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| TheWanderingAlchemist01-29-07, 11:54 AM | Originally posted as the world of Selimnar I have not been on the forums in an age and my world has undergone at least on major change. In the wake of starting a new campaign I have come to collect opinions on my world. For now I will add but the history of the world. Look later for updates including one major city that will be the home of my players as well as some key characters. I also hope to soon add more general world info in the form of the major races, kingdoms, etc. The more feedback I get the faster stuff will go up too! EDIT 2/3 : added information on the city of Ichmonir and on playing in Selimnar EDIT 2/5 : added Ichmonir city district information on the following disticts; Commons EDIT 2/6 : added link to the map of Ichmonir, key included on map, descriptions located here EDIT 2/7 : added district information for all remaining districts in Ichmonir The History of Selimnar The Dawn First Age of Selimnar The Dawn was a time of true creation. Out of the Unknown was borne to existence the gods and the planes. Each god took sentience and earned rule over their respective areas. It was also in this time that, when the material plane came to be, the new moon of Selimnar was formed. In this time, mountains grew, oceans were filled, the wind began to blow, and fires burned in the hearts of volcanoes. All that existed were the planes, the elements, and the gods. Life did not exist. Times Forgotten Second Age of Selimnar In what we now call the Second Age much has been forgotten. Sages say that it was now that life began. The gods gave way to great and terrible beasts to roam the land, air, and sea of Selimnar. Of sentient beings all that existed are the dragons, so they have told us. But even they remember little of what happened and share still less with our “lesser” intelligence. We don’t even know how dragons came to be and it is possible they don’t even know. It is possible by the combined efforts to create the perfect race to rule their worlds the gods came together to forge the dragons and did nothing but quarrel and thus was formed the uncountable different dragons. It is also told that the elements themselves gained sentience and took form of dragons of their own accord with combinations of each other. Which story is true we may never know, as the beings of this time have all but died out or have been lost. Calm Before the Storm Third Age of Selimnar & First Age of Aeroth This is a time in which history began to be written down. Selimnar was a world of chaos and the dragons ran rampant and arrogant. Beasts were wild and forests out of control. In response to this and in order to have life that would both fear and respect them the gods created the Elder Races. Deep in the earth, below any source of light, in darkness beyond any known lived the beholders, the Eye Tyrants. Here they were placed by their mother to rule the depths of Selimnar. To live before this in the lesser depths were borne a race with a will beyond others: illithids. Their twisted ways left them to live alone in the darkness. Above in the mountains and hillsides the dwarves and gnomes came to be, each with a love of earth beyond other races. Dwarves would come to be known for their workings of stone and gnomes for the seeking of fine gems. In the surrounding forests and jungles elves made their homes in the greatest trees. They had a reverence for nature and its beauty and respected this above all else living with it as one. Halflings shared the lesser woods and hills with the elves and gnomes and lived for good times and good food. In the great plains roamed the orcs living rather barbarous but at peace. The merfolk were thus allowed to then rule the oceans of Selimnar and tame its beasts. In the desert sands of what we know now as Nym Danor lived the thri-kreen, an insectile race of great and noble peace bringers. All was at peace, even with the dragons, who began to become less common, but longer lived. The Elder Races named the land they lived upon Aeroth and all flourished in peace. The Shadow of a Coming Storm Fourth Age of Selimnar & Second Age of Aeroth Centuries of peace passed during the First Age of Aeroth and the gods were greatly pleased with their workings. There had been no catastrophes, no genocides, no destruction and thus they decided to continue the work they began. To do this they created what are known as the younger races. The first of these were the centaur. These horse bodied beings found refuge in the woodlands with the elves and halflings. Here they helped control the most dangerous of beasts with their remarkable hunting skill. Next to come were the kobolds and the lizardfolk. The kobolds found piece in the more desolate regions of mountainsides and the lizardfolk in the great untamed marshes of Aeroth. After this the loxo and the shalarin were created. The shalarin found peace with the merfolk in the vast oceans of Selimnar. The loxo traversed the mighty plains in warmer climes than orcs preferred. This is only half of the Second Age’s story however. What was to come next in this age brought the fall of an age, the fall of peace, and the fall of Aeroth as it was known in ancient times. This was in the creation of a race with no where to go, a race who would not share the lands provided, a race that would fight bloody wars for no reason, and a race of beings that above all desired power beyond the respect of all others: man. First were the goblinoids: goblins, hobgoblins, and more. These had nowhere to call home they became workers and slaves and often feuded with the Elder Races. Next were the yuan-ti a snake-like race of people that fought the lizard-like cousins for control of the marshes. Third were the sahuagin an aquatic race that was more destructive than any of the previous beasts of Selimnar’s seas. Finally we have the good-natured but most destructive race of all: humans. They’re rapid growth and development would be the swing of the final blow to ancient Aeroth’s destruction. The final blow would come not with the race as it one would think but with only one man, who had a horrible life, and punished everyone for it. A Storm of Destruction Third Age of Aeroth It was in this age that Aeroth came to darkness. It was in this time that all races ran or became slaves to a dark lord. During the previous age as man ran rampant overwhelming the Elder Races there was still a peace over the land. War had begun and all new that true armageddon was to come sooner or later. None had expected it in the way it formed. One man, Ageeradhum his name, was to become angered with the world and all its gods and in turn cause the destruction of all he could. His life blinded him to all good in the world, his was a power that could have saved Aeroth but instead he destroyed it. In the Second Age Ageeradhum was a man that learned much and unlocked an inner strength and magic that would haunt the world for centuries to come. He created a cult and with his followers brought ruin to Aeroth. He took over the continent and placed all races under his command. Dragons were the only to escape. They hid in places unknown and waited for time in which they could be a power again. Ageeradhum’s reach became far but by this time he grew old and needed a way to live longer. Thus he became a lich with power unrivaled, for a time. As centuries passed in the Third Age groups gathered in the darkness when and where they could. A plan was formed by the races and they would carry out this plan to bring down the thing which had destroyed their world. Man, elf, dwarf, halfling, gnome, thri-kreen, and orc all banned together to strike down Ageeradhum. With the help of goblins uprising caused much distress for the ruler and he spread his armies thin to keep control. Never thinking there was anything powerful enough to destroy him he sat and laughed until a small party of the strongest of each race found their way to his throne. Here a great battle erupted and the lich was brought down. His phylactery was captured and hidden locked by wards beyond any today. His armies fell to waste and what survived ran to today’s frigid wastes of Zaemon. Aeroth was left for rebuilding and the races were at peace once again. The Redestruction of Aeroth Fourth Age of Aeroth It took nearly 800 years for the world of Aeroth to become what it had once been but in the end of this period of reconstruction it ended up becoming even greater. The Kingdoms of Aeroth lived in peace, harmony, and growth unlike that which the world had ever seen. In the wake of the destruction and cultivation of lands dragons departed from the world, leaving very few enemies to relatively new generations. Cities grew and culture spread and it became such that one could travel from town to town and city to city without need of care. This momentous accomplishment of the free peoples lasted near two full millennia before the coming of the end. Something that had not happened and was long over due slowly began to take place through all of Selimnar. The world itself was changing. Races disappeared and creatures came out of shadow. Mountain crumbled and forests grew. Seas dried and valleys drowned. In the beginning, around the year 1600 fourth age, it was slow and groups adjusted having the ever powerful backing of the strongest bonds ever known. But these bonds between cultures and races worked against them and caused them to lose sight of what was happening. It was the dawn of the Fifth Age of Selimnar and the end of the lands of Aeroth. Swiftly over less than 200 years the changes of the world ceased. The ancient races, both young and old, became all but extinct if they did indeed survive. The recent bonds between long rival cultures broke once again in desperate barbaric wars for land and resources. The change caused not only the land once known as Aeroth to become completely unrecognizable but caused a throwback for civilization. The Time of the Blue Moon Fifth Age of Selimnar It is a dark new age for the wayward children of Aeroth. Merely three human generations ago the great peoples found the world at last at rest. The lands they once knew was gone, a new one in its place. No name is given that supports the races together anymore; instead they live in their own lands, some kingdoms and others tribes. However the races are living those of the ancient kingdom know that in order to survive or possibly tame this new land they must seek one another out once again. It is the year 156 of the Fifth Age of Selimnar and cities are growing out of the wild. Some of the races have once again found one another and are beginning to forge civilization in the wild and uncharted lands. Old relics are still out there to be found though some may be lost forever. Other once thought to be myth have become reality through the working of the earth itself. It is a tough time for all who wish to live but for the explorer and the adventurer it is time for the greatest discoveries of all time. Ichmonir Ichmonir is one of the major surviving stands of the races of Selimnar (infact Ichmonir translates into The Stand from gnomish to common). Once a minor Gnome center of trade and the arts this is now a somewhat fortified city. It is the capitol city of the gnomes on Selimnar and they make up majority of the city's populace. Among the other races whom dwell here are humans and elves as well as neighborhoods of dwarves and halflings. The city is fairly well defended being build at and into the base of a cliff and being surrounded by woodlands. These woodlands are protected for the most part by centaurs freindly to the ancient races but nevertheless the outer part of the city is surrounded by a 25 foot high stone wall. Though once this may have been considered a small city Ichmonir's population of nearly 6,000 makes it one of the largest to currently exist. It is one of the few where one can find whatever he may need. Though wary of strangers the city welcomes many into its walls and many find a great deal at the Mad Badger, the cities largest inn and tavern. With a warm room in the Mad Badger players need only head next door to Elsi "Tinker" MacFaden to get their fill of tales and perhaps a trinket or two to experiment for the up and coming gnome. The Commons : This is the district any visiting adventurer or trader will encounter upon entering the gates of Ichmonir. The distict opens into a wide road that forks left and right as well as continuing forward. Down through the center of the Commons is where a traveller may find any services or products that may be needed before continuing on. This includes shops that will have most of the items found in the players manual. The central road, known to many as Market Street is also the best place for one to sell much of their ware. Of course this is not necessarily true for plundered treasure PCs may be carrying. Mixed in with the shops and stands of Market Street are found the large and generally bustling Inns and Taverns. If one seeks food or shelter it can be found here as well. The Mad Badger owned by one Barlimen "Brewmaster" Barragon may be found. The inn/tavern named for the badger that Barlimen keeps as a pet and his nickname fittingly given for his superior selection of ales and spirits. Now if one were to take the fork to the right they would find themselves soon in the fenced of park of the city. Here is located both a small, and non-specific, praying shrine as well as a permenantly placed druid's circle. Other than a place of prayer this is a place of relaxation for the citizens of Ichmonir. The right fork of the Commons, while relaxing, is much more load and excitable. Here is located the gambling halls and small theaters as well as a large Colleseum. In the colleseum are major plays, concerts, and competitions. Last but not least in the Commons, located to the rear left behind the shops, inns, and theaters, are the guildhouses. Residential District : This area of Ichmonir takes up the entire rermaining right side of the city. Here is were most of the people of Ichmoir live. There are houses built for humans and halflngs as well as a dwarven neighborhood set into the cliff and a patch of tall, thick beech trees that the elves have made residence in. Gnomes live all throughout this district depending on preference as to the cliff face, the burrows under the trees, or above ground houses. If one tries he may be able to rent a room in a house or a group may be able to afford their own house. Community Trade Center : This is a small district in the center of Ichmonir. Here is were the residents of the city shop for food and supplies as well as get services. Unlike on Market Street all the shops in this part of the city are permenant and owned by locals. Civic District : This district of the city is located in the far back of the city up against the cliff face. Located more towards the center and between the Arcane District and the Residential District are the finest shops in the city. Expensive luxuries and specialties are located here for perfect placement, right next to the wizards, locals, and dignitaries (whether this was purposeful or not is not really known). Behind the quality shops and the Arcane District is the rest of the Civic District. This includes the embassies to other races including the Centaurs of the surrounding woodlands as well as goblins and orcs who were one time friends to the present day civil races. This area has the river on one side as well as garden and view of the waterfall off the cliff. Between the Residential District's fringes and the embassy is located all the buildings of law and government that run the city and its justice system. Anyone who attempts to do something unlawful will be sure enter here, and risk being sent to prison. Arcane District : This district is rather small compared to the Arcane Centers in many of the old magocracies of the last age of Aeroth, but nonetheless has most of the things a would-be mage and more could need. there is a university where locals' children come to learn and where those who wish to learn certain trades get training. Within the university is also one of the biggest stable libraries still in existance. Though records lack considerably it is the best chance one may have to dig up the lost lore. Anyone wishing to research must also keep in mind the lack of order to the library which is still being sorted and continously must eb resorted and cleaned as more texts come in. If the librarians were to be given a book donation compensation would be kind. Behind the university is the Rasfer Tekanu (more apropriately Rasfer par Tekanu) meaning simply Tower of Mages. Here is were alchemical labs and magical rituals take place. It is not uncommon for accidents to happen here and one or more gaurds find out why they never became mages. Finally one here can find exotic shops. Unless one has a job or hobby invloving the arcane or ouragious this is mainly a supply house for the district and souvenier shop for the emessaries of other races. Religious District : Here is where all the city's races come to perform their various religions and rituals. There are around a half dozen major Gods' temples as well as various minor temples and shrines for others to use as houses of worship. This district too looks over the river and is on the left side of the city. Garrison & Prison : The only other major portion of the city lies between the river and the theater district of the Commons. Here is where the city gaurd train and keep house. No major matters are discussed here. The only things decided are those that need not be taken to the court. The Garrison also provides escourts for prisoners to be taken to the prison located far left behind the city across the river and within the cliff face. Escourts may also be provided for emessaries visiting the city. Necropolis : Located outside the leftmost city wall and fenced in is the Necropolis. Here is the graveyards and undergound mosoluems of the dead of Ichmonir. Large it is indeed for the lives of many were lost in the last two centuries as the Gnomes and other races have fought to survive the recent changes. Pratical Playing Info Races of selimnar are much different than they once were. Those whom would make the best characters include Humans, Gnomes, Elves, Dwarves, Halflings, and Half-elves. Half orcs are rare in this time period as orcs have receded more to savagry. Orcs, goblins, and other monstrous races who may have been common or at least accepted in the late years of Aeroth are now legend and to play one would prove difficult but a great scenerio. As for the classes I am allowing my players to be they include the PHB classes and Psion with the exception of both monks and paladins. In Selimnar mages, monks, paladins, clerics are all part of organizations of one form or another. Where mages, being wide spread and common, and clerics, being religously necessary, both still exist in decent numbers and strength paladins and monks do not. To find a monestary of monks or an order of paladins would be rare indeed in this age. As for other supplemental core classes I have similar reasonings if I would have previously allowed it at all. Prestige classes are fairly open assuming one meets the requirements, this being tough for those focused around organizations that no longer exist, and will be dealt with as necessary. Please keep in mind that the goal of this thread is to share my campaign world and provide ideas for others to play in. It is in my hopes that what I provide here could be inserted into any campaign with modification but is also developed enough to be used as is. Please make comments and suggestions as it pleases you and ask any questions you may have. |
| TheWanderingAlchemist02-03-07, 11:58 PM | Map of Ichmonir. See previous post for information. Would be a post but is too big to fit properly just click the link. Map (http://thegamersroom.com/Ichmonir.gif) Also keep in mind that there may be scale issues. I wasn't really shooting for proper scale when I made this just something that would show a basic city layout as to where streets and districtsm were and didn't look horrible. I know that the bridges are rather large as are some roads and that buildings are rather small but it should help anyone who wants to use the city more than not having it by far. |
| TheWanderingAlchemist02-06-07, 11:03 PM | Will no one review, look at, comment, consider, etc.....?? Please leave your questions/comments....bump |
| taradusis02-07-07, 11:35 PM | Garbage dump?I didn't see a garbage dump listed.I once used a dump surrounded by a wooden palisade.The palasade kept an otyugh inside.This otyugh was under the control of a corrupt councilman and hid things in the garbage for him.RANDOM THOUGHTS |
| TheWanderingAlchemist02-08-07, 05:56 PM | a dump with an otyugh is a really good idea...thanks a lot |
| taradusis02-08-07, 06:45 PM | Perhaps a zoo,allows players to have adventures that involve capturing animals?Perhaps a museum,something for players to donate junk to?Perhaps a house of horrors,a necromancer/taxidermist dissects and then stuffs creatures-humanoids?RANDOM THOUGHTS. |
| TheWanderingAlchemist02-08-07, 08:54 PM | taradisus i enjoy these random thoughts now i not only have possibilities opening up for my world and ideas are being sparked but i have in game possibilities ..... my players may not enjoy what awaits bwahaha... |
| taradusis02-09-07, 10:38 AM | I had a thought for a RANGER/NECROMANCER.Imagine a pleasent individual who's soft-spoken to members of the "good-guy"races.When it comes to dealing with "evil "humanoids he's incredibly viscous.He cuts off orcs hands to make CRAWLING CLAWS,he dissects goblins and has a museum with stuffed humanoids he's created using his skills at taxidermy.Some people in town are starting to worry about his dr jekyll/mr hyde type of problem?Do the players think he's weird or are they just as bad as he is?Could be a good slow to reveal villain? |
| TheWanderingAlchemist02-09-07, 05:51 PM | you are giving me so many ideas but its time to share what my plans were.....the major villain for the PCs i had not eyt thought up.....i decided upon a captured prisoner escaping back to town from a cult.....the cult has followed and the PCs are the first to arrive on scene....then i thought the exploring into the cults rituals in the newly uncovered ruins from ancient times.....perhaps some connection to the far realm.....cult is just a minor peice to the puzzle involving the villain...but just as to who or what the villain is i have not yet decided......i have always liked illithids....and illithid vampires :coolcthul |
| taradusis02-09-07, 06:09 PM | Lords of madness has a lot of the aberrations.The beholders with their cults and beholder grafts are challenging?The illithids now have half-illithids to provide variety?The illithids have grafting and do genetic research.Perhaps the illithids are creating a new gith-like race?Perhaps the survivor is actually a cult member who got a graft and wandered off?RANDOM THOUGHTS |
| TheWanderingAlchemist02-14-07, 07:32 PM | Though with my new job things have slowed I am currently working on some things for the campaign. This includes more present day information about Ichmonir and Selimnar, a race of dream-walkers known as the Gezkoans, a cult of would be dreamscape terrorists, and some information relevant to the storyline my characters shall be following. |
| taradusis02-25-07, 03:46 PM | Perhaps the PCs could join a guild that searches for lost technology.Then all you would need is a list of renaisence technology;hot air baloons,glass lenses,carbolic soap,surgical tools,aluminum,brickworks,papermills,pri nting press,blasting powder,weaving looms and etc. |
| TheWanderingAlchemist02-28-07, 11:37 AM | i again thank you for you have been my only imput thus far but alas my desktop has broken and the part that shall hopefully fix it will not be in till next week....this week i am going to use another computer in hopes of getting what i had going back to work on until i get my main computer back....if i do i will be sure to add to this thread asap |
| taradusis02-28-07, 05:09 PM | Some random illithid notes.Mindflayer elder brains are traditionally located under the north and south poles of a world.Mindflayer inquisitions tend to be 2-5 mindflayers with backup.I prefer a mansion near a city with 2-5 mind flayers,20-50 githlike creatures,200-500 kobolds modified to be psionic rather than sorcererous.The githlike creatures act as a public front and the kobolds are a food source that tunnels beneath the mansion to make fungus gardens.The mindflayers pursue their goals at night,usually the collection of psionic breeding stock and obscure magic items or knowledge.Does the mansion buy wood for the fungus garden and sell excess mushrooms?Does the githlike race act as ombudsmen and traders. |