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The Archives => Homebrews (Archived) => Topic started by: Superfluous Crow on July 30, 2010, 06:08:02 PM

Title: Greskyev
Post by: Superfluous Crow on July 30, 2010, 06:08:02 PM
This is not part of Broken Verge.
It is a small project I'm undertaking for a friend of mine to create a horror setting. He has never DM'ed before, but he thought it would be cool to run a horror campaign so I thought I'd help by more suitable setting for that tone and style.

The setting is not supposed to be much bigger than what is written here and I have tried to provide a few events that can either serve as sources of horror or a background for horror. The religions also have a suitably horror-esque feel for now, except the always present polytheistic pantheon which seems kind of bland...
I'm also a bit worried about the neighbouring countries but, well, they are part of the background. Still they could be improved on.
An important point about this setting is the fact that it is made for D&D. So we have elves, halflings, you name it. It's been a long time since I did this, so if you have any ideas on how to integrate more D&D elements please tell.

I went for a sort of Transylvanian-inspired region. Don't know how well that went.

Greskyev

Greskyev
A kingdom built around the ancient black-watered river called Somber and led by the Stitched King, a slowly dying leader who is too weak to rule, Greskyev has become a place of corruption where the king's barons and priests vie for power in the capital of Mandrakest and in the countryside of the country that some have turned to call the Torn Baronies.
A mountainous country dominated by the towering Barrow Mountains and the ragged White Peaks, it is a nation where farmers and herders toil in the rugged weather of the valleys and the lowlands to feed themselves and satisfy their Baron, while fishermen sink their nets into the still waters of Lake Cassel and the Somber and the workers in the larger cities along the river labor to fuel the weary industry of the nation, darkening the skies with soot and smoke.
Twisting mountain paths wind their way through the country, leading the rare traveler from mountain village to mountain village. Few dare step of the beaten path as there is no shortage of peril in the mountains. Monsters and desperate men haunt the valleys and the countryside, men disappear without sign in both the Barrows and the ancient Katalavian Forest to the east, and in the Hollow Wastes to the north the cold and the desolation will make the bravest of men take their lives long before they even reach the end of the world.
Meanwhile, more human dangers lurk near the frontiers and in the country itself. Rumors of a plague are brewing in the north-east of the country, and to the south the country of Delenti is falling apart in a gruesome civil war, sending a flood of despairing refugees across the border. As if that wasn't enough, the powerhungry Council of Eyes leading Kesmer in the east have noticed the weakness of the king, and a war between Greskyev and Kesmer seem more and more likely, which have caused the barons to unleash their dreaded recruiters upon the street.
And while disaster draws nearer,the old religions prey on the populace and pray for their safety. Religious tension brews as the converters become progressively more and more aggressive, and darker and newer faiths emerge from the shadows.

People
Greskian: the most prominent people in the world, Greskians are fair of skin and live in a culture where superstition and faith remain important and where every person is taught how to take care of himself from birth. While civilized, their nation still practices slavery and their colorful cities are known for being both centers of vice and knowledge.
Myosga: The Wandering People, they travel everywhere and are welcome nowhere. They peddle their strange and unique craftsmanship, and practice occult arts in return for coin. They are often associated with curses and prophecies.  
Kesmeri: Ruled by an authoritarian democratic council called the Council of Eyes, Kesmer have recently conquered land from several of their neighbouring countries and whispering voices say Greskyev might be next. Many are fierce patriots, while others silently endure the tyranny and the wars. While one can argue with their methods, they have been highly successful and the nation is prospering. Kesmer are generally considered amiable and intelligent, but untrustworthy. They have a long history as merchants, and their gold coins are valued everywhere.
Delentian: The sorcerer-state, Delenti has a long history of meddling with the unknown. The Arcane Caste, powered by ancient secrets and forbidden pacts, although small, have long oppressed the Servant Caste consisting of all those lacking magical gifts. An underground religious movement known as the Divine Annulment managed to gather the Servant Caste and wage war on the Arcane Caste, a war which is still underway as the Arcane Caste have secured support from Rovanian mercenaries. Members of the Arcane Caste are highly educated, powerful, and often arrogant. Members of the Servant Caste are on the other hand dedicated, hardy and ready to sacrifice much for theirs and others independence. They are also commonly very suspicious of magic that they can't wield in their own hands.  
Rovanian: The Gateway to the West, the Mercenary-State. Rovania and its people have many names. A long slender country with a prominent coastline, Rovania has its share of fishermen and sailors. But in truth it is one of the more powerful mercenary forces on the continent. In addition to their renowned horsemanship, they are in possession of large stores of heavy weaponry and armor, including several enchanted items and arcane weapons going back to their century-long allegiance with the now-exiled dwarves. Rovanians are silver-tongued and cunning, although they do exhibit signs of idealism.        
Elves: The Barrow Elves reside in, of course, the Barrow Mountains, but also prowl the Hollow Wastes in the far north. They are barbaric humanoids, living in nomadic tribes occasionally bartering with the communities of Greskyev. They often shave their heads and perform various piercings and scarifications. They are prominent boogeymen in old fairy tales. Nowadays the relationship with the elves is mostly civilized and some have integrated themselves into human society living side by side with them in the cities. There are also a fair number of them travelling with the Myosga.
Dwarves: Paranoid creatures living side by side with humans in the cities, they are known for their craftsmanship and their strength as well as for their disposition for mental instability. They are bankers, merchants and smiths and were once denizens of the underground until some calamity took place two decades ago and the survivors fled to the human cities. They neither speak of it nor seem to remember it clearly.
Halflings: Travelers from afar, Halflings traditionally live along the riverways and amongst humans. They are quiet, choosing their words carefully and playing to their strengths. They occupy much the same roles as humans.  
Gnomes: I refuse to acknowledge their existence.
Orcs and goblinoids: Like the elves, they most often live by themselves. Their settlements are more permanent though. A tentative peace exists between the greenskinned and the humanoids, but it is fraught with prejudice, superstition and spite. Raids are not uncommon. They are more accepted in Kesmer where their military strength is put to good use.

Religion
The Moon Gods: Worshipped through elaborate moonlit rituals on cold and distant mountaintops by Barrow Elves still clinging to the Old Ways, no one knows if the Moon Gods truly listen to the prayers of men and their ilk. Sinister and distant creatures only spoken of with fear, their names found carved in the stone of the most ancient civilizations, most who know of them seek to forget them again. Those who worship them do it as much out of fear as adulation.    
The Divine Annulment: A faith from southern Delenti and beyond, the Annulled believe in salvation through liberation. They worship the Nameless Saints, ancient ascended prophets who shuck off the chains of reality to become gods by destroying their own self. The most dedicated and deluded monks seek to emulate this process of self-eradication; they remove their name, their face, and their senses, deep in the secluded mountain fortresses of Delenti, all in the hope that the world will, at some point, forget about their existence, shun the mortal body still inhabiting the world that should not be, and allow them to ascend to join the ranks of the Nameless. The more common adherents of the faith, the farmers and craftsmen, lose themselves to the Community instead; they are taught to be humble and to stand up against the Mighty; striking back as a single sword instead of an army of pinpricks.  
The Approaching God; He Who Cometh: The church worshipping Amek, the Approaching God, trace the orbits of the planets, the stars' journey across the firmament in search of omens dictating the arrival of their God and the End of the world that will follow. Apocalyptic in its beliefs of an imminent doomsday, the priests of the Approaching God preach about redemption and the mercy Amek will lend to the faithful.    
The Ephemeral Silence: Mesht, the god who brought the world into existence, spoke to mankind more than once over one millennium ago; countless tales speak of men and women through which her divine voice was heard. But then she fell silent. Her eager priesthood waited and waited, but no longer was the Divine Voice of Mesht heard. Theories abounded. Why was humanity left behind by their god? Was she testing them? Had they wronged her? The Ephemeralists, or meshtiites, now pray for her safe return and for her to correct the wrongs in the world. The typical worshipper is meekly desperate yet hangs onto that last thread of hope of salvation no matter what.    
The Chained One: Destined to destroy the world, the Ancient God known as Bosokh chained himself to the foundation of the world so that he could not begin the Apocalypse. Worship of him is surprisingly common, prayers either humble thanks for his self-imposed exile or dreams of having him work miracles with the considerable power he supposedly still holds. Nature is influenced by his desires with volcanoes and storms unleashed by his wrath. A few demented individuals believe that the fate of the world was changed when he was chained, and the only way to undo it is to release him. Only a few adhere to this more extreme sect, luckily.    
The Three-Fold Path: Illamat he Arbiter, Eshemelen the Mourner and the Pariah. These three gods make up the Three-Fold Path, one of the most prominent religions. Illamat is the deity of justice and punishment, war and knowledge. Eshemelen is the deity of birth and death, growth and harvest. The Pariah is the deity of chance and inspiration, art and trade. Most of the Greskians follow the Path or the Chained One, and tension is common between the two. Rovanians also often follow the Path.
Title: Greskyev
Post by: Steerpike on July 31, 2010, 01:03:41 PM
This is *really* cool!  I especially love the various strange gods, especially the Chained One!  Are you using 3.5 or 4E?

Will there be dragons, demons, and mind flayers?
Title: Greskyev
Post by: Ghostman on July 31, 2010, 01:47:27 PM
I see that you've designed religions rather than just a collection of gods - very good.

Do you just plain hate gnomes, or is it that you can't think of any way to make them fit in the world? If I might offer a suggestion, I think they could work well as a fey-like forest-dwelling race, stripped of the usual magician/technician/tinkerer aspects. Just change their favored class to druid or something, and add some twists. Perhaps they are genderless beings literally spawned by the forest itself? Wicked little devils that haunt the dark woods, but the odd one might be curious enough to try and make friendly contact with other beings?
Title: Greskyev
Post by: Steerpike on July 31, 2010, 03:40:03 PM
I was going to ask if there were druids, too.
Title: Greskyev
Post by: Seraph on August 01, 2010, 01:35:54 PM
Quote from: GhostmanDo you just plain hate gnomes, or is it that you can't think of any way to make them fit in the world? If I might offer a suggestion, I think they could work well as a fey-like forest-dwelling race, stripped of the usual magician/technician/tinkerer aspects.

Or, one could make a *slight* nod to their tinkerer reputation, and make them be worker slaves for the industries that blacken the skies with smoke.  Operating the machines and whatnot.  

Or they could just not exist.
Title: Greskyev
Post by: Superfluous Crow on August 02, 2010, 10:43:16 AM
I think we'll be using Pathfinder actually. So 3.5 is the closest match of the two you mentioned.
And oh yes, this setting was meant to include most or all of the iconic D&D elements if I could find a way to incorporate them properly.
Gnomes could work as malicious fey-creatures, but I don't think I'll add them as a player character unless my friend requires it...
And yes, druids are cool and perfectly suitable for a horror setting! The Barrow Elves probably employ them in a shamanistic sense and the Katalavian Forest would be teeming with isolated druidic sects.