The World
Map (http://www.thecbg.org/e107_files/public/1155143222_100_FT2568_mastermap.png)
The Forest of Sylvanus: A great forest located on the peninsula north of the Empire, rumored to grow at a visible pace. Unfortunately, No Imperial researcher has gotten close enough to verify this claim as the borders are fiecely defended by the Unseen Rangers. This resistance force has successfully repelled invasion for over 1,000 years, with the help of the naturally difficult terain on the borderlands and their divine patron. Now home to the human rebels, the land serves as a sanctuary to those who would fight against oppression.
The Empire: A fallen Empire from ages past, this human nation seeks to unite the world under it's rule. Unfortunately, guerrilla warfare slows it's progress as many humans find it's practices of government oppressive, as well as resistance by natives on it's many battlefronts. Although it possesses a great army, environmental hazards, Geographical hazards, a rebellion within, and the opposition of the Totem gods have slowed expansion to litle more than a complex stalemate.
The Frozen Peaks: A steep and treacherous mountain range located in the Northern reaches of the world, these peaks act as a barrier to contain the giants of ages past in exile, and as shelter for the dwarven cities. Subterranean warrens filled with clans of miners, warriors, and diplomats exist hidden from the world, prospering in the darkness. Trade with the halflings allows their goods to travel the world and enables those of an adventurous spirit to escape their gloomy prison and see the world.
The Unending Plains: An incredibly vast expanse of flat and dry terrain. Although sparse in resources, it is home to several orcish tribes who see it as their birthright. With the totem god known as the Tarrasque wreaking havoc across the land, invasion is seen as both impractical and difficult in the extreme.
The Homeland: The curved peninsula in the SE section of CeBeGia is the central base for the halfling trade enterprise. A land of sunshine and prosperity, it is filled with luxurious services, and goods for the wealthy. Home of great merchants who run their businesses from manors in the country, this land is peaceful due to the sheer wealth it possesses. A massive dock-system has artificially extended the landmass into the bay, and all shipping is based on the warehouses in this realm of gold.
The Burning Sands: A desert located in the center of the Unending plains and extending up into foothills of the Ashen lands, this inhospitable land is home to ruins of a civilization long ruined and the source of many of the greatest evils the world has seen. Dragons of great cunning and terrible strength some fromt his waste, as well as the terrible Yuan-ti. The vipers of this wasteland seek power, and plot maliciously in their sandy palaces to gain it. Usually isolated from the world, spies and plots of the snake-men alert the world to it's denizens, as do the few adventurers who return after daring it's smoldering depths.
Ashen Lands:
The Divine
The Imperial CourtAfter the First Emperor, King Theo selected members of the nobility in his empire to grant divinity.
[spoiler=Lady Lauren]
Mistress of the Waters, Lady of SorrowAlignment: CN
Portfolio: The Sea, Freedom, Sadness, and Beauty
Domains: Water, Chaos, Weather
Worshipers: Sailors, Lovers, and Fishermen
Favored Weapon: Net
History: In life, Lady Lauren was a royal princess due to be married to a neighboring state as an alliance. Unfortunately, she was already in love with a local fisherman, and so she fought the engagement. Rather than be married unhappily, she committed suicide by diving into the Bay of Tears. King Theo took pity on her wretched spirit, and granted her divinity. She now works to protect the people of the Empire from within the pantheon. Her clergy is almost exclusively female, and worship is centered around her greatest temple, which floats by her divine will on the waters of the Bay of Tears. Her ghostly form appears during ceremonies, manifesting as a beautiful maiden in a drenched wedding gown, weeping black tears.[/spoiler]
[spoiler=Lord Darrin]
Lord of Battles, the Burning DeathAlignment: LE
Portfolio: Power, Battle, Paranoia, Tactics, Vengeance
Domains: Fire, War, Destruction
Worshipers: Soldiers, Kings, and those seeking vengeance
Favored Weapon: Longsword
History: A scheming and brilliant general int he Imperial army, Darian wasn't just destined for greatness, he had achieved it. his ruthless campaign to gain power had seen him rise in rank rapidly, and his tactical brilliance made him worthy of his new prestige. Through any means neccessary, he had achieved power, and in tragedy his power was lost. Becoming paranoid about treachery, he began an inquisition among his forces, striking without warning or good reason. Because of his lack of faith in his troops, they left him one day before a battle, letting the enemy destroy him. King Theo promoted him as a god to watch over the Empire's wars after death, but he still seeks vengeance for his death.
Priests of Darian are often trained in the ways of war, and become great leaders. They often train in the arts of war to better serve the will of their lord and master, the embodiment of war.[/spoiler]
[spoiler=Lord Garett]
The Duelist, The HonorableAlignment: LN
Portfolio: Duels, Honor, Luck, Music, and the Wind
Domains: Air, Law, Luck
Worshipers: Bards, Gamblers, Diplomats, and Travelers
Favored Weapon: Rapier
History: A folk hero to all, this honorable rogue brought joy to the people and confounded the imperial guard to no end. Seeking to establish the value of honor, he sought never to break a law, and to spread happiness everywhere. His lute is famous for the soothing effect it had on his foes, and his blade was famous for putting to rest those who ignored his warnings. Traveling the empire, he always had a story to tell and a quest to continue. Eventually, he was captured and killed by Lord Darian under the charges of being a spy, to which he objected vehemently. One unfair trial later, the greatest hero of the empire was hung from the gallows. Given a chance to continue his mission of joy, he was given divinity by King Theo, and now he gains pleasure from seeing his stories live on.
Priests of Garett are generous, well mannered, and always keep their word. Honor is of utmost importance, and mercy shortly follows it. They seek to spread joy throughout the land, and their stories put dreams of glory into the hearts of many young children. The priests are welcomed into any home, as it is said those who shelter one are blessed with good luck for a great time afterward. Since the clergy is always traveling, Garett has no temple but the home of a willing host.[/spoiler]
[spoiler=King Theo]
The True King, the First LordAlignment: LG
Portfolio: Nobility, Peace, Happiness, and Order
Domains: Law, Good, Earth, and Protection
Worshipers: Rulers, Citizens of the Empire
Favored Weapon: Heavy Mace
History: A simple farmer possessing a virtuous spirit, Lord Theo gathered a loyal band of mercenaries and assembled the Empire at the very beginning. Since the beginning, he has watched over his kingdom from beyond death, and will continue to do so until the end of the world.[/spoiler]
[spoiler=Archmage Devious]
The Father, Lord of the ArcaneAlignment: LE
Portfolio: Magic, Death, Betrayal, Knowledge
Domains: Magic, Death, Knowledge, Evil
Worshipers: Necromancers, Criminals, and Outlaws
Favored Weapon: Quarterstaff
History: The first archmage's true name has been lost to time, so now they call him Devious. He was advisor to King Theo, and was his childhood friend. Although evil at heart, the Archmage understands the value of trust, and works to keep the empire alive and thereby preserve his own divinity. He was the Empire's second ruler, as declared by the will of king Theo. He was deposed after achieving Lichdom however, and this angered him so greatly that he cursed all who would take the throne. Now, directly responsible for the empire's first fall and driven to madness by the betrayal of his kingdom, he sits plotting his revenge and dispensing his arcan knowledge to those who seek it and would pay the price.
The Worshippers of the Archmage Devious are rarely priests, and often whisper their prayers in fear. He has no official temples, although his blessing is said to lie on the Imperial archives.[/spoiler]
The TotemsBeasts of great power, these divine creatures gained the worship of the people's around them and now are divine in both strength and power. their constant presence and displays of strength serve only to strengthen their woorshipers faith, and so they grow more powerful with each passing day.
[spoiler=The Kraken]
The Many, Master of TidesAlignment: NE
Portfolio: Anger, Storms, The Ocean
Domains: Water, Weather, Destruction
Worshipers: Sahuangin, other violent aquatic races
Favored Weapon: Trident
History: A massive beast which forever roams the seas, the Kraken is a mindless destroyer and seeks nothing more than to cause sorrow wherever it goes. Sinking ships and pulling coastal towns into the sea, it is in vehement opposition to all who walk on land. Many war-like aquatic races revere it, imitating it's path of violence, like the Sahuangin.[/spoiler]
[spoiler=Sylvanus]
The Noble, Protector, The GuardianAlignment: CG
Portfolio: Nature, Freedom, and Elves
Domains: Liberation, Plant, Animal, Protection
Worshipers: Travelers, Elves, Rebels
Favored Weapon: Shortsword
History: A great wolf, with a mane that shines silver. Constantly patrolling the forest's edge and disrupting any attempts to invade or rule the woods from outside. Sylvanus is the patron and protector of all elves within his domain. He is an enemy of the empire, and often lends his strength when it is truly needed.[/spoiler]
[spoiler=Tarrasque]
The Earth-shaker, Doom-bringerAlignment: CN
Portfolio: Anger, Sorrow, Strength, Chaos
Domains: Death, Destruction, Madness, Strength
Worshipers: Orcs, Travelers, Warriors
Favored Weapon: Heavy Mace
History: A beast greater than all others, cursed to roam the endless plains in a blind rage until the end of the world. It's sheer power is an inspiration to the berserkers who share it's lands, as they train in envy of it's unbridled strength. Although devastating, it's existence deters invasion of it's lands and provides a dynamic culture with easy food and supplies.[/spoiler]
The People
"Civilized" Races:Humans: Imperial humans dwell on the coast and possess a thriving sea-based culture. Worshipping the spirits of their past rulers, they seek to unite the entire world under their rule. Humans of the
rebel faction are widespread throughout the world, often partaking in the culture of the lands within which they reside. Placing a great value on freedom, many are content to live out their lives quietly in a safe land. Those of fierce spirit however seek to oppose the empire at every turn and halt it's plans for rule of the world.
Elves: In the forests north of the Empire, a spiritual culture of elves roams the ands they call home without fear. This magical realm grows at an incredible pace, and resists invasion without effort. Their patron god Sylvanus leads the resistance in defense of their lands, so that many of their people can live lives of peace and content in a land of plenty and beauty, untouched by war.
Halflings: A sea-faring culture, which seeks only to survive at any cost. These people provide transportation, goods, and services to any who pay their prices, be they of the Empire, Rebels, or the Giants of yore. Free from oppression due to their nomadic ways, these cheery folk live lives of plenty aboard the great fleets of their people.
Dwarves: A hardy folk from the far north, yet another warrior culture trying to adapt in a new world. Responsible for sealing away the Giants in ages past, their domain of the Frozen peaks serves as a barrier to their return and an endless mine for the economy of their people to thrive upon. Trading in gems, gold, and any other currency found beneath the land, this rather isolated culture survives through hard work and a stubborn disposition, as it has for centuries.
"Monstrous" Races:Orcs: A barbaric culture which resides in the great plains to the east of the Imperial territories. A culture built on strength in battle, the various tribes living there today have competed for years over scarce resources and now are made up of hardy individuals determined to survive in a changing world. Their primary religion is a shamanistic worship of the Tarrasque, which has inspired their entire lifestyle and indirectly granted them protection from the Empire's forces. The
Thinblood tribe is a clan of orcs which exists closest to the empire, and is often considered weak by the other clans due to the fact that it possess members of human descent(Half-Orcs).
Goblinoids: Tribal savages who eke out a living in the badlands of the East, these weak creatures have a tendency to spread, and can be found almost anywhere in the world. Also possessing plans of domination, they have so far proven incompetent in the matters of conquest.
[ooc]More Material coming soon.[/ooc]
The Game
Compatibility: CeBeGia: My Way is designed specifically to serve as a Core-Only setting ideal for introducing new players to the game in an simple and entertaining way. For this reason, little adjustment is made to information given in the PHB 3.5, as I want simplicity and familiarity from the beginning. However, it is recommended and even encouraged that groups add supplementary and homebrew material and/or houserules to a campaign in this setting, if groups are capable of handlign such expansions. I'm building carefully and leaving detail loose to allow a place for everything in CeBeGia: My Way, and I hope everyone who uses it finds it enjoyable.
House Rules: As mentioned, the Core books are all that's necessary, and even needed. House rules that I implement in my CeBeGia campaign shall be added here as they are introduced for use by other DM's.
Other Stuff: Tidbits on little things in my game that might not be qualified as "House Rules".
Class identity - In my campaigns, anyone can callt hemselves a ranger, if they're a member of an organisation by that name, a commoner who serves as a guide, or a character with levels in the ranger PC class. Any character has an identity and/or title completely independent of their levels in any class they have taken. Thus, the "Knights of the Empire" could have members who are Fighters, Paladins, Knights, and even Warriors amongst their ranks. I feel this helps separate mechanics and IC gaming, and is therefore useful. So, tell me what you think on the discussion thread.