A little more information has percolated through my brain.
As stated earlier, the Visaryn Empire made great strides in magical engineering with the creation of the mannikins and warforged. But the road leading to these pinnacles of creation was a long one. The artificers and mages of the empire created numerous varieties of constructs, with increasing levels of specialization (most of it geared toward military uses). And when the Empire collapsed, there were lots of left-over constructs without masters... [In game terms, one-fourth to one-third of the overall Visaryn wandering monster table entries are for constructs of some type or another. Fiends and undead make up the bulk of the remaining entries, with a few standard monsters of varying CR rounding things out.]
Laxthaca is covered in thick jungles, with 4 major mountain ranges cutting across the continent. In the jungles, the remnants of a dwarven civilization live in savagery, with only vague legends about their own past as masters of metal and stone remaining, and legends of ancient evil in the mountains. They live as semi-nomadic tribes, fighting with equally savage halflings for reasons only they can fathom. Vanara dwell in tree-tops, living in orderly, fortified cities built in the crowns of the largest trees available.
On the few coastal plains, three seperate nations engage in an ever-shifting array of alliances and intrigues against each other, sacrificing captives from each other's armies in bloody rituals to appease and propitiate their gods.
To the north is the Nation of the Couatl. A (relatively) peaceful nation populated by humans, they venerate nature deities primarily, relying on the power of their clerics to win in battle, and the skill of their diplomats to win in peace.
In the middle is the Nation of the Jaguar. Far more militant, they spend their time either planning campaigns against whomever seems weakest at the moment, or executing their plans. Their deities reflect their focus, being more martial and interested in blood sacrifice than any others.
And to the south is the Nation of the Spider. Ruled by half-drow, this nation is the only surface link to the enigmatic drow. Webs festoon nearly every permanent structure, spiders are considered the messengers and agents of the gods, and when the Spider rouses to war, arachnids of truly disturbing size and vigor accompany the armies.
And in the swamps, the amphibious mahkim keep to themselves as much as possible, guarding a powerful secret.
As stated earlier, the Visaryn Empire made great strides in magical engineering with the creation of the mannikins and warforged. But the road leading to these pinnacles of creation was a long one. The artificers and mages of the empire created numerous varieties of constructs, with increasing levels of specialization (most of it geared toward military uses). And when the Empire collapsed, there were lots of left-over constructs without masters... [In game terms, one-fourth to one-third of the overall Visaryn wandering monster table entries are for constructs of some type or another. Fiends and undead make up the bulk of the remaining entries, with a few standard monsters of varying CR rounding things out.]
Laxthaca is covered in thick jungles, with 4 major mountain ranges cutting across the continent. In the jungles, the remnants of a dwarven civilization live in savagery, with only vague legends about their own past as masters of metal and stone remaining, and legends of ancient evil in the mountains. They live as semi-nomadic tribes, fighting with equally savage halflings for reasons only they can fathom. Vanara dwell in tree-tops, living in orderly, fortified cities built in the crowns of the largest trees available.
On the few coastal plains, three seperate nations engage in an ever-shifting array of alliances and intrigues against each other, sacrificing captives from each other's armies in bloody rituals to appease and propitiate their gods.
To the north is the Nation of the Couatl. A (relatively) peaceful nation populated by humans, they venerate nature deities primarily, relying on the power of their clerics to win in battle, and the skill of their diplomats to win in peace.
In the middle is the Nation of the Jaguar. Far more militant, they spend their time either planning campaigns against whomever seems weakest at the moment, or executing their plans. Their deities reflect their focus, being more martial and interested in blood sacrifice than any others.
And to the south is the Nation of the Spider. Ruled by half-drow, this nation is the only surface link to the enigmatic drow. Webs festoon nearly every permanent structure, spiders are considered the messengers and agents of the gods, and when the Spider rouses to war, arachnids of truly disturbing size and vigor accompany the armies.
And in the swamps, the amphibious mahkim keep to themselves as much as possible, guarding a powerful secret.