverse, the humans finally succeeded in claming the land. The humans spread across the land founding large cities that eventually became city-states. These city-states grew large and powerful in their own rights. Each one ruled within their territory, but many desired large borders. This eventually led to a widespread war between the city-states. For a hundred years the humans fought against themselves for land, resources, and power. Around 458 CE the city-states stopped their fighting as the repercussions of war weakened themselves and the land around them. In mutual agreement the city-states formed as one nation to rebuild the land. However, through deceit, bribes, blackmail, assassinations and raw power the Dor noble family, notably Harsen Dor, gained complete control of the all the ruling city-states. Harsen Dor named his new land Aberoth and became its first king.
Four Hundred years ago Aberoth was attacked by a large orc horde from the mountains to the north located in the Cold Lands Region. The orcs ambushed Ardin, a city that to this day is still inhabited by the orcs. Using Ardin as a base the orcs attacked every civilization that they can reach. Aberoth was about to fall. King Ildarin militia where scattered across his lands unable to regroup.
As a last resort King Ildarin had every body gathered and raised as undead to continue fighting the war. He even spoke to every soldier’s soul with magic to ask for their permission to raise their body to continue fighting. With his new army they set out to attack the orcs. For every orc and human that died in the war, they were raised to fight again. Aberoth’s army was ever increasing with each death, while the orcs suffered for their losses. It wasn’t long until the orcs were pushed back to the mountains and Ardin.
King Ildarin is a very merciful man, some claim he is too merciful. He let the orcs to continue to have the city of Ardin, for he felt he owed the orcs for all the orc bodies he has raised to fight for the war. To keep the orcs in check he set a large army of undead warriors to watch the gates of Ardin. They will attack any orc army if ever a sight is seen. To this day these warriors still stand, waiting for their moment.
BigJroni

05-01-07, 10:16 PM
I really like the Soullos campaign setting and am suprised it has been around so long.

My favorite thing about this campaign setting is the details. Every section seems so well developed that the place becomes a living, breathing world very quickly.

Of the new stuff I liked the mirage knights because of their overly mercenary nature, especially the view of "The more we can do at once the better" which promotes double crossing and similar. As a player it would be interesting and challanging to interact with the Mirage Knights, and definitely interesting to play one. The format is also very good. It is suprising to me that so many of the books only give long-winded or too rules-oriented to use.

Another great part of the new additions to the setting is Aberoth. Their treatment of undead as servants and yet honoring them at the same time is unique and different. Repaying your debts in undeath is a sure way to see that they get paid and that you have adequate time. However I found it slightly odd that the undead serve their family instead of the nation. This makes it seem more like they are repaying their kin then their country. Besides this they make a very understandable and realistic (for D&D) nation. The tension with the orcs gives the setting a feeling of change that is hard to achieve.
ssvegeta555

05-01-07, 11:16 PM
I really like the Soullos campaign setting and am suprised it has been around so long.

My favorite thing about this campaign setting is the details. Every section seems so well developed that the place becomes a living, breathing world very quickly.

This thread will live on forerver! :evillaugh
But yeah, I intend to keep this thread alive as long as possible (don't want it to be archived), and it may be that way. I still have many other regions to detail, and that's only on one continent, I have three others to mess around with. So there is a wealth of more information in the works.

Of the new stuff I liked the mirage knights because of their overly mercenary nature, especially the view of "The more we can do at once the better" which promotes double crossing and similar. As a player it would be interesting and challanging to interact with the Mirage Knights, and definitely interesting to play one. The format is also very good. It is suprising to me that so many of the books only give long-winded or too rules-oriented to use.

Yeah, Mirage Knights are easily one of my favs. They're truly mercenaries to the core. I even wrote a short story that involves the organization and they do double-cross one of their clients.
I'm glad you like the format. :)

Another great part of the new additions to the setting is Aberoth. Their treatment of undead as servants and yet honoring them at the same time is unique and different. Repaying your debts in undeath is a sure way to see that they get paid and that you have adequate time. However I found it slightly odd that the undead serve their family instead of the nation. This makes it seem more like they are repaying their kin then their country. Besides this they make a very understandable and realistic (for D&D) nation. The tension with the orcs gives the setting a feeling of change that is hard to achieve.

Thank you for the kind words.

Now that you mention it, you make a very good point about the undead and their family. I'll reword it so it makes more sense.
ssvegeta555

05-02-07, 04:08 PM
BigJroni thanks for the input about Aberoth. I went home last night thinking of a different way to word the text and just got it finished. I took out that whole paragraph and added two new ones going further into detail about the undead servants and the way they repay their debt.
Here's the two paragraphs in an Sblock for a quick reference.

When an undead is newly animated it is quickly sent off to work, usually being sent to work for their family for the most part. As such, most families have at least one undead servant that was a previous family member in life. Very rich nobles have many undead servants; most common being adopted undead who have no family to go to. During that time, the undead usually serve their family or master but when the time calls for it, they are required by the Reapers of Life to lend a hand with some task, from construction of new buildings, serving the military, guard duty and so on.
Some undead have permanent jobs that require a craft, such as armor smiting. More times than not, these types of undead were great crafters in life, and with the help of powerful magic their intelligence (even their personality as well) is left intact as well as their skill in their trade. These tradesmen undead are not required to help with tasks petitioned by the Reapers of Life, since most of their time is spent continuing their craft. With the undead servants and craftsmen, Aberoth has boosted its economy becoming one of the richest nations in Cerbria.
treetrunker

05-15-07, 10:26 PM
Hey. You may remember me from the top of this page. Do you mind if I use your world for making NWN modules? NWN (Neverwinter Nights) is a pretty cool computer game based off of the DnD ruleset. It allows you to build your own adventures. Let me know.
ssvegeta555

05-16-07, 05:47 AM
Hey. You may remember me from the top of this page. Do you mind if I use your world for making NWN modules? NWN (Neverwinter Nights) is a pretty cool computer game based off of the DnD ruleset. It allows you to build your own adventures. Let me know.

I don't mind at all. In fact, I find it awesome that you want to create a module using my CS. :)
ssvegeta555

06-24-07, 08:18 PM
Here's another update for you all. This section details the many empires of ages past. It's not complete, but I'll update this section as time goes on.
Enjoy. :)


Lost Empires and Kingdoms
“Being an explorer has its perks. You get to travel all over the place, discover mysteries of the past, and meet new people. Plus getting a magical artifact of ages past is a strong motivator.” - Aria, halfling explorer.

Over the many thousands of years races of all kinds expanding their control of influence have populated Soullos. Dragons were the first rulers, with many empires and kingdoms of their own. Few resourceful races, such as the dwarves, elves and orcs, built and expanded empires right under the dragon’s noses. After the Dragon Dominion era, dwarves, elves and orcs spread across Cerbria to expand their influence, finding new empires. As all things must come to and end, so do these mighty empires. The greatest and most powerful empires ever to grace the world all fell, to one form to another. Now only ruins, vacant strongholds, crumbling cities, and even sunken pieces of land dot the landscape, a shadow of their former self.

Dragon Empires
Dragons ruled for millennia before being defeated by the concentrated effort of the humans, dwarves, elves, orcs and half-dragons. Most historical records written by the dragon’s loyal giants have been buried, lost or destroyed. So very few dragon empires are known. The only empires that have been discovered by the historical records are the gem dragon empire, Vorel Okarthel and the green dragon empire, Kepesh Caesin.

Vorel Okarthel
Vorel Okarthel is draconic for beautiful home. Vorel was located on the Telethian Peninsula. It was a kingdom ruled by a council of gem dragons, one member per gem dragon. They ruled peacefully considering many dragons of different types don’t get along well. As with all dragon empires during the Dragon Dominion, Vorel had its fair share of human slaves. The gem dragons were in awe however towards the humans. They could harbor psionic might easily just by being near the psionic gem dragons. Fearing that the humans might rebel sooner or later, the gem dragons decided to earn their trust and taught the humans how to hone their skills. Eventually the gem dragons freed the humans from slavery, though many decided to stay with their former masters, for protection against the other dragons. Charir Sauriv, the oldest and most powerful mortal a live today, was once a slave in Vorel. He to was free to go when the gem dragons freed all their human slaves.
Ruins of Vorel are scattered across the whole Telethian Peninsula. Many ruins are buried or sunken in the nearby shores. A few ruins of the great cities built by the giants can be found in the Telethian forest. Currently the Yuan-ti inhabits many of the ruins of Vorel.

Kepesh Caesin
Kepesh Caesin is draconic for forest of storms. Not much known about this green dragon kingdom for it is mostly sunken in the Dragon Sea. Many believe that the green dragons ruled over a large forest. The name probably came from the storm giants, even though a forest is not where storm giants are found. They could’ve been slaves just like the humans. A few ruins lie scattered along the northern shores of the Dragon Sea, but most of the kingdom is located underwater. Far underwater, since only about two ruins have been found, as the waters are too deep and dangerous to explore successfully. Aquatic elves are rumored to have built their cities in the ruins of Kepesh. In addition to the known two ruins discovered, there are more located deeper under the Dragon Sea.

Dwarven Empires

Dashk and Dretharn
Dashk was the largest dwarven empire to grace Cerbria. However, it was also the greatest catastrophes the dwarves will ever be reminded of that still haunt them to this very day. The great Dwarven Empire Dashk was wholly underground within the depths of the Dragon Tooth Mountains. The Dragon Tooth Mountains is the largest mountain range in Cerbria, lining the tip of the continent with thousands of miles of high craggy peaks. Dashk took up roughly the whole eastern half of the large mountain range.
The great dwarven empire was known for it’s master smiths, stout warriors and in particular rune magic. Rune magic allowed Dashk flourish, obtaining greatness higher than the other dwarven civilizations at the time. The dwarves utilized rune magic to create houses, forge items, create massive chambers within the earth and even create precious metals and gems, all within an instant. Dashk grew expanding its boarders rapidly as the dwarves used their rune magic to good use.
Unknown to the dwarves the rune magic they were using was not powered by the Dragon’s Blood, like most of the magic around the world. Instead it was powered by shadow essence from the Plane of Shadows. How this became to be is unknown but with the constant use of shadow essence being conjured into the world at and almost constant rate created a rift within the deepest subterranean layers on the Underdark. The shadows flooded the caverns rapidly covering them in darkness. Soon creatures made of completely of shadows began to emerge from the portal.
It didn’t take long for the creatures to reach the dwarven empire and soon the survival of Dashk was at hand. The dwarves had never faced such a threat before. Their warriors were greatly outnumbered. The shadows consumed all light encroaching farther and farther into the great dwarven empire. Soon Dashk was practically overrun by shadow creatures and perpetual darkness. The surviving dwarves fled their home to the sister empire, Dretharn which occupied the western half of the Dragon Tooth Mountains. The shadows followed, seemingly determined to punish the dwarves for their constant abuse of shadow essence. It didn’t take long for Dretharn to receive the same fate as Dashk.
For thousands of years the shadows occupied the depths of the Dragon Tooth Mountains, never expanding beyond its border, fearing the sunlight. Every year the shadows seem to decline as the portal within the darkest depths of the Underdark begins to wane. As the shadows recede back into the darkness, the descendants of the dwarves of Dashk reclaim their lost home, bit by bit.

Human Empires

Shelimbar
Not a lost empire per say as Shelimbar is still around today, but their borders have shrunk so far that they are a shadow of their once former glory. Shelimbar was found at the waning years of the Trinity Age, around –2090 CE. Shelimbar fought long and hard for control of the vast desert, the Canathra Desert, against the gnolls, dragons, and marruspawn.
After a decade of fighting, Shelimbar succeeded in conquering the Canathra Desert. Their enemies were quickly put into slavery that would last for many generations, even to this day. With a stable workforce, and an expendable army, Shelimbar flourished and continued to expand their borders.
The land of the Elven Empire, Elluseenei, was their first target. Elluseenei was ill prepared against the newly formed human empire. Shelimbar’s numbers were great, and their skill in combat even greater. The elves did successfully push the humans back for a short time, with the elves returning the favor and invading them. However, the elves were not use to the harsh desert environment and lost many of their warriors to the climate alone. This had weakened the elves greatly allowing Shelimbar to quickly conquer the elves once and for all, and forcing them into slavery.
Shelimbar expanded westward towards the Telethian Peninsula, conquering any civilization in their path and forcing them into slavery. After a few years of warfare against the renegade dragons occupying the forest in Ist’ Telieath, Shelimbar finally succeeded in their ultimate goal, conquering Southern Cerbria.
Having control of all the lands in Southern Cerbria, the human empire, Shelimbar was one of the biggest human civilizations in history, second only to Rumai. Shelimbar was very powerful, and in turn they ushered in the new age, the Age of Humanity around –2000 CE.
For years Shelimbar continued their rein against those they subjugated. It wasn’t until –1500 CE that the first slavery revolt happened. Striking a deal with the dragons still occupying the forests in Ist’ Telieath, and with the newly arrived goblins, the salves revolted taking back their forest.
Shelimbar’s biggest shrink was during the Mind War. The Ilithids were powerful, easily matching Shelimbar’s strength with slaves alone. However, the Mind Flayers made it worse by using their superior psionic might to control many slaves and warriors of Shelimbar. Just in the short years of the Mind War, Shelimbar’s bordered shrunk down to the Canathra Desert. Shelimbar never recovered from that attack.
Shelimbar would have its borders shrink one last time from another slavery revolt. At 987 CE slaves escaped and formed a new nation Kanea, situated at the southern parts of the Canathra Desert. With the help of the mighty Rumai Empire, Kanea successfully fought for their freedom against Shelimbar, ending the war at 997 CE.
Currently, Shelimbar’s borders have shrunk to only occupy the northern parts of the Canathra Desert, while Kanea controlling the southern parts. Shelimbar, being the largest human empire on Cerbria is now about a small as they were when they first found the great empire itself so long ago.
ssvegeta555

09-03-07, 06:39 AM
:bump:
Since the start of this thread over two years ago, I've never bumped it. I've always wanted to post things that were meaningful, whether a new campaign entry or a reply to another poster.
But I fear that this thread would be archived if I let it continue to drift aimlessly in the sea that is the WotC Forums. I'm not out of the game yet. I've still have plans to show more material. :cool:
ssvegeta555

09-17-07, 09:04 PM
Inspired by reading the Manual of Planes one day I decided to make the cosmology a little more separate from the Great Wheel. Before it just seemed like I took the Outer and Inner planes and shifted them to one side and called it good.
Although it is still like that, I did enhance the cosmology by making it move similar to a clock. The planes rotate around the Material Plane in the same way the planets rotate around the sun.
It does seem minor (whoopee they move :rolleyes: ), but it does create new aspects to the cosmology. Mainly the creation of demiplanes, a time scale for recorded planar history, and the relations of the planes as they move through the Astral Plane. Anyway, enough of my blabbering, I'll provide a link to the Cosmology page for your convenience.
Oh and I also edited the main entry, mainly the spelling errors. :P
As always, enjoy. :)

Soullos Cosmology (http://forums.gleemax.com/showpost.php?p=6647431&postcount=19)
ssvegeta555

09-29-07, 05:53 PM
Time for another update, this time detailing the Yuan-ti in the world. I intended to write only a small blurb, but it expanded far larger then I anticipated as my brain was flooded with ideas. I'll have to post them in three separate posts, mainly to truncate it down so it doesn't become overwhelming.
Enjoy. :)

Yuan-ti
Yuan-ti are an insidious race plotting the destruction of all they hate, which is safe to say almost anything that doesn’t have scales. They view everything they hate as inferior to them that must be eradicated or enslaved. The Yuan-ti view themselves as the superior race fit to rule as the dragon did millennia ago. The Yuan-ti’s philosophy is that everything is theirs for the taking and nothing angers them more than the fact that inferiors walk along the earth not subjugated under their rule.
Thankfully the Yuan-ti aren’t a powerful threat outside of their homeland, the Savage Lands. The Yuan-ti rule the whole western half of the Savage Lands, the Sinuous Jungle, a place filled with jagged mountain tops piercing the endless sea of jungles.

Yuan-ti Origins
One of greatest mysteries was origin of the Yuan-ti. The dragons recorded history during the early years of the Dragon Dominion and none of their recording can safely say were the Yuan-ti originated from. They seem to have mysteriously appeared from nowhere.
A few theories exist on this matter. One popular theory is that True Dragons created the Yuan-ti. During the war with the Primal Dragons, the True Dragons enlisted the aid of those they freed from the primal dragon’s oppressive rule. The most numerous were the humans. They were sadly too weak and primitive to hold on their own against their powerful foes. The dragon then decided to alter the humans to create a warrior race, one that was intelligent, powerful, and crafty as they are.
Using complex magical spells they fused the essences of humans and serpents, creatures the dragons believed were smaller cousins of themselves who have not truly awakened their Draconic powers. The result was the Yuan-ti who fought valiantly for their creators. But the theory doesn’t hold waters in the eyes of the dragons, as they will never admit to creating a race bent on world genocide and domination, even the chromatic dragons deny this. The theory only became popular mainly because of the simple comparison that both dragon and Yuan-ti have scales.
Another theory, one that is more accepted by the less ignorant, is that the Yuan-ti evolved from serpents. As the war between the Primal and True dragons ended, the Dragon’s Blood touched everything in the world granting magic to those skillful enough to tap it’s infinite energies. It is believed that with the passive intervention of the Dragon’s Blood, the serpents began to rapidly evolve into the Yuan-ti as they are today.
Not surprisingly, the Yuan-ti scoff at these ‘myths’ with bitter hatred and rage. Yuan-ti view being created by dragons an insult to their superior heritage. Dragon, as worthy advisories as they are for the Yuan-ti, are nothing more than top-tier lesser species. Being evolved from weaker species to the powerful ones they are today might sound alluring enough, but the Yuan-ti are too prudent to even acknowledge that they were even lesser than non-scaled species they despise so much.
The Yuan-ti claim they are scions of their god, The Infinite Serpent, Ssarvith. The Yuan-ti were created by their god to conquer Soullos in their god’s honor. Their lust for power and zeal for conquest are fueled by their god’s infinite form stretching across the material plane seeding the vast amount of planets with his creations for each scale that drops from his monstrously large form. Ssarvith is the only being that the Yuan-ti see as superior and rightfully so in their eyes.

Brief History of the Yuan-ti
In the early days the Yuan-ti quickly rose to dominance in Sinuous Jungle. The opposition, if it could be called so, was hardly a challenge for the Yuan-ti. Small resistances of tribal humans, lesser dragons and fey were quickly eliminated or enslaved.
With two of their captive slave races being innately magical, the Yuan-ti gleamed all the magical knowledge that the fey and dragons held. Coupled with their innate psionic ability, the knowledge they gained made their power grew immensely. They put their new powers to good use by expanding their influence throughout endless lands of the Sinuous Jungle.
As their empire grew, so did the need for security to police the slaves preventing a revolt and to protect their lands from any threat. In addition to that, they wanted more to command under their egotistical views of rulership. They found out that the dragons were hard to control, the fey were notorious for resisting orders and the primitive humans were too dense for any of the needs the Yuan-ti desperately needed. Seeing that their attempts ultimately ended in failure, they decided to create a race capable of whatever task they deem necessary.
Using the blood of dragons and fey the Yuan-ti created the lizardfolk from controlled breeding using humans as guinea pigs. Giving birth to the first lizardfolk ultimately killed the mother, but what the Yuan-ti lost as a slave gained a loyal and capable servant that bred true in return. The lizardfolk quickly gained the Yuan-ti’s favor by becoming ruthless taskmasters and warriors.
Inspired by their previous success, the Yuan-ti delved once more in the creation of a new race, the troglodytes. With the recent discovery of the Underdark, the troglodytes were engineered to excel in underground environments. Like their previous creations, the troglodytes were a great success for reconnaissance, and skirmishers against Drow, Duergar, and other Underdark races.
By the time the elves, dwarves and orcs ushered in a new age, The Trinity Age, the Yuan-ti Empire grew to its peak before declining over the many years. The first of their decline were the emergence of goblinoids, who quickly established a powerful empire, Gartirooke located on the southern shores of the Sinuous Jungle within the Mountain of Fangs. The Goblin Empire resisted most of their attacks thanks to the natural obstacles that mountains hold. Each attack ended in failure, which infuriated the Yuan-ti greatly; even their underground assaults with Troglodytes were thwarted.
With heavy losses for the Yuan-ti their slaves were becoming restless and signs of an empire-wide revolt was emerging. With lizardfolk and troglodyte numbers being low, the Yuan-ti had troubles quelling the inevitable rebellion. Seeing their enemy’s weakness, the goblins assaulted the Yuan-ti giving enough distraction for the slaves to revolt. Despite the odds against them, the Yuan-ti survived slaughtering everyone who fought against them. But in return they lost majority of their slaves, heavy losses, and their borders shrank. Infuriated, the Yuan-ti created a race to quickly destroy the goblins, the Lillends.
Using mainly the blood of the fey, the flying serpents assaulted Gartirooke from the air, Lizardfolk on the grounds, and troglodytes from below. Flanked from all sides, the goblins quickly lost the battle and were forced into slavery, with only a few escaping to new lands where the Yuan-ti followed in turn.
Determined to enslave every golbinoid on the face of the planet, the Yuan-ti followed the fleeing creatures. This lead them to new lands, Cerbria and Rumai. On Cerbria their presence was minimal as many goblins hid within the Underdark and spreading across the light less caverns. On Rumai they met a race similar to their own, the Naga, or now known as the Orochi. Unable to command the serpent race, they manipulated the Naga to fight amongst themselves.
During the infighting, the Yuan-ti once more delved into the forbidden arts of creation and created a Naga race for them to control. To add insult to injury, the new race was named the Naga. If Yuan-ti can’t have it their way, they’ll create a solution. The water Naga were the first to be created, with the dark and the sprit soon after. Upon seeing the creations as a mockery of themselves, the true Naga changed their names to the Orochi, wishing to never be affiliated with their hated foes and went to war.
The Orochi fought the Yuan-ti back away from their homeland, and followed the scattering troops back to the Savage Lands. The Orochi called upon Kami for support and their calls were answered with a legion of Qouatl. The Qouatl charmed many of the Lillends to the side of the Orochi, forever changing their evil ways. The battles were fierce, but the Yuan-ti eventually prevailed, but not without losses. The Yuan-ti city, Alartiss was destroyed and all magical secrets of species creation along with it. With their means of creation destroyed the Yuan-ti harbor so much rage and enmity towards the Orochi demons and devils seem like friends in comparison.
After years of recuperating, the Yuan-ti then sent legions of their creations to the Orochi’s homeland. They were defeated however, and the Orochi sent their troops across the oceans to return the favor. To this day, the two serpentine races fight an international war that sees no end in sight.
ssvegeta555

10-09-07, 03:13 AM
I present you Part 2 of the Yuan-ti. Part 2 deals with society of the Yuan-ti and the 6 major Houses. But I won't detail all of them just yet, I'll show the first 3, House Chikarrick, House Manurtis, and House Veneficus.
The first two are made up names, the last one is Latin for Poisonous, and Magical, a perfect name for the Yuan-ti House of magic. The other three will come shortly when I get finished with them. In the meantime, enjoy. :)


Yuan-ti Society
Yuan-ti have a strict hierarchy separated into houses, with each house over seeing specific societal needs. Within each house, its members are classed by rank. In theory, rank is not determined by race, but more often than not there are bias when if comes to rank within the houses.
The Yuan-ti secretly rank the created races based on their utility, Lizardfolk being majority are seen as the lowest ranked, even if they serve as the Yuan-ti’s main military might. Their low intelligence, which could be blamed on the primitive humans during the initial experiments, ranks them as so low. Troglodytes are next and Lillends after them. The highest of the created races are the Naga, they’re intelligent and scheming race, the main qualities the Yuan-ti praises.
The Yuan-ti also rank themselves, with the full-blooded being ranked the lowest, but much higher than the created races. Half-bloods are next in the hierarchy with abominations ranking higher. Lastly, the highest rank goes to the Yuan-ti Anathema, who’s name is directly related to the Yaun-ti’s hatred to all those not of their own. Even though the Yuan-ti classify the races with rank, it’s not the sole factor for the rank within their respected houses, although it does have an influence.
Ranks within the houses are roughly the same in other houses. Although members of a particular house have no direct control of members outside of their house, even if they are high ranking officials. If one would move to another house, their rank would not follow. They would be considered a new recruit. The symmetrical ranking system is there to remind everyone of the strict hierarchy system, everyone knows who’s above them and below them, even in different houses.

The Six Yuan-ti Houses

House Chikarrik
House Chikarrick (Chi-KAR-ric) is the military might of Yuan-ti society. Chikarrick is responsible for anything militaristic, from armament, employment, training, and security. Legions of lizardfolk and troglodytes make up the bulk of the armed forces. Lizardfolk are the rank and file soldiers often fighting in the front lines. Troglodytes are mainly skirmishers, and often they fight within the light less caverns of the Underdark. Yuan-ti are too prudent to consider themselves fodder for large-scale battles. Because of this mentality, Yuan-ti military numbers are small with many of them belong to elite groups that command lizardfolk and troglodytes. They also provide magical support in battles when necessary.
Leader of House Chikarrick is a powerful lizardfolk warrior, Largeth (LE, male, psychic warrior 13). Largeth is a ruthless commander expecting noting less of perfection in the art of war from his men. Largeth oversees the military expanses providing tactical insight, strategic goals, and maintaining the standing army with freshly trained troops. Every once and a while Largeth will fight along side his men, but those events are rare as most of his time is spent being leader of House Chikarrick.
His determination, experience, and strategic mind allowed Largeth to advance through the ranks of House Chikarrick very quickly. He’s a military mastermind winning countless battles for the Yuan-ti with ruthless efficiency. The Yuan-ti respect Largeth viewing him as the paragon of the lizardfolk race, an honorable compliment that Largeth that still stammers in disbelief every time he hears it.
Under Largeth’s direct command are The Seven, a group of military generals of mixed races. Each one of The Seven were hand picked by Largeth, and were trained personally by him. They are extremely loyal, and just as ruthless and strategically intelligent as their mentor. Currently, 3 of The Seven are tasked to fight the Orochi on the continent of Rumai. Two more members are tasked to conquer the eastern half of the Savage Lands battling the native dormites and thri-kreen races. The last two are split between fighting the denizens of the Underdark and obtaining a foothold on the continent of Cerbria.

House Manurtis
House Manurtis (Ma-Nur-Tis) is one of the smallest Houses but their importance is paramount to success. House Manurtis deals in espionage, intelligence gathering, manipulation and slave trade. A secretive group, even amongst their peers, members of the House travel all over Soullos whispering dark secrets in the ears of the gullible. Manipulating their way into political structures around the world, members of the House expand their influence when least expected.
This fact has made House Manurtis very powerful by having many non-serpent races under their indirect control. Through their stealthy ways, House Manurtis gathers intelligence relevant for the Yuan-ti race. In addition, they capture capable slaves making sure to hide their disappearance through specifically tailored lies.
Leader of House Manurtis is a half-blooded Yuan-ti Issaru (LE, female, psion (telepath) 15). Always cloaking her face under a hood, Issaru commands her minions with a quick slithering tongue and hypnotizing eyes that glow with menacing charm. Her word is law and no one disobeys her commands, lest they wish to commit suicide under pressure of her dominating will.
To keep secrets from falling into the wrong hands, Issaru splits off her agents into groups called cells. Each cell is made up of full-blood and half-blooded Yuan-ti with members as small as four units and larger cells consisting of upwards of 14 units. Each member of the cell is given orders through mental images from Issaru herself. Other cells are not aware of each other and work independently of each other. Every night, Issaru gathers the information each cell has obtained as they sleep and giving new commands based on the recent progress if needed.
One of the greatest secrets Issaru has kept interlopers from learning is that she is in an almost comatose state. Years ago she had tried to gather information from her minions in real-time. The constant stream of information overwhelmed her to an almost comatose state. While she appears to be unconscious, her will is strong and she is able to manipulate the world around her in a limited fashion allowing her to manifest powers. Utilizing Mind Seed and Psionic Dominate powers, Issaru artificially creates a new ‘her’ with a Yuan-ti with similar physical traits as her own. She uses this puppet using Sense Link power and her innate telepathy to interact with her kind while keeping her true state a secret.

House Veneficus
House Veneficus (Veh-neh-Fih-Cus) oversees all things magical and supernatural within the Yuan-ti society. House Veneficus was responsible for creating the serpentine races over the many years. Their power has been diminished greatly after the Orochi successfully attacked their main spawning pit, destroying all experiments and the secrets of creating more races. With the knowledge to create serpentine race gone, House Veneficus has struggled to keep good standings in the eyes of House Patensia, not to mention the others as well.
They try their hardest to re-coup the losses by replicating the lost secrets, but they all end in failure. The hideous abominations they create, while very dangerous, are completely unstable and uncontrollable. Despite the monsters they create, they cage every one of them seeing them as only small baby steps in the right direction. It’s not unusual for the House’s magic halls to contain hundreds of failed experiments caged up in large complexes thousands of feet below the surface.
Even though they’re making ways to recover the lost secrets, the other Houses continue to look down upon them for their slow progress, if it could be considered progress. With the constant pressure from the other Houses, members of House Veneficus grow more stressed and resentful. They do not understand the scope of the losses they had suffered, and if they continue to be ignorant of the truth it won’t take long for House Veneficus to snap in two under the pressure, releasing their creations out of spite.
Leaders of the House is a trio of Yuan-ti, Slis (LE, female, wizard (transmuter) 14), Las’suth (LE, male, psion (egoisit) 15), and Thydarc (NE, male, dread necromancer 14). Each of these leaders split the responsibilities based on their expertise and skill. Slis is in charge of the foul experiments that go on within the house. She is also the keeper of knowledge and takes pains to make sure said knowledge is hidden and locked away in case the Orochi attack again.
Las’suth is also in charge with experiments, but not to the extent of his peer Slis. Las’suth is also in charge of psychical modifications, such as Yuan-ti crafts, and using his psionic powers to calm the abominations bending them to his will.
Thydarc is the oddity of the group. He does not partake in experiments, or try to make the abominations less of a failure. Instead he is in control of the slave labor and slaughtering highly dangerous experiments. Thydarc creates hordes of undead servants that assist in experiments, guard or perform basic labor. He has many necromancers under his wing that creates undead minions to meet the demands of Slis and Las’suth. Thydarc, delights in creating undead out of failed experiments showcasing that undead is much easier to control than the living.
fodigg

10-10-07, 02:38 PM
This is a very impressive setting! Thank you for all your hard work!
ssvegeta555

10-11-07, 03:39 AM
This is a very impressive setting! Thank you for all your hard work!

Thank you. :)
ssvegeta555

10-16-07, 03:06 PM
The final part of the Yuan-ti trilogy is now complete! The last of the three houses are written up. One of the houses, Kerdia, is supposedly Greek for greed. A suitable name for the House of Merchants.
Enjoy. :)


House Kerdia
House Kerdia is perhaps the wealthiest House, and possibly the most powerful, even when compared to House Patensia which is filled with elite nobles and political figures. Although it’s not particularly surprising considering the House deals with everything mercantile from import/exports, minting coins, crafting and slave trading. House Kerdia is also the only House likely to deal with non-serpent races, if only to satisfy their greed and fatten their wallets.
What House Kerdia deals with might be considered illicit compared to other societies, such as humans or dwarves. Members of the House aren’t shy about dealing with drugs, slave trading, bribes, blackmail, poison, prostitution and so on. To the Yuan-ti, these are common things in their society.
In addition to illicit markets, the House is responsible for minting coins to help the economy grow and flourish. The House mints coins of precious metals, mainly with gold and silver. The House tries to mint the coins to be less conspicuous of their origins, allowing them to be used in other parts of the world. Although some nations have learned the coins true origins banning them outright, many are still circulated throughout multiple continents. A typical House Kerdia coin is a thin round coin with an ornate design surrounding a pair of ‘cat’ eyes and on the other side a double helix (which represents snakes, but hidden references are key).
House Kerdia is also in control of many crafting guilds that create mundane items to the magical for the benefit of the society. These guilds also set up shops in human lands with full-blood Yuan-ti selling their wares to the unexpected. House Kerdia maintains many mercenary groups from elite lizardfolk warriors, constructs of war, and even dominated slaves.
Leader of the House is always the richest amongst its members who currently is Ahslita (LE, female lillend bard 11). Ahslita oversees the developments of the House, all while making her richer by the day in the process. Through guile, cunning, back stabbing, and sometimes ‘accidental’ killings, Ahslita has gained riches beyond her wildest dreams. Dealing with specifically with drugs, poison and slavery, Ahslita has maintained her position as leader of the House for half a century. Whenever a competitor becomes a threat, she isn’t afraid to employ tactics that would start a mini war between the rich merchant lords.
To add to her success of riches, Ahslita has struck a deal with the Devils to gather souls for them in exchange for riches and minions. By trading proper Devil contracts to her fiendish allies, she is in turn is rewarded with fiendish minions of her own and untold riches. What seems like a perfect deal is exactly the opposite. Blinded by greed, Ahslita has signed her soul and her fortune upon to the Devils upon her death. She doesn’t realize the extent of her folly, but as long as she gives the Devils a constant stream of souls, she’ll stay in good standing with her fiendish allies. Should she fail, the Devils wouldn’t hesitate to end her life to claim her powerful soul.

House Ssarvith
The oldest House by far, House Ssarvith is the religious sector of the Yuan-ti society. Named after their deity, House Ssarvith serves only to spread the word of Ssarvith. Yuan-ti view their god as the higher being, the only one who they feel are above them thus making House Ssarvith very powerful as all Yuan-ti listen closely to the words of their god.
House Ssarvith has many leaders who each control a temple and many clerics of Ssarvith. Each temple is run by Yuan-ti Anathema, beings that have a spiritual link to Ssarvith. They each contain infinite wisdom granted by their god. Because of their spiritual link to Ssarvtih, all Yuan-ti Anathema commands great power.
Each Yuan-ti Anathema is tasked to oversee the development of the many temples of Ssarvith scattered throughout the lands. Rituals, prayers, clerical training, religious teachings all take part within the temple. It is expected for the Yuan-ti and the servitor races to visit a temple once a month to pay homage to Ssarvith.
Out of the Yuan-ti Anathema running the temples, only one could be considered the High Priest, the Chosen of Ssarvith. The current Chosen is the thousand-year-old anathema, Larss’sevak (LE, male cleric 20, divine rank 0). Like all Chosen before him, Larss’sevak was made mute, deaf and blinded in a ritual. He is the eyes, ears, and the voice of Ssarvith. Despite his apparent disadvantages, Larss’sevak has a direct link to Ssarvith granting him immense amount of power. He is able to see distant worlds, hear the thoughts of other miles away and across planar boundaries, and able to communicate to anyone anywhere telepathically. He rarely speaks, but when he does all of the Yuan-ti can hear his prophetic words, the words of their god Ssarvith echoing in their minds. His words are not just law they’re fact.
If anyone would be considered the true ruler of all Yuan-ti on Soullos, it would be Larss’sevak. He demands respect from all, even his enemies. Slaves carry him aloft in grand carriages and he constantly hovers above the ground never to be soiled by the ground. Elite soldiers personally guard him at all times, devoting their life to him. Enemies who know of Larss’sevak name him the God King, fearing the divine might he wields and all of the Yuan-ti he commands.

House Patensia
House Patensia is perhaps the strongest House, minus the words of Larss’sevak himself. House Patensia is the political power within the Yuan-ti society. They make the laws, they are the judges, and they’re the one who has the last word in any matter. While Larss’sevak’s words may be law, the rulings of House Patensia are also the law, and their words are more frequent.
The House doesn’t have just one ruler. Instead it has 100, each other them a high-ranking noble forming the senate. A large auditorium is they’re setting of choice where the hundred members of mixed races debate over whatever problem is at hand. The large auditorium walls echo the hissing words for all to hear. And the Keeper listens to all, probing the minds of the senate.
The Keeper is monstrously large Naga who coils in the center of the auditorium. It does not speak, it does not move, it only listens. It records the law, the debates, and even the thoughts of those involved. Everything it hears and detects is engraved in its mind. Lillends then record the thoughts of the Keeper in words as they telepathically communicate with the large Naga.
Corruption within the senate is a rare event thanks to the Keepers constant mental probing. When the event does occur, the Keeper is the first to find out. With the corrupter’s plans safely guarded in it’s mind the Keeper rises slithering to heights over a 100 feet. It points at the transgressor before mentally implanting the corrupter’s words in the minds of all the senate. The fate is always the same; they’re imprisoned within a scale ripped from the Keeper’s side.
In addition to the senate, the rest of the members of House Patensia are personal servants of the senators, judges, lawyers, tax collectors, or diplomats. They perform their duties to preserve the Yuan-ti society as a whole, making sure that nothing would threaten the high purpose that House Patensia represents.
Windspear

02-26-08, 07:56 AM
Attempting CPR on thread!
Clear! *shock*

ssvegeta555, GREAT work. Really.
Only one problem: No map!
I mean, I saw that you have posted some maps of Cerbria, but I've found them quite inunderstandble (inunderstandble? Non-understandble? Whatever...) and for a campaign world to work you need a map of, well, the whole world. If you need help with a map I will be glad to offer my help.

Clear! *shock*
ssvegeta555

03-24-08, 08:19 AM
Attempting CPR on thread!
Clear! *shock*

ssvegeta555, GREAT work. Really.
Only one problem: No map!
I mean, I saw that you have posted some maps of Cerbria, but I've found them quite inunderstandble (inunderstandble? Non-understandble? Whatever...) and for a campaign world to work you need a map of, well, the whole world. If you need help with a map I will be glad to offer my help.

Clear! *shock*

Thanks for saving the thread from being pruned. :)

I hate to say this though but I doubt I'll be updating this thread anytime soon. I've got a lot of work to do that's taking up most of my time from trying to get my first book published, writing a second book, help write and design for an unannounced video game and of course finishing up college.

So sadly I don't have the time to create a better map (I did start on it though a while back) and create more content. But that's not to say I will abandon this project. I love to create D&D campaign worlds and nothing will change that.
ssvegeta555

08-21-08, 07:42 AM
*casts prune resistance spell*

:bump:
Lord_Varos

08-25-08, 06:07 PM
Just a quick thought:
Your Drow race is unbalanced in its favor. The rule is usually that +2 to physical stat (especially Constitution) is worth -2 to two mental stats, rather than one. This is because mental stats, especially Charisma, are so often dump stats but it's difficult to do the same for a physical ability. This is especially true in the case of Constitution, which no class in the game can dump at all. In this case, there is not even a drawback elsewhere in the race to offset this boost.

I really like the setting, just thought I'd point out what might be an oversight.
ssvegeta555

08-25-08, 07:09 PM
Just a quick thought:
Your Drow race is unbalanced in its favor. The rule is usually that +2 to physical stat (especially Constitution) is worth -4 to a mental stat, rather than -2. This is because mental stats, especially Charisma, are so often dump stats but it's difficult to do the same for a physical ability. This is especially true in the case of Constitution, which no class in the game can dump at all. In this case, there is not even a drawback elsewhere in the race to offset this boost.

I really like the setting, just thought I'd point out what might be an oversight.

Well, I used the dwarf race as a base, they too have +2 con -2 cha. So it wasn't an oversight on that (mental stats are actually more valuable (except for cha :P ) considering there are so many classes that have spellcasting. Correct me if I'm wrong, but I believe the Sun elf is one of the best elves in the game because of +2 int).

But, I'm glad you posted this. Because what was an oversight was the -2 to cha. Considering drow are dragon worshipers and have dragons blood coursing through their veins, it's odd that they would make sub-par sorcerers because of the -2 cha. I'm thinking -2 wis instead.
Lord_Varos

08-25-08, 08:35 PM
Well, I used the dwarf race as a base, they too have +2 con -2 cha.
Exactly. The dwarf has the offsetting trait of radical slowness.

mental stats are actually more valuable (except for cha ) considering there are so many classes that have spellcasting. Correct me if I'm wrong, but I believe the Sun elf is one of the best elves in the game because of +2 int
We aren't talking about bonuses to mental stats, we're talking about penalties. They are very different things.
Mental stats are more valuable in the bonus department, since there aren't any such races in core, but they are extremely worthless to physical characters. Look at it this way: Fighters, Barbarians, Rangers, Rogues, Druids, Monks, and Wizards can all afford to dump Charisma, and get a large benefit from physical bonuses. Not a single class can afford to dump Constitution, except perhaps some theoretical class that gets bonuses depending on how dead it is.

Also, saying that the Sun Elf being a great Elf race is not saying much, since elves are generally sub-par races.

But your adjustment, with the -2 Wisdom, actually invalidates my complaint. Wisdom is more generally worthwhile than Charisma since Will saves are based off of them. Consider my comments officially withdrawn.
ssvegeta555

08-25-08, 09:30 PM
Exactly. The dwarf has the offsetting trait of radical slowness.


We aren't talking about bonuses to mental stats, we're talking about penalties. They are very different things.
Mental stats are more valuable in the bonus department, since there aren't any such races in core, but they are extremely worthless to physical characters. Look at it this way: Fighters, Barbarians, Rangers, Rogues, Druids, Monks, and Wizards can all afford to dump Charisma, and get a large benefit from physical bonuses. Not a single class can afford to dump Constitution, except perhaps some theoretical class that gets bonuses depending on how dead it is.

Also, saying that the Sun Elf being a great Elf race is not saying much, since elves are generally sub-par races.

But your adjustment, with the -2 Wisdom, actually invalidates my complaint. Wisdom is more generally worthwhile than Charisma since Will saves are based off of them. Consider my comments officially withdrawn.

Well it seems Charisma needs a boost. ;) But that's for another thread. Thanks for the input, it was an oversight (I hastily created the new drow and didn't balance accordingly) and I'm glad you pointed out. :). Changing to -2 wis now.
ssvegeta555

11-12-08, 06:09 PM
Bump to save from archiving!