| Post/Author/DateTime | Post |
|---|---|
| Elf_Jedi08-24-06, 05:22 PM | The "Blank" World Creation Project Well, Me and NecElf and whoever have started a new world. Today we drew a big map (no, I mean real big were talking like 5 ft high and 10 ft. long, it's massive). So we have decided to do this: If you want to make something or you just have a random idea post it (Sort of like th)e infinate layers of the abyss thread) and we'll fit it in somewhere. Please keep it serious, though. I think when were done we shall put the finished project up and rub it's granduer in the faces of all those decided not to help. :cool: |
| Jisho08-24-06, 11:46 PM | Ok, here's something I've worked up for a campaign I'm going to start in a few weeks. The idea is there is a nation of elves who, on reaching a certain age, probably adulthood, spend a week or so in solitary prayer and are given a second form of an animal from the god(s). I kind of got the idea from the book The Giver- the gods of the people have been watching over each individual all their life, and give them a form that suits their nature. This in turn likely, but not absolutely, affects their choice of occupation- most scouts will be birds, soldiers will often be bears, or cats, or something like that. They are a very expressive, art-loving society- dancing, especially, is considered a highly honorable profession, and many traditional dances are enchanced by subtle magic. Their main goddess rules over beauty, love, and free will (Yes, I've based a lot, but not all of this from the book Hawksong, if anyone's read it). They are largely self-sufficient, and for the most part stay pretty aloof from their neighbors, though their strong dislike of being underground and mining obliges them to trade for most of their metal (In my campaign, from a nation of dwarves who live under their territory). |
| die08-25-06, 02:02 AM | Death Moon Barbarians - These reclusive mountain dwelling humans are ruled by Druids who train dire bears as war beasts. The men average 5', light brown skin, blue or green colored eyes, wavy black hair, muscular builds and the men grow heavy beards. Housing is thatched huts heated by an open fire, clothing is made from weaving strips of the inner bark of trees and winter outer wear from animal furs, druids and chieftains wear bear headed cloaks. Villages of 50 to 150 people are built high in forested mountain valleys along rivers and a few tribes live on the coast. At age 12 girls have tattoos started on their lips, hands and arms and by age 15 the tattoos are complete and women are considered old enough for marriage. The tribes find outsider males with tattoos to be very amusing. Foxes, ravens and dolphins are considered bad luck to kill and are often given offerings of food. They hunt small game and boars using dogs and poison tipped spears and arrows, they also hunt hibernating dire bears. If any cubs are found they are taken to the village and kept until spring and a druid performs the rite of renewal which ends with the release of all but one of the cubs several days journey away from the village (the remaining cub is trained as a warbeast). Fish and wild plants gathered in the spring and summer round out their diet, coastal tribes also hunt seals and whales. Second in status to the druids are the sorcerer swordsmiths who do not roam from village to village and as chieftains they are the go betweens for the druids to the villagers. Death Moon Druids are always neutral or neutral evil and the most powerful chieftains are multi-class druid/sorcerers. Strangers are treatly with caution and not allowed to stay overnight and a fair number of fox hengeyokai and crow headed tengu live in the area as well. An outsider killing a bear or wearing a bearskin is a capital offense, with the criminal being fed to the village warbear. Their hereditary enemies in the plains below the mountains are the wolf totem tribesmen who follow the migrating mammoth and elk herds, the broken fang gnoll tribe and the dirtmen (farmers) to the south who always want to settle closer and closer. |
| stargate52508-27-06, 04:26 PM | Here's something form one of my campaign settings; You need two parallel mountain ranges, and very high winds in the valley between them. Have a race of adventurous gnomes living essentially off the wind. Have their carts have giant sails attached instead of horses, or pulled by kites, the choices are limitless. Prefarably have their valley between two important locations, so that the windship travel is a good source of income. |
| astrobstrd08-27-06, 05:10 PM | An idea from my homebrew... A desert wasteland created from a near cataclysmic final battle between a Psychic Vampire Demi-god and his mind thrulled godling subordonites vs. the rest of the nations. The psychic and magical devestation has rendered this once fertile, rolling hill farmland into a twisted landscape incapable of supporting life. Nothing at all grows there. Outlaws, refugees, and loners use this area as temporary hideouts, for smuggling, and a brave few live there, making forays into the outside world or preying upon travelers through the waste. There are rumors that artifacts, powerful beyond measure, still reside here from the war. |
| Elf_Jedi10-09-06, 11:41 AM | Well, after a fairly long while the mashing process has begun! So far we have used the Wind Sailing gnomes in the Kingdom of (I haven't though up any good names because, I'm not really a big fan of Gnomes, and I just Can't). Also, the Death Moon Barbarians are being used in The Realm of The North. The other ideas were, just really haven't got around to using yet. The one thing that we could use some help with is some names for things like cities and countries. So, thanks (snapping, pointing gesture). |
| die10-09-06, 03:06 PM | Chris Pound's name generators (http://www.ruf.rice.edu/~pound/) Babel Fish Translator (http://babelfish.altavista.com/) Seventh Sanctum name generators (http://www.seventhsanctum.com/index-name.php) |
| Cherubaddon10-09-06, 07:42 PM | For pretty much any campaign setting I make, I come up with Dark Elves sooner or later; and I am not talking about Drow: I mean a largely atheistic, violent, cruel LE culture. It is strictly matriarchic, with necromancers and similar powerful arcanists ruling. The standard Dark Elf, however, woul be something of a Rogue-Ninja-Monk-Assassin-Sorcerer crossbreed. Stealthy, deadly in close combat, using poisoned weapons, and probably the inventors of Necromancy. And here you go. Good luck! |
| Haruspex10-10-06, 10:20 AM | Sorry if this idea seems a bit odd; it's one I had for a while now. The four classic elements are earth, water, fire, and air, right? I thought of a system/philosophy where all things can be thought of as being linked to those elements. For example, Humans and most terrestrial mammals: 3 parts earth, 3 parts water, 1 part air. Dwarves and other earth creatures: 4 parts earth, 2 parts water, 1 part air. Eagles and other air types: 2 parts earth, 1 part water, 4 parts air. Aquatic: 5 parts water, 1 part earth, 1 part air. Fire Elementals: Completely Fire. This is a mystical ratio, not implying that dwarves drink less than humans, but how well they are linked to that element. Therefore fire magic is the hardest to learn as most creatures have no link to fire. Earth and water magic would be easiest, followed by air. A spell which magically affects water would be most devastating on a fish, and less effective on a eagle. Magic rituals can change the mystical link, for example a human wizard who wants to be better at fire magic can conduct a ritual to become 2 earth, 2 water, 1 air, 2 fire. This will manifest itself physically, as it deviates from that creature's natural state. The same wizard can change totally into a fire 7 creature, but will no longer be human. Needless to say, these rituals are very dangerous. And so on. Hope this is handy. |
| die10-10-06, 05:02 PM | If you still need some more areas feel free to loot my Aardohtu (http://boards1.wizards.com/showthread.php?t=712857) thread for places and ideas. I have no map I like for them as yet so maybe they can live on yours :D Its where I got the Death Moon Barbarians from so you might like or be able use some or all of it. Also if there is a particular theme and/or books you use I could make up more stuff within those guidelines. |
| Scalamander10-10-06, 05:22 PM | A largish sea faring race of tribe people who worship huge whales and train dolphins, or setting equivalent, to help them hunt. They have huge catamerans and a floating cities made of many lashed together for the purposes of trade and stuff. |
| Goon_for_Hire10-12-06, 08:15 AM | I have a tonne of material from scrapped campaigns I could offer up here. My favourite unused idea is the worshippers of Krask. Along a jagged coastline where coral pinnacles form blades jutting out of the water, and the salt is so heavy that nothing but grasses grow for miles inland, there is a culture of barbarians and thugs that worship a terrible entity. Krask is a massive monstrous crab that has gained a minimal intelligence. When developing Krask I maxed out a Monstrous Crab from this website (This was before STORMWRACK came out) I added the Feindish template from MM and the Paragon template from Epic. The Barbarians live off the meat of monstrous crabs, shellfish, and eat waterplants that they dive for. Paint themselves with bright red mud from the shores and dye their clothes purples and blues from shellfish dye. The heavy salt makes even the young ones wither and wrinkle, and men and women shave their heads because their hair becomes too brittle in the salt. Most have rotten teeth they file to points. All local items are made from sea shell, coral, pearl, seaweed, fishbone and chitin (the chitin armour from STORMWRACK could come from these folks.) They raid inland communities and merchant vessels for cloth, oilskin, wood, and metal (although they don't use much of the latter.) They use large mosntrous crabs as mounts and attach inflated bladders, artificial flippers, and saddles to them to use as boats. Although their technology is primitive, their artwork is greatly valued for its intricate use of shells and pearls. These barbarians have mastered exotic shell-etching tecniques, and decorate everything. Unlike most barbarians, the Cult of Krask use a lot of poison, and walk very little. They lose their trapsense and fast movement class features, but gain poison use. Their clerics worship Krask as a god, and while Krask rarely shows up himself, and is not powerful enough to grant spells, their awe and faith in him is more than enough to give them power. They can use the Animal, Chaos, Destruction, Sea, and Water domains. They use laquered crabshells with horns of fishbone added as holy symbols. Krask is so massive that there are few places in his terrotory where he can be completely submerged and so they have built a temple from a giant Conch shell on his back. Captured civilzed folk are fed to their crab-god to appease him and keep him close to their homes. When they have been threatened with eradication from large civilised nations Krask has been known to come ashore and devour entire armies. |
| NecromancerElf11-04-06, 07:01 PM | :bump: :fett: :mrt: |
| MaarakthePatient11-04-06, 07:31 PM | One idea I've always liked is a twist on the usual planar invasion thing. Instead of the PC's world invaded, a nation for thier world decides to invade another plane and the PC's either have to stop it or lead the force. |
| sdragon198411-04-06, 10:13 PM | for ideas, feel free to check out Xiluh, my setting (in my sig). in fact, unless either of the two settings become published, you can take as much as you want from there (even the whole thing), and all i'll ask for is proper credits :) |
| stargate52511-04-06, 11:02 PM | the Wind Sailing gnomes in the Kingdom of (I haven't though up any good names because, I'm not really a big fan of Gnomes, and I just Can't). In my campaign setting it's called Arthan. ;) |
| ArchMage027111-05-06, 01:48 AM | Do you have a copy of the map that we can look at before we submit ideas? |
| Delfedd11-05-06, 04:21 PM | Although their technology is primitive, their artwork is greatly valued for its intricate use of shells and pearls. These barbarians have mastered exotic shell-etching tecniques, and decorate everything. Calling people primitive is rarely a good idea. Sorry. I just enjoy Anthropology. I have a race in my campaign setting similar to that, similar to the Inuit people. They have a boat type bodysuit which can go underwater. Between three mountains is the great city of the world. Ruled by the Elves, Dwarves and men, the square mile radius city is extremely small. However, Fifty years ago there was a law made which allows building up on top of buildings of other people, making a tightly packed, mainly vertical city. The bowels have become dark, with vile creatures. Getting between buildings has become a difficult proposition lately. Horses that draw carriages in the depth are quickly devoured by the savage creatures of the depths. At the pinnacle are the high houses, buildings like the Wizards Tower, the Triumvirates palace, and the Arena, all suspended in the air. This is an excellent place for an original barbarian concept. |
| Geisterkrieger11-05-06, 07:20 PM | I once used a huge moving fortress on wheels, pulled by giant armadillos. used by a nomadic tribe in the desert. they had all battledecks, compartments, stables, balistas even the armadillos were equipped with battleplatform for up to 5 guards with polearms and crossbows. My gamers had alot of fun raiding one of these desertships. I also like the idea of darkelf's as corsairs, beeing a thread on the high seas and a horror on every coastial line. |
| Khuxan11-06-06, 12:58 AM | I really liked PScirf's suggestion of 'mystifying' races here: http://boards1.wizards.com/showpost.php?p=10567292&postcount=4... although you'd probably have to ask his permission before you used any specific idea. I love the idea of a LA +0, fairly common race that still has a duty and a role that's deeply entrenched in the world. |
| die11-15-06, 06:31 PM | Necromancer Kings The Kalt Forest is home to numerous barbaric humanoid tribes, fierce creatures and bone freezing winters, ruins of a civilization of necromancer kings are said to lay in the forest. There are a few small settlements, mountain men and homesteaders of humans and half-elves who brave the harsh winters, dangerous creatures and raiding humanoids. One reason is lack of land, not that <insert merchant oligarchy country name> is overpopulated, but the land is all in the hands of a few rich families, even then only the oldest son inherits it. Some to escape the overburdening taxes and duties of serfdom and relative safety of civilization seeking freedom or to avoid the law, others for the adventure of living on the frontier. Kalt Forest 01 Harpy - pair 02-03 Ruins and Shadows - pair* 04-05 Barghest - solitary 06-07 Fire Beetle - cluster 08-10 Giant Wasp - solitary 11-12 Satyr - solitary 13-15 Green Hag - solitary 16-20 Forest Gnome - solitary 21-22 Panther (use leopard stats) - solitary 23-24 Dire Badger - solitary 25-26 Goblin - tribe 27-28 Hobgoblin - warband 29-30 Forest Ogre - pair** 31-32 Medium Spider - solitary 33-35 Worker Giant Ant - gang 36-37 Raven - solitary 38-39 Large Spider - solitary 40-41 Wild Boar - solitary 42-43 Auroch (use bison) - herd 44-50 Small Game (rabbit, quail, etc) 51-60 Small Spiders - swarm 61-65 Goblin - band 66-70 Bugbear - solitary 71-72 Wolf - pack 73-74 Hobgoblin - band 75-76 Owlbear - solitary 77-78 Giant Bee - swarm 79-80 Half-Elf or Human - solitary 81-82 Dire Wolverine - solitary 83-84 Hill Giant - pair 85-86 Dire Wolf - pack 87-88 Werewolf - pack 89-90 Medusa - solitary 91-92 Owlbear - pack 93-95 Kobold - gang 96-97 Treant - pair 98-99 Green Dragon - solitary 100 Manticore - solitary Rumors (adventure ideas?): Locals hunters say the elves who live in the high forested mountain valleys worship a giant bear (chaotic neutral wild elves sacrifice trespassers to a fiendish dire bear). A wild-eyed, drunk mountain man tells of mountain dwarves who pay in mithril coins for mercenaries to help drive orcs out of their mines, he claims to havespent all his on dwarven spirits (actually its trolls they need help with). One settlement is said to trade high quality weapons with the humanoid tribes for slaves, furs and picking who gets raided. Bluetig Mountains 01-05 Huge Earth Elemental - solitary 06-10 Large Earth Elemental - solitary 11-12 Medium Earth Elemental - solitary 13-15 Wyvern - solitary 16-20 Minor Xorn - cluster 21-22 Orc - gang 23-28 Troll - solitary 29-32 Troglodyte - clutch 33-35 Mountain Goat - herd 36-37 Hill Giant - solitary 38-41 Wolf - pack 42-50 Elk (use bison stats) - herd 51-55 Raven - solitary 56-60 Tiger - solitary 61-65 Giant Snow Owl - solitary 66-70 Grimlock - pack 71-76 Ogre - pair 77-78 Mountain Dwarf - squad 79-83 Dire Wolf - pack 84-88 Wild Elf - clan 89-97 Orc - band 98-99 Giant Eagle - solitary 100 Fiendish Dire Bear - solitary *A thorough search of the ruins sometimes reveals a cache of some long lost trinket or entrance into a dank, musty, mummy haunted caern. A few scholarly books detailing necromantic arts and the darkness between the stars are claimed to have been found in one such ruin. Most of the tomes are illegal to own or sell since after reading them most scholars are driven mad (add 1d4 to Intelligence but take away twice the amount from Wisdom and add 10 to knowledge skill checks involving undead, necromancy and the plane of Far Realm). **The reclusive Forest Ogre is not as aggressive as your typical ogre, but just as hungry, also there is a strong sexual dimorphism, the females are medium sized, not as stupid and are sometimes confused with elven females. The sneaky young forest ogre maidens occasionally fall in love with a hunter or woodsman or traveler and the male offspring is a half-ogre, female children resemble normal half-elves if the dad was a human, if dad was an elf the female offspring resemble their mom (i.e. wood elf). Forest Ogre males use standard ogre stats and the environment for them is of course temperate forest instead of temperate hills, females use wood elf stats. And both are usually Chaotic Neutral instead of CE or CG). Necromancer Kings These tribes fled from the <random name> Steppes to the Bluetig Mountains during the <random great war>. Each tribe is led by a sorceror king who marries the matriarch druidess of every family band. These semi-nomadic people ride sure-footed shaggy ponies and settle in river valleys during the spring and summer to let their ponies run loose and fatten up and breed while they gather wild food and fish. Then during autumn they separate into family bands led by the kings wife to hunt surrounding mountain forests before building longhouses to winter in, these are long pits lined with stones with a roof built of logs 2-3 feet above the surface. During the winter is the time of story telling and learning the oral traditions of tribe and family. The secret of literacy is passed down only to matriarchs and kings. One of the sorceror kings main jobs is the ceremony of the dead held in the spring, the mummified remains put in their caerns have two purposes, to guard against tomb raiders and against tresspassers into their territory. The first years spent here were harsh and many ponies and men died during the long winters, after the <random great war> ended most tribes journeyed towards warmer lands. Those that stayed began using caves during the winter and also learned to hunt and trap during the winter and took the great snow owl as their totem. Those that journeyed to warmer climes settled in river valleys in the plains and hunt the herds during the autumn but returned to the rivers for water and built permanent villages and took the cave lion as their totem and became the <insert civilization name>. Others became completely nomadic following the herds year round and took the dire lion as their totem and became the <insert civilization name>. |
| katkov11-16-06, 07:35 PM | In the center of a grat plain lies a giant crater. It crashed X years ago. When it crashed the meteor shattered sending shards all over the plain. Where ever a shard lands the land slowly becomes corrupt. The species that live there is a tribe of LG orcs. Nomadic by nature the orcs have taken to locating the shards and destroying them. distrusted because of their evil kindred elsewhere they are often veiwed as outcasts and as such have difficulty getting help for there cause. |
| Need_A_Life11-18-06, 11:04 AM | The Realm of the Dead is actually not an extraplanar location, but rather a piece of land/ocean outside the known world, though stories exist of "deluded" sailors who have returned from [southern sea/the great desert/etc.] with tales of those lost souls. |
| CrossBlade11-18-06, 09:29 PM | Have an underwater city, full of aquatic races/just aquatic-elves (like an undersea city of atlantas) An advanced/shiny city of an existinct race who left it uninhabited, but full of Warforged. (Depending on how you classify warforged... so it could be sort of like how a factory is inhabitted by boxes) Cookie for those who get that referance Classic dead valley full of undead. Use the real world for examples. Tundra wastlands/artic regions, Sahara(sp?) like deserts, volcanic regions. Create regions around idea/favored monsters. (Dragon's environments: deserts, swamps, forests, ect) A floating island (if it's not too late to add that in) Take some pointers from Eberron's Explorer's Handbook. |
| Elf_Jedi11-24-06, 06:38 PM | Update Geisterkrieger- Like it the armadillo thing. May be cause it reminds me of jawas and I'm a big SW fan. :D die- I'm definitely using the Necromancer Kings. You get a big gold star for that one.:thumbsup: :cheer: :dancin: Need_A_Life- a simple, yet solid idea. :D Delfedd, CrossBlade-Not bad, not bad. :D Anyways... So far This is what is we got. In the east we have a large contient called Balinor, which is the part that me and NecElf have been working on the most. The following nations are located on that contient: Kingdom of Senndor Dargorian Empire Kingdom of Royrn Republic of Ithor Kingdom of Ithor Kingdom of Halveer Danthir (Elhan please blame NecElf) The Realm of the North Kingdom of Amria Republic of Ilthanar And here's where all these nation are at: Kindom of Senndor- Made up of mostly Dwarves and humans, Was part of an ancient alliance known as the League of Twelve Mountains. The League Fractured and because of this they are now enemies with the Dargorian Empire. Dargorian Empire- Made up of mostly Elves and Humans, were part of the League of Twelve Mountains. Now they're enemies of The Kingdom of Senndor. Kingdom of Royrn- Dwarves, nothing else. Ideas Wanted. Republic of Ithor- Goverment dispute causes break-up. Enemies with The Kingdom of Ithor. Ideas Wanted. Kingdom of Ithor- Goverment dispute causes break-up. Enemies with The Republic of Ithor. Ideas Wanted. Kingdom of Halveer- Nothing. Ideas Wanted. Danthir- Nothing. Ideas Wanted. Realm of the North- Death Moon Barbarians are there. Its a desolate unexplored land. Kingdom of Amria- The Gnome Wind-Saliors. The other half of there kingdom is on the another contient know as (insert name here). Ideas wanted. Republic of Ithanar- Nothing. Ideas Wanted. So thats what we got. |
| die11-28-06, 09:06 AM | The Ice Queen became the leader of the dwarves long ago and united the feuding clans into a single Queendom and subjugated the human barbarian tribes that dwell in the taigas and tundra along the coast. The human tribes fish and hunt seals, whales and small game, they also sail in the spring to raid coastal villages and trade the dwarven weapons and white diamonds for iron ore at larger settlements and towns. They scorn armor other than leather but appreciate fine weapons and their trade with the dwarves keeps them supplied with the finest. The tribes supply the dwarves with furs and meat and also trade for them, the dwarves of Royrn have an unreasoning fear of deep water and refuse to willingly board a ship of any kind. The humans here speak dwarvish and giant and most are Lawful Neutral. (Human PCs classes limited to Swashbuckler, Ranger, Wilderness Rogue, Savage Bard and prestige classes Order of the Bow Initiate, Duelist and Kensai) For the protection of the Ice Queen against the Frost Giants each village must sacrifice a healthy child to her once a year. The children are raised in the icy catacombs beneath the Ice Queens palace, the conditions and training are harsh and only one in ten survive. They are raised as her servants and trained as masters of unarmed combat and unyielding discipline. The humans who survive to adulthood that show any magical talent are encouraged and trained in battle magic and necromantic secrets alongside dwarven adepts. (Humans raised here are Monks, Wizard/Monks or Elightened Fists) The Ice Queen surrounds herself with acolytes of a dark goddess of law, magic and death (Wee Jas maybe) as well as adepts of necromancy, her consort leads the wizard guild. The dead are given no rest, they are animated to work in mines, farming fungi filled caverns deep beneath the surface and as last ditch defense against possible Frost Giant raids. Some suspect the Ice Queen of plans of attaining immortality through some necromantic ritual, none openly. Her enemies seem to quietly disapear, its whispered that one of the wights looks like old king Rathgore, others bear striking resemblance to missing rival clan lords. |
| Elf_Jedi11-28-06, 02:45 PM | Thats pretty good die. I would say more good things about it but my arms broken and i cant really type. |
| die11-30-06, 02:54 PM | Thanks :D I was gonna make it Snow Dwarf and the Seven Wights but I knew that wouldn't go over well :noway: (like my Tako Bell (http://boards1.wizards.com/showthread.php?t=696061) idea) Sorry to hear about your arm, it isn't your dice rolling arm is it? |
| LostMage12-01-06, 10:02 PM | I see alot of countries and wilderness, how 'bout a city? The City of Starspire This magnificent city-state is in the depths of a forested river valley. It is accesible on foot, boat (or if you chose to include them) airship. It is the City of Sorcerers. This city is under a clear, crystaline blue star, that shines over the city every night. Many sages believe that the star's magic is responsible for the many sorcerers of the city-state. It is ruled by a council of mages, and a Magician's Guild trains wizards, and privides a place for the many sorcerers to practice. The mages of the city-state are generally employed to make life easier for citizens, and to protect surruonding farms. Sorcerers are generally expected to know at least one or two low level spells to provide a service for others. Although secluded, many rare spices and trees grow in the surruonding hills. However, harvesting them is a bit of an affair, as the hills and mountain sides are full of wild elves who revere the most valuable plants and herbs. The wild elves are very eastern in nature, with maybe a Arab or even Mongol type of feel. Not really organized, but this looked like a fun project, I wanted to contribute something. |
| CheeseMan12-02-06, 01:07 AM | how bout halfling mariners being a huge international shipping and trading conglomerate? |
| die12-02-06, 02:26 PM | What if the crystaline blue star is a gi-normous mass of grappling iron golems in geosynchronous orbit built by a precursor race that could order them to leap off from the others and rain down destruction upon any nearby armies/towns/rabid squirrels. The fire damage of rentry negates the impact damage of the landing and the golem stomps out of the crater on a mindless rampage :eek: While exploring the even older ruins beneath the ancient ruins the party comes across a tome in a long dead language that hints of the star's destructive power and the controlling device that was sunk into the sea. Now worshipped by the giant eel riding salt halflings who dwell in the graveyard of ships rotting in the many mile wide beds of seaweed in a sargasso sea :noway: |
| jamvid12-02-06, 08:52 PM | [snip] Kingdom of Halveer- Nothing. Ideas Wanted. [snip] The nation of Halveer is a great and powerful goblinoid country. Led by the noble lineage of blues called the Fath. Halveer focuses on the psionic arts, rather than the arcane. All magic is considered taboo by this nation's religion, which also happens to be ruled by the Faths. Because of this, magic is illegal and could be punishable by fine, jail time, expulsion from the nation, or, if a Halvan citizen is injured, death (being a mage within the borders is no offense, but using, learning, or teaching magic is not allowed). The Goblinoids speak halvan, which is more elegant and smooth than most outsiders would envision a goblinoid language to be. Indeed most things are different than it would be expected. Halveer artists and chefs are well known throughout the continent, if not the world. Halveer People Aside from the royal and noble class blues, hobgoblins have the most opportunity of the goblinoid people. They are the craftspeople, soldiers, and psions and mostly live inside the great, walled cities of Halveer. Goblins are worse off. Unless for the rare occasion blues are born to goblins, all goblins stay in poor farming villages near cities. A Goblin can't rise in rank to the status of a hobgoblin. Goblins are practically slaves to the hobs, but retain freedom. Besides the food they give to the hob family that rules over a few gob families, each farmer is allowed to sell their crops and purchase commodities. Aside from the gobs, hobs, and blues are the 'uncivilized' goblin races of bugbears, Dekanters (from monsters of Faerun pg. 53), and Forest kith( from MM3 pg. 64). Bugbears travel in nomadic tribes dotting the plains, and can be very brutal to travelers. a large amount of tribes have decided to give up a little on their old ways now that the hobs have given them limited opportunity to join their culture. Bug tribes that join with the Halvan government are allowed to fight in the armies as powerful shock troops, for razing villages and slaughtering enemies, mostly other hostile bug tribes. a general who commands a bugbear group in 5 victorious battles can be reviewed by a hob council to be allowed in cities. This means very little to bugbears, however, for they fight for the joy of bloodshed and the reward they stand to gain. Forestkiths live in the Sadil (translation to common: powerful) forest where they hunt and fish for a living, and for tribute to the hobs. The hobs usually let the kiths to themselves, because they are very territorial and are valuable border-defenders and guides that could devastate the empire if they were to turn on the Fath. the dekanters were once normal goblins brought to the Fervilak(translation: shining-peak) mountains to mine for the empire's riches of iron, gold, and crystal, but the crystal's psionic power began to slowly transform them to new creatures, dubbed them the Dekanter (translation: miner). Their race continues to live much like their goblin kin in respect to their freedom: they give their masters a portion of their harvested goods (a much larger proportion than the goblins give in food), but are allowed to take the rest back (except the crystals) to fashion into items or simply sell them. Halvan City Fathalva: The capital Halveer and the Home of the Emperor, Falthav is a beauty to behold. It’s a shame no one but blues, some hobs and very few bugs can ever get in there. It holds the dawaska academy, where psions psychic warriors, soulknifes, and any other psionic classes you can reason being trained there (I don't have Com.psi.). Miscellaneous Blues can be born to goblin or blue families, and those born to goblins are quickly taken into the close cities to begin psionic trainng. Only hobgoblins and blues are allowed to train in psionics, but goblins and blues gain natural psionic ability, hobs always have to train. Halveer is a militant nation, and most armies consist mostly of hobgoblin troops with several shock troop bugbear groups, and a few Dekanter and Forestkith groups spread out. Goblins are mostly the farmers and serfs, and are only put in the army in times of great hardship. The alignment of this Empire is LN leaning towards LE in some respects. |
| Templar337812-06-06, 05:15 PM | In part of a world I designed, I had a crater from where the God of Ice and Undeath threw down and killed the god of Fire and Hell...the crater was a couple of miles wide, and the cave system around/inside it is home to demons and/or devils and a temple to the dead god of fire and hell. Make one of the countries Monotheistic. Could be for good or evil, but I find it easier to do a good God for that kind of thing. A town built over the ruins of an ancient city full of some monsters. Mine was spiders and a Gargantuan Spider Queen/Mother thing. We'll just say the PC's looked at it and fled. and more ot come when i get off work...boo work. |
| LostMage12-06-06, 06:06 PM | What if the crystaline blue star is a gi-normous mass of grappling iron golems in geosynchronous orbit built by a precursor race that could order them to leap off from the others and rain down destruction upon any nearby armies/towns/rabid squirrels. The fire damage of rentry negates the impact damage of the landing and the golem stomps out of the crater on a mindless rampage :eek: While exploring the even older ruins beneath the ancient ruins the party comes across a tome in a long dead language that hints of the star's destructive power and the controlling device that was sunk into the sea. Now worshipped by the giant eel riding salt halflings who dwell in the graveyard of ships rotting in the many mile wide beds of seaweed in a sargasso sea :noway: Wow! Never looked at it like that, I was thinking 'crystalline' as in the quality of the light of the star. In my campaign, magic comes from celestial bodies (that is to say, the Sun, Moon and stars) But how does fire damage pad an impact from a star? Here's another: The town of Stel is vary small, and would be obscure if not for the huge trade in magic items that they produce. The inns and hotels are almost always full of wealthy customers, and the delivery sorcerers are known throughout the land, employed by the wizard craftsmen who make the items. But a place of this nature begs the question: how do the wizards produce such things in such numbers? |
| die12-09-06, 03:00 AM | But how does fire damage pad an impact from a star? under the description of Iron Golem in the Monster Manual it says A magical attack that deals fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. So I was just skipping the math involved in figuring out the falling damage compared to the fire damage of rentry and just saying it worked out to be even for a cool game effect for iron golems falling from the heavens :D |
| LostMage12-09-06, 03:01 PM | under the description of Iron Golem in the Monster Manual it says A magical attack that deals fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. So I was just skipping the math involved in figuring out the falling damage compared to the fire damage of rentry and just saying it worked out to be even for a cool game effect for iron golems falling from the heavens :D Oh, I had forgotten that golems recover hp if they take fire damage. Thanks for explaining that one. I think I might just borrow the golem rain idea, but maybe dropped from an airship. Or the Moon. It'd look really neat... until the players meet the golem. |
| Elf_Jedi12-30-06, 08:21 PM | :bump: |
| LostMage01-02-07, 10:26 AM | OK, here's another: There are lots of small countries, in the style of 19th century Europe, lots of principalities, states, nation-states, etc. Some of them have wanted to unite as one trade federation for ages, whereas others want the states to remain soverign. One state in particular has managed to diplomatically keep all the countries involved from turning to war. But, a mercenary orginization known as the Steel Hand is working to unify the countries themself. They have already managed to topple Igrania (or whatever name makes you happy), but the state managed to pull itself back together. No one is sure where they come from, and all the states are not sure what to do: if the Steel Hand represents another nation or city-state, sending troops agianst them would be an act of war. But if they're just a mercenary band, they need to be stopped. Unless they're something darker... |
| thetoastman01-09-07, 12:10 AM | I don't know if you can integrate this in your campaign, but it's an interesting idea. I'd like to run a campaign where the world has an immense scar from where an asteroid impacted it millennia ago. Still-forming moon, asteroid orbit, exposed core, chunks of floating rock, floating continents, even, perhaps- the works. The whole world was saved from devastation by the coordinated efforts of the most powerful mages on the planet. The oceans basically create a gigantic waterfall into this hole that falls into the very core of the planet, where it is turned to steam and rises back into the weather cycle, regenerating the water supply. Of course, the hole would be perpertually clouded-over and there would be a lot of huge, unusual weather systems near it. As if it wasn't foreboding enough already! |
| Golem01101-09-07, 02:21 PM | Kingdom of Royrn In the high mountains of the Dagorian Steeple, the dwarves and their manling friends eke out a daily existence of hardship and combat. To the north, the Wall of the Moon protects them from attackers, but to the south, the continuing Dagor mountain chain harbours goblins of all kinds, lusting for the blood of dwarfkind - here, the remains of the Wall of the Sun are protected by thinning patrols of men and dwarves, bearing the brunt of the attacks for their people. To the east, the great Face of Royrn, a colossal carving which is dug into the mountainside, casts its stern face across the realms of men, and to the west, the Watching Towers, no longer interspersed with anything but ruins, look out over the Steel Beaches to the sea. These four walls mark the borders of the Great Basin, the cold, deep, dormant and sixty-mile wide crater of ancient Steepletide, now walled naturally in part by mountains formed completely of the ancient lava which formed this kingdom. Now, a magnificent river runs beneath it, and geysers pour out occasionally. Still, although it is warm in the caverns beneath Steepletide's basin, above crops refuse to grow and only goats can be herded. The dwarves are not a dying race, but they are certainly diminished from their once-great power and might. The Founding of the Kingdom It is said that in times of old, when Jarl the Lesser and his thousandfold dwarves were wandering the earth, they came upon a great mountain, a mountain, in fact, so huge, that from its gaping and burning mouth it had spewed many smaller mountains, although smaller they were only in comparison to the colossus of this one. And they named it 'Steepletide', or Dagor in dwarven, and began climbing it. Dwarves have little fear, especially of mountains, and this showed in that time. Eventually Jarl reached the top of the mountain, and there a great and fiery beast spoke to him, threatening him. But Jarl took out his axe and cried out to the beast to attack him. Enraged, the creature did, charging at Jarl, but Jarl stepped out of the way and the monster fell into a geyser. And so the flames of Steepletide were quenched, and a great river broke free of the mountains and poured into the basin, forming a valley through to the other side from whence it sprung, falling in what is now known as the Falls of the Dagger to the lands of men, and poured through them, forming the great river which is now called the Dagor by humans. And Jarl's folk dug deep into the mountains, and made their homes beneath the ground, and traded with other folk for the things of stone and metal. And Jarl died, and his face was carved into the mountainside, topped with a crown of rock. His successor built the walls of Moon and Sun to protect the kingdom from the newly-forming lands around, and as invasions from goblins became greater from the sea, he built too the Watching Towers and the Wall of Ages which protected from the ocean's depths. Each tower was as tall as a mountain, topped with a beacon greater than any other, and the towers were built-between with sheer walls of rock. The days were great, and the Roof of the Kingdom, the greatest project yet, an arched dome to cover the entirity of the Basin, was begun. Woven with magic, held up with pillars wider than a house, the roof looked as if it would stand forever... And then... something happened. Nobody knows exactly what it was, but the dwarves stopped building. Over time, the walls crumbled, the outer reaches of the basin grew deserted, and only the far-ranging patrols of the Dagori Guardians stood upon the walls. Now all that remains of the Roof is a few colossal arches, stretching out behind the Asakil Gate which rests at the bottom of the Face of Royrn. Moss and lichen hangs from them in drapes, and only a small trading post amongst the ruins of an ancient city is left to show the great glory of the above-ground dwarves. Now all the beauty lies beneath the ground, in the carved caverns of magic... |
| Elf_Jedi01-25-07, 03:49 PM | Thats good Golem. :D |
| ChimericPhase01-26-07, 12:38 AM | Located in the middle of a vast desert is the city of Ksvala. Ksvala is a stand alone city-state that refuses to declare allegiance to any one kingdom. It's population consists largely of gnomes, dwarves, and humans. The circular city with it's carefully planned streets are surrounded by high walls to keep out dangerous nomadic tribes (especially packs of savage barbarian werejackals), feirce sand storms, and ravaging monsters. As the civilized heart of the vast desert, it's streets beat with the lifeblood of the wastelands: a huge and thriving marketplace where anything can be bought for the right price. The sultan is merely a fat, pampered puppet king - obsessed with his growing menagerie of exotic beasties. The real power of the city are a trio of noblemen who are infact actually clever and corrupt Jackal Lords. A few miles north of Ksvala, hidden in the barren wasteland but well known by many, is the gnome city of Stonehew. Stonehew is built entirely within a box canyon about a mile long and approximately 300 feet deep. Iron catwalks crisscross the gorge, and steam and smoke vents at ground level smell of sulpher from the natural geothermal sources deep below the ground. The walls of the canyon are riddled with holes and walkways as everthing is carved into the rockface itself. The only real free standing buildings are in the Marketplace. Stonehew had many levels, the east end of the canyon is mostly homes and small business, the west end is largely industrial, including the waterworks that supplies the whole city with clean water, and the forgeworks that is the real heart of Stonehew's economy. A notable location includes the Marketplace, located atop a butte in the center of the city, accessed by a natural stone arch carved to serve as a bridge, several iron catwalks, and a single cargo-sized lift built inside the butte itself and accessed the top, middle, and bottom levels as well as several levels underground. Another location includes the Amphlitheater (spelling?) which caps the east end of the top level of the canyon. It is heavily used for entertainment, public events, holidays, and government councils. Stonehew is ruled by a Council of gnome leaders selected by the population and advised by the Guildmasters. |
| tombowings01-26-07, 03:49 PM | I have to ask...How did you make your map so big without ruining it? |
| jamvid01-26-07, 06:29 PM | Republic of Ithor- Government dispute causes break-up. Enemies with the Kingdom of Ithor. Ideas Wanted. Kingdom of Ithor- Government dispute causes break-up. Enemies with the Republic of Ithor. Ideas Wanted. The History of Ithor. The human kingdom of Ithor prospered for centuries, founded by strong leaders and tough people. Although it was small at first, the nation, under the leadership of Gran the Great, soon conquered the surrounding land and territories. He led the nation to greatness. His children followed in his footsteps, peacefully giving the crown to the most able of them. The nation honed its military prowess, with a fierce sense of expansionism. The Ithorian spirit slowly but surely grew into the territory of surrounding nations, making many enemies and few friends. The Ithorian strength stayed out, but soon was weakened. In a failed war with (insert militarily powerful nation here), Ithor lost a sizable chunk of land, and a much larger piece of pride. Then Queen Iscalion Gran stumbled across the fierce blade monastery. In its secretive doors existed an ancient tradition of mystical powers tapped into through combat, described by a scribe of the queen as 'blade magic'. The leader of the monastery decided to allow some students to go to the capital, Ith, with the queen, who quickly had the set up a new monastery. In a decade the fierce blades had monasteries throughout the kingdom, training the future military of Ithor. The Ithorian spirit was back. For several more centuries , Ithor continued its steady expansion outside its borders, many peculiar events occurred inside the nation. parliament was created to manage some at-home ruling jobs, created by King Balastar, who preferred commanding the armies hands on than sitting in a throne room. As the width of the nation increased so did the power of Parliament. It was not uncommon, interestingly, for a son or daughter of the king or queen to serve in parliament while still, especially in the northernmost territory. Sometimes, more frequently in the last century, only national spirit and a strong and assertive leader kept it from falling apart. This changed during the sylvan wars. The Ithorian Schism. The sylvan wars started 20 years ago when Queen Feshenera Gran attacked the feyan land of Danthir. What she first assumed to be a collection of sylvan clans and tribes, quickly became a massive horde of mystical creatures. The relatively small, inexperienced force sent to conquer the land was annihilated in a terrifyingly swift holocaust. Unwavering, and showing true Ithorian perseverance, Feshenera ordered the full force of the military to launch a full scale attack on Danthir. As many as possible signed up for the army, with national pride and severe hatred towards the fey that killed Ithor's youth. Ith was described as a ghost town during this time. One attack, one defeat, one horrible, shameful retreat back to the homeland. The fey were not as easy to defeat as the natural things Ithor had fought before. The populace was mad and ready to revolt against the government, but Feshenera's death hastened the schism. In two days, prince Feeth Gran was assassinated by an angry populace, with hints of meddling from the parliament. Princess and parliamentary member Hennoth Gran of the Northern most territories quickly abstained from the throne, but continues to be a prominent Member of Parliament. the remaining three leaders, none of whom would bow to the other, made a hasty agreement to rule the southern half of the nation, which was mostly loyal the royals, as a triumvirate, until their traitorous kinsfolk were dealt with. The Royals are: Prince Kinth, in the mid west of the nation, Princess Teele, to the east and slightly more southern than Kinth's domain Princess Geth, in the southernmost territory, which does not touch the republic of the north. The War Very soon after the Schism, Ithor's surrounding enemies were quick and opportunistic, stealing (back) land, dwarfing Ithor from its glorious past. Surprisingly, Danthir never crossed the border into Ithor. The majority of the fierce blades sided with the Kingdom, but their numbers are severely smaller than before the sylvan war, and although there are fewer monasteries in the north, it has a larger population, and skilled warriors nonetheless. Ith, the capital city, is directly on the border of the warring nations. Where once it served as a proud symbol of Ithorian skill, now it serves as a battlefield for Ithor's people to shed Ithorian blood. It is crumbling, and many civilians have left, to be replaced by military. Because Ithor had no friends, and neither of the Ithorian nations seem to want to halt expansionism after the civil war, few nations have decided to ally themselves with either of the factions. The republic of Ithanar, which border neither of the nations, is an exception. It sends supplies and non- military aid to the Ithorian Republic. Geography and Culture The land is mostly flat with some rolling hills in the center. Ithorian language is very complicated, while also containing gruff pronunciation. names are no different between males or females. all citizens (in both countries) are required 2 years of army service, but most Ithorians continue to fight long after the mandatory period. the population is almost completely human and slightly xenophobic towards other races and cultures. the reason for expansionism is the belief system that Ithor is meant to rule the world. Religon is not widely practiced, but the fierce blades have a type of introverted beliefs, which has been slightly diluted by Ithorian spirit. -heh, I just realized that Ithor is the name of a SW planet. |
| Elf_Jedi03-25-07, 12:49 AM | Still working on it!! |
| Karish03-25-07, 09:00 AM | Well, dunno if you want this idea, but you can have it if you want. E'Ba A large amount of wooded marshland is located deep within the recesses of untravelled lands, where civilization dares not go. Populated by spirits of the dead, and infested with the bog-swollen, rotting undead of those who once lived, the secret necropolis of E'Ba stands a lone citadel in the untamed lands. The residents of E'Ba are almost exclusively human, though a handful of tieflings and perhaps a half fiend or two also exist here. These people are all of darkened spirit, and while they do not have any ambition beyond their own swamps and city, they are by far absent of any compassion or morality when dealing with outsiders. The strange part of this society is their connection with the dead; when a body dies, it is reanimated as an undead beast, and is given a status in their society above any living person. Residing in the bogs, their ghouls, ghasts, and zombies are the main legion of their defensive force. Mummies, wights, and more powerful undead serve as guardians, chancellors, and commanders, while A cabal of liches known as the Eight serve as the leaders of the citadel, working under the power of a mysterious and secret demilich, who calls himself the Hand of Death. This skeletal hand writes for all eternity, the records of the city, the orders given to the Eight, and all records, spells, or notes that come to his mind. The people of E'Ba act as a community, working with one another out of a cultlike devotion to their own religious beliefs. While love, caring, and generosity may exist amongst them, no outsider would know it should they survive entry, for all displays of emotion or affection are seen as a private act, much like most societies' views on sexual intercourse or the birthing of a child. The distinguishing mark in society, unlike some, is not age, race, sex, creed, or any other factor, save one; Your abilities and your power. Spellcasters are the elite of the nation, and while almost every member of the theocratic citadel can cast at least a few spells, the Necromancers' Guild holds the power in this place. The rest of society is considered to be the common folk, and those in the Guild rise to power by their capabilities when it comes to summoning, controlling, and understanding the undead, as well as their abilities in the snuffing out of enemy life. The people of E'Ba also bear a curious societal trait--the E'Ba people do not have names given to them at birth. Instead, they are allowed to give themselves their name upon the completion of the Rise to Life, where upon becoming of child-bearing age, they are set on a task into the catacombs of the city, where undead uncontrolled and untamed wander, to return with the bodies of thirty dead. If the child succeeds, they choose their name, become a full-fledged citizen, and may act as a complete adult. E'Ba society has a very loose hold on the affairs of the living. Property is shared; the only things an individual may claim as their own and only theirs are the undead they create or any magical items they make, take from enemies, or otherwise obtain. Those who steal such things are slain, and are made into the vile dead within the catacombs. By nature, the E'Ba are freely polygamistic, pansexual, and occasional necrophiles, who act to amuse and train their bodies before death, so that they may enter their 'True Life' without regret, pain, or loss in power. The murder of a living person without consent is treated as the cardinal sin; the victim is ressurected as a vampire, and the murderer is slain, and not permitted rebirth. The E'Ba wear loose clothing, in the blacks, greys, and greens that colour the marshes around them. Guild members all wear a blood red sash in one fashion or another, and any non-guildsman is imprisoned in the catacombs for a year if they wear such a garment. Long hair is a common style, and for the most part, men and women both dress the same; robes, tunics, and loose trousers, slippers or boots, and those who wear armor tend to wear snug and flexible leather, or demonic plate armor. The E'Ba native tongue is Abyssal. Use as you like. ^_^ |
| Elf_Jedi03-30-07, 06:53 PM | Orden Mandore, The Land of the Necromancer Kings and The League of the Twelve Mountains Orden Mandore was a lesser member of the League of Twelve Mountains who always seemed to have to have illusions of grandeur; he resurrected many of the Great Kings of Old, such as Aerelon II, and Orum IX. When Aerelon II abruptly died a bachelor, a small civil war was fought between many of the Lords of the Twelve Mountains when a conflict for the High Kingship of Men was started between Liburnicus, and Matthias Meno. During this conflict Orden lead a small splinter faction who wanted the High Kingship abolished and to be replaced a republican rule, with the League of Twelve Mountains serving as the senate. However, Liburnicus gained the aid of Agneon of Dargor, and Eriano the Brave and Orden’s faction was eventually subdued by Liburnicus, with Orden swearing fealty to Liburnicus. Eventually Liburnicus was crowned as the High King of Men when his opposition in Balinor was routed, however, in Amria an army led by Hamirr, brother of Aerelon II, was gathering to usurp Liburnicus. Eventually the armies of Hamirr, and Liburnicus met at the Battle of Elanorian Fields and during this battle Liburnicus wore the crown of the High King to display to Hamirr that it was Liburnicus, not Hamirr, who was High King of Men. However, unknown to Liburnicus, or anyone at that time, Aerelon II, before he died, placed a curse upon his crown to ensure anyone who dethroned him would meet an untimely fate. During that battle both Liburnicus and Hamirr died, but the forces of Liburnicus still prevailed against the army of Hamirr under the command of Eriano. An emergency meeting of the League of Twelve Mountains was held once the battle was over and during this meeting both Agneon, and Eriano both claimed the crown in a heated debate, with Orden once again urging for the High Kingship to be abolished. Eventually, the meeting ended in stalemate and during that night Eriano fled with both his army, and the corpse of Liburnicus setting sail for Senndor and Agneon, once he figured out Eriano fled, also left, with most of the League of Twelve Mountains, setting sail for Dargor. Eventually all the Lords of Twelve Mountains chose either Agneon or Eriano to support and Orden, frustrated with the hubris that the crown evoked, refused to join either side. Eventually, Orden was defeated by Agneon in the resulting civil war who exiled him from the Dargorian Empire. From there Orden fled to Senndor, but once Eriano discovered him in exile there he was taken prisoner when Eriano decided to imprison him for a few days while he pondered Orden’s fate. Eventually Eriano sent to his cousin in the Kingdom of Ithor so that Orden could live in comfortable exile there and it was while he was in prison he received his revelation. In Ithor, Orden received a dream that he should venture far north into the infamous Realm of the North, where barbarians ran amok and the feral elves plotted, to Mount Veeras. Eventually Orden escaped his imposed exile in Ithor and went to Mt. Veeras where in a cave Situs, the god of death appeared before him offering to teach Orden the art of true necromancy and bestow upon Orden inhuman power. The god told Orden that several of the Kings of Old had been part of the Marris al Situs, a cult that followed Situs, and that Situs had no desire to see the kingdom that revered him so much collapse in civil war. Situs told Orden to travel across the sea to the land of Kratia and that there he would, with Situs’ intervention be able to seize control of the monarchy. Orden when there as ordered and with the help of his god ally was able to take over the monarchy and proclaim himself King. After this take over Situs sent a group of other Necromancers and Shape shifters, known as “The Nineteen”, who were there to act as Orden’s family and keep his secret. Orden was told that he was to rule this Kingdom until the people of Balinor had forgotten him and their plans to resurrect the Kings of Old could begin. So during this time Orden assumed many different personas to keep his secret, in the forms of various Kings such as Malior I, Malior III and Septious. During his exile, under the his various names, he waged a series of campaign against his neighbors in Kratia. As Malior II he unified the tribes and city-states under his Kratian banner, which became known as the Kratian Wars. The war nearly doubled the amount of land and peoples of his Kingdom. Soon after “Malior died”, Septious rose to throne and waged the Kingdoms last major war, The War of The Ring. The War of The Ring Started when King Synius of neighboring Bouldar sent and ring and a marriage proposal to Septious’ “sister”, for fear of being discovered she refused the proposal but loved the Ring so much she decided to keep it. Synius asked Septious for the ring back. He said it was out of his hands and there was nothing he could do about it. Feeling insulted Synius launched a massive invasion of Kratia, and pushed the defenders all the way back to the Capitol, Mantrap. Legend has it that Situs himself intervened and saved the Kingdom. With most of his grand army destroyed Synius surrendered. Then in a surprising move Septious order the ring be given back. Unfortunately, for Synius the ring was melted down and poured in his eyes, thus the war ended. This the end of campaign in Kratia and Orden ruled peacefully for a few hundred years. Then the time for his plan came. |
| Elf_Jedi04-01-07, 02:09 AM | What's This a poorly drawn Map? Well, it helps us stay organized. Gives us sense of Direction, err...something like that. The Map http://i165.photobucket.com/albums/u76/Algoria/TheBlankMap.jpg |