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Astraea: The Chaos Within

Started by So-Keher, July 10, 2006, 09:25:45 AM

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So-Keher

Looknig back I'm thinking that  I could do something cooler with the gods.

What if they were destroyed? Perhaps they grew so greedy over their control of the mortals that they destroyed each other? This would solve the first issue that sdragon metntioned
My Setting:
Tiabela - Linky!

So-Keher

The new introduction:
 [spoiler]
It is said that history is written by the victors, and to the victors go the spoils. Heroes make and shape the world around them, crafting great adventures of daring and grandeur. In the world of Astraea you are the hero, pitting yourself against monstrous beasts and deadly traps for treasure, fame or even the damsel in distress.
Astraea is a world both familiar and strange. A cataclysmic magical event has torn apart the once peaceful realm of Astraea. A great magical artifact has been lost, destroying the past with its disappearance. Monsters and fell beasts roam the countryside. High          nd dark intrigue blend and interweave to form an exciting world full of adventure. Grab your sword and prepare your spells, Astraea awaits you.

A Whole New World
Astraea is a world much more different than the one we live in today. Humans are widespread across its lands, but elves, dwarves, orcs, halflings and other races live there as well. Races as different as these have led to cultural diversity and ethnic diversity unlike anything we have ever seen. In Astraea, cultures who are as different as elves and orcs can maintain (even if fleeting) peace and acceptance between their nations. In the local pub you may see a dozen different races and not stop to think about it. The other races, while not as numerous or widespread as humans, make up an important part of the world.
   The world itself is not as strange. Continents and islands rest among great seas. Mountains and rivers carve their way through the landscape. The sun and the moon live in constant opposition, rising and setting as time goes by. Recently, a smaller sun has appeared next to the first. Although it seems to have no effect on the climate, its appearance is shocking and remains a mystery to the people of Astraea.
[/spoiler]

The revised Race section:
 [spoiler]
Races

Races available to the players are: aasimar, dwarf, gnome, half-elf, human, high elf, orcs, Tiefling or wild elf. New races include lizardfolk and tigris (described in detail below).
Aasimar â,¬' Graced with the touch of the holy, aasimar are usually tall, good-looking, and generally pleasant. They fight against evil creatures and attempt to sway others to do the right thing.
Dwarves â,¬' Dwarves are noble warriors who excel at metalcraft, stoneworking, and war. They tend to be serious, determined and very honorable.
Gnomes â,¬' Gnomes are inveterate explorers, tricksters and inventors. They have a knack for both illusion and alchemy. Their curiosity makes them skilled engineers, as they are always trying new ways to build things.
Humans â,¬' Humans are a widespread race that tends to be adaptable to every situation. They are the most common race of Astraea.
High Elves â,¬' High elves are the most noble and regal of all elves. They are great practitioners of the arcane arts, and love all that is beautiful.
Orcs â,¬' Orcs are aggressive humanoids that raid, pillage and battle other humanoids, especially elves and dwarves. They have only recently began to be more organized and societal.
Tiefling â,¬' Twisted, devious and untrustworthy, tieflings more often than not follow their inherent tendencies to heed the call of evil. A few defy their nature, but still must fight against popular opinion or the feeling of â,¬Å"wrongnessâ,¬Â that seems to follow them wherever they go.
Wild Elves â,¬' Wild elves are barbaric and tribal. Very reclusive, wild elves are seldom seen outside of their forest environment.



Tigris
The tigris are descendents of the ancient rakshasa, a race so old only the elves remember them. They are a stalwart people who struggle to survive against the challenges of the wilderness. Tigris are natural warriors. They have pale gold to dark orange fur with black stripes, resembling a tiger.
âˆ'   +2 Strength, +2 Constitution, -2 Charisma. Tigris are a hardy people, but their appearance is sometimes fearsome.
âˆ'   Medium size.
âˆ'   Tigris base land speed is 30ft.
âˆ'   Darkvision 60ft.
âˆ'   Tigris gain a +2 bonus on Survival and Hide checks while in a forest environment. Tigris always gain a +2 bonus to Move Silently checks.
âˆ'   Natural weapons: 2 claws (1d4) or bite (1d4).
âˆ'   Favored Class: Ranger.
âˆ'   Level Adjustment: +1
âˆ'   Suitable for use a 2nd level character race (at DMâ,¬,,¢s digression).

Lizardfolk
Lizardfolk are a primitive reptilian species that inhabit the tepid swamps of Astraea. They are fierce fighters and a savage species. They have dark green or yellow scales and a lighter underbelly. Many lizardfolk can be distinguished by their frills, which vary greatly. Lizardfolk in Astraea are similar to other lizardfolk except:
âˆ'   +2 Strength, -2 Intelligence
âˆ'   No Racial Hit Dice, Skills or Feats.
âˆ'   +2 natural armor bonus
âˆ'   Special Qualities: Hold Breath (see Monster Manual description pg. 169)
âˆ'   Natural Weapons: 2 claws (1d4) and bite (1d4)
âˆ'   Level adjustment: +0
âˆ'   Suitable for use as a 1st level character race (at DMâ,¬,,¢s digression).
[/spoiler]
My Setting:
Tiabela - Linky!

SDragon

i like the idea of the gods somehow being destroyed. its an easy and efective answer to the problem.

remember, revisions- especially in the early stages- are your friends.
[spoiler=My Projects]
Xiluh
Fiendspawn
Opening The Dark SRD
Diceless Universal Game System (DUGS)
[/spoiler][spoiler=Merits I Have Earned]
divine power
last poster in the dragons den for over 24 hours award
Commandant-General of the Honor Guard in Service of Nonsensical Awards.
operating system
stealer of limetom's sanity
top of the tavern award


[/spoiler][spoiler=Books I Own]
D&D/d20:
PHB 3.5
DMG 3.5
MM 3.5
MM2
MM5
Ebberon Campaign Setting
Legends of the Samurai
Aztecs: Empire of the Dying Sun
Encyclopaedia Divine: Shamans
D20 Modern

GURPS:

GURPS Lite 3e

Other Systems:

Marvel Universe RPG
MURPG Guide to the X-Men
MURPG Guide to the Hulk and the Avengers
Battle-Scarred Veterans Go Hiking
Champions Worldwide

MISC:

Dungeon Master for Dummies
Dragon Magazine, issues #340, #341, and #343[/spoiler][spoiler=The Ninth Cabbage]  \@/
[/spoiler][spoiler=AKA]
SDragon1984
SDragon1984- the S is for Penguin
Ona'Envalya
Corn
Eggplant
Walrus
SpaceCowboy
Elfy
LizardKing
LK
Halfling Fritos
Rorschach Fritos
[/spoiler]

Before you accept advice from this post, remember that the poster has 0 ranks in knowledge (the hell I'm talking about)

So-Keher

My revised magic section (including the new divine domains material! ):
[spoiler]
Magic
Magic is prevalent in Astraea. Arcane and divine spellcasters of all kinds roam the streets of every hamlet, town and metropolis. Wizards are hired for their skills and clerics are sought after for healing. Sorcerers are employed as mercenaries and adventurers of all kinds. Magic items however are rare. They are treasured as artifacts, with only the strongest (or richest) wielding them.

Divine Magic
As explained in greater details under the Religions section below, divine spellcasters do not draw their power from a pantheon of deities. Rather, they use their own innate power as a fuel for their magical abilities. A clericâ,¬,,¢s (or any other divine spellcaster for that mater) domains are based upon their ideals and morals: their alignment. Alignment determines from what domains a divine spellcaster can cast from (shown below). Divine spellcasters still can choose only two domains.

Alignment         Domains
LG               Good, Law, Protection, Healing.

NG               Good, Protection, Healing, Sun, Strength.

CG               Good, Chaos, Protection, Trickery.

LN               Death, Law, Magic, Destruction, Protection, Strength.

N                  Any (choose no more than one Good or Evil domain).

LE                  Destruction, Evil, Law, War.

NE               Death, Evil, Trickery, Law, Magic, Knowledge.

CE                  Chaos, Evil, Trickery, Strength, War.

Any               Air, Animal, Earth, Fire, Plant, Water.
[/spoiler]
My Setting:
Tiabela - Linky!

SA

That there is a really well-drawn map.

So-Keher

Quote from: Salacious AngelThat there is a really well-drawn map.

Thank you

here is a sample of my color work (this is posted in another thread too)

[spoiler=Color Map]
[/spoiler]
My Setting:
Tiabela - Linky!

So-Keher

I hope this works

This is the "final" draft of the setting with flavor images (not original, but they won't show so don't worry about it) and all the updates plus better organisation.

Comments/questions/fears welcome
 [spoiler]
Astraea: The Chaos Within

Introduction
I
t is said that history is written by the victors, and to the victors go the spoils. Heroes make and shape the world around them, crafting great adventures of daring and grandeur. In the world of Astraea you are the hero, pitting yourself against monstrous beasts and deadly traps for treasure, fame or even the damsel in distress.
Astraea is a world both familiar and strange. A cataclysmic magical event has torn apart the once peaceful realm of Astraea. A great magical artifact has been lost, destroying the past with its disappearance. Monsters and fell beasts roam the countryside. High          nd dark intrigue blend and interweave to form an exciting world full of adventure. Grab your sword and prepare your spells, Astraea awaits you.

A Whole New World
Astraea is a world much more different than the one we live in today. Humans are widespread across its lands, but elves, dwarves, orcs, halflings and other races live there as well. Races as different as these have led to cultural diversity and ethnic diversity unlike anything we have ever seen. In Astraea, cultures who are as different as elves and orcs can maintain (even if fleeting) peace and acceptance between their nations. In the local pub you may see a dozen different races and not stop to think about it. The other races, while not as numerous or widespread as humans, make up an important part of the world.
   The world itself is not as strange. Continents and islands rest among great seas. Mountains and rivers carve their way through the landscape. The sun and the moon live in constant opposition, rising and setting as time goes by. Recently, a smaller sun has appeared next to the first. Although it seems to have no effect on the climate, its appearance is shocking and remains a mystery to the people of Astraea.
 

Players


Each character in Astraea is unique, the result of his upbringing, past experiences and training. Culture, family, and the community all take a hand in his growth. Realizing this, players should not be limited to     -     and steadfast rules of character development. After all, they are not playing pieces of paper with a few numbers on them, they are role-playing organic, thinking and feeling characters. Have your players create a background story for their characters. It doesnâ,¬,,¢t need to be longer than a paragraph, but should answer some important questions. How where they brought up? Where do they come from? Why did they start adventuring? Is there a goal or a mission they wish to meet through their travels? Questions like these can help players connect with the game like they do in real life and also provide you, the DM, with material to shape your campaign.
 

Races

Races available to the players are: aasimar, dwarf, gnome, half-elf, human, high elf, orcs, Tiefling or wild elf. New races include lizardfolk and tigris (described in detail below).
Aasimar â,¬' Graced with the touch of the holy, aasimar are usually tall, good-looking, and generally pleasant. They fight against evil creatures and attempt to sway others to do the right thing.
Dwarves â,¬' Dwarves are noble warriors who excel at metalcraft, stoneworking, and war. They tend to be serious, determined and very honorable.
Gnomes â,¬' Gnomes are inveterate explorers, tricksters and inventors. They have a knack for both illusion and alchemy. Their curiosity makes them skilled engineers, as they are always trying new ways to build things.
Humans â,¬' Humans are a widespread race that tends to be adaptable to every situation. They are the most common race of Astraea.
High Elves â,¬' High elves are the most noble and regal of all elves. They are great practitioners of the arcane arts, and love all that is beautiful.
Orcs â,¬' Orcs are aggressive humanoids that raid, pillage and battle other humanoids, especially elves and dwarves. They have only recently began to be more organized and societal.
Tiefling â,¬' Twisted, devious and untrustworthy, tieflings more often than not follow their inherent tendencies to heed the call of evil. A few defy their nature, but still must fight against popular opinion or the feeling of â,¬Å"wrongnessâ,¬Â that seems to follow them wherever they go.
Wild Elves â,¬' Wild elves are barbaric and tribal. Very reclusive, wild elves are seldom seen outside of their forest environment.



Tigris
The tigris are descendents of the ancient rakshasa, a race so old only the elves remember them. They are a stalwart people who struggle to survive against the challenges of the wilderness. Tigris are natural warriors. They have pale gold to dark orange fur with black stripes, resembling a tiger.
âˆ'   +2 Strength, +2 Constitution, -2 Charisma. Tigris are a hardy people, but their appearance is sometimes fearsome.
âˆ'   Medium size.
âˆ'   Tigris base land speed is 30ft.
âˆ'   Darkvision 60ft.
âˆ'   Tigris gain a +2 bonus on Survival and Hide checks while in a forest environment. Tigris always gain a +2 bonus to Move Silently checks.
âˆ'   Natural weapons: 2 claws (1d4) or bite (1d4).
âˆ'   Favored Class: Ranger.
âˆ'   Level Adjustment: +1
âˆ'   Suitable for use a 2nd level character race (at DMâ,¬,,¢s digression).

Lizardfolk
Lizardfolk are a primitive reptilian species that inhabit the tepid swamps of Astraea. They are fierce fighters and a savage species. They have dark green or yellow scales and a lighter underbelly. Many lizardfolk can be distinguished by their frills, which vary greatly. Lizardfolk in Astraea are similar to other lizardfolk except:
âˆ'   +2 Strength, -2 Intelligence
âˆ'   No Racial Hit Dice, Skills or Feats.
âˆ'   +2 natural armor bonus
âˆ'   Special Qualities: Hold Breath (see Monster Manual description pg. 169)
âˆ'   Natural Weapons: 2 claws (1d4) and bite (1d4)
âˆ'   Level adjustment: +0
âˆ'   Suitable for use as a 1st level character race (at DMâ,¬,,¢s digression).


Regions of Origin
Characters in Astraea come from many varied cultures. They are never just an elf or a human: they are an elf from the city-state of Trueion or a cultured human from Meriador. To handle this, players may choose one starting region for their character. This choice doesnâ,¬,,¢t limit the players, but provides a backdrop for their choice in skills, feats and classes.


Dorion
Homeland to the fledgling human race, Dorion is a place of both untamed wilderness and civilized society. Humans of Dorion are versatile, able to apply themselves to any task they face.
Feats: any.
Classes: any.
Skills: any.
Prestige Classes: any.

Karraâ,¬,,¢nash Swamps
You hail from the stinking swamps or Karraâ,¬,,¢nash, home of the lizardfolk. You have learned to survive in the worst of wetland conditions.
Feats: Self-Sufficient, Track.
Classes: Ranger, Barbarian, Druid.
Skills: Knowledge (nature), Balance, Jump, Swim.
Prestige Classes: none.

LeStravia
LeStravia is as much mystery as it is legend. To the casual eye it is a structured and elaborate human society reminiscent of Victorian culture. The truth is not far off but is truly shocking to most.
Feats: Alertness, Lightning Reflexes, Persuasive.
Classes: Rogue, Bard, Fighter.
Skills: Bluff, Climb, Diplomacy, Intimidate.
Prestige Classes: none.

Maar Jungles
You hail from the feral jungles that are home to the ancient Tigris race. You know how to survive in a jungle full of predators and make a living at the same time. Your race is wary and alert.
Feats: Endurance, Self-Sufficient, Alertness
Classes: Ranger, Druid.
Skills: Knowledge (nature), Survival, Hide, Move Silently, Spot.
Prestige Classes: Horizon walker.

Meriador Isles
Meriador is an enchanted land of both beauty and terror. Humans, elves and monsters alike live in its haunting isles along with darker things better not spoke of. Civilization is harsh here, and pirates and cut-throats are the mainstream at its ports.
Feats: Track, Combat Expertise.
Classes: Ranger, sorcerer.
Skills: Survival, Listen, Spot, Knowledge (nature).
Prestige Classes: Horizon Walker.

Rugarr Holds
The rugged dwarves of Rugarr are a hardy folk skilled in crafting and masonry. They live deep in their mountain fortresses behind stalwart defenses against the dark denizens of the deeps.
Feats: Toughness, Skill Focus (craft), Great Fortitude.
Classes: Fighter, Barbarian.
Skills: Craft (any), Knowledge (architecture and engineering), Knowledge (dungeoneering).
Prestige Classes: Dwarven defender, thaumaturgist.

Sera
Aasimar find their home here, as few of them as they are. They mingle with humans and elves to create a truly unique society.
Feats: Spell Focus (enchantment), Iron Will.
Classes: Wizard, paladin, cleric.
Skills: Knowledge (religion), Spellcasting.
Prestige Classes: Hierophant, mystic theurge

Trueion
Trueion is the center of elven culture, a city state of thousands of people. The elves of Trueion delight in swordplay and magic as well as art and culture.
Feats: Weapon Finesse, Combat Casting, Magical Aptitude.
Classes: Wizard, fighter.
Skills: Use Magic Device, Diplomacy.
Prestige Classes: Arcane Archer, archmage, duelist, eldritch night.


Magic
Magic is prevalent in Astraea. Arcane and divine spellcasters of all kinds roam the streets of every hamlet, town and metropolis. Wizards are hired for their skills and clerics are sought after for healing. Sorcerers are employed as mercenaries and adventurers of all kinds. Magic items however are rare. They are treasured as artifacts, with only the strongest (or richest) wielding them.

Divine Magic
Divine spellcasters do not draw their power from a pantheon of deities. Rather, they use their own innate power as a fuel for their magical abilities. A clericâ,¬,,¢s (or any other divine spellcaster for that mater) domains are based upon their ideals and morals: their alignment. Alignment determines from what domains a divine spellcaster can cast from (shown below). Divine spellcasters still can choose only two domains.

Alignment         Domains
LG               Good, Law, Protection, Healing.

NG               Good, Protection, Healing, Sun, Strength.

CG               Good, Chaos, Protection, Trickery.

LN               Death, Law, Magic, Destruction, Protection, Strength.

N                  Any (choose no more than one Good or Evil domain).

LE                  Destruction, Evil, Law, War.

NE               Death, Evil, Trickery, Law, Magic, Knowledge.

CE                  Chaos, Evil, Trickery, Strength, War.

Any               Air, Animal, Earth, Fire, Plant, Water.

Psionics
Psionics are virtually nonexistent in Astraea. In fact, the residents of the world do not even know of its existence. It was not until very recently that anyone knew anything about it. A researcher in a Sera discovered the first psionic creature: a brain mole. They are currently examining it further in hopes of discovering the secrets of its strange powersâ,¬Â¦
 
Gazetteer

 
 

The Creation of the World and the Races
̢,"It was a long time ago indeed. I was young then, no more than a child in our sense. It may seem strange, that the beginning was far from it, but that is where I will choose to start.
   The world was already made, I was born afterwards. I was one of the second generations of the Firstborn, long before humans came about. My mother was one of the original firstborn, but I donâ,¬,,¢t recall having a father. For a long time things were pretty uneventful. There were the occasional raids by animals but we were peaceful. About a half a century after I was born was when I first encountered them. What? Oh, yes: the humans, yes.  I was out gathering ingredients for my mother when one came out of nowhere. She was about my age I guess, relatively speaking.â,¬Â
- Sarelum, Elven Elder on the appearance   of humans.


The Firstborn
In the beginning were the Muses, divine aspects of the godsâ,¬,,¢ portfolios, who walked the barren earth alone. Eventually, their influences took material form in the emptiness around them, forming continents and oceans and everything that is known to us today.  Eventually the creation of the world was done and the muses went their separate ways: one as the moon, one the sun, one into the oceans, one the land and one became the energy of the world. Long times passed and the world developed and grew teeming with life.
Then the gods sent the Firstborn. They were the catalyst that led to the creation of the other races. The elves grew and flourished, eventually settling into what is currently the Trueion forests. They lived peacefully for hundreds of years. They grew and prospered, unknowing of the growing chaos of the deitiesâ,¬,,¢ greed. The various gods bickered and fought over their ownership of the world. Soon, they were in all-out war with each other. The elves, who had no access to magic or conference with the gods, paid no heed. The furious battle grew and at its climax, the great deities were destroyed by their own greed, leaving nothing divine but the Musesâ,¬,,¢ energy behind in their wake.

The Secondborn
The origin of the Secondborn is largely a mystery. The humans were unknown to Astraea until around 372 Ancient Times (AT). They seemed to justâ,¬Â¦appear out of the forest. Perhaps they are descendant of lone elves. No one knows and the gods will not tell. All we know is that they would be the center of the rest of history as we know it.
The humans immediately started to undo everything the elves had done: cutting down the forests, polluting the rivers. It seemed to the elves like they were a plague upon their perfect world. Thus began the first of the conflicts between the races. The War of the Beginning was fought between the plains of human Dorion and the eastern steppes of Trueion. To make a long story longer, the war ended in a bloody draw, with both sides retreating back to their original boundaries.
The results of the war were not just loss of life. In the front lines of the last battle of the war, an elven prince was fatally wounded in a great duel with a human knight. With his last breath, he called upon the ancient Muses for strength. As he died, he channeled the power of the Muse of energy and unleashed a powerful blast of energy across the battlefield. The energy was the first magic, and its introduction into the world made immediate effects on some, giving birth to the first primitive spellcasters. As it spread, the magic warped the environment, creating magical beasts and plants of all kinds.

The Thirdborn
The Thirdborn are the dwarves. After the magical anomaly, the humans of the southern mountains (currently the Rugarr Holds) changed over many years. They grew stouter and became shorter, adapting to the caves and subterranean passages they lived in. They became skilled in stonework and architecture, building massive fortresses and cities within the mountains. They became the dwarves.

Religion
When the Muses were consumed by the worldâ,¬,,¢s creation, their energy remained behind. The energy became the worldâ,¬,,¢s magic. When a spellcaster prepares a spell, he is calling upon the energy of the world, and the innate energy inside himself. When the Seranian elves split from Trueion, they believed that there was a separate kind of magic, divine instead of arcane. Really, they are using their own inner energies to muster up spells just like arcane spellcasters. However, their spells are based on their ideals (i.e.: alignment) and their domains are further derived from that.
   So, there really is no true religion in Astraea. The inhabitants of Astraea worship â,¬Å"deitiesâ,¬Â but they are only as portrait assigned to their views. The true deities were destroyed long before magic was even discovered (see the Firstborn, pg.8 ).

 
A Seranian church


The Nations of Astraea

Dorion
Population: 500,670 (93% human, 3% lizardfolk, 2% halfling, 1% elf, 1% other)
Exports: Mercenaries, wines, ale, textiles, wool, iron ore.
Imports: Wizards, magic supplies, wood, gold, bronze, mithral, adamantite.

After the War of Beginnings, the humans retreated eastward to a large stretch of plains between the Rugarr holds, the Karraâ,¬,,¢nash Swamps and Snake River. They formed the bulk of their nation close to the southern banks of Cratre Lake. They continue good relations with the elves of Trueion but the lizardfolk of Karraâ,¬,,¢nash continually test their boundaries causing tense foreign relations. The Karraâ,¬,,¢nash Embassy in Forinal is attempting to keep the peace but that is hard between such disparate nations. If there is an escalating conflict, it may spell doom for Dorion. Dorionâ,¬,,¢s only access to the sea is from a port in the midst of Karraâ,¬,,¢nashâ,¬,,¢s swamps, and the river to it also has to traverse through most of the swampland. Since Dorion relies firmly on their exports, the lizardfolk could easily put a chokehold on Dorionâ,¬,,¢s sea-based economy.


LeStravia
Population: 370,000 (79% human, 9% half-vampire, 5% vampire, 3% elf, 2% dwarf, 1% gnome, 1% other)
Exports: Fine clothing, meats, precious stones, silver.
Imports: Iron, gold, fish, wines.

LeStravia is not what it seems and the vampiric aristocracy works hard to keep up the impression that LeStravia is just a reclusive human nation. While the human population is a great majority in the nation, they are slaves to the vampiresâ,¬,,¢ whims and motives. The vampires are currently in a neutral status with foreign nations but it is rumored that a deeper alliance with Meriador is brewing. The only country they donâ,¬,,¢t come to terms on is Sera, as their views on religion and morals are broadly different. In 850 AT they fought a brief war over their control of the trade routes in the Divide. After the involvement of Rugarr the warring nations temporarily came to terms and decided on an international trade route that reached all the way from LeStravia City to the Rugarr Holds and then through the mountains to Sera. Currently Baron von Vanderbain is the â,¬Å"electedâ,¬Â ruler of LeStravia after the unfortunate death of his older brother. In actuality Vanderbain consumed his brother and bribed the aristocracy into keeping their mouths shut. Now he is too engrained in the nation to be safely removed, and his deep-felt hatred for Sera may soon lead to another conflict.

Maar
Population: 4,570 (96% tigris, 2% human, 1% rakshasa, 1% other)
Exports: Woods, furniture, magic supplies.
Imports: Mercenaries, wines, fine clothing.

There is not much to be said about Maar. The Tigris and last remaining rakshasa are reclusive and seldom seen outside of their jungle home. What relations they do keep are with Trueion. They feel that the elves are more trustworthy than the short-lived humans or lizardfolk, and the vampires are untrustworthy by nature. Maar has played a small part in history, but has provided a small but helping hand in almost every war, especially the War of the Divide between Sera (close allies of Trueion) and LeStravia.

Meriador
Population: 192,400 (79% human, 9% lizardfolk, 5% gnome, 3% elf, 2% dwarf, 1% dark elf, 1% other)
Exports: Silk, spices, gems, privateers, precious goods, gunpowder, ships, ship supplies, fish.
Imports: Wood, magic supplies, textiles.

Meriador is the center of trade and commerce in Astraea but it is also dangerous. Its chain of islands are home ot some of the most vicious monsters and people in the world. Pirates regularly prey on its ports and its waters are haunted by a monster of legend. Due to their prime position off of Meriadorâ,¬,,¢s coast provide them with access to the trade of all the nations in the region.
   Meriador is a confused nation. The inability to tame the wilderness in which it is situated keeps Meriador from taking advantage of its position. Founded from emigrants from the mainland Meriador is a cosmopolitan place where no one is unaccepted, but no one is really accepted either. It is a prime place for adventurers to make a living and many adventuring companies along with the fabled Wayfarerâ,¬,,¢s Guild make their home here.

Rugarr
Population: 165,000 (96% dwarf, 2% human, 1% halfling, 1% other)
Exports: Adamantite, gold, silver, iron, bronze, copper, precious gems, magic toys and artifacts.
Imports: Wood, fine clothing, mercenaries, ale.

Rugarr is the nation of the stout and sturdy dwarves. The dwarves used to inhabit the Fang Strip before they unleashed the vampires from a planar entrance in the deeps. They now build their great feasting halls and magnificent courts under the Rugarr Holds, the complex mountain region at the center of Astraea. The dwarves are great smiths and provide almost every other nation with the ore and minerals they need. They are also masterful craftsman, making anything from toys to complex magical artifacts. They hoard their treasure selfishly, partially because it was always stolen by marauding creatures from under the earth, but also because they are afraid of what their magic might do to Astraea.

Sera
Population: 870,400 (79% elf, 9% aasimar, 5% human, 3% half-elf, 2% dwarf, 1% gnome, 1% other)
Exports: Healing, clerics, magic supplies.
Imports: Iron, gold, precious goods, wines.

Some elves donâ,¬,,¢t like magic. That is, the way it is practitioned. They think that it is too wild even when carefully studied by wizards in their libraries of arcane. So, they found a way to practice their magic in a more divine sense. These few elves called upon the gods for their power, creating the first clerics of Astraea. Due to â,¬Å"religiousâ,¬Â persecution in Trueion, they went south to create their own nation, Sera. The Seranian elves became so powerful that the deities sent down their own mortal avatars to employ their word among the elven people: the aasimar. They became a part of Sera, turning it into a place both divine and material, a blend of exotic culture that makes Sera one of the most influential nations of Astraea.


Trueion
Population: 987,850 (96% elf, 2% half-elf, 1% human, 1% other)
Exports: Wizards, magic supplies, wood.
Imports: Gold, silver, precious gems, textiles, fine clothing.

Trueionâ,¬,,¢s history is so long it could not be accounted for in any book, however large. The elves of Trueion define Astraea as being the firstborn of the world giving them thousands of years to develop a complex culture before the other races even were born. Trueionâ,¬,,¢s growth slowed to a crawl after the War of Beginning. They began to be more reclusive, limiting their trade to the only thing they have in excess: magic. They supply the entire region with its mage wrights, war-mages and general arcane magic as needed. Even the dwarves learned their magic from the elves.
The elves have since then settled down within their forest home and kept to themselves much akin to the Tigris. The elves, using their ancient magic, stored their history in a magical book: The Firstborn. As long as the book exists, the history of the elves remains intact. However, the book was stolen along with their beloved child-queen Seloquiel in a violent attempted coup by the dark elves. The elves have since then lost all memory of their past, turning them into a confused society where the laws of the nation no longer hold sway. The High Council has been recruiting adventurers for years but none return with the book, or even at all.

Note: The Karraâ,¬,,¢nash Swamps, as they are not a true nation, are not given a place in this section.


[/spoiler]

I will link the actual document with pics on my hosting section of the sight
My Setting:
Tiabela - Linky!

So-Keher

Mezerous has given me some EXCELLENT advice on nation and religion development. Be sure to see some changes reflecting that very soon.

~So-Keher
My Setting:
Tiabela - Linky!

So-Keher

I've finished the setting: heres the final edit on Nations (GREATLY expanded to over double its original size)

Enjoy!


Hope you liked it!
once again questions/comments/fears more than welcome
My Setting:
Tiabela - Linky!

Numinous

Just a friendly bump, as Astraea is the setting of the week this week.

I'm working on a reasonable review right now.

EDIT: So-Keher?  Can you put the world map in a spoiler?  It's distorting the page.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

So-Keher

Thanks. I would love it if people could take a look over the nations i added last, since no one has commented on them yet. Also i would like to note that the Faenaed Chronicles are in a large part an upgrade to this but they will have to wait for another week!
My Setting:
Tiabela - Linky!

So-Keher

My Setting:
Tiabela - Linky!

SDragon

LeStravia seems interesting.... almost like a nation ruled by a freemason-like order. looking at the general tones of catholicism-masonry relations might help you flesh out the bad blood between LeStravia and sera.

also, have you decided what youre going to do with the gods? i'd like to see the developments on that :)
[spoiler=My Projects]
Xiluh
Fiendspawn
Opening The Dark SRD
Diceless Universal Game System (DUGS)
[/spoiler][spoiler=Merits I Have Earned]
divine power
last poster in the dragons den for over 24 hours award
Commandant-General of the Honor Guard in Service of Nonsensical Awards.
operating system
stealer of limetom's sanity
top of the tavern award


[/spoiler][spoiler=Books I Own]
D&D/d20:
PHB 3.5
DMG 3.5
MM 3.5
MM2
MM5
Ebberon Campaign Setting
Legends of the Samurai
Aztecs: Empire of the Dying Sun
Encyclopaedia Divine: Shamans
D20 Modern

GURPS:

GURPS Lite 3e

Other Systems:

Marvel Universe RPG
MURPG Guide to the X-Men
MURPG Guide to the Hulk and the Avengers
Battle-Scarred Veterans Go Hiking
Champions Worldwide

MISC:

Dungeon Master for Dummies
Dragon Magazine, issues #340, #341, and #343[/spoiler][spoiler=The Ninth Cabbage]  \@/
[/spoiler][spoiler=AKA]
SDragon1984
SDragon1984- the S is for Penguin
Ona'Envalya
Corn
Eggplant
Walrus
SpaceCowboy
Elfy
LizardKing
LK
Halfling Fritos
Rorschach Fritos
[/spoiler]

Before you accept advice from this post, remember that the poster has 0 ranks in knowledge (the hell I'm talking about)

So-Keher

wow it's been a long time since i have looked at this (ive spent all of it developing the Faenaed).
I talked to my players and abolishing religion did not go over well with them, so I think i decided to have the gods just as images of the alignments, rather than direct incarnations of them. Sort of like the pictures on a tarot card.
LeStravia has been one of my favs. One  of my PC's actually based his character bg off of it. He had his character a half-minotaur, the result of vampiric tinkering with human slaves for entertainment (who got free). It is pretty cool.

Nice catch wit hthe catholocism thing. I was actually inspired by that myself. A few books (namely the Archer's Tale/Heretic/Vagabond by Bernard Cornwell) while not entirely non-fiction, inspired my thoughts on the subject. I  would like to incorporate more of that into the Faenaed as well, but ill leave that for the next CS of the Week!

what did you have in mind for the gods? i am still a little confused by them so i would love to have some other ideas!

Thanks for the feedback :)
My Setting:
Tiabela - Linky!

SDragon

actually, when i posted that, i didnt notice your revision of the gods role in creation. looking at that, its kinda nice. i like how greed was the acting force in the destruction of the gods.
[spoiler=My Projects]
Xiluh
Fiendspawn
Opening The Dark SRD
Diceless Universal Game System (DUGS)
[/spoiler][spoiler=Merits I Have Earned]
divine power
last poster in the dragons den for over 24 hours award
Commandant-General of the Honor Guard in Service of Nonsensical Awards.
operating system
stealer of limetom's sanity
top of the tavern award


[/spoiler][spoiler=Books I Own]
D&D/d20:
PHB 3.5
DMG 3.5
MM 3.5
MM2
MM5
Ebberon Campaign Setting
Legends of the Samurai
Aztecs: Empire of the Dying Sun
Encyclopaedia Divine: Shamans
D20 Modern

GURPS:

GURPS Lite 3e

Other Systems:

Marvel Universe RPG
MURPG Guide to the X-Men
MURPG Guide to the Hulk and the Avengers
Battle-Scarred Veterans Go Hiking
Champions Worldwide

MISC:

Dungeon Master for Dummies
Dragon Magazine, issues #340, #341, and #343[/spoiler][spoiler=The Ninth Cabbage]  \@/
[/spoiler][spoiler=AKA]
SDragon1984
SDragon1984- the S is for Penguin
Ona'Envalya
Corn
Eggplant
Walrus
SpaceCowboy
Elfy
LizardKing
LK
Halfling Fritos
Rorschach Fritos
[/spoiler]

Before you accept advice from this post, remember that the poster has 0 ranks in knowledge (the hell I'm talking about)