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| ScorpiusRisk06-06-07, 10:55 PM | This is the setting for my current campaign. I've been running it for a year and a half now, and molding it a bit as I go. It's not unique, and I don't know if anyone would want to use it. But it is in working order. If you wanted an alternate world, it's ready to go. I could also use some help populating it, if people felt like. Here we go. History: Timeline Year 0 - God’s trick each other into creating the world Year 26000 - Humans enter society Year 26500 - Erincarnia Established Year 26800 - Orc Wars, Start Year 27000 - Tahl Introduced Year 27400 - Orc Wars, End - Drow Banished Year 27700 - Great Conquering, Start Year 28100 - Dwarf/Goblin Wars, Start Year 28300 - Mercalto Territory Established Year 28400 - Great Purge, Start Year 28500 - Great Conquering, End Year 28600 - Dwarf/Goblin Wars, End - The Society for Protection and Propagation of Spellcasters is founded Year 28700 - Great Purge, End Year 28800 - Human Civil War Year 28810 - S.P.P.S. is made Law Year 28860 - Xavier Established Year 28890 - Mancroon. Cornelius and Ariel arrive Year 28940 - Children of the Soul Gems In terms everyone can understand: In the beginning there were the gods and the planes. The planes contained the forces of the universe but they were all separate. So some of the gods took a place that was void of all things, and made a new plane, that would contain the elements of many, and string the planes together. Sindress took fire and postive energy, making the sun and the stars. Malkind took the Earth and made great lands and mountians. Jortin took air and made the sky. Hennist pulled water down and filled the lowest parts of land, making seas, oceans and rivers. When all was said and done, the gods were not pleased. There was little to do. The world was done being made, and most things stayed the same. The gods tried to create animals and beings but Hennist wanted them all to live forever, and her sister Tyra kept snuffing things out. There was no rules no balance. Till one day Sindress came together with Jortin's brother Bruch and decided to have a little fun, and maybe solve the problem at the same time. The two crafted a powerful spell, that made the two sister's fall in love. Not only did they respect each other's wishes now, but they fought for the others happiness, forging a balance that would allow life to flourish on the world. At first the God's created many creatures. The elves flourished the most above the ground, in the great forests, and th dwarves flourished underground in the caves. Soon others arrived. The gnomes came from the ground as well, and spread. Many creatures began to roam the land, including great dragons, halflings, minotaurs, and lizardmen who roamed the wetlands. Things got less peaceful, especially when Grapog made the orcs, but the gods weren't bored anymore. Then humans appeared from the west, in large numbers. More gnomes came with them, as groups of kobolds followed. The kobolds spread in the land quickly, becoming but small tribes. The humans however, set up towns and fortresses and began chopping back the great forest. They multiplied quicker than any race before them. They set up a nation and kept expanding. They became annoyed with the nomadic races and waged war on the orcs. Hundred of years pass. The humans are joined by the elves, halflings, dwarves and gnomes and manage to drive the orcs onto a small island in the middle of the the continent. In the process though they label many other creatures as monsters. Forcing thr goblins to the south, the lizardmen to the west, and the minotaurs to the north. The Drow, a subsect of elves who pleaded on behalf of the goblins and lizardmen, are banished to a forest to the South and cursed so they can not leave its borders. To keep the borders safer, they sealed the west pass, where the humans first came from, turning into a great desert. A new religion starts spreading throughout the humans during thw wars. That of Tahl, the one true god, preaching that the others gods do not really exist. If they cared, they did not voice so. They were slowly becoming more distant. All was peaceful for a time. A few hundred years later the humans decided it was their right to fill all the non forested land. So they began expanding starting the Great Conquering. This takes a long time. As the humans need more people to expand, and many minor creatures stand in their way. A few hundred years later the goblins appear in tunnels beaneath the Dwarf lands, and try to force them out. So the Dwarf-Golblin Wars begin. Towards the end of the Great Conquering, the human kingdom is fueled by the church of Tahl to become, more attune with the divine. The Arcane was declared a corruption of the life force, and the Great Purge of arcane users within the human lands. Many years go by with much struggle. Finally the humans have expanded to the great ocean to the East. The Dwarves lose the war and take refuge within the human kingdoms. The humans lands furthest to the South East, known as the territory of Mercalto, decides to fight the empire and sets up the S.P.P.S. to monitor arcane activites and offer protection to its memebers. The kingdom relents and ends the purge after a hundred years of eternal struggle. The human kingdom had spread itself thin. Govenors became more powerful than they were meant to be, and there was a great civil war. In the end there were three human kingdoms: Erincarnia, Mercalto, and Xavier. Deities Tyra Greater God (Lawful Neutral) Tyra generally appears as an old, near skeletal, elven female with long silver hair, dressed in black robes. Known as the ultimate judge Tyra teaches fairness and balance in life, encouraging her followers to seek knowledge while reminding them that the final knowledge comes only through death. Tyra’s clerics teach that it was through the destined union of Tyra and her sister Hennist that brought forth the world. Symbol: Eye Portfolio: Death, Undead, Roads, Secrets Domains: Cold (CD 137), Death, Deathless (Eb (105), Decay (Eb 105), Fate (CW 114), Inquisition (CD139), Knowledge, Necromancer (Eb 107), Oracle (CD 140), Shadow (Eb 108), Travel Favored Weapon: Dagger Allies: Hennist (Sister/Lover), Grapog (Trusted Ally) Enemies: Malkind (Directly Opposed/Ex-Lover of Hennist), Hextre (A Lesser, Nuisance) Gender: Female Cathedral Location: Xathrall Home: Carceri Head of Order: Sister Kendril Taftil Cleric Training: Clerics of Tyra tend to either have a fascination with death or an almost desperate drive for knowledge. Clerics rarely recruit directly, but rather wait to be approached by candidates. New clerics are encouraged to attend as many funerals as possible and are often to the more gruesome forms of death to toughen them up. Followers of Tyra are strictly forbidden to be resurrected or perform resurrections. Quests: Followers of Tyra are often charged with recovering the stolen or lost remains and returning them to their final places of rest, discovering and claming new knowledge and sometimes reminding people f our constant mortality. Temples: In most major cities there are temples to Tyra attached to temples of Hennist while in more remote areas the worshipers of Tyra often have to meet in secret underground, in abandoned buildings or deep in the woods. All temples of Tyra include a crypt and some sort of sacrificial altar. Rites: The most important ceremony for Tyra is the funeral rites which is a time for remembrance and celebration. Birth is often celebrated as the first step towards death and some temples hold festivals celebrating discovery. Herald and Allies: Relics: Tyra's Dagger Hennist Greater God (Neutral Good) Hennist generally appears as a young pregnant woman of any race in flowing white robes and flowers in her hair. Hennist teaches her followers to respect all life even those who revere death. Her clerics regularly give out holy water, healing and perform resurrections (not including material costs) as a free service to the public. Hennist’s clerics teach that it was through the destined union of Tyra and her sister Hennist that brought forth the world. Symbol: Chalice Portfolio: Life, Water, Plant, Elves Domains: Creation (CD 138), Exorcism (Eb 106), Feast (Eb 106), Good, Healing, Life (Eb 106), Plant, Purification (CD 141), Water Favored Weapon: Quarterstaff Allies: Tyra (Sister/Lover), Malkind (Trusted Ally/Ex-Lover), Hextre (Trusted Ally) Enemies: Grapog (Directly Opposed), Sindress (Considered Twisted) Gender: Female Cathedral Location: Xathrall Head of Order: Sister Valandre Meliamne Home: Elysium Cleric Training: Clerics of Hennist spend a lot of time tending to the sick and those in despair, learning by doing acts of good and not studying books. In some temples tending a garden is an essential part of the training as well. Quests: Clerics of Hennist are often charged with keeping certain individuals safe, even looking after a whole community. More dangerous adventures including defeating the undead, sanctifying ground, or recovering lost artifacts. Temples: Many temples of Hennist are attached directly to those of Tyra though ones that stand alone are common as well. All include small pools of blessing and many include gardens and areas that open to the sky. Rites: Birth and marriage are the most celebrated rites among the followers of Hennist, though festivals of the harvest are also popular. Herald and Allies: Relics: Hennist's Quarterstaff Bruch Intermediate God (Chaotic Neutral) Bruch often takes the shape of a wealthy, halfling, male merchant. His teachings including making things always appear to be at your advantage and using what you’re given to its greatest extent. Bruch’s clerics teach that with the help of Sindress, Bruch tricked Hennist and Tyra into falling in love which resulted in the creation of the world. Symbol: Star Portfolio: Light, Illusion, Sound, Diplomacy, Ingenuity, Wealth Domains: Artifice (Eb 104), Commerce (Eb 105), Chaos, Mind (CD 140), Sun, Trickery Favored Weapon: Rapier Allies: Sindress (Fellow Trickster), Jortin (Brother) Enemies: None, though non-allies regard Bruch uneasily Gender: Male Cathedral Location: Yelmsand Head of Order: Master Derek Parson Home: Celestia Cleric Training: Young clerics are put through a rigorous routine of practical jokes and deceptions until their senses are well trained to recognize them. They then graduate to perfuming their own jokes and deceptions on others. Quests: Common quests for clerics of Bruch revolve around infiltration, information and relic gathering/theft, and deception. Clerics of Bruch are masters of pitting the other churches against each other. Temples: Temples of Bruch are often created to produce illusions of the senses, seeming of odd proportions, colors and materials. Rites: The most important rites for Bruch is the blessing of the new year. Herald and Allies: Relics: Bruch's Rapier Sindress Greater God (Chaotic Neutral) Sindress often appears as a beautiful woman in full battle regalia, with hair made of flames. Her followers are taught that battle is the greatest glory one can hope to achieve. Sindress’ clerics teach that with the help of Bruch, Sindress tricked Hennist and Tyra into falling in love which resulted in the creation of the world. Symbol: Flame Portfolio: Fire, Love, War, Illusion Domains: Charm (Eb 104), Chaos, Courage (CW 114), Fire, Passion (Eb 107), Planning (CW 115), Trickery, and War Favored Weapon: Long Sword Allies: Bruch (Fellow Trickster), Grapog (Trusted Ally) Enemies: Hennist (Foolish and Naive), Hextre (Nuisance), Malkind (Directly Opposed) Gender: Female Cathedral Location: City of the Burning Sands Head of Order: General Damien the Righteous Home: Ysgard Cleric Training: Clerics of Sindress are taught to fight and defend themselves by senior members and are often sent out to accompany armies into battle. Quests: Clerics of Sindress are often sent to retrieve artifacts of great power, keep a conflict going, or even start them where there is peace. Temples: Temples of Sindress often include weapon forges and swinging lanterns of eternal flame. Rites: Sindress most important rituals are the blessings of troupes and sanctifying of battlefields. The clerics are often a means for young lovers to be married without their parents consent. Herald and Allies: Relics: Sindress' Longsword, Sindress' Armor, Sindress' Helmet Malkind Greater God (Lawful Good) Malkind often appears as a large warrior with armor and weapons forged from stone, a great helm shielding his face. His followers are taught to obey and enforce the laws of this world while protecting the weak from evil and injustice whenever possible. Symbol: Hand Portfolio: Dwarves, Earth, Protection, Medics Domains: Earth, Exorcism (Eb 106), Glory (CD 139), Healing, Law, Nobility (CW 115), Protection, Strength Favored Weapon: Mace Allies: Hextre (Trusted Ally), Hennist (Trusted Ally/Ex-Lover) Enemies: Tyra (Directly Opposed/Lover of Hennist), Grapog (Directly Opposed), Sindress (Directly Opposed) Gender: Male Cathedral Location: Dagerdan Head of Order: Great Ollam Brottor Strakeln Home: Arcadia Cleric Training: New clerics are often instructed to train at the side of an experienced cleric or a good knight. Quests: Clerics of Malkind often accompany armies into battle, protect and help govern settlements (especially new or small ones), or are charged with protecting key individuals. Temples: Temples of Malkind are always made of stone and metal. There are often built downwards with many sub layers and have outer walls. Rites: Birth and funeral rites are the most important to a cleric of Malkind, as it is the start of protection and the return to the earth. Herald and Allies: Relics: Malkind's Heavy Mace Jortin Greater God (Chaotic Neutral) Jortin is often depicted as a mad jester though it is said that when he appears it is in an almost constantly shifting form. Known as the mad god, there seems to be no reasoning with him, or reason to his actions. His clerics are taught to create chaos in their daily life. Symbol: Lightning Bolt Portfolio: Air, Weather, Music, Art, Wealth Domains: Air, Chaos, Luck, Madness (CD 139), Passion (Eb 107), Travel, Weather (CD 141) Favored Weapon: Long Bow Allies: Bruch (Brother) Enemies: None, but is considered unstable by the gods Gender: Male Cathedral Location: Xavier, moves Head of Order: There is no head to Jortin’s order, only heads of individual temples. Home: Limbo Cleric Training: Jortin’s clerics are often bards or thieves first. They learn the tools of Jortin while accompanying other members of their dual class on missions. Quests: Clerics of Jortin are always on one quest: to create chaos within order. Some do this with whimsy; others do this in a more disruptive way. Temples: Jortin’s Temples are often attached to theatres or other local cultural center. They can also be places to sell and buy illegally in out of the way places. Rites: Clerics of Jortin celebrate the creation of new works and ideas on a daily basis. Herald and allies: Relics: The Bow of Jortin Hextre Lesser God (Neutral) Hextre generally appears in the guise of animals. Hextre teaches respect and balance in all things. Symbol: Three Claw Marks Portfolio: Animals, Spirit, The Senses Domains: Animal, Celerity (CD 137), Strength Favored Weapon: Spear Allies: Malkind (Trusted Ally), Hennist (Trusted Ally) Enemies: Tyra (Foolish and Arrogant), Sindress (Foolish and Arrogant) Gender: Male Cathedral Location: The Elf-lands Head of Order: Home: Beastlands Cleric Training: Clerics in training of Hextre spend a great deal of time outside studying nature and animals. They are often sent on journeys through wilderness with little but they’re survival skills with them. Quests: Clerics of Hextre are often destined to protect a certain animal in danger, guard an area of wilderness, or track down poachers. Temples: Temples of Hextre favor natural sunlight, and often include small groves or are directly built into a forest. Rites: The most important rites for Hextre are the imitation of new followers. Herald and allies: Relics: The Spear of Hextre Grapog Intermediate God (Neutral Evil) Grapog often appears as a massive giant in spiked plate bearing a large War axe. His clerics teach destruction breeds new life, so uh . . . break stuff. Symbol: Head of a Battle Axe Portfolio: Destruction, Evil, Knowledge, Wealth Domains: Decay (Eb 105), Destruction, Domination (CD 138), Evil, Pestilence (CD 141), Strength, Tyranny (CW 115) Favored Weapon: Battle Axe Allies: Tyra (Trusted Ally), Sindress (Trusted Ally) Enemies: Hennist (Directly Opposed), Malkind (Directly Opposed) Gender: Male Cathedral Location: Monster Island Head of Order: Grumdak, the Multi-kill Home: Pandemonium Cleric Training: The secret rites of Grapog involve a long series of tests of pain and endurance, sometimes including ritual scaring. Quests: Cleric’s o Grapog are often sent on missions to ruin the plans of another group, to steal certain items, and to generally cause havoc. Temples: Temples to Grapog always include holding cells, and ritual sacrifice altars. Rites: Clerics of Grapog take great joy in ritualistic sacrifices. Herald and allies: Relics: Grapog's Axe Tahl The One God (Neutral Good) Tahl appears as a blinding light gifted with voice. His clerics are trained to serve the community as a whole toward the greater good. Symbol: Circle with Dotted Middle Portfolio: All Creation Domains: Good, Healing, Protection, Community (CD 137), Creation (CD 138), Mysticism (CD 140), Purification (CD 141), Mediation (Eb 107), Exorcism (Eb 106), Life (Eb 106) Favored Weapon: War hammer Allies: None Enemies: None, other gods do not recognize Tahl’s existence Gender: None, usually referred to in the masculine Cathedral Location: Mercalto, Mercalto Head of Order: Pinnacle Joseph Grady Home: Everywhere and no where Cleric Training: Clerics of Tahl are often trained in monasteries or temples. They are primarily helpers of the needy. Quests: Quests for Tahl’s chosen are often to protect the sick, guide travelers, and right injustice. Temples: Tahl’s temples tend to vary greatly, from very simple, to massive and ornate. Rites: The most important rites of Tahl are birth, marriage, and death. Herald and Allies: Relics: Politics Mercalto Capitol: Mercalto Monarchy (King Azaria Hallogue) Mercalto was established as a territory over 650 years ago after Erincarnia had grown so much that it was difficult to control from one power set up. The knightly family of Hallogue was set up as stewards. When Xavier rebelled, Erincarnia called for aid, and Mercalto said no. Claiming it was never really a territory and has been a country all this time. Mercalto has always had support of it's nobles, whose houses were started by knight's and Paladin's during Erincarnia's expansion. As such the military is prized and honored. In Mercalto all practicing spell users are required to register with the Government. Clerics with their churches and arcanes through the mage guild known as The Society for Protection and Propagation of Spellcasters (S.P.P.S.). The S.P.P.S. also controls most of the economy since they control the magic. Mercalto has little to no contact with the Elves. The Dwarven Kingdom and that of Mercalto has practically become intertwined though sometimes the Dwarves feel they are being unjustly ruled over instead of welcomed guests. Mercalto gets along quite well with Xavier. They have fair relations with the New Government of Erincarnia, but they disapprove of the spreading of power and refuse to make official relations with Erincarnia's many governors. Xavier: Capitol: Freetown (Formerly Trichton) Monarchy (King Daniel Marko) Xavier's power structure is still relatively knew and Daniel is the third king to sit upon the throne since its inception (all Markos). Their military is still being refined and their arcane magic comes almost exclusively from the elves, as no formal institutions have been in place. They have good relations with all neighbors and worry about keeping things stable internally more than anything. Dwarflands: The Dwarflands have never had an official name; even to the Dwarves it was always just home. Almost all of their cities were underground and when they were invaded there seemed to be little ways the human nations could help, not that the then Empire of Erincarnia was offering. The official political structure is clan based with no real head so they often look to the church of Malkind and the military for united leadership. They get along very well with Mercalto at most times, whom they feel they owe a great deal to, often distrust the people of Erincarnia for their history of non-aid, have little contact with Xavier and don't seem to care for the elves though they can't seem to remember why. Landian: The official names for the elflands. An exceptionally large forest which the elves claim used to be much larger till the humans showed up. They have a monarchy that is coruled by both the King and Queen. They get along with Xavier quite well and have very little desire to deal with the rest of the nations. Erincaria Capitol: Haven City (Formerly Verdian) Confederacy/Monarchy (Lord Harold Elliot) In recent history the country of Erincarnia has been broken up into several different nations without clear boundaries between them. Most nations are centered around a city. Let's look at them individually. City: Haven City Haven City is known as the Pleasure City, is the home of Lord Elliot, and the only place you'll find the royal army. The King brought allot of wealth with him when he took power and has declared that people should be happy. Since then the city has become flooded with bards, schools, and is slowly being upgraded magically. City: Tahlshand To the very north of Erincarnia, bordering the Mountains is an area controlled by the followers of Tahl. They try their very best to promote their fate and take care of the people the best they can. Although Tahl is dominate the Pantheon is still legal. City: New Paradise Run by the fabled warrior Ariel, New Paradise has become a woman's land on a continent of men dominated states. It is strict law that women are primary citizens and men are second class. Men still serve roles in the military and even a few low level government jobs but its always under the watchful eye of a female superior. New Paradise is South of Tahlshand, East of the Desert Border and North of Stormshield. City: City of the Burning Sands Sindress Clerics control the Western border that is the great desert. Controlling security with the barbarians as well as their trade. The Clerics of Sindress are the ultimate authority here and problems are encouraged to be solved in supervised combat. City: Stormshield The Gladiator City. In the area around Stormshield the only law is might makes right. The area is self-policing and draws many with paid protection to come see the Gladiatorial fights. There is much money to be made in these events. Stormshield falls between New Paradise (North), Haven City (North East), Mishtall's Keep (East), Raveneye (South) and The City of the Burning Sands (West). City: Mishtall's Keep Founded by the wizard Mishtall the area has become a haven for wizards who do not want to practice their arts in Landian, or under the eye of the S.P.P.S. This is High Magic. Mishtall's Keep is close to the borders of Mercalto and Xavier, has Haven City to the Northwest, Stormshield to the West, and a couple of Free cities to the South. City: Raveneye Ruled by Lord Scorpius A Perenius, Raveneye and the surrounding area have become centers of both formal fighting schools as well as formal learning. Here you will find pure universities, libraries, and bard schools. Raveneye is South of Stormshield, North of the Outlands, East of the Desert Border and West of Some Free Cities. The Outlands: Wedge between the Dwarven Homeland and Raveneye is the Outlands. A nation primarily made up of Halflings and Gnomes, these are the descendents of the people who used to live in small communities on the hills above the Dwarven cities. Now they guard against goblin advances. The Free Cities: The main difference between a free city and the above cities above, is the Free cities don't try to govern anything beyond their city walls. Notes: Since then two more races have been introduced, the Burads, a dragonlike creator race, and the warforged. Burads Small Humanoid (Reptilian) Burads live deep in their own separated communities with mountain tunnels. There they study arduously, trying to find as much knowledge as they can. Burads appear to be small, reptilian humanoids. Their skin is covered in brown scales, and has no hair or fur. Behind follows a very short stubby tail, an their fingers are adorned with very small black claws. Most noticeable however are their heads, perched atop a slightly elongated neck, their heads draw out into a snout and look surprisingly like a dragons. Society: Burad society places strong emphasis on community and have no sense of privacy in work or personal life. Their knowledge pursuit is focused on engineering and magic, making them natural artificers and wizards. Burads also recognize knowledge through more philosophical means and many devote their lives to art or the divine. Burads put little emphasis however on the martial skills and few exceptionally few become warriors, preferring to rely on others means for protection. Personality: Burads are naturally curious and knowledge driven individuals. They have a very difficult time grasping other peoples ideas of modesty and privacy, and this can sometimes lead to trouble. They are often artistically expressive, eloquent and ambitious. As Burad society teaches knowledge can be gained through all things, they tend to be very respectful of all peoples beliefs no matter what they’re ow may be. Physical Description: Burads appear to be small, reptilian humanoids. Their skin is covered in brown scales, and has no hair or fur. Behind follows a very short stubby tail, and their fingers are adorned with very small black claws. Most noticeable however are their heads, perched atop a slightly elongated neck, their heads draw out into a snout and look surprisingly like a dragons. The males stand at about three-and-a-half feet tall, with the females slightly smaller. Eye color is almost always yellow with occasional variation. They tend to wear any clothes they find practical and comfortable with no thought to style. Relations: Burads get along exceptionally well with gnomes, considering them a very, distant cousins. They like humans, halflings and half-elves just fine, who are often good sources of assistants, resources, new ideas and funding. Elves tend to be too aloof to stubborn in their beliefs to hold their interest too long. Half-orcs and constructs make excellent muscle to the Burads brains. Dwarves are exceptionally disliked and distrusted by the Burads, considered violent, ignorant, and wasters of valuable materials. Alignment: Burads tend toward lawful and good as it just seems more efficient in their minds. Religion: The Burads worship all gods equally and purposefully so. Their belief in knowledge from all sources means most of their clerics serve the entire pantheon at once not wanting to offend any of the others by favoring one. Language: Burads speak Draconic. Adventurers: Burads will often adventure out of their community seeking knowledge and components for their devices but almost always return home to share their finding with the community. Aging: Burads age surprisingly quickly, reaching adulthood at 14, middle age at 26, old age at 40 and venerable at 54. They also breed a surprising amount. Burad Racial Traits -Darkvision 60' ft -Base Speed 20 ft. --2 Str, -2 Con, +2 Int -+2 to all craft checks -All xp costs for crafting are reduced by 25% -All Knowledge skills treated as class skills -+1 natural armor -Natural Attacks: bite (1d2) -Spell like abilities: May Cast Mending up to 2 times per day total. -Automatic Languages: Draconic and Common. Bonus Languages: Terran, Elven, Gnomish, and Celestial. -Favored Class: Artificer (or Wizard) LA +0 |