TERSNIA
Tersnia is an ancient land, dotted with ruins and lost civilizations. Most of the land is covered in jungle, and when a village or town isn't mantainted the jungle reclaims it. Here, everyday is a struggle to survive when outside of civilization, and dinosaurs and goblins prowl the jungles, making it an even harsher place to survive. Inside civilization, however, everything is much more civilized.
Design Note:
At first I wanted a world closely resembling Medeval England, but after closer inspection I decided a more original world would be a jungle planet where civilization is the exception and wilderness is the norm.
(//RuinsintheJungle1)
RACES OF TERSNIA
An extremely diverse amount of species inhabit Tersnia, but the many, many species of mammals and reptiles have proven to be the most accomplished. The Humans, Yukum, Iklites, and Berduls are the intelligent races of Tersnia.
HUMANS
Humans are very possibly the most diverse of all the races, having the ability to adapt to almost any enviroment. Humans also have the most different structures between tribes and cities. While the other races have structures that are common in all of their race's tribes, human settlments all have different laws and structures. This leads other races to falsely beleive that humans are choatic and disorganized.
One trait that is common throughout human settlements is that their buildings seem to reflect their rank in the society. Poor families live in wooden homes that they construct out of sticks, logs and leaves. Middle-class families live in houses made out of hardened mud and logs. High class citizens live in stone homes. Another feature common among humans in that, instead of having one ruling leader, they have a ruling council, each council member representing a different part of the village or city.
Personality: Most humans generally have ambitious and adventurous personalities, leading them to create some of the largest cities in the jungle. Some human leaders have rougher personalities, but that just comes from experience and leading other humans for so long.
Militiary Humans have some of the most advanced weapons known. They consider slings and bows primitive weapons, and use several varities of crossbows, including the Repeating Crossbow, the Hand Crossbow, the Heavy Crossbow and the Tri-Crossbow. They have soldiers trained to fight with swords, even though most soldiers use crossbows.
Male Names Jonn, Cris, Tomm, Flint, Kenn, Quinn, Marc, Stevene, Bubba, Riann, Stilt and many, many others.
Female Names Barbara, Jira, Derbera, Sintine, Trissa, Berla, and many, many others.
HUMAN RACIAL TRAITS Medium: As medium creatures, humans have no bonuses or penalties due to their size.
+2 to any one Stat at first, fourth and eighth levels.
Human Base Land Speed is 30ft.
4 extra skill points at first level and 1 additional skill point at every level after that.
Automatic Langauges: Sitran
Quote from: DrizztrocksTERSNIA
Tersnia is an ancient land, dotted with ruins and lost civilizations. Most of the land is covered in jungle, and when a village or town isn't mantainted the jungle reclaims it. Here, everyday is a struggle to survive when outside of civilization, and dinosaurs and goblins prowl the jungles, making it an even harsher place to survive. Inside civilization, however, everything is much more civilized.
This is a very evocative concept for a campaign setting, and I can't wait to see you develop it further.
However, I feel compelled to criticise your writing in this opening passage. I'll try my best to do so constructively :P
The introduction to your setting is in many ways the most important part, as it not only summarises the world, but also, as the first thing any reader will see, serves to grab their attention, and make them want to read more.
While I feel yours certainly paints an interesting picture, the writing lets it down, and if it is to set the tone for the rest of your setting, it really needs to be top-notch on every level.
The problem with the writing is very simple - overuse of the words jungle and civilisation.
Try using rainforest or wilderness instead of jungle in a few instances, and in the last sentence ("in civilisation things are more civilised") try maybe ending with something like developed or cultured instead, to avoid the repetition.
Bubba?
Quote from: KindlingQuote from: DrizztrocksTERSNIA
Tersnia is an ancient land, dotted with ruins and lost civilizations. Most of the land is covered in jungle, and when a village or town isn't mantainted the jungle reclaims it. Here, everyday is a struggle to survive when outside of civilization, and dinosaurs and goblins prowl the jungles, making it an even harsher place to survive. Inside civilization, however, everything is much more civilized.
This is a very evocative concept for a campaign setting, and I can't wait to see you develop it further.
However, I feel compelled to criticise your writing in this opening passage. I'll try my best to do so constructively :P
The introduction to your setting is in many ways the most important part, as it not only summarises the world, but also, as the first thing any reader will see, serves to grab their attention, and make them want to read more.
While I feel yours certainly paints an interesting picture, the writing lets it down, and if it is to set the tone for the rest of your setting, it really needs to be top-notch on every level.
The problem with the writing is very simple - overuse of the words jungle and civilisation.
Try using rainforest or wilderness instead of jungle in a few instances, and in the last sentence ("in civilisation things are more civilised") try maybe ending with something like developed or cultured instead, to avoid the repetition.
I agree here. Perhaps something like:
QuoteTersnia
Tersnia is an ancient land, dotted with the remains of lost civilizations. It is a realm of vast jungles, filled with the chipped reminders of nature's ever advancing presence. Beyond the limits of civilization the ultimate battle one must face is one of survival. The vast tracts of wilderness are home to far more savage forces. Roving bands of goblins and fearsome predators scour the rainforest, happy to consume any unwary wanderer. However, within the developed pockets of society, there is still hope. Yet for how long none can say for sure.
Feel and format is everything. Avoid repetition and try to hook your readers. Your world seems a bit like the classic points of light style which is excellent in the sense that it is easy to write a good hook for. Play off the fears of the untamed wilds and push forward the idea of safety in the maintained cities/settlements/whatever. A good thing to do here is to end it on a negative note. This opens it up to being in your adventurers and gives you the original plot rack to hang your plot hooks upon.
Thank you very much! Do you mind if I use that for my actual opening? Its great! I see what you mean using jungle and civilization to much...after I read it over I realized how poor it looked.
YUKUM
The Yukum are a race of very intelligent apes, larger in build then humans and completely covered in brownish-blackish fur. Yukum do not construct villages, but rather find caves and groves to live in. They are much more primitive then humans technology wise, but have a very heightened sort of communication that involves barks and grunts. They are wary of magic and technology, but can adapt easily. They are certainly not dumb, but they aren't as well educated as some other races may be.
Yukums live in clans of about twenty or thirty. All the adults in the clan work together to raise the children, so small family groups seem strange and foreign to them. All the adult males serve as warriors when the need arises. They use spears for weapons and large turtle shells for sheilds.
Personality Yukums are a very proud race that doesn't enjoy other races questioning their methods. They can be brutal and harsh, but only when they have been insulted. Otherwise they can be very helpful and even kind at times. Since they live within the brutal, unforgiving wilderness of Tersnia they may have to be tougher and harsher then other races to survive.
Militiary Yukums use spears and turtle shell sheilds in battle. They usually throw their spear when the first good shot presents itself, and then they charge into battle using anything they can to destroy their enemies. They are brutal in battle and usually go into a berserker mode, slamming their sheild into enemies faces, and biting and punching until their enemies are down.
Names Yukums name their children after certain elements of nature, and common names in Yukum culture are Wind, Hurricane, Flame, Rock, and Flower.
Yukum Racial Traits
-2 Intelligence, +2 Strength, +2 Constitution
Size: Medium Yukums have no penalties or bonuses related to size
+4 to all Climb checks
Automatic Langauges: Yukum
Favored Class: Barbarian
It's always tough getting a campaign world concept going, and you are to be commended for making the first steps. It speaks well of your ambition and abilities, and we're glad to have you here. Since there's not too much to work with yet (but more to come, I'm sure!) I'm just going to jump right into questions.
* If the land is dotted with ruins, who built them? This doesn't need to be addressed right up front, but it's something to think about. (It's also something that people often ignore.)
* Does anyone live outside of civilization? Why would they do that if it's such a drag? Even in the introduction, you might want to slip in a little something not just about what life might be like outside of the cities, but who is out there, and why.
* How is there such perceived variance in governmental structure if humans universally have councils? Do you mean to say that there is variance in how the councils are composed and how they act, procedurally?
* Are the distinctions in housing legally mandated? Or is it simply a question of economics? Because if the lower classes have access to logs (it's in their building materials list), then mud should come pretty cheap in a jungle and the difference between middle and lower classes would likely be one of size rather than materials. Is it just that they can't afford architects? Or a question of how *many* logs they can afford?
Don't think you need to answer all these questions at once. It looks like you're still in the beginning stages, so there's no rush. But these are some of the sorts of questions that you should keep in mind as you continue on. Keep up the good work!
P.S. - In your signature line, I strongly suggest changing "your" to "you're". You also might wish to consider, since your sig is several lines long, formatting it in a different color, size, style, or putting it in a box or spoiler block. Just a suggestion.
Quote from: DrizztrocksYUKUM
::snip::
Interesting. Intended as a PC race or as wilderness-roaming monstrous humanoids? If the former, think about how the difference in technologies will affect interaction with, for example, human PCs.
For that matter, what is the reason for their inferior technology?
Also, slightly confused as to the proper plural term - at the start you refer to the race collectively as "the Yukum", yet later you mention that "Yukums" do such-and-such. Please clarify.
Quote from: AcrimoneP.S. - In your signature line, I strongly suggest changing "your" to "you're". You also might wish to consider, since your sig is several lines long, formatting it in a different color, size, style, or putting it in a box or spoiler block. Just a suggestion.
"Your" is correct in that context.
Quote from: Kindling"Your" is correct in that context.
Your denotes ownership. You're of course is a shortening of you are. "You will never truly live if you're afraid to die" is the grammatically correct version. Your afraid to die would mean that it is talking about the afraid to die (object) that you own. Which would be very odd.
i don't have much to say at the moment, except that you are off to a good start and i also noticed this in the yukum racial block(emphasis in bold)
QuoteHalfling Racial Traits
-2 Intelligence, +2 Strength, +2 Constitution
Size: Medium Yukums have no penalties or bonuses related to size
+4 to all Climb checks
Automatic Langauges: Yukum
Favored Class: Barbarian
Quote from: NomadicQuote from: Kindling"Your" is correct in that context.
I was looking at the wrong bit of his sig :P
The good news is that sigs retro-update. So all he needs to do is adjust "settings".
The bad news is that sigs retro-update. So this discussion is going to seem weird once he fixes it.
Quote from: AcrimoneThe good news is that sigs retro-update. So all he needs to do is adjust "settings".
The bad news is that sigs retro-update. So this discussion is going to seem weird once he fixes it.
Are you kidding? It gets better. Just look at any old Thread this 'joker' guy has been responded to, and you'll see a ton of references to a non-existent Soviet Troll, or Troll, whatever ....
I'm loving this so far. As you may have noticed, I'm a fan of non-tolkienian fantasy, and I think jungles are a good alternative.
Few question and comments, though. First, when you talk about jungles, do you mean a sort of Africa inspired setting, or more central/south American? Either one is fine, of course, but I think this sort of decision will make a big impact on the overall setting. If you'd like, you might even want to go for some exotic blend of the two, but if you do that, make sure you know which parts of the setting are inspired by which region.
You say that in Tersnia, "civilization is the exception, and wilderness is the norm", but that the Yukum (I'm using that as the plural, but that is something you need to consider) "have to be tougher and harsher then other races to survive" because "they live within the brutal, unforgiving wilderness". If "wilderness is the norm", then wouldn't that apply to most, if not all, races, or is it a case of there being plenty of civilization, just not as much (or as advanced) as typical fantasy leaves us accustomed to? Again, either approach is fine. Personally, I chose the latter for Xiluh, which is another jungle-based setting. Of course, it's also possible that the Yukum are the predominate race in this setting, the way humans are in most other settings. This would allow other races to be more civilized then Yukum, and still have civilization the exception.
One small point on your writing. Adding "and many, many more" at the end of a list of examples, like you did with the human names, is a bit redundant. Not only do you use the word "many" twice, but in cases like this, it's generally accepted that you're not giving a complete list. If you feel the need to point out that the list is of examples, there are other, better ways, such as saying "Examples of names for humans are...", or "some human names are..." You also came up with another way, with Yukum, stating that the list is of "common names".
All in all, though, this is looking like it could be a great setting. I can't wait to see how it all turns out!
Quote from: SDragonFew question and comments, though. First, when you talk about jungles, do you mean a sort of Africa inspired setting, or more central/south American? Either one is fine, of course, but I think this sort of decision will make a big impact on the overall setting. If you'd like, you might even want to go for some exotic blend of the two, but if you do that, make sure you know which parts of the setting are inspired by which region.
Or, for that matter, one might consider south-east asian influences. Vast, Ankor Wat style temples with orange-garbed monks, punji pit traps, gaps in the rainforest for rice paddies... et cetera
Right, exactly. You could possibly even imagine jungles in any region, regardless of whether or not that region actually has that sort of environment. With the amount of experience you have right now, though, I would advise trying to stick with regions that already have jungles.
If you have any questions on jungles or deserts (or mountains, or temperate forests, etc etc) or urban environments in and around them just ask me. I have had to do more research than I ever wish to do again in order to get the right design for UR in this regard. So my head is still full of random and interesting facts on how to do this.
Design Note: I was hoping for a mixture of Central American/Amazonian rainforest and creatures + Indonesian jungle + African jungle animals= a very original campaign settings. Human settlments are split up into civilized villages and wild villages. Headhunters, cannibals, and other wild men.
I actually think this is a good-looking concept so far. The only thing on the entire site that has anything like this is SDragon's Xiluh, which has many, many differences, so you've definitely got some very unique themes and original feelings going on here. Keep it up, I hope to see more!
IKLITES
Iklites are a race of reptilians that live in the canopy. They stand on two feet, but often are on all four two run quickly up trees and across branches. Some of them spend their whole life in the canopy, but that by no means should imply that they are isolated. They are able to move great distances by swinging on vines and jumping from tree to tree. They only stand about three foot tall, but are very agile and fleet ofn foot. They have prehensile tails, helping them swing around the canopy. They are accomplished jumpers and climbers. Their villages, to other races visiting the canopy, would appear to be nothing but a huge thicket of logs, branches and twigs. They dig sleeping rooms, windows and door openings into trees. They sleep in those rooms, but spend the rest of those days foraging and hunting, and teaching the young. Their villages just consist of wide, thick branches leading from tree to trees, and guards set all around the village. They hardly ever are attacked by other races or goblins because of where they live, so high up in the canopy, but are smart enough to have guards set up around their villages.
Iklites are a light green shade and have very smooth scales. The males have a blue and orange frill around their neck that they can extend to try to frighten less intelligent predators. Female Iklites have breasts like mammals that give a sweet, saplike substance to their young. During combat they have been known to extend their frills and hiss loudly. Iklites are a very intelligent race, being very inquisitive, but are usually to quick thinking, restless and impulsive to become mages. Most become either rogues or rangers, as a strait out warrior seems to dangerous to them.
Personality Iklites are kind and true of heart, but all are very impulsive and quick talkers, saying what they think. They are merry and enjoy the sublties of life such as fine food and ale, but also enjoy adventures that let them test their skill.
Militiary Iklite foot soldiers are usually rogues trained for battle, and archers rangers specializing with the bow. Iklites love bows-they are light, fast striking weapons that can be easily made out of very few materials. They usually camalouge themselves in the trees and bushes, and then ambush their enemies, the rogues leaping out of the trees and archers firing repeatedly from their hidden perches. The Iklite guards that guard the villages are the ones most likely to be fighters, but these fighters even carry light weapons and minimum armor.
Names Iklites do not use names of their own race, but rather name their young other races names, most likely humans.
Iklite Racial Traits
+2 Dexterity, -2 Wisdom
+10 Bonus to all Jump and Climb checks
Size: Small characters gain a +1 size bonus to attack rolls, a +1 size bonus to Armor Class, a +4 bonus to hide checks, but uses smaller weapons then Medium characters.
Design Note: The reason I don't give any level adjustment to races that truly do deserve them, such as the Iklite with his obviously overpowered skill bonuses is that I do not beleive LA is the way to handle it. Certain races are better at doing certain things, so why should the character be penalized for being good at something that comes natural for his race? Balancing it out just doesn't make sense-if you balance everything out the only part left that distinguishes races and classes from one another is the imaginitive part.
Quote from: DrizztrocksIKLITES
Iklites are a race of reptilians that live in the canopy. They stand on two feet, but often are on all four two run quickly up trees and across branches. Some of them spend their whole life in the canopy, but that by no means should imply that they are isolated. They are able to move great distances by swinging on vines and jumping from tree to tree. They only stand about three foot tall, but are very agile and fleet ofn foot. They have prehensile tails, helping them swing around the canopy. They are accomplished jumpers and climbers. Their villages, to other races visiting the canopy, would appear to be nothing but a huge thicket of logs, branches and twigs. They dig sleeping rooms, windows and door openings into trees. They sleep in those rooms, but spend the rest of those days foraging and hunting, and teaching the young. Their villages just consist of wide, thick branches leading from tree to trees, and guards set all around the village. They hardly ever are attacked by other races or goblins because of where they live, so high up in the canopy, but are smart enough to have guards set up around their villages.
Iklites are a light green shade and have very smooth scales. The males have a blue and orange frill around their neck that they can extend to try to frighten less intelligent predators. Female Iklites have breasts like mammals that give a sweet, saplike substance to their young. During combat they have been known to extend their frills and hiss loudly. Iklites are a very intelligent race, being very inquisitive, but are usually to quick thinking, restless and impulsive to become mages. Most become either rogues or rangers, as a strait out warrior seems to dangerous to them.
Personality Iklites are kind and true of heart, but all are very impulsive and quick talkers, saying what they think. They are merry and enjoy the sublties of life such as fine food and ale, but also enjoy adventures that let them test their skill.
Militiary Iklite foot soldiers are usually rogues trained for battle, and archers rangers specializing with the bow. Iklites love bows-they are light, fast striking weapons that can be easily made out of very few materials. They usually camalouge themselves in the trees and bushes, and then ambush their enemies, the rogues leaping out of the trees and archers firing repeatedly from their hidden perches. The Iklite guards that guard the villages are the ones most likely to be fighters, but these fighters even carry light weapons and minimum armor.
Names Iklites do not use names of their own race, but rather name their young other races names, most likely humans.
Iklite Racial Traits
+2 Dexterity, -2 Wisdom
+10 Bonus to all Jump and Climb checks
Size: Small characters gain a +1 size bonus to attack rolls, a +1 size bonus to Armor Class, a +4 bonus to hide checks, but uses smaller weapons then Medium characters.
Design Note: The reason I don't give any level adjustment to races that truly do deserve them, such as the Iklite with his obviously overpowered skill bonuses is that I do not beleive LA is the way to handle it. Certain races are better at doing certain things, so why should the character be penalized for being good at something that comes natural for his race? Balancing it out just doesn't make sense-if you balance everything out the only part left that distinguishes races and classes from one another is the imaginitive part.
I like how you finally explained in a logical fashion what so few builders do. Why they have non mammalian creatures with breasts.
One thing though, the reason why some form of balance is important is that without it you will get people who all choose the same race over and over. Why? Because it is simply better. They would be stupid not to consider that from a gaming perspective. Certainly you will get the good role players who purposefully weaken themselves to enhance the story. However, that group is a minority.
Well, i'm probably writing from the standpoint of my players. One of them would probably still play a human if I gave him the ability to play as any monster in the monster manuel. And what I kind of meant by that was that some races have certain features that are much more powerful then others.
BERDULS
Berduls are a race of tall strong, reptilian folk that set up tribes in caves. Berduls are one of the only strong races that favor arcane magic. Berduls, ever since the beginning of their written history, have studied and inquired about arcane magic. The mage Berdul's cave's are filled with ancient arcane tomes and potions bubbling with mysterious substances, but with that mage's armor and sword hanging on the back wall, always ready for close combat. Berduls have large, dragon-like scales that are many different shades of greens, blending in with the many shades of the colorful jungle much like a Zebra blends in with the high grass of the Savahnna. Berduls generally have yellow or red eyes, and males have a bright blue crest sticking out of their head, slanted slightly towards the top. Berduls stand about 6' 5'' generally, but certain individuals have been known to grow much larger.
Berduls are farmers, unlike other races, most of which are hunters and gatherers. They farm a certain variety of weed that produces edible berries of blue color, and these berries are used in many ways, wether it is eating them raw, grounding them up into Berry Pudding, or making them into a pie, they have their many uses. These weeds are grown in swamps, so usually Berdul villages can be found in and around caves near marshy areas. They farm Needlefang drakes the way some humans farm chickens-in pens, except chicken pens aren't made of stone and lined with spikes at the top. Needfang drakes are dangerous, so farmers usually just throw food in, and when it is time to kill a Needlefang, a potion of sleeping is thrown in the cage.
Berdul villages are run by a cheif, usually a sorcerer or wizard of high ranking. The guards are usually rangers or fighters that wander around outside the cave, pacing back and forth with swords in hand. The villages themselves are built inside the caves. Berdul caves do not go deep-its sometimes one big cavern with a big opening in the front. They use wood for a lot of things-normally to build large gates and portcullises blocking the entrances to their caves. They close these portcullises at night, as they are usually near a water source and animals live around water sources, and predators eat animals, and predators come out at night.
Personality Berduls are generally good tempered and kind, only becoming angry when another race constantly insults or disrespects their land and village.
Militiary Berdul soldiers sometimes ride Deinonyceses, fast, somewhat small dinosaurs that can leap great distances. They where armor and use stone weapons, but take no penalties for these because of the amazing quality of them. They use swords and maces, but rarely use sheilds. The only armor they usually use is chain mail. Some Berdul captains have a few levels in wizard or sorcerer.
Berdul Racial Traits
+2 Intelligence, +2 Strength
Innate resistance to Spell Failure
+1 Natural Bonus to Armor Class
Medium: Berduls receive no penalties or bonuses based on size.
Religion
Although there are many side religions and cults, there is beleived to be one god, and another extremely powerful immortal named Sheetrix, who was thought to have once stood at the right hand of god. His betrayal led to a horrible war between angels and devils, this war raging on Tersnia, destroying acres and acres of forest with demon fire. Hordes of devils and demons poured out of the Underworld, given passage out by Sheetrix. God had created angels from the souls of warriors, and the legions of holy souls descended from the heavens upon the rampaging hordes of destruction. A great battle ensewed, and it had seemed as if Sheetrix was going to win the battle for all existence. But then, in a moment of seeming loss, god desceded onto Tersnia and destroyed all of Sheetrixe's armies with a speech of holy words, and then banished Sheetrix from Tersnia for all eternity.
Thousands and thousands of years later is modern Tersnia. Homosapiens have evolved into Humans and Yukum. A few intelligent reptilian species have evolved. Most beleive or have heard of God and Sheetrix, and some worship god's holiness, and others take up Sheetrix's cruel ways. Worshipers of god build temples and pray to him for forgivince of sins, and to help them right their wrongs. Beleivers of Sheetrix build underground complexes to pray for the deaths of their enemies and to grant their soldiers and mages luck. Sheetrix followers horribly sacrifice children of all races, and spread their blood on their priest's faces, marking them.
Priests of God hate followers of Sheetrix to the end. They send Knights and Holy Warriors of the church to kill them and give their souls to god for him to decide their fate. Priests of God wish for prosperity for all the land, and pray for the people of the land to have a good harvest, or to have a succesful hunt. They also pray for the forgivenince of people's sins.
Priests of God study the star constelations at night, and then pray to them, and this gives them special divine abilities that are granted by god, but not directly. Priests always keep a Holy Symbol and Prayer Book with them.
Followers of Sheetrix pray to the Dark Lord of Evil, and this grants them evil abilities which they use to reek havok across the land.
Demons and Devils are extremely rare on Tersnia, but can be found. Since they are immortal and come from the inhospitable abyss that is the Underworld, they posses supernatural abilities that allow them to prey on mortals. It is rare that they come together in gatherings, and in the strange occurance that one sees another they fight to the death. The ones on Tersnia are the survivors of God's war. Most are very powerful and try to destroy every intelligent creature in their territory, but others, such as Imps and Quasits are just small little devils that prowl the jungle, eating small mammals and insects. They are very rare also, as hundreds of years ago there was a great hunt for creatures of the Underworld in which the greatest hunters and warriors of every race took part in. They had killed over 300 Imps and 180 Quasits. Small, primitive human tribes beleive these to be evil spirits, and one in the area of the tribe requires a sacrifice. Civilized races, however, recognize them as otherworldy beings. They usually turn invisible, flee, and hide in trees or bushes when intelligent creatures are near. They do not fear animal predators because they usually just fly from tree to tree, and when predators come near, they turn invisible. Larger demons and devils just go on a rampage, trying to kill everything they see in a blinding flash. They try to acheive this by using their suroundings to their best advantage. This means throwing trees, creating rockslides, and if it hasn't rained for a while {which on Tersnia a drought is three days without rain} lighting the undergrowth aflame.
GOD'S DOMAINS:
Good Domain
Air Domain
Earth Domain
Fire Domain
Healing Domain
Protection Domain
Sun Domain
Water Domain
Sheetrix's Domains:
Death Domain
Destruction Domain
Evil Domain
Fire Domain
Trickery Domain
War Domain
War in Tersnia
Wars have long been a part of Tersnia. The four common races have had wars with each other, and there has long been a rivraly between Yukuns and Berduls. The races have settled their battles about a hundred years ago, but a tense relationship still remains. Some Yukum shamans still put curses on Berdul cheifs in their area, and there is usually tension when two hunting groups of the two races meet. It is hardly ever settled in open battle, however, and rather in politics. The two races have been known to get into fights, but most of their problems have long been resolved.
Humans and Iklites have had battles, mostly because Humans have ordered them to leave their homes many times, and young and impractical leaders have sometimes declared open war on the Iklites out of foolishness. The Iklites fight back with deadly precision, and even though they usually lack in numbers they have skilled scouts and archers that can take out powerful individuals and spur chaos throughout their troops without the humans ever figuring out where they are. They can also set traps all throughout the jungles. More commonly, more experienced members of the council rule out the rash actions of these younger more impulsive men.
The most common wars are against the Goblin kind. Goblins are a short, green, nimble race of mammals that are cruel and twisted. They live in caves and lurk through the jungles, killing members of the four common races when they can. Alone, they are only a nuisance, but when they gather in forces, they can be a real threat to all the four races.
The goblins hate the Four races because they had banished the Goblins into the wilderness. The goblins used to be spys, scouts and assasins for the common races, until they secretly created their own goverment and assasinated the Emperor of the Humans. All four races warred with the goblins for one hundreds years, until humans mages finally found a breakthrough in alchemy and created the Impact Potion, a potion full of a black liquid made up of molecules that are destroyed on impact with something solid, and this causes a fiery explosion. The human troops were supplied with these Grenades made of small fruit shells, about the size of a fist, but these small bombs create an explosion six by six foot wide. Humans used these to destroy about half the goblin population, sending them to hide in remote regions of the jungle and caves.
When goblins find one of the four races, they try to torture, slowly kill, and rape them. Humans most of all hate the goblins, although all the other races hate them very much also. The only goblin warriors are goblin knights, hero's in their society. Other ones are rogues and rangers, sneaking and backstabbing, trying to suround and pull down their enemies, or jump out of shadows and slit their necks. Some goblin tribes worship Sheetrix.
Goblin tribes aren't really organized, their more like wild groups of vicious animals led by the strongest, most powerful, usually a mage.
Geography
In the jungle, sometimes it seems as if it all looks the same, but this is a huge mistake. There are an extreme variety of different area's, all enveloped by jungle but all different. The Great Sea is the greatest change in terrain, a huge body of open water splitting the middle of Tersnia.
DRAGONSPIRE PEAKS
The greatest mountains of Tersnia lie to the north, far up near the North Pole. These mountains used to be inhabited by a great race of dragonpeople, monks that built monastaries on the tops of these great, misty mountains, but now the only things that dwell in the ancient ruins up on the mountains are Kobold, dragonlike, small reptilians. They infest these ruins, as this is the only place in the world they can be found in numbers. In other places they are extremely rare. They live and train in the monastaries and temples, teaching monks and ninjas and claiming that they built the ancient temples long ago and now they have returned to retake them. One problem-the largest Kobold's stand 3' 6''. The building were obviously built for much bigger people.
The tops of these peaks do not have much vegatation, mostly just ferns and bushes growing in cracks and on ledges. Kobold monks and ninjas stalk the mountain ruins, guarding ancient relics and trying to rebuild the ruins.
These peaks are also one of the only remaining places dragon's live, often in caves on top of the mountains.
THE VOLCANIC WASTE
The volcanic waste lays far south, and a ring of huge, always active volcanoes make up this wastleland. Only plants that have grown thick enough bark to survive almost constant lava flows can survive hear. Most jungle plants are found on small islands up from five-to twenty feet high. These islands were carved out of the ground by the lava, and always disapear over time from constant bombardment from lava flows and lava bombs. These islands are where most of the living things here live. Its mostly birds, snakes and flying lizards. Up on the volcano's slopes salamanders and fire elementals swim and drink the lava, and construct plans to burn down the jungle and make the entire world a volcanic wasteland.
At the base of volcanoes all the water is posion, along with the very air you breathe. At any minute a lava flow could rush out of a lava tube or a hole could erupt in a shower of scalding hot water. This is the only place on Tersnia where it is a struggle for life to survive. Everything within this ring of fire faces death every minute, either from exploding volcanoes, ash raining from the sky, or fatal poisonous gas leaking out into the air. Lava creatures, Salamanders, and Fire elementals are the only things that permanantly live here.
THE GREAT SEA
The Great Sea slices Tersnia in half, and is atleast two thousand miles across. There are only a select few land bridges across, and many are underwater at high tide. Under the water of The Great Sea life flourishes. Schools of fish dart in and out of coral reefs teeming with crabs and shrimp, and huge kelp jungles are home to stingrays and sharks. Despite all its beauty, Tersnia's sea's are also deadly. Lurking in them are huge marine reptiles, Mosasaurs and Plesiosaurs, relatives of predators that live above the water. Mysterious creatures, and ladies from the deep, some sailors say, come out at night and come to the surface to sing. Some beleive this is just the sailor's imagination or their hope for women.
Giant squids and octopuses also lurk in the deep, dragging vessels down to their watery grave. Not to mention pirates prowling the shoreline, looking for easy prey.
The best Sailors are Humans and Iklites, as humans are the most creative and imaginative of all races, and Iklites are the most acrobatic, being able to swing about on the ropes and put out fires, change the sails and stop the ship in seconds.
THE SOUTHERN ARCHIPELAGO
The Southern Archipelago is a huge chain of islands stretching along the entire Southern coastline, almost all of them unexplored and having animals that have evolved strangely, making for exotic, strange places to visit. None of the common races, not even goblin's inhabit the Southern Archipelago, as it is wild, untamed and dangerous.
THE THICKET
A large part of the Northwest jungle is just a giant bundle of vines, bushes, branches and trees that are so close together at times that a sword would't fit through them. A machete is essential when journeying into the thicket, and to make matters worse flying predators roost in nests in the thicket. Iklites have been known to make some small settlements in some small parts of The Thicket, but is for the most part uncivilized. Many goblins hide in the center of the thicket, hoping none of the common races find them and kill them.
THE RUINS
Down in the far Southeast corner of the Great Sea down south, there is a huge patch of ruins on the shoreline, old collapsing stone buildings, creaky old ship still tied to the masts. The ruins have been retaken by the jungle, but many still feel like there not alone while near the Ruins. At night a thick fog rolls over the entire area, and old sailors say it brings ghosts and ghouls to feast on the living who stay there at night. The Ruins is one of the creepiest places on Tersnia, and one of the only places true Undead can be found.
Monsters
All of the monsters listed below are included in Tersnia.
All Dinosaurs are included, as well as many from the Dinosaur threads in the WoTC forums.
Red Dragons, Green Dragons, Blue Dragons and Black Dragons. Dragons are not smart-they are just giant, predatory animals.
Ghosts, Ghouls and Skelatons are included, but can only be found in haunted places such as graveyards, abandoned manors and The Ruins.
Golbins.
Kobolds.
Gnolls as savage, wild hunters that worship wolves instead of hyenas.
All elementals, living in there respective places.
All demons and devils.
Salamanders.
All animals, but finding some way to fit them into the setting.
Please respond with comments and critisism.
If your great mountains are near the pole you are probably not going to have any plant life anywhere near them (other than perhaps lichens and algae). You probably won't find even these near the tops. If you look at mountains in real life you can notice what is called the tree line/timberline. It's where the mountain becomes to harsh to support large plant life (such as trees, bushes, and ferns) not much farther up all plant life is pretty much non-existent.
As to the volcanic area... what kinds of plants live there exactly. If the atmosphere and water is poisoned then it is only going to be home to extremely hardy plants. As to the thickness of the bark. Unless the bark is made of a highly heat resistant material of some kind it isn't going to do much good anywhere near lava. This is why lava fields near active volcanoes have little more than scrub brush on them.
Anyhow that's just my take on it.
Thanks for replying!
Design Note:
Sorry, I forgot to mention...the poles aren't cold, they're actually the exact opposite. The poles are the hottests places on Tersnia. The Equator is the coldest-sometimes at the equator it reaches 75 degrees fehrinheit-extremely cold for jungle dwellers.
In a world with more plant life then water and animals put together, plants have evolved in an extreme amount of ways. Some trees, growing in inhospitable climates, have evolved extreme heat resistance. These trees have evolved this way at the poles and near volcanoes.
This presents other problems then. Namely how are the poles the hottest places on your planet?
No idea. Haven't worked that out yet.
BARTERING AND TRADE
Currency in Tersnia is made of a kind of polished obsidian coin representing dollar bills, a certain kind of red jewel as one hundred dollars, and a wood coin as twenty five sense. This currency is used in every civilized settlement in Tersnia. Some shopkeepers and merchants, however, have trading in their markets, allowing customers to trade items of similiar value.
The red jewels that are used as currency are found in volcanic areas, such as lava feilds and near geysers. Caravans of wealthy merchants and their guards are often sent out to harvest these jewels. One of the greatest hotspots for these red jewels is the Volcanic Waste, but that is one of the most dangerous areas in Tersnia, so many guards must be hired to go to this inhosbitable place.
Long ago, the four common races had many, many tribal battles for coins and currency. But now most such battles are very spread out and even then they are not the wild plundering battles they used to be. The only race that does this anymore are the Yukums, and even then they do it with the pride and honor common in their race. They never take slaves or kill the innocent people, and even try to avoid killing anyone when they can. It is simply because as the races grow more intelligent and civilized, they can grow food and hunt for themselves, and invent lots of new ways to make living easier for their race without harming others.
PREHISTORIC CREATURES
Some very primitive and terrifying creatures lurk in the jungles of Tersnia. Giant centipedes and spiders wait silently under rotting logs and such, and intelligent man sized dinosaurs stalk inbetween the trees in packs, seeking to ambush and kill groups of other animals. And mighty carnivores hunt in the sparser jungles, eating everything smaller then them.
Note: Use whatever dinosaurs you need when running this setting, but keep in mind what would change about them if they lived in the jungle for millions of years. I love raptors, and the Deiynoichos is the perfect stats for it. Giant bugs also make for a terrifying feel when journeying through the deepest, most mysterious parts of Tersnia.