Hey guys, I remember this place from way a long time ago, maybe in 2004 or 2005. I found this bookmark, and this place looks like a nice community. This is a setting I've been working on called the Old Lands (now renamed Painless), originally posted here: http://boards1.wizards.com/showthread.php?t=740712
It's a long read, I know, but please be patient.
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The earliest period of known history of Tah-Renn (the continent on which the setting primarily takes place) is the First War, a huge, cataclysmic event encompassing the entire continent. It was started for reasons unknown, but and its aftermath must have lasted centuries, and it has made a deep impact on the world's history. The Elder Gods had left the continent out of exasperation; they were sick and tired of trying to keep the lesser races from fighting eachother, so they just left. Without the gods to guide them, the war simply drew on. It never officially ended, but humanity fell into a log dark age, during which anarchy reigned supreme. This dark age was finally brought to an end when a short period of vigorous technological and societal expansion occurred.
Several nations emerged. Phaerimm started out as a tribal hunter-gatherer society, and later became a great forest nation, with great palaces built up in the trees. They worshipped the Kami, semi-sentient spirits of nature that course throughout Tah-Renn. In the north there was Kel-Kathor, a tribal caste-based society. They were much similar to Phaerimm in some respects, in that their society was primitive relative to other nations and was not heavily urbanized, though their great structures were constructed from stone rather than being "grown" from the trees. The Rapjut, as they were called, worshipped the concept of death as the great equalizer, the cleanser of evil the earth.
In the southeast portion of the continent was the empire of Myst (yes, I know, Myst is a lame name, I'm open for suggestions), the greatest practitioners of arcane magic before or since. Myst typically remained aloof from the other nations, preferring to reside in their titanic floating cities made from uprooted mountains rather than bothering with the trivial affairs of the outside world. The Myst did believe in the idea of a father deity. While they only saw the Elders as false gods due to their abandonment of their worshippers, they maintained religious values, though were seldom active in these beliefs.
The most consequential nations born after the First War, however, were the Huron and Hurat_Mal. While neither nation developed much in the way of magic, they made leaps and bounds in technology. The Huron was a vast empire, ruled by a central monarch, who extended his power across the land using an extensive yet incredibly efficient bureaucracy. The Huron were pioneers in "lightning-force," using electricity to power everything from small war-saws for their foot-soldiers, suits of powered armor slightly taller than the average man (mecha) complete with larger saws attached to their arms, to titanic four-legged machines of destruction, whose only purpose was to stomp on things and crush city walls.
The Hurat_Mal were engineers of steam technology, creating steam-powered geartrains (trains with clockwork gears instead of wheels and running on a cog railway), iron battle-wagons (think steam-powered tanks), even massive drills for boring through city walls. They also invented nanotechnology. Scientists injected nanites into your bloodstream, which then traveled through the body to various destinations. Once they arrived there, they began to perform the duties allotted to them, such as facilitating the flow of information between nerve cell or enhancing natural muscles. While normal types of nanites were available, ones giving you benefits such as increased strength or intelligence, the real wonders were the nanites used to create nanite-warriors. When injected, these nanites would move to key portions of the body, chiefly the hands and feet, where they would implant themselves. The warrior would have mastered a martial art called hau_harun. Mastering this art allowed one to control the nanites, producing elemental effects such as bursts of fire or acid, which, with training, could be directed into attacks. The nanites were programmed to react in a certain ways to different body motions, as well as other factors such as the warriors breath. Different styles of hau_harun produced different elemental effects, with four styles in total: those of fire, acid, lightning, and ice.
The nations managed to live with eachother in peace for a time, but this peace did not last forever. So began the Second War. The Huron empire, which still revered the Elder Gods, were ferociously angry with the other nations for their lack of faith, especially Kel-Kathor and Phaerimm, which had converted to what they considered savagery and idol-worship. They launched an all-out genocide of these nations, and they would have succeeded if it weren't for Hurat_Mal.
The Huron devastated Kel-Kathor and Phaerimm for a short time, until they diverted their attention more to the advancing Hurat_Mal. The war was horrendous and bloody for both sides. Within the first few months of the war, the Huron were able to lay siege to the Hurat_Mal capital. They sacked the city, but the Hurat_Mal retaliated quickly, crushing the walls of the Huron capital by assaulting it on both sides, attacking it with several siege drills. The war was quick but devastating, serving to show how terrible even a minor war could be when two immense war machines collided. The Second War only ended when the Elder Gods, all at once, decided to return to Tah-Renn. While they did not completely destroy the military capacity of either side, they ended the war swiftly and decisively.
With the return of the Elder Gods, many of the people of Myst returned to worship them, although some still saw them as mere idols. Phaerimm continued to practice their own religion, as did Kel-Kathor. The Hurat_Mal, who had been atheists up until now, returned to the worship of the Elders, for many of them were thankful that they had brought the Second War to an end. So a peace would last for many centuries, although technological innovation slowed. This peace would be brought to an end soon, however, with the coming of the Gen'ai.
It had first started as a missionary effort. The Gen'ai, shrouded in blue robes, roamed the countrysides and cityscapes, acclaiming their false gods and attempting to gain converts to their church. No one would convert, however, and this created ruinous results. Soon the Gen'ai hordes poured in from the East, and the Third War had begun.
Technologically, the Gen'ai were backwards, but they had a great advantage of numbers. Many of them were skilled psions, and their powers allowed them to create war machines such as ring-shaped flying vehicles armed with devastating energy weapons. It was these kinds of thing that the other nations could not match. Myst, which had stood aloof during the Second War, suddenly found itself having to fight. They had not foreseen the coming of a war to their doorstep, and thus were unable to use their great arcane power to fight the Gen'ai. Their floating cities were quickly destroyed, and the people of Myst suddenly found themselves plummeting to the earth. The other nations should have seen this as a warning of things to come, yet they merely saw this as the fall of a civilization weakened from pomp and luxury. They didn't realize how grave the situation truly was until the Gen'ai hordes marched to the gates of Eaen-Mahael, City of the Gods. The Gen'ai quickly breached the walls of the great city, forcing the Elder Gods to descend from atop their lofty thrones and fight them. The Gen'ai armies were turned back in a bloody battle, but the Elders were killed in the process. In their dying breaths, the Gods manages to call forth unknowable divine power to annihilate most of the Gen'ai both near and far, but so much damage had already been done. Soon civilization would collapse yet again, and this time the chaos would last for a thousand years.
This dark age was much the same as the last one, only multiplied tenfold. The grand splendor that had been achieved before the coming of the Gen'ai crumbled to dust, and in some areas the water was literally red with blood. Every now and then a self-proclaimed savior or religious prophet would rise up only to be shot down, each one more brutally than the last.
After a millennium of chaos, order finally began to emerge in certain regions. In the western portion of the continent, several separate lands united under the banner of the Bladelands, a monarchial authority ruled by the queen in Queensland. In the South, centered around a great peninsula that extends into the Shining Sea that separates Tah-Renn and the desert continent of Karigora, another civilization emerged. They were, and are now, far from united, but instead government is run by several separate city-states, the greatest of which being Kael-i-Alahi. Some of the people of the South have begun to rediscover old technology, and to some extent reverse-engineer it, though mass production is still far from their reach. In the north, in the mountainous Nordlands, the race of Kep-rok has formed a successful civilization, though they are not as advanced as the Bladelands or the people of the South. The Rapjut of Kel-Kathor have managed to survive in relative unity, though their society is far from what it once was.
Most of the continent, however, is still un-unified and chaotic. The Midlands, a region spanning most of the middle portion of the continent, has a limited racial unity, but the region is rife with disease, famine, crime, and supernatural horror. The region that was once Phaerimm is now occupied by the Her'u, the descendants of the old Phaerimm. While they still revere the Kami, most worship has decomposed into blood orgies and human sacrifice. The area that was once Myst is now a wasteland. The landscape, as well as the flora and fauna of the region are warped and twisted by the lingering arcane auras affecting the region. While it is entirely livable and by no means hostile to life, it is still shunned as the haunt of ghosts and aberrant horrors.
Even as some portions of humanity are managing to pull themselves out of the dark age and piece together a coherent civilization, new threats are emerging. The Oni, demonic spirits, are becoming more and more prominent, and reports of possessions and slaughter involving the Oni are gaining commonality. Rumors also persist of strange, otherworldly beings from beyond the stars appearing in the Midlands and in the Harkford Isles of the Bladelands, driving men mad at the mere sight of them. The Church of David, founded nearly two centuries ago, has commissioned several exorcist religious orders, but so far to no avail.
Political strife is becoming common as well. Feudal lords of the Bladelands are becoming interested in advancing their own power, and city-states and families are warring in the South. Secret societies are infiltrating all levels of society, advancing their shady ideologies through manipulation, blackmail, and assassination. Corrupt clerics of the Church of David are beginning to exert greater influence, and other dark churches are emerging.
Do you have a map?
i didn't read the entire thing, but i really enjoy what i did read. i'd like to hear more on the phaerimm, as well as the kel-kathor.
also, i second the map question.
I have a rough map drawn out, but I have yet to scan it into the computer. It also is kind of outdated; I got rid of the Nordlands and replaced it with the Grand Duchy of Auzoarauth, a Stalinist monarchy ruled by an Archduke. I'll post the map later, once I fix it. I may add in another nation as well.
The Bladelands
The Bladelands is a feudal monarchy divided into six provinces: Kiev, Jutland, Roanne, Queensland, the Sword Coast, and the Harkford Isles. The Queen is the strong central power who enforces her will through both political and military pressure, primarily through use of the Royal Guard. The feudal lords manage to keep the Queen's power in check to an extent, but recently the Queen has attempted to centralize rule of the Bladelands, which is worrying many local authorities.
The northernmost provinces, Kiev and Jutland, are probably the most remote from Royal control. Their distance from Queensland, combined with their inhabitants' passive yet strong independent spirit, has served as a shield from this encroaching central authority. However, this could just as easily be because the Queen is too busy attempting to exert more control over other regions to bother with Kiev and Jutland.
Just south of Jutland is the Roanne province. Roanne has a distinct French Renaissance feel to it, and it's inhabitants are generally of a higher class that in other, poorer regions, and are typically more steeped in the "high culture." The warriors of the region are highly chivalrous, and friendly duels are common. Rapiers outnumber longswords substantially, and extravagant gowns are much more common than heavy metal armor. While the people of Roanne pay more loyalty to their own land than to their country, they deeply respect the Queen, and the Roanne High Guard is more than willing to offer its services if they are requested.
Queensland lies in the heart of the Bladelands, and is at the same time one of the most aspired to and the most feared regions in the nation. It is a region rife with conspiracy and unrest, and strange otherwordly beings are told take great joy in possessing children and causing mischief. The Royal Guard is often charged with putting down unruly nobles, putting small towns or manors under quarantine because of strange happenings, or making late-night arrests for reasons unspoken. Above it all, the Queen watches like a hawk, letting events unfold before her and interfering as she sees fit.
In the Grey Gulf, to the west of the Tah-Renn mainland, lie the Harkford Isles. The culture of these Isles strongly resembles that of Scotland, and the natives are fiercely independent. While they pay respect to the Queen, they identify with their region and their culture more than anything else. Fortunately for them, they are too isolated from the mainland for the Queen to start seizing control just yet. However, cultists of the Church of the Stars are unusually active in the Isles, and rumors persist of strange otherworldly creatures appearing from the woods and sneaking into towns to abduct the residents.
The Sword Coast is the most dynamic province in the Bladelands, and also the most difficult for the Queen to control. The natives, especially the Coast Guard, deeply resent the Queen attempting to influence them, and moreover blame her for their poverty and crime problems. The Coast Guard attempts to regulate shipping between the Bladelands and the colonies of the jungle continent Arkanis to the west, but this is becoming more and more difficult due to piracy and the meddlesome Western Sea Trading Company. The Coast Guard loathes the presence of the Queen's Royal Guard, and every now and a bar fight between a Coast Guard trooper and a Royal Guard soldier will escalate into a full-scale rebellion, leading to tremendous loss of life at the hands of Royal reinforcements, and yet more anger and resentment from the people of the aptly-named Sword Coast.
Hidden behind the more open conflicts that plague the Bladelands, there are many more deeper and sinister plots afoot. Secret societies like the Dark Heart exert considerable influence in Royal politics. The Dark Heart, which at one point served as the Queen's secret police, is now acting more and more unilaterally, and their loyalty is beginning to be brought into question by the Queen's advisors. However, the Dark Heart is an extremely clandestine organization, few know about, meaning there are few to fight against it.
The Midnight Syndicate is probably the least likely organization one would expect to be plotting against the Queen. It appears on the outside to be a harmless, if eccentric, cabal of performers and writers, often indulging in dark humor and disturbing storytelling. Syndicate poets write about such unpleasant topics as suicide and demonic possession, playwrights concoct tragedies with especially gory and nauseous endings, and bards compose long ballads about massacres at the hands of small children. However, underneath this strange mask is a deep-running and far-reaching society of conspirators and manipulators whose only desire is to seize control of Bladelands politics. Already many nobles have become literal mindslaves to the mindless entertainment of their master playwrights and court jesters, and it's only a matter of time before the vile rank of the Midnight Syndicate permeates the Royal court itself.
The South
The South is the name given to the Southern portion of Tah-Renn, centered around the Ar'kesh Peninsula that extends into the Shining Sea, a small sea filled with dozens of small islands. The Shining Sea separates Tah-Renn from the desert continent of Karigora, functioning much like the Mediterranean Sea of Earth. Regular trade flows between the cities of the South and the principalities of northern Karigora.
The region is hardly unified. Political structure in the south is structured mainly around city-states and powerful families that control land and the Southern economy. Few city-states are based on the Tah-Renn mainland, but instead most lie on the many islands that dot the Shining Sea.
The largest and most powerful city of the South, which is incidentally the largest and most powerful city of Tah-Renn, is Kael-i-Ilahi, which covers nearly the entirety of the Ar'kesh Peninsula. A gargantuan stone wall, several hundred feet tall and nigh impenetrable, protects the land owned by the lords of the city. The actual city does not begin until one hundred miles distant from the outer wall; the intervening space is farmland. The actual city is again walled off, and so begins the commoners' district. This district is rife with crime and poverty, and the corrupt city guard largely neglects it in favor of protecting wealthy merchants who can afford to pay them. Another wall, and then begins the financial district. This district is the home of wealthy merchants, moneylenders, banker, and minor city officials. This is the second most populated district next to the commoners' district. The next district is again walled off, and is the home of universities, laboratories, libraries, and all sorts of pursuits for intellectuals. Unlike the all other walls in the city, which are generally closed to people of lesser status and are heavily guarded, natives of the financial district can move between it and the learning district simply by paying a toll. The innermost district of the city is the leadership district, the home of the wealthiest merchants, bankers, and aristocrats, the home of the most prominent city officials, and most importantly, the home of the Masked Lords. The six Masked Lords are the rulers of Kael-i-Ilahi, called so because the never reveal their identities, disguising their voices magically and wearing white porcelain masks.
The rest of the cities that make up the south vary in riches and splendor, but most are of equal, if not greater, splendor than the richest cities of the Bladelands. The leaders of these city-states, as well as wealthy aristocrats, trade companies, and powerful families are constantly at war with one another, both openly and through subtler means.
The technology level of the South is the highest of all Tah-Renn. The ayan, a race of hyper-intelligent humanoids, have been able to rediscover old technology from before the Third War, and while mass production is still very far away, it is not uncommon for nobles to receive nanite injections or have a few sawblades to their name. Like in the Bladelands, steam-powered iron barges are more common than wind-propelled ships, although the South has considerably more land-based steam vehicles than the Bladelands, including a geartrain connecting the outer wall of Kael-i-Ilahi to the city itself. Relgion plays a relatively minor role in the South, although the Church of David runs cathedrals in several cities, including Kael-i-Ilahi.
Behind the convoluted Southern politics is the Court of Eur (ay-OOR). This secret society is dedicated to preserving its own idea of "balance" in the South. While their intentions may seem self-serving, they truly are interested in making sure that no one individual or group gains too much power, lest large-scale conflict, or something equally-devastating yet more subtle, breaks out. The Judges of the Court, dressed in ornate pale blue robes, continually watch over the politics and conflicts of the region, ever watchful for people and events that might prove problematic and should be dealt with.
The Midlands
No order exists in the Midlands, at least, no formal or widespread order. The Midlands covers nearly 30 percent of Tah-Renn, making it the largest region on the continent. It is wide and diverse, populated by criminals, bandits, Nezumi ratfolk, Oni demon-spirits, starspawn, and in the middle of it all, a tough race of people simply doing their best to survive.
The Fau'th'aur, the human-like race that make up the majority of the Midlands' population, are a tough and strong-willed people. Some of them roam as bandits, and others wander to seek shelter and food to keep them alive for the next day. Small villages dot the land, filled with people drawn together for mutual protection. Some small urbanized areas have begun to form, but they are plagued by corrupt leadership and organized crime. Certain individuals have begun to forge kingdoms and standing armies amid the chaos, but they only contribute to the suffering. Their subjects are overworked, oftentimes slaves, and they make a habit of invading nearby areas to massacre those unfortunate enough to live there.
The Church of David has launched a missionary effort in the the Midlands, spearheaded by the Brotherhood of Mark. They have been very successful, spreading the Faith throughout the western portion of the region and building several cathedrals. The Order of the Silver Flame, commissioned by the 14th Heir of David, has also begun to perform works in the Midlands, exorcising demons and undead. However, their efforts are barely noticeable when viewed against the whole.
The southeastern portion of the Midlands is perhaps the most interesting to adventurers. It is the site of the ancient empire of Myst, and the landscape, flora, and fauna of the region have been warped by lingering arcane auras. It has been abandoned by the Fau'th'uar out of fear and lingering painful memories, but the Nezumi still make a home there. Despite rumors, the Moor, as it has come to be called, is not the abode of ghosts, nor is it innately hostile to life. Make no mistake, however, the twisted beasts that roam it are more than a challenge to any adventurer.
Races
I think for Painless, I'll invent my own races, although they'll essentially be modifications of PHB races. Short descriptions of each are described below.
Sendra
The Sendra are the most "humanlike" race of Painless (I use humanity as a broad term for all humanoid races rather than a name for a specific race). The Bladelands and the South are predominantly populated by Sendra. While individually they can be good people, Sendra are easily corruptible and sometimes quite foolish. +2 Charisma, -2 Wisdom
Fau'th'uar (faw-THWAR)
The Fau'th'uar are the predominant race of the Midlands. They are stout and tough, although they are a bit stupid and easily tricked. Long years of death and misery have caused many of them to lose faith in themselves and humanity. +2 Constitution, -2 Intelligence
Ayan
The Ayan are a hyper-intelligent race of humanoids living in the South, were they serve as librarians, teachers, scientists, and excavators of old technology. They are respected by many of the Sendra for their intelligence, though they are sometimes treated by lords as mere assets in an ever-raging conflict. The Ayan are usually too busy to notice, however, as they're always reading, thinking, or taking something apart. +2 Intelligence, -2 Charisma
Stonn
The Stonn are a subrace of the Sendra that live on the Harkford Isles. They have their own unique (Scottish) culture that other Sendra find to be intriguing, though they are somewhat gruff to outsiders. They are very independent, though they still have respect for the Queen of the Bladelands. +2 Wisdom, -2 Charisma
Kep-rok
The Kep-rok are the equivalent of the dwarves in the Old Lands. They make their home in the Nordlands, in the Nothern Mountain Range, where they live in caves and in the ruins of once-great underground palaces that were descecrated at some point during the dark age following the Third War. Now they are a bitter and depressed people, always speaking of the glories of the "old days," yet they never seem to want to do anything to help themselves from their bad position. More often than not they try to drink their sorrows away. +2 Constitution, -2 Wisdom
Her'u
The Her'u are roughly equivalent to elves, although this is a bit of a stretch. The Her'u are the descendants of the race that once occupied Phaerimm, which the Her'u now call home. The Her'u of today are savages, obsessed with paying homage in blood to the Kami spirits they worship. +2 Dexterity, -2 Intelligence and Wisdom
Rapjut
The Rapjut, or the "black man" as they are sometimes called, are the race that now populates the ancient empire of Kel-Kathor. Although they haven't maintained the glory of their ancestors, their society hasn't changed much. The Rapjut worship death as the Arbiter, the equalizer of the rich and poor, and of the good and evil. While they may look like savages to the uninitiated outsider, they are nothing like the Her'u. The Rapjut are bigger and taller than the other races of Tah-Renn, but they still fall within the confines of Medium size. +2 Strength, -2 Dexterity
Bei_Toph
The Bei_Toph are a race of blind subterranean humanoids. They have pale, almost white skin, and are slightly shorter than the average Sendra man. Even though they are blind, they have the surprising ability to "see" wherever they go, through a combination of keen ears and highly sensitive feet with which they can feel vibrations in the ground. The Bei_Toph are a quiet race, preferring to wait and listen rather than to go all out. +2 Wisdom, -2 Charisma
Nezumi
The Nezumi, ratfolk, are a sinister race of anthropomorphic rats. They are violent and greedy by nature, and have made profound enemies with the Bei_Toph and the Kep-rok. While they primarily live underground, many have taken to life above ground, where they provide yet another source of misery to the Fau'th'uar of the Midlands. +2 Dexterity, -2 Constitution
There are other races, but these ones don't come from Tah-Renn, but instead fromother continents. I want to get everything down about Tah-Renn first before I move to other locations.
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Magic
I think the normal D&D magic system will work just fine. Arcane magic has a less prominent role in the Old Lands than other forms. Most of the glory of the Art died with the destruction of Myst, though some still keep it alive. Most arcane casters in the South are wizards, and most in other lands are sorcerers or bards.
Psionics have a place in Painless, mostly in the South. The Ayan have minds that are much farther along in their evolution than the other races, and thus some Ayan have manifested psionic abilities. The Ayan are believed to be descended from the few Gen'ai who survived the Third War. The Gen'ai had made extensive use of their psionic abilities.
Divine magic is prominent in Painless. The Church of David is the biggest religion, followed by Kami-worship by the Her'u in Phaerimm. Other churches exist, including the Church of the Oni and the Church of the Stars (more on religion later).
Kel-Kathor
In the northwest portion of Tah-Renn lie the titanic mountains and eldritch forests of Kel-Kathor. Kel-Kathor was once home to the once-great Rapjut civilization The Rapjut are still around, but they cannot match the greatness of their ancestors. They have maintained a tribal society for the past few centuries, occupying the great cyclopean stone buildings of old, or elsewhere on their land. The tribes for the most part do not fight eachother, but this is mostly due to tradition rather than any sort of tolerance.
Outsiders are not tolerated. While the Rapjut will usually not greet an outsider with violence, they will do all they can to force them out, scaring them if they have to. As a result, outsiders view the Rapjut as savages akin to the Her'u. This assumption is not true, but the Rapjut will certainly not suffer the presence of foreigners.
Kel-Kathoran government is tribal. Each tribe may claim expansive territory, although much goes unpopulated, instead used as hunting ground or for other purposes. The three most prominent tribes of Kel-Kathor are the Tek-Kor, the Kot-Mal, and the Dan-Het. The traditions of different tribes are not easily distinguishable to observers, but one tribes' culture differs from the next in minor societal differences. For example, the Tek-Kor are slightly more totalitarian than other tribes, with less power granted to non-members of the tribal council, and the Kot-Mal are somewhat militaristic.
Rapjut culture may seem to be primitive to some, but this is merely a function of their tribal lifestyle. Few areas of Kel-Kathor are urbanized, and those that are are merely reparations of much older buildings. The Rapjut live a life that most other races would consider comfortable, the only difference being government structure and culture. Nomadic tribes are becoming less and less common.
The Rapjuts' idea of death as a divinity is not unique to their culture, but so far they are the only culture to worship death that is not evil. Instead, the Rapjut view death as a spirit of change. They see it as the only neutral body in the universe; all others are biased, ethically or in some other way. Death is the cleanser, the scourge of both evil and good. As such, the Rapjut to not have any ethical inclination; they are neutral.
Okay, so that was a lot of stuff. It is essentially a reposting of what is posted here. (http://boards1.wizards.com/showthread.php?t=740712)
I think I'll rename the setting "Painless," mostly because it sounds less generic. What do you think?
"Painless" is less generic, but more vague. Although it does sound like the name of a gritty superhero comic or something, so has its fair share of pizzaz. Much more pizzaz than "The Old Lands." So what the heck: go for it.
Quote from: Epic Meepo"Painless" is less generic, but more vague. Although it does sound like the name of a gritty superhero comic or something, so has its fair share of pizzaz. Much more pizzaz than "The Old Lands." So what the heck: go for it.
Yeah, kind of what I was going for. Okay.
Grand Duchy of Auzaerauth (aw-ZARE-oth)
The Grand Duchy of Auzaerauth is a Stalinist dictatorship in the frigid northern part of Tah-Renn, just east of the Jutland province of the Bladelands and west of Kel-Kathor. The land occupied by the Duchy is only about a half of that taken up by the neighboring Bladelands. However, the un-unified status of the Bladelands government prevents it from competing to heavily with the Duchy.
The Archduke of Auzaerauth rules his dominion with an absolute hand, exercising his rule using an extensive bureaucracy and a loyal group of lesser dukes. An extensive secret police force allows him to keep control of his subjects. Most of the common men of the Duchy live on state-run manors, where they farm the land and work in industry for meager rewards of food and shelter, barely enough to keep them alive. Because of the cold climate, most of the agriculture of the Duchy is based in the small warmer southern region. Food must regularly be purchased from other nations. Most of Auzaerauth's industry is mining, most notably coal, but also metals for forging weapons.
The central government keeps tight control over its underlings, using a combination of propaganda (for the weak-minded serfs) and threat of punishment (for those a little higher up the food chain). Riots and uprisings are almost unheard of, and the mass citizenship is kept content, whether through self-denial or, in some cases, the quiet elimination of free thinkers.
The government tries to keep its citizens as far detached from the outside world as possible. What little international trade that is done inside Auzaerauth's borders is restricted to several trade villas on the borderlands (most of them exchanging with Jutland, Kiev and Roanne). Travel beyond these border towns is permitted, but requests to do usually take around a month to process. One this happens, any weapons the traveler owns are confiscated, and he is accompanied by armed guards. Magic is frowned upon inside the Duchy, due to the government's interest in keeping the citizenship from getting any ideas. In certain areas, such as the capital city, people must be screened before entering, and any magic users (excluding state-approved clergymen) are not permitted to enter. These areas also require that those entering them receive a nanite injection, whose sole purpose is to eliminate other nanites in their system.
Because of the Archduke's cold view of outsiders, the rest of Tah-Renn generally views the Duchy as a hostile, introverted nation, but they do recognize the value of its coal mines, and generally try to keep on the Archduke's good side. The Duke has managed to breed a budding concept of manifest destiny in the minds of his citizens, allowing them to hope that one day the warmer lowlands will soon be theirs. Although no massive military mobilization has been detected as of yet, some traders have noticed an increase in soldiers along the border regions. The khaki trenchcoats, standard issue as an Auzaerauth soldier's uniform, are easy to spot.
This is interesting, but there's a lot of text packed into each post - so much, really, that the reader can feel slightly overwhelmed. Perhaps a summary at the beginning of each post, or the use of spoilers, would help.
Map! I'd like to see a map. Autorealm is an excellent program.
Races. They appear to have no qualities except for ability adjustments. Please, give them full stat blocks? In shiny, shiny spoiler blocks, if necessary. :P
Want to hear more about the Oni.
Quote from: GolemRaces. They appear to have no qualities except for ability adjustments. Please, give them full stat blocks? In shiny, shiny spoiler blocks, if necessary.
Sure, here:
-Sendra-
- +2 Charisma, -2 Wisdom: Sendra are generally quite personable, but are also weak-minded and lack perception.
- Medium size.
- Base land speed 30ft.
- 1 extra feat at first level: Sendra are quick to master specialized tasks.
- 4 extra skill points at first level, and 1 extra point at each aditional level. (Note: These points are added as a bonus, not multiplied in.)
- Automatic Languages: Newspeak plus one regional language. Bonus Languages: Any, sans Oldspeak and secret languages.
- Favored Class: Any.
-Stonn-
- +2 Wisdom, -2 Charisma: Stonn are perceptive and pride themselves in their common sense, but their gruff manner can at times estrange outsiders.
- Medium size.
- Base land speed 30ft.
- 1 extra feat at first level: Sendra are quick to master specialized tasks.
- 4 extra skill points at first level, and 1 extra point at each aditional level. (Note: These points are added as a bonus, not multiplied in.)
- Automatic Languages: Newspeak, Stonnic. Bonus Languages: Any, sans secret languages.
- Favored Class: Fighter.
-Ayan-
- +2 Intelligence, -2 Charisma: Ayan are extremely intelligent, but are clumsy when it comes to social affairs.
- Medium size.
- Base land speed 30ft.
- +2 racial bonus to Disable Device and Pick Lock: Ayan are skilled with mechanical devices.
- +2 racial bonus to Search checks: Ayan are perceptive and are more able to spot details not readily perceived by others.
- Automatic Languages: Newspeak, Southspeak. Bonus Languages: Any, sans secret languages.
- Favored Class: Rogue.
-Fau'th'uar-
- +2 Constitution, -2 Intelligence: Fau'th'uar are tough and resilient, but dull-witted.
- Medium size.
- Base land speed 30ft.
- Low-light vision.
- 4 extra skill points at first level, and 1 extra point at each aditional level. (Note: These points are added as a bonus, not multiplied in.)
- Automatic Languages: Newspeak. Bonus Languages: Any, sans Oldspeak and secret languages.
- Favored Class: Any.
-Rapjut-
- +2 Strength, -2 Dexterity: Rapjut are strong, but lack agility.
- Medium size.
- Base land speed 30ft.
- Low-light vision.
- +2 racial bonus on saving throws against poison: Rapjut have evolved a hearty resistance to toxins.
- Automatic Languages: Newspeak, Rapspeak. Bonus Languages: Any, sans secret languages.
- Favored Class: Barbarian.
-Kep-rok-
- +2 Constitution, -2 Wisdom: Kep-rok are hearty and tough, but sometimes lack common sense and perception.
- Medium size.
- Base land speed 30ft.
- Darkvision 60ft.
- Automatic Languages: Newspeak, Nordspeak. Bonus Languages: Any, sans secret languages.
- Favored Class: Fighter.
-Her'u-
- +2 Dexterity, -2 Constitution: Her'u are quick, but fragile.
- Medium size.
- Base land speed 30ft.
- +2 racial bonus to Hide and Move Silently checks: Her'u are skilled at sneaking around.
- +2 racial bonus on saving throws against poison: Her'u have evolved a hearty resistance to toxins.
- Automatic Languages: Newspeak, Her'u'an. Bonus Languages: Any, sans secret languages.
- Favored Class: Druid.
-Nezumi-
- +2 Dexterity, -2 Constitution: Nezumi are agile, but not as tough as other races.
- Medium size.
- Base land speed 30ft.
- Scent: Nezumi have the Scent extraordinary ability (Monster Manual page 314).
- Illiteracy: Nezumi cannot automatically read or write, although they can spend two skill points to gain literacy in all languages he/she already knows.
- Automatic Languages: Newspeak, Underspeak. Bonus Languages: Any, sans Oldspeak and secret languages.
- Favored Class: Ranger.
Bei_Toph
- +2 Wisdom, -2 Charisma: Bei_Toph are keenly perceptive, but their quiet attitude can alienate outsiders.
- Medium size.
- Base land speed 20ft.
- Blindness: Bei_Toph cannot undergo actions that require them to be able to see, such as reading, writing, and Spot checks. Furthermore, they are immune to affects that require them to see.
- Blindsight 60ft (See Monster Manual page 306).
- Automatic Languages: Newspeak, Underspeak. Bonus Languages: Any, sans secret languages.
- Favored Class: Monk.
I originally posted this on the WotC boards, and only got two responses. I'm quite aware that they're unbalanced, but I'm not sure how, exactly.
I've also been toying with the idea of getting rid of some of the excess races and instead have them differentiation be region of origin. They would all be considered humans, except different ethnicities would have different ability adjustments and different favored classes.
Quote from: WorldConquerorI've also been toying with the idea of getting rid of some of the excess races and instead have them differentiation be region of origin. They would all be considered humans, except different ethnicities would have different ability adjustments and different favored classes.
That all depends, the less races you have, the more differences between them become drawn into the spotlight. For example, if a bar has seven different races as patrons every day of the week, nothign is strange when another race shows up. But if only humans are seen, and dwarves but rarely, even a dwarf can cause excitement.
In my setting, for a while at least, I used the following system. Since so many players enjoy tinkering with race as part of the character, mainly because of the crunch, all-human settings tend to be deemed boring. As a remedy, craft several feats that grant bonuses similar to racial traits, and make them availabale as the first level bonus feat for humans. Such "origin feats" serve to differentiate ethnicities, keep all the races equal, and improve interest in such matters as a character's homeland. It tends to power things up mechanically, but if all the Races are equal, such imbalances can just be countered with greater challenges.
Quote from: Critical ThreatThat all depends, the less races you have, the more differences between them become drawn into the spotlight. For example, if a bar has seven different races as patrons every day of the week, nothign is strange when another race shows up. But if only humans are seen, and dwarves but rarely, even a dwarf can cause excitement.
In my setting, for a while at least, I used the following system. Since so many players enjoy tinkering with race as part of the character, mainly because of the crunch, all-human settings tend to be deemed boring. As a remedy, craft several feats that grant bonuses similar to racial traits, and make them availabale as the first level bonus feat for humans. Such "origin feats" serve to differentiate ethnicities, keep all the races equal, and improve interest in such matters as a character's homeland. It tends to power things up mechanically, but if all the Races are equal, such imbalances can just be countered with greater challenges.
Regional feats seems to be a good idea. I could use racial feats from this one Dragon magazine I have lying around, and maybe adapt regional feats from other settings for my own use. Thanks.