I will create a fancier page in the Homebrews section of the forum when things are a bit more cohesive, but for now, here is what I have. I have two "kingdoms" written up, and some solid ideas about two others that I can get to before too long. The map is very "work-in-progress" and currently does not show mountains, rivers, forests, deserts, etc, but at least it gives a very vague idea of the placement of these nations.
Gravenmore
A world built on the ruins of a shattered past. Vast, world-spanning empires once shaped the face of the Earth Mother, but no longer. The Sundered Realms are tied together only by history. Now they are a panoply of varied states—kingdoms, duchies, magocracies, and more litter the land, and cities are built on so many layers of the past, that the cities teem with life below the surface. It is designed to be a setting for roleplaying games, and as such its primary goal is to be filled with entertaining places and challenges for players to meet. It is (as many RPG settings are) based in large part on medieval Europe, but I hope it does things a little differently. It is definitely reminiscent of classic D&D settings, but with its own twists.
SystemThis setting is meant for the d20 system. It houserules a number of details, but either D&D 3.5 or Pathfinder can be used with little difficulty, and other editions of Dungeons & Dragons or AD&D may also be workable.
Core ConflictsLife in Gravenmore has danger and conflict around every turn. Whether your homeland is at war, a mage seeks to unleash some arcane horror from another world, or some ancient evil has awoken beneath the streets of your home town, there is always need for brave souls willing to go where others can't, and face threats others won't.
Races in the WorldHumans are the current stewards of the world as such, in that they seem to be "in power" for the time being.
Dwarves (called the Kobaldi) were once a Rome-like force that spanned much of the known world. Therefore they are very widespread still, even though their grip on the world has been shattered. The Klabautermann Clan have established something of a shipping empire. They have influence all over the world, even though they do not RULE anywhere.
Elves are a bit reclusive. Though "humanoids" they are not bound to this Plane of existence. An ancient order of psychopomps has long served to convey mortal spirits into and out of this world. The presence of undead in the world seems to be traced to a planar disaster which unleashed a race of creatures which enslaved a large portion of the Elven population. The experiment these being performed transformed them into the Dokkalfar--Dark Elves.
Goblins are shrewd and clever little blighters who seem to have weaseled their way into societies the world over. They have shown a keen mind for business and seem to have a love of knowledge, and an incorrigible sense of curiosity--though they have been known to lack empathy.
Halflings are perpetual outsiders who are driven from one place to another. Their communistic ideals, casual thievery, and the fact that their definition of "truth" deviates from societal norms makes them somewhat unwelcome in human civilization, where property is often considered sacred, and "true" and "false" are clearly distinguished.
(http://farm3.staticflickr.com/2875/11793105336_923659a7da_c.jpg) (http://www.flickr.com/photos/26747731@N06/11793105336/)
AvondaleThe Kingdom of Avondale is a small feudal kingdom rich in iron, coal, and tin. Modern Avondale is built upon the ruins of the Kobaldi dwarves, whose empire spanned the continent of Amathar. The King, Rancent I, divvies out keeps and castles as he sees fit to his most trusted vassals. Many of these have belonged de facto to one family for centuries, but by law the king holds the ability to strip them of their investitures. There are also a handful of Oppida—hill forts built on ancient Kobaldi ruins—which have been traded time and again as rewards for loyalty (and punishments for poor service or disloyalty).
Though primarily a human kingdom, even after all this time, Avondale retains a significant dwarven demographic, especially in the Port Cities lining the coast. The Klabautermann Clan holds something of a shipping empire throughout the world of Gravenmore, and though they rule no lands, they all but own the sea, running the Mercantile Guild. And as Avondale's relations with its northern neighbors are tenuous at best, they rely heavily on the dwarven shipping trade.
Scattered throughout Avondale are the remnants of the Kobaldi Occupation. A crumbling wall divides the north from the South, the reminder of an age when the empire drove the scattered tribes of wild men into the south to fight one another—sealing them off so the North could rest in luxury on their stolen mines. Baths and defunct aqueducts testify to Kobaldi decadence. The Sacred Groves of the old religion were destroyed, replaced by the stone temples of the dwarves. The woods now fill the people with fear—fear of the angered spirits of the wood who do not soon forgive the rape of their lands. It is said that some bands of men and women live in those woods: the most hardened folk, to survive in those cursed forests, where it is said the trees themselves stalk abroad searching for mortals, so that they may take revenge for their fallen kindred. These groups of bandits—for thieves and highwaymen they are—are lauded by some among the poor as heroes for targeting the rich and powerful, but are decried as villains by others for disrupting the peace and sowing disorder.
The people of Avondale are a superstitious lot, and they fear the "People of the Hills," a fabled hidden people who live in the hills under human cities. In fact most of these hills are built on Kobaldi dwarven ruins, and are long abandoned—or at least they should be. People sometimes report hearing strange music coming from within the hills themselves, though they can find no way inside. Perhaps there is a secret way unknown to the people of this land.
DangersBandits, Treants, Ghosts, Fey, Dark Elves, Pirates (Coastal Cities and ships only)
PlacesBeostead, Grenthorpe, Leagrove, Lindstone, Ockton, Redwick, Theybury, Waypool, Wyewood
PC ArchetypesRobin Hood, Noble Knight,
KhimanuThis desert nation is built on the foundations of the Dashemaadi Kingdoms. The Dashemaadi were famed for their advanced practices of magic and alchemy, as for their tremendous architectural achievements. They built enormous monuments—statues carved out of stone in the likenesses of their kings and their gods, and Necropolises for dynasties of deified warrior kings.
The Modern Khimani have little in common with their predecessors in this region. They do not worship the pantheons of old, but instead walk a path that seeks enlightenment. The adherers of this faith are more likely to refer to it as a "path" or a "way" that a "religion" as such. It has no easily identifiable gods; only the Great Spirit, which is believed to make up all of creation. Oneness with the Spirit is the prime tenet of their faith. The Path of Peace, as they call it, is the way to Enlightenment, and merger with the universe. Those who stay true to the path are rewarded upon death by reuniting with the Spirit. Those who falter are punished by returning into a new body.
Because the Spirit is made up of All That Is, the Path of Peace forbids restricting the form of the Spirit in art into any tangible form. And since all are made up of the Spirit, that means that artistic depictions of animals and plants are also forbidden. Art takes the form of geometric patterns.
The Path of Peace refers more to internal calm than external pacifism. It does not forbid violence outright, and indeed sanctions its use to further the goals of the religion—mainly to increase unity with the Spirit. Some have taken this to mean ridding the world of "false idols" and "heathen religions" which personify their gods, though these are splinter groups. A number of wandering warriors (Monks and Samurai) have taken to wandering the desert to seek wisdom and peace, furthering their own spiritual growth.
Khimani writing is read in vertical columns from right to left. Words are composed of wedge-shaped markings pressed into clay, or stamped with ink onto papyrus scrolls, into varied—often intricate and complex—patterns. Their buildings are typically made of adobe or sandstone, with roof shingles of baked clay. Their roofs are often peaked, with a concave curvature to their slope. Temples are typically five stories high, with wide overhanging eaves at each story. These five stories represent the five steps of the Path of Peace: Meditation (performed five times a day, with the intent of merging consciousness with the universe), Belief in the Oneness of the Great Spirit, Fasting once a year, alms-giving to represent a lack of concern for material possessions, and pilgrimage to the Holy City of Fuyanjin.
Khimanu has benefitted somewhat from exploration of the Dashemaadi ruins. They have rediscovered certain lost alchemical formulae, and have mastered the creation of gunpowder—allowing for the creation of explosives and firearms. Many of the more devout Walkers of the Path fear that this will tempt people away from the Path by offering them quick and easy power—the power to destroy.
The numbers 1 and 5 hold special significance to the Khimani people. One is the number of The Great Spirit. It represents completion, perfection, and unity. Five is the Number of The Path. It is the number of senses with which we experience the world, the number of fingers on each hand, and the points of the body. There are Five Steps in The Path, and the meditations must be performed five times a day. It represents wisdom and action. Two is considered unlucky, as it implies division, and the state of being distinct and separate from the Great Spirit is considered to be the source of all suffering in the world.
DangersMummies, Sphinxes, Kami, Constructs, Demons of various types, desert vermin, secret arcane societies, religious extremists
Sandstorms, curses, exposure, traps
PlacesAyamashin, Odabayan, Qoria, Ranagao, Shamri, Shuanjin
PC ArchetypesRonin (wandering Samurai), Monk, Enlightened Warrior, Explosives expert, Indiana Jones
Just want to say first of all, without seeing anything else that this -
Quote from: Seraphine_Harmonium
Elves are a bit reclusive. Though "humanoids" they are not bound to this Plane of existence. An ancient order of psychopomps has long served to convey mortal spirits into and out of this world.
- is one of the best things I have ever seen done with elves and I don't even have words for the awesomeness.
You're making this for d20 games but calling your dwarves "kobaldi" - do actual
kobolds exist in the setting and if so, will they be renamed to avoid confusion?
Of the races you've summarized I'm finding the goblins to be most interesting. Kind of inclined to imagine them as a weird, impish blend of Yoda and Gollum.
Quote from: Seraphine_Harmonium
Baths and defunct aqueducts testify to Kobaldi decadence.
What's decadent about a supply of fresh water and facilities for bathing?
Quote from: Ghostman
You're making this for d20 games but calling your dwarves "kobaldi" - do actual kobolds exist in the setting and if so, will they be renamed to avoid confusion?
I am combining lore about mythological dwarves with legends of "kobolds." I may have a race of small lizard-people, but they will not be named kobolds. (except perhaps by some uneducated people who fail to differentiate, much to the annoyance of dwarves)
Quote from: GhostmanOf the races you've summarized I'm finding the goblins to be most interesting. Kind of inclined to imagine them as a weird, impish blend of Yoda and Gollum.
Cool! I really like the idea of goblins that I am working with, so I am glad that the idea is coming off well. There will be a more full writeup of all of them later.
Quote from: GhostmanQuote from: Seraphine_Harmonium
Baths and defunct aqueducts testify to Kobaldi decadence.
What's decadent about a supply of fresh water and facilities for bathing?
In and of themselves, nothing (though in the middle ages, most people rarely bathed). I should go into more detail on what I mean. It's the culture of the public bath houses, and what went on there APART from simple bathing that points to the decadence. "Liaisons," as it were, and I'll include a few other things as well. More complete writeup coming, though I have something else on the docket first.
Riasal
The Duchy of Riasal lies at the crux of the continent of Amathar. The nation shares its name with its capital city. It is the crossroads of the world, and full of many wonders. "The World revolves around Riasal" has been a common phrase. It is a bustling center of commerce and political clout, and though Duke Guillard Aneus is the focal point of authority, and is the official autocrat of the nation, it would not be wholly accurate to say that his power was absolute. The Guilds oversee Riasal with some efficiency, and are a great deal more involved in the average person's life. In addition, much of his realm is governed not by him directly, but by viceroys acting in his name.
There is a guild for just about everything in Riasal, from Teamsters and Weavers to Shipwrights, Masons, and Carpenters. Each guild regulates prices and production methods, ensuring reliable standards, and taking an interest in the lives of its members. Many guilds also operate Trade Schools to train new members, though some still operate by way of Masters and Apprentices. By contrast, the Dragoons (mounted riflemen) employed by Duke Guillard do little more than break up squabbles in everyday life. As in other coastal nations, the Klabautermann clan of dwarves has significant influence.
The City of Riasal is home to three prominent fencing academies, where all who wish to learn swordplay are taught. The approaches of each school are well known, and can be easily recognized in the fighting styles of their students. The Gallia School makes use of broadswords, and favors the use of a single sword with two hands. Its approach is focused on power, but as this precludes the use of a shield, its students are taught to use their blades for defense. The Esclas Academy favors sword-and-buckler style combat, and favors the rapier. Its approach is one of detail and finesse. The Tiuso Salon is geared towards fighting with two weapons, especially rapier and dagger, though twin short swords are a common sight there as well. Its focus is on overwhelming the enemy with a flurry of steel.
Riasal has a thriving demographic of goblins, who have worked their way into many facets of life in the city. When they were discovered in the Undercity (the Kobaldi Ruins beneath Riasal) the authorities thought to exterminate them, yet the goblins, it was found, had come across a great repository of knowledge—an old Kobaldi library of technology. The knowledge contained in that library had been thought lost, and the goblins' intimate knowledge of it was deemed invaluable (especially since they have refused to reveal its precise location). It is this tribe of goblins who brought Riasal the blackpowder formula necessary for the Dragoons that Duke Guillard is so fond of.
The majority religion of Riasal is an animistic one. It lacks overarching "gods" in the usual sense in favor of a myriad of spirits. Everything is believed to have a spirit of some sort—from a person, to an avenue, a river, a field, a weapon, or even an entire city. While these spirits are metaphysical and intangible, they have, in many tales and legends been embodied. The spirit of a lake appears in the form of a woman, for instance. It is suspected by the people here, that someone may, for a time, become a vessel for a spirit of place, or of an ideal. This has had a very definite effect on law and politics in Riasal. An assassin was acquitted for the murder of one of the Duke's viceroys on the basis of his having acted as the spirit of the city. A census was taken, and public opinion of the assassination was taken into account. When the results of the poll confirmed the defendant's claim, he was released, having acted in the interests of Riasal.
At present, Riasal is also the temporary home to a number of Halfling nomads, though the offense merchants have taken to their presence may cause their stay to be a short one.
Dangers
Dragon (there is rumored to be an ancient one sleeping under the mountain outside the gates), Oozes (in the Sewers), Thieves' Guild, Griffons
Places
Allondel, Aranon, Cambriaso, Ecaron, Gosevia, Molfabri, Riasal
PC Archetypes
Swashbuckler, Inventor, Seafarer
Exports
Gunpowder, Tapestries, Art, Wine
Coming Soon: Durstenvold, The Orphan Islands, Surance, and an entry on The Kobaldi and halflings
a preview in brief just to whet your appetites.
Durstenvold: Local kobaldi barons checked by a council of elf mages. Germanic influences.
The Orphan Islands: Tribal Jungles that have recently become the targets for colonization by the nations of the continent. Mesoamerican and Celtic influences.
Surance: a wetland nation with floating towns and motte and bailey castles built on mounds of trash. A raiding culture with no central authority. Threat from reptilian humanoids.
Kobaldi: On the Duergar ancestors, the fallen Hodekin empire (and its scattered remnants) and the Klabautermann Syndicate.
THE KOBALDIRanging between 3 ½ feet and 5 feet tall, the Kobaldi are a race of beings that originally hails from underground. They have skin the color of stone, mostly in the brown and grey ranges, but occasionally with other reddish, greenish, or even blue hues. They have a tremendous genetic predisposition towards the male sex, with only about 1 female being born for every fifty males. The race also exhibits a high degree of sexual dimorphism. Though males of the Kobaldi race are frequently referred to as "dwarves" there is nothing dwarfish about the females, who stand just as tall as a human, and often half-again as broad. A pregnant dwarf can give birth to a litter of up to 12 kobaldi at one time. However six at one time is the usual amount. As such, Kobaldi women are possessed of six teats, in two columns of three down their torsos. Male Kobaldi vary somewhat based on their precise clans, of which there are two main varieties: Hodekin and Klabautermann.
Both the Hodekin and the Klabautermann are thought to have derived from a group of Kobaldi that have been called the Duergar. Duergar were darker and greyer of skin than modern kobaldi, and shorter. They were effectively blind in the light, but possessed a highly evolved sense of smell. According to extant Kobaldi legends, when working in concert with other Duergar, they could shape stone with their will, and share in its knowledge. They used this ability to help shape the Kobaldi Empire that spanned Gravenmore. However, after the Kobaldi Empire was shattered, legend states that they slunk back into the earth, never to be heard from again. Some miners claim to have encountered them, claiming that they are experts in mimicry, and can change their shape, and steal useful ore, replacing it with cobalt. Most respectable scholars doubt this, however, holding to the belief that the legends of their return to the underground was merely a poetic euphemism to say that they died and went extinct and so "returned to the Earth Mother Brimir." Few believe they actually exist anymore.
HODEKINIt is thought that the first Hodekin were the losers in an ancient Duergar war, and fled aboveground to forge a new empire. Forge it they did, but that too was lost, over 1000 years ago. Now the Hodekin are a scattered people who have known enslavement, adversity, and death before settling in as a tolerated minority in many human kingdoms.
Physical Description: Their skin tones are varied and rich, and they are quite hairy. Their backs are often covered in a thick coat of fur, and they often grow long elaborate beards, though styles of facial hair are varied and indicative of social standing, clan of origin, profession, and indeed sometimes more intricate points of interest. A moustache, for instance, indicates a warrior, with length being a measure of accomplishment. Cheek whiskers are reserved for those who have studied higher learning, such as law, magic, or theology. Chin beards are virtually universal, but certain styles, such as forked, braided, and so forth are reserved for members of Noble Houses.
Personality: The history of the Kobaldi is a string of great victories followed by great defeats. They are the plaything of Fate, to be lifted up for a time, only to be cast aside at others. This has bred in them tenacity and a determination to endure that astonishes. Unable to trust for long in anything else, they trust in one another. Being alone is terrifying for them. Though they can make do with having companions of other races, a Hodekin is only truly comfortable with another Hodekin beside him. They seem always to expect a reversal of their fortunes, which means that in dark times, they are the most optimistic folk you will meet, but they cannot long enjoy glory and power, for they always expect it to be snatched away.
Relations: Hodekin throughout the centuries have held true to their religion—a fact which has made them unwelcome in some parts of the world. They have shown an affinity for handling money, which has led them to be the bankers, moneylenders, and treasurers for many prominent nobles and powerful officials throughout the world, and their long lives and history of warfare makes them valued as mercenaries, or permanent installments in the armies of nations. They hate goblins and their kin, due to a long history of animosity between them, and can only with great care and coercion can they be forced to work together. Sharing a history of exile, they have sympathy for halflings, but are too keenly aware of their racial tendency towards kleptomania to trust them. History of bad blood between certain bands of elves and dwarves means that Hodekin tend to prefer humans if they cannot be among their own kind.
Alignment: The Hodekin branch of Kobaldi demonstrate a tendency towards lawful behavior. They have strict sets of rules and codes of conduct, and prefer coordinating their efforts with a group over working individually. They are more inclined towards good than evil.
Hodekin Lands: With the exception of Durstanvold, there are few realms with significant area belonging to the Hodekin. Some cities dedicate a district (or a ghetto) to their use, and an independent force of Hodekin Kobaldi are a major faction in Surance, but very few lands are truly theirs.
Religion: The Hodekin revere a pantheon of deities known as the Ten. Moradin the Smith, Camulos the Warrior, Ollahir the Father, Brimir the Earth, Meres the Mother, Bealdor the Wise Child, Deon the Wanderer, Lukos the Trickster, Skadia the Huntress, Njorthur the Sea.
Bealdor—The "Wise Child" is a perpetually youthful deity who retains the secrets of magic and wisdom. He is invulnerable, except by the most arcane of circumstances, and yet it is his fate to be killed as a sacrifice that allows life as a whole to continue. Consult for mysteries and magic. |
Brimir—The Earth. Brimir is the primordial mother earth—goddess of earth and stone, field and the home itself. Terrible but loving. Moradin is said to have shaped the world from Brimir's body. |
Camulos—The warrior hero. He is one handed, the victim of Lykos' trickery. He represents truth, honor, and nobility. His are rules and civilization, and therefore he represents armies and communities as collectives just as much as the glorious warrior as an individual. Call upon for favor in battle, or to defend society. He is known for his frequent quarrels with Lykos and Skadia. |
Deon—"The Wanderer" as he is called is a dark and much feared deity. He is the outsider, the unknown, and that which lies beyond. He is the great psychopomp, a god of death who conveys spirits to the afterlife. Offerings are made when one expects danger or trouble, in an attempt to "buy him off." A consort of Brimir. |
Lykos—The Trickster is often portrayed in the form of the wolf. He bites off the hand of Camulos, and causes the death of Bealdor. He is chaos and strife, treason and mischief. Not evil as such, but antagonistic and no friend to those who make plans. |
Meres—The mother and caretaker. She represents fertility, nurturing, growth, and unconditional love and family. She is the goddess of the Clan, and often given an epithet by each clan to personalize her nature. Invoked by women in pregnancy, new mothers, and women who wish to become pregnant. |
Moradin—The smith is the maker and craftsman of the Ten. He rules over the making of things, not just weapons and armor. He is the mender of that which is broken, and the warden of enterprises. Invoked when beginning an enterprise, or when attempting to create something. The lover and consort of Brimir. |
Njorthur—God of the Sea, Njorthur is somewhat of an outcast in the Ten. |
Ollahir—The Father and the Judge, Ollahir is the keeper of knowledge and experience. Like Camulos he is a keeper of law and order, but he is the interpreter and the teacher, not the staunch defender. He is the one who grants knowledge, and keeps secrets. Consult Ollahir when making big decisions, and when researching. He is the consort of Meres. |
Skadia—The Huntress is the wild, animalistic, fierce aspect of the psyche. She is primal rage, cunning, and survival. Though she holds a technical place among the pantheon, her worship has been phased out, and now only minor fringe cults remain devoted to her, and only token offerings given. |
Racial Traits
- +2 Con, -2 Cha
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Kobaldi are used to bustling cities and working and fighting as a unit. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.
- Fearless: Hodekin have come to expect reversals of fortune and are hard to scare. They receive a +2 racial bonus on all saving throws against fear.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
- Stability: A dwarf gains a +4 bonus on checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
- Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
- Automatic Languages: Common and Kobaldi. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing
THE KLABAUTERMANN SYNDICATEMotto: "Men of Honor"
Klabautermann dwarves are not truly a separate race from the Hodekin, but unlike their cousins, they do not fear the sea. Indeed, they embrace it. In the days of the Kobaldi Empire, they were the rulers of port cities, and the families who served them. After the Sundering of the empire, some were pressganged, shanghaied, or otherwise sought employment on ships or near the sea. Some of the old noble families could even retain a shadow of their old power. In the slums and the docks of the cities, a few clans could even form a secret empire of their own, patiently over the centuries, piece by piece.
Now The Klabautermann Syndicate is a shadow over most of the major Sea Ports of Gravenmore, and their presence is felt throughout the Twelve Seas. They govern no lands, but their power and influence is beyond question. They have a great deal of muscle, and a great deal of coin to throw around. They often operate outside the law, and so they deal in favors as often as money.
Physical Description: They are the single most prolific of clans, because they seem to produce more females than the others. They tend to have the smallest claws of the Kobaldi, and baldness is a common trait among the men (though they still grow hair normally elsewhere). Their skin tones are universally swarthy, sometimes a deep brown, or tinged with red.
Personality: Klabautermann Clan shows a great addiction to bright colors and shiny objects—gold, silver, and platinum being chief among these. They love to adorn themselves with as much of it as they can, and some have been known at times to kill one another for them, if they can come up with a suitable justification for it. They are natural pirates, loving a life on the open sea taking gold and jewels from passing merchant ships—but this impulse has been largely curbed in favor of an overarching trade empire.
Relations: The other races have mixed interactions with Klabautermann dwarves. On the one hand, the Syndicate makes available all manner of products not readily available otherwise, but their virtual stranglehold of ocean trade has made them the targets of frustration and anger. Individual Klabautermann dwarves tend to be very helpful onboard a ship, and are a fountain of information and nautical skill that many crews find invaluable.
Society: The Syndicate is a loose association of criminal organizations led by Kobaldi Clan Matriarchs in several major port cities throughout Gravenmore. Often referred to as "Meres" (the kobaldi mother goddess), she often owns one or more fronts in legitimate business, mostly mercantile in nature, and may have her hands in any number of other operations. She calls the shots for all Klabautermanns in the area. They are aggressively territorial about other crime organizations in "their cities" and other shipping enterprises in "their waters," though the matter of which waters are "theirs" remains...fluid. A particular "Family" under the Klabautermann banner resides in each port, and though they trade with other families, they are sensitive to other families "honing in on their territory. Even other Klabautermanns outside the local family are not welcome for longer than it takes to unload a shipment. Women are typically sent off at maturity to form their own "Families" in another city where they will not be in competition, though near the end of her life, the Meres may choose to groom a daughter to succeed her. With such emphasis on territory, disputes do occur, and gang-fighting breaks out.
Klabautermann Lands: The Klabautermann Syndicate is a trade empire that spans the Twelve Seas of Gravenmore. Though other naval powers tread the waters, the Syndicate is the ruler of the waves—sending convoys of ships on trade expeditions to the Orphan Islands, the sands of Khimanu, and to the farthest reaches of the North. They have regional headquarters in most major port cities, though Surance refuses to trade with them.
Religion: The Klabautermann tend to follow the pantheon of the Hodekin, but hold special reverence for Njorthur, and are less negative toward Lykos.
Racial TraitsAs Hodekin except as follows:
- Saltbeard: Some Kobaldi live in iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
- Sea Legs: Klabautermanns are used to the sway of a ship, even in stormy weather. They gain a +2 on balance and Climb checks when dealing with slippery surfaces and slopes, or any time they are on a ship. This replaces Stability.
- Automatic Languages: Klabautermann dwarves live aboard ships or in bustling port cities, and as such quickly learn to speak the languages of their trading partners. Klabautermanns know one extra language for free at first level. This can be any language excepting secret languages like Druidic.
- Favored Class: Rogue (or Swashbuckler)
Updated map with mountains in place, much fancier font, and more places named.
(http://farm8.staticflickr.com/7347/12128222333_29fe0e0d3e_c.jpg) (http://www.flickr.com/photos/26747731@N06/12128222333/)
[ooc]Looky looky, mountains have some color now! I also renamed Durstenvold to Eisenwall, added the Vale of Chantzari (which I will detail soon) and the bordering mountain range called The Scimitars.[/ooc]
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Eisenwall
Demographics:61% Kobaldi (dwarves), 26% Alfar (elves) 6% Human, 6% Goblin
Government: A loose confederation of Kobaldi Barons
Secondary Political power: The Gestermot, a council of magi led by Alfar from the Durstenwald
Imports: Wine, Whiskey, and Beer, Spices, Textiles
Exports: Steel, Armor, Weapons, Mead
Organizations: The Gestermot, The Klabautermann Syndicate, Tordivore Academy, The Valkyrie
A rugged land of steep slopes, high plateaus, and dense dark forests, Eisenwall is one of the last bastions of Kobaldi power left on Amathar. The Eiseni, as the collective peoples of this nation (of all races) are often called, are famed for their metallurgy and smith work, as well as their craftsmanship of all kinds. The Kobaldi hold primary power here, yet the forests are often considered sovereign soil of the elves. Logging right are negotiated with the Gestermot, the ruling council of the forests. Though the elves and the kobaldi have often been in conflict, there have been increasing attempts at peaceable interaction since the fall of the Empire. Now fostering is a common practice in Eisenwall, with elven children being raised by dwarven Barons, and sons of the Kobaldi matriarchs learning the ways of the elves.
The Barons hold near autocratic power over their respective domains. These are, for the most part peaceful, but disputes break out, to be settled by a mix of steel and sorcery. Every baron employs at least one mage trained by the Gestermot (most, but not all belonging to the order) to examine the twisted skeins of reality with their familiar spirits. Elven Valkyries (an order of Magi charged with conducting the spirits of the dead to a peaceful rest) roam freely from barony to forest to barony unhindered. They provide the service of keeping the dead of all Eiseni at peace, and ridding them of undead, which run rampant. Wights and Ghouls are a serious problem, and Ghosts, shades, and allips have grown uncomfortably common. Many of the superstitious blame the Dokkalfar (Dark Elves), though most educated people deny their existence, claiming they are only a myth to frighten children.
Eisenwall is famed for its universities. These include learning in philosophy, geography, history, language and literature, heraldry, and in some cases magic and runes. The famed Tordivore Academy lies in the heart of the Durstenwald. It is one of the greatest repositories of arcane knowledge in Amathar, and accepts students of all races from around the known world. The Library of Tordivore is open only to students, but it is a vast library of magical lore, and contains many grimoires (Grimoires are like the diary of a familiar spirit—a window into an alien mind, detailing the rituals and gestures one must do to command the spirit).
The Eiseni are fond of drink, but their land is not especially suitable for vineyards, and there are no native plants to allow the brewing of beer. These are imported and tariffed. However, the national drink of Eisenwall is mead. Beekeeping is a major industry in Eisenwall, and they have an excess of honey to export and use in the brewing of the beverage. Mead halls are common. There is usually a Mead Hall in each town worth speaking of, and a private mead hall for each baron and her knights. These are always places of social gathering, and are usually filled with music and storytelling, often in length Kobaldi fasion. Tales of a great deed are usually told by relating a series of smaller tales that contributed to it, often including the lineage of the hero in question.
Though Eisenwall's baronies are typically at relative peace with one another, in the south there are frequent skirmishes with goblin tribes, and border disputes with Avondale and [Insert Name Here].
Dangers
Wights, Ghouls, Ghosts, Shades, Werewolves, Vampires, Orcworts, Wortlings, Orcs, Trolls, Dokkalfar (if the rumors are true)
Places
Barony of Emendorf, Barony of Fronebach, Barony of Oppenfeld, Barony of Grothhoffen, Barony of Wallachfeld, Barony of Weobrick, Caburwald, Durstenwald, Eddunwald
PC Archetypes
Faustian Wizard, Military leader, Retired Soldier, Undead Hunter, Bladesinger
Surance
Population: 42% Human, 38% Goblin, 10% Kobaldi, 10% Other (mostly reptilian humanoids)
Government: Warlords
Secondary Political power: The Drakhal, associated tribes of reptilian humanoids
Tertiary Political power: Clan Melora
Imports: Whatever they can steal
Exports: None
Important Sites:Urminsuul, Tanglemarsh
Organizations: The Drakhal, Clan Melora
The marshlands of Surance are by no means a unified nation. They completely lack central authority, and the lands are a jumble of spiteful and competitive human and goblin warlords. Further complicating the political environment of Surance are the warring factions of the dwarven Clan Melora and the reptilian tribes making up the Drakhal competing for sunken Kobaldi ruins from the Old Empire.
Amid the acidic marshes, the oldest and most powerful families have built up midden islands out of their discarded rubbish, waste, and detritus. Upon these trash mounds they have built Motte-and Bailey castles. Most of these are wooden forts just large enough to hold the essentials, but some of the truly wealthy warlords have thrown down enough trash over the centuries to build castles that can support whole hamlets inside their walls. From these fortresses, the warlords of Surance launch raids on one another, jockeying for supremacy.
The warlords also launch raids against neighboring countries. In their light, shallow-sitting longboats, they row along coastlines raiding fishing villages, and up rivers to hit ports and major settlements in Avondale, Eisenwall, Khimanu, and the island of ________. They value stealth and cunning, and surrounded by water, whether rivers, bogs, or ocean, they favor light armor of stiff leather and wooden shields for protections, and are known for using nets, tridents, and spears in combat. These weapons also notably double as fishing implements. They are also often seen with Axes (which can also be used to cut away branches and brambles) and curved knives.
The human clans of Surance tend to worship a pantheon of gods, and have clerics dedicated to their ways. The goblins, as goblins tend to be, are immensely fascinated with the world around them, and adhere to a more animistic philosophy, viewing each mangrove, willow, and orchid having its own spirit. They tend much more towards druidry and shamanism, with some even taking to a primitive form of alchemy. Goblin raiders tend to pay close attention when launching raids, and therefore adopt highly varied tactics, and foreign technologies.
In the past 100 years, Surance has been plagued with Orcs—a pseudo-sentient race that is at least half plant. Orcs spring form the carnivorous Orcwort tree in the form of "Wortlings" small immature, lumpy versions of orcs. Orcs that live long enough grow into trolls, which, if allowed to live will eventually root themselves and become Orcworts themselves. Wortlings are weak, but their presence indicates that a mature Orcwort is present—a serious threat. Orcs roam abroad, spreading seeds when they fall. The presence of trolls is an indicator of major danger, and if they are not dealt with, can become an even greater threat down the line.
The influx of Orcs has displaced several bands of reptilian humanoids. Troglodytes have come down from the mountains, and joined forces with the lizardfolk and the Mardlings (a race of small reptilian humanoids) to form The Drakhal. Many of the Drakhal have taken alligators as mounts. These have taken up residence is some old ruins of the lost Kobaldi empire. These half-sunken stone complexes have many shelters and places to hide and set up ambushes. They are also quite defensible. News of the new inhabitants of the ruins has attracted the attention of the Kobaldi clan Melora, whose ancestors were given governance of Surance in ages past. Clan Melora holds that these tribes have no right to the ruins, and seek to reclaim them as matter of honor.
Dangers
The Drakhal: Lizardfolk, Troglodytes, and Mardlings (reptilian humanoids)
Orcwort Trees: As well as Wortlings, Orcs, and Trolls
Linnorms, Anacondas, Shambling Mounds, Stirges, Will-o'-the-Wisps, Giant Spiders, Orkworts & Orks
Places
Caleah, Carsica, Krano, Morlance, Novica, Rillava, Thallance, Vastifell, Tanglemarsh, Urminsuule
PC Archetypes
Viking, Tribal barbarian, Shaman, Weather Druid, Mysterious survivor, Noble Savage, Naturist, Proud descendant
I'm enjoying this setting for it's very Nordic roots. Very, very curious to see more of your elves as psychopomps. Also, I love the inclusion of "Dangers" in each location - it gives a very clear feeling of what potential problems there are.
From what I'm reading, I unfortunately lack much good commentary, though I'll try to fix that. While I am, I did want to ask - I notice you posting stats for things, which makes me happy. Are these Pathfinder or DnD 3.5 or something else oriented?
Quote from: Xathan
I'm enjoying this setting for it's very Nordic roots. Very, very curious to see more of your elves as psychopomps. Also, I love the inclusion of "Dangers" in each location - it gives a very clear feeling of what potential problems there are.
From what I'm reading, I unfortunately lack much good commentary, though I'll try to fix that. While I am, I did want to ask - I notice you posting stats for things, which makes me happy. Are these Pathfinder or DnD 3.5 or something else oriented?
Thanks! To answer your question, I mean for this to be usable with either DnD 3.5 OR Pathfinder with more-or-less equal ease.
And yeah, I will get on the elves very soon. And the goblins. I am having fun with goblins.
I'm glad you like the dangers. It was one of those little details that I thought would be nice. And I expect I will also be going back periodically to edit them and add new ones (or get more specific, or make them more interesting in some other way).
Quote from: Seraphine_Harmonium
Thanks! To answer your question, I mean for this to be usable with either DnD 3.5 OR Pathfinder with more-or-less equal ease.
Gotcha. The good news is, they do translate pretty well. If you were going to run it, which would you chose?
QuoteAnd yeah, I will get on the elves very soon. And the goblins. I am having fun with goblins.
I am very intrigued, mainly because I love seeing alternate takes on goblins. Yours sound like the bastard offspring of DND Goblins and Kender..which is a good thing.
Quote
I'm glad you like the dangers. It was one of those little details that I thought would be nice. And I expect I will also be going back periodically to edit them and add new ones (or get more specific, or make them more interesting in some other way).
I hope you don't mind that I'm totally stealing that idea for Keldora. I would assume you would, though I do like keeping them vague to give more DM flexibility.
Dragons in Gravenmore: Though there are lesser drakes of various sorts, true dragons in Gravenmore are not like in standard D&D, where a quick glance at the color of its scales tells you all you need to know about its strengths and weaknesses. Dragons in Gravenmore are all unique. Their hides may mix scales of various colors, and they may come in a variety of shapes. The Coatl of Chantzeri is long and serpentine, with birdlike feathered wings and venomous fangs, whereas the dragon below the mountain in Riasal is said to be a black-scaled fire-breather who can melt solid rock.
Dragons often have very specific weaknesses--not to an element opposite their breath weapon necessarily, but something else: a particular poison, a plant, a strike to a strategic location. Fighting a dragon and winning takes research and determination, and most likely significant resources.
They do not polymorph into humanoid forms, and spell-like abilities will most likely be limited, but they are cunning, intelligent, and devious, often with centuries or millenia of experience dealing with knights, heroes, and adventurers making nuisances of themselves.
Quote from: Xathan
Quote from: Seraphine_Harmonium
Thanks! To answer your question, I mean for this to be usable with either DnD 3.5 OR Pathfinder with more-or-less equal ease.
Gotcha. The good news is, they do translate pretty well. If you were going to run it, which would you chose?
I lean towards 3.5 slightly, I think. I understand the reasoning behind Pathfinder's Combat Maneuvers rules, but in a number of cases they don't seem to make much sense.
QuoteQuote
I'm glad you like the dangers. It was one of those little details that I thought would be nice. And I expect I will also be going back periodically to edit them and add new ones (or get more specific, or make them more interesting in some other way).
I hope you don't mind that I'm totally stealing that idea for Keldora. I would assume you would, though I do like keeping them vague to give more DM flexibility.
Steal away!
The Vale of Chantzari
Government: Independent City States (Monarchy, Magocracy, Theocracy, and Military rule)
Important Sites: Mount Aeteios, Echaeus, Lophi, Megea
The Vale of Chantzari is a river valley nestled between the Scimitars and the _______. Being surrounded on all sides by mountains and hills, the Vale is a natural floodplain, and a network of rivers cut through it, creating an intricate web of isolated and densely jungled pseudo-islands. Amid the swelter of hills and trees lie several distinct city-states which exist in a perpetual rivalry which borders on open warfare. Yet rather than dominate life, the conflicts have brought to life the richness and variety of the peoples in these lands. Art and culture prosper here. In Megea especially, philosophers are kings, and art and theater are greatly valued.
There are four chief city-states who vie for supremacy, though a multitude of smaller cities and towns are scattered through the jungle, providing points of sanctuary for travelers, and some defense against the dangers of the Vale: Amazons, Centaurs, Jaguars, Owlbears, and more prowl the jungle. And according to legends, all is overseen by a great feathered dragon of godlike power.
Aeteios, the Soaring City: Mount Aeteios is the highest peak of the Scimitars, and is home to the Aetians, a tribe who carve their cities out of the cliff face, and who train giant eagles as mounts. The Aetians venerate the legendary phoenix god Garuda—who was said to be a cunning trickster, and their sun god. Their city-state is arranged vertically, with their king at the highest point, and with the residences of the lower classes being found lower down the mountain. The Aetians are at war with the Yuan-Ti, a people of snake worshippers at the base of the mountain.
Echaeus, the Citadel: Echaeus is the most warlike city-state of the Vale of Chantzari. Its people particularly favor the god of war Camares, who is said to wear the flayed skin of a bull, and can transform himself into such a beast. The entire city-state is a fortress, and Echaeus trains all its able men and women to fight, and their soldier class (full time fighters) rules the city. When they go into battle, they often adorn their helmets with cattle horns. The city has been built, sacked, razed, and rebuilt so many times that there are several layers of ruins piled beneath the Citadel. This maze of tunnels and passages has long been home to the Minotaurs—beings the Echaeans view as sacred. Escaping the Labyrinth is a rite of passage for the soldier class of Echaeus. They despise Megea, and its value on talking, philosophy, and poetry. The Echaeans instead culturally value hard work, silence, and efficiency. "Never say in ten words what you can say in one" is the majority opinion, and their language reflects this tendency. They encapsulate complex ideas into singular words, and have very limited rules on grammar, so as to minimize the number of words necessary. Taking this idea to the extreme, the Echaean army includes a special force called The Mute. These warriors are trained in stealth, subterfuge, and assassination. After years of training, in which they practice abstinence from all speech, they finally cut out their own tongues altogether to show their commitment to silence.
Lophi, the City of Snakes: Lophi is ruled by the Yuan-Ti, the mortal enemies of the Aetians. They worship a snake deity Krisa who is said to be the offspring of the dragon Coatl. Once mortal men, they have bred with Nagas, and now their blood has been so mingled with the snakes that many of them bear snakelike qualities. In most this is subtle—heightened taste and a forked tongue, but the elite classes are more fully snakelike, having fangs, scales, and even tails instead of legs. Vipers and constrictors are both common pets. Anacondas and even more massive snakes are rumored to be kept by the snake lords or Lophi. Lophi is ruled by its priestly class, called "Pythons" and "Pythia." Though they are very suspicious of outsiders, they are highly skilled at cures and are said to be so expert with poisons that they can create an antivenom for any toxin in this world and beyond. Their pythons and pythia are also famed for their oracles. The Pythons and pythia delve deep into a chasm in the earth called the Omphalos, where the naga are said to dwell, and by inhaling the sweat of the orgiastic breeding pit of the Naga, they fall into a furious raving trance, thrashing about and sputtering hissed prophecies.
Megea, the City of Philosophers: The Philosopher Kings of Megea are a well-known magocracy that chooses its leaders in reasoned debates. Only those who have studied philosophy at one of the City's foremost Universities are allowed (Of course "philosophy" includes metaphysics and magic) to participate. The magical abilities of a particular candidate are often presented as evidence in support of their argument. There is a degree of instability here, for while the Philosopher King has absolute power, he or she can be unseated by a display of superior reasoning, as adjudicated by the intelligentsia. Sometimes a particularly skilled disputant is able to remain in power for a lifetime. More commonly, however, Megea experiences a revolving door of rulers, as the magi continually bicker and argue, and drag out old arguments to re-examine and defeat them with new knowledge or new ways of talking about the problem.
Dangers
The Couatl (a unique Dragon), Amazons, Centaurs, Apes, Assassin Vines, Giants, Jaguar, Owlbear, Treant, Wolf
Aeteios: Giant Eagles, Satyrs, Ogres
Echaeus: Minotaurs
Lophi: Giant Snakes, Naga, Yuan-Ti, Wyverns
Megea: Cyclopes, Nymphs, Wyverns
Places
Amythrae, Apos, Cyraei, Egamphia, Epis, Lympia, Melos, Sophaly, Thusae