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Aertica (Formerly Heart of Darkness)

Started by Furor, December 30, 2006, 03:28:43 PM

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Furor

Aertica is far from gods or demons, a brutal world of pain and suffering starved of the healing embrace of the divine or the majestic power of the arcane. It is a world of constant toil and strife, where power is determined with showerings of gold, or waves of steel. This war-torn world scratches vainly at vestiges of peace while mobilizing vast armies to crush all opposition. In the hunger and desperation of war, bands of marauders, defectors and the wretched poor wander the countryside and infest the alleys. There is no such thing as an "Adventurer" in the desperate lands of Aertica. No man would risk the road for sport or glory. To fight in Aertica is to fight for survival and the power to rise above the suffering masses.  

Rules
 [spoiler] Low-Magic DnD 3.5
Aertica is populated by mostly humans, with spatterings of the "eldritch" races left. These communities are rarely if ever integrated communities. I have come up with a civilization ranking system to denote the level of technology available, the highest of which would have historical anecdote in late 16th Century europe.
Class 1- Primitive, Tribal
Class 2- Early Feudal
Class 3- Late Feudal
Class 4- State Level
Class 5- Colonial Power

Aertica is Low-magic, which does not actually change any mechanics. It does, however, mean that magic items are rare. To find one for sale requires a gather information check (DC 10 + caster Level x 2). Most magic items are unique creations, and as such are coveted heirlooms in Aertica. Making an item or learning a new spell becomes exceedingly difficult in a low-magic world. You must either develop a new spell on your own (tedious) or learn it at great expense from one of the not-so-hostile sorcerors.
I also noticed in many settings a favoritism towards the Gold Piece, Aertica functions more historically than fantastically, thus the emphasis is on the silver and copper pieces, or their regional equivalent. I also very much encourage bartering over money exchange, as the majority of people do not own enough to invest in coinage.

Classes
Fighter
Ranger
Rogue
Knight
Swashbuckler
Sorceror (special)
Warlock (special)
Wizard (special)
Monk
Cleric (Special)
Druid (special)
Spirit Shaman (special)
Scout
Barbarian
Bard (Special)
Psionics
* The Non-Spellcasting Variations are prevalent
* Orcs have been replaced by goblin sub-species.
* Drow do not exist, this isn't forgotten realms and there's no underdark.
* Goblins cannot breed with humans, thus half "orcs" are not a playable race.
* Elves are classified as fey, which in this world produces a monstrous offspring rather than a Half-elf when interbred with humans
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What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

The North
 "Let me tell you child," warned the Kohl-eyed trader, "We cross into a new world." The tall Irukh adjusted his old campaigning Shako and pointed to one of the large laborers unloading crates from a massive square-sailed Cog."See that man young one? He is a Northman," a kind of awe was held in his whispered tone," They are the blessed children of war, bred for conquest and hardened by the frigid winds of their barren homelands." He touched his steepled fingers to his chin, darting to his chest in the ritual intonation to Shakuras. " They hold none of our sacred customs son, tread carefully in these lands, for they are a blood-drunk race" He inhaled heavily before continuing "Our people once subdued these filthy creatures, but they are powerful, these upstart Heathens. They are now the fountains of gold, the crucible for the arts of war and the masters of the great heaving oceans"

The North, once an empty wasteland, was reclaimed by the warlike tribes of the Argheid and the Aurus in dim ages long lost from the histories. These hardy peoples are now the powerhouse of the world, spreading their influence across every continent, shattering the mouldering empires of old and creating a new world order ruled by War and the Iron faith of Praetor.


Imperial Aurath
Once a powerful empire now fractured states vying for dominance and power.
Grand Duchy of Aurath, Kingdom of Ausservia, Principality of Niveim, Arsir Reich
 [spoiler]Grand Duchy of Aurath
 [spoiler]The crowd surged upon the gates of the Black Palace, a ragged mass of starving peasants clamoring for the royal granaries to be opened. Wagons and carraiges were overturned, the well-dressed beaten to death with rocks and crudely fashioned clubs. It seemed to all watching as if the whole city should fall to such a ravenous horde and its desperate thrashings, burned and bludgeoned to the very foundations by the angst and terror of the growing mass. The stamp of iron shod boots Grand Duchy of Aurath
Pop:1.6 million
Government: Feudal Monarchy
Leader:Lord Aitrich Autrovha (Upon Death of Viktor Autrovha) Archduke of Aurath
Capital:Corschtavoc
Major Cities: Verunyev, Sierijai, Kolsa,
Language: Auric, Auschvir (amongst mountain tribes)
Religion: Imperial Cult, Northern Praetorian, Bear Cult, Auric Pagan
Currency: Argheid Standard (Mark=10gp Crown=1gp Hawk=5sp Piece=1sp)
Resources : Lumber, Fishing, Nickel, Tin, Furs
Allies: Principality of Niveim, Valhar Leaders
Enemies: Kingdom of Ausservia
History
 [spoiler]Once the seat of the Aurathian empire, Aurath was reduced into splintered states after Luther Kaustriche led the eastern nobility and the brutal Witch Knight clans into an eight year civil war against his uncle and reigning emperor Vilerion Kaustriche. Known as the Bastard's War, it created the more powerful Kingdom of Ausservia and destroyed the imperial power of the Kaustriche dynasty. In the political vacuum rose the Autrovha family, distant heirs to the imperial lineage. Since the Bastard's War, the Autrovha family has raised a formidable army to repel any invasions by the "bastard-kings" of Ausservia. The people of Aurath choke under the increasing burdens of serfdom. Hunger riots and revolts are common, but the Autrovha family crushes any resistance with the staunch warriors of the mountain clans. Archduke Viktor Autrovha, crippled and sickly, is only days away from being replaced by his charismatic and violent son Aitrich Autrovha. Troops have already begun mobilizing for the impending conflict.
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Geography
 [spoiler]Coming from the rich farmlands of Niveim, a traveller must pass through the awe inspiring passes at Stahlir, Sarnheim or Ausvir. Footpaths and few herding routes traverse the nigh inhospitable Auric range, but these passes are the only routes traversable by wagon. The Auric range dominates southern Aurath, sloping off into tough, sparsely vegetated hills that are the homes to the vaious tribes of the Mountain Clans. This tough upland soon gives way to swampy stretches of coast and rocky farmland which rises in the north again to form gentle highlands crowned in great forests of elm and oak that serve as a contested border with the Ausservian occupied Kulcyka Territory[/spoiler]
Ecology
 [spoiler] A tough land, Aurath is predominantly human, with a Woten settlement in the Auric foothills and a viciously territorial  [/spoiler]  
Culture
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Prominent Regions
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Key Locations
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The Black Palace: A sprawling, half-ruinous complex of temples, palaces and towers that delve deep into the bedrock of Corschtavoc. The upper layers serve as the seat of the Archduchy. It is comprised of the residential palace, the Oubliette (converted to a garrison but still holding a vast unexplored prison below), the Black Tower (a large tower that is said to hold items of arcane might), the court of aurathator (a huge amphitheater and open air court where mass audiences are held) and the sprawling chaos of administration buildings.
[/spoiler]
Key Concepts
 [spoiler]
Aurathian empire:A large empire carved out of small regional kingdoms by the powerful Kaustriche Dynasty and their allies the Kirschau and Autrovha families. Fell apart during a civil war between the illegitimate heir Luther kaustriche and his uncle the Emperor Vilerion Kaustriche.
Bastard's War:War perpetrated by Luther Kaustriche, The Kirschau family and The Witch Knight clans in favor of Deposing the reigning emperor Vilerion Kaustriche. The Autrovha family sided with Vilerion Kaustriche, but failed in repulsing the army of the crucifex (Luther's Heraldic symbol: an "X" made from nails). Luther Kaustriche threw his uncle from the balcony of the Black Palace and seized the imperial throne for only a month before the Duchess of Barascia stabbed him to death as he tried to rape her.
Witch knight Clans:Ancient aboriginal tribes of Aurath and Ausservia that dwell in the heavily wooded hills and mountains of Ausservia. Their lifestyle is primitive, but their warriors are the elite of the North. The Witch Knight peoples have an unusually high percentage of innate sorcerors. They have been trained by their Witch Lords for centuries and make their own plate armor, decorated with roc feather plumes and forge their own steel blades. Most ride great black stallions, but commanders are mounted on Ur-Wolves, semi-intelligent bear-like creatures that use lion statistics.
Mountain Clans:Hardened by constant conflict with the Kareig goblin tribes, these distant cousins of the Witch Knight Clans fill the ranks of Aurathian hosts with their wild and dangerous veterans. Clan loyalty and allegiance to the Autrovha clan from which the dynasty emerged has instilled the mountain warriors with unflinching devotion for their Duke.[/spoiler]
[/spoiler]
Kingdom of Ausservia
 [spoiler]The encroaching night blazed with flickering explosions of light and flame.Smoke drifted in plumes of oily darkness, billowing from the charred remains of a small hamlet. Corpses littered the fields and streets, twisted parodies of human life. Amidst the ash and flame rode a solitary Witch knight, hellish shadows dancing across his gleaming black armor.The massive blade on his back slid free with a metallic shriek, piercing one of the charred and broken corpses, lifting it to the black plumed helm. With blood spattered gauntlets he tore a gleaming necklace from the shattered corpse, proof that the squire of the hamlet had been eliminated. He had only been charged with this one man's death, but Witch knights leave no witnesses.
Kingdom of Ausservia
Pop:3.1 million
Government: Absolute Monarchy
Leader: Severian Kaustriche, King of Ausservia and "Rightful Emperor of Aurath"
Capital:
Major Cities:
Language: Auric, Ael(Witch Clans)
Religion: Auric Pantheon, Kaustriche Cult
Currency: Imperial Standard, Dragon (10gp) Scepter (5gp) Bar (1gp) Claw (1sp) Tooth (1cp)
Resources :
Allies: Witch Knights, Kareig Goblin Tribes, Kruscia
Enemies:
History
 [spoiler] Ausservia is the seat of what survived of the Kaustriche Dynasty after the Bastard's War. Led by the megalomaniacal Severian kaustriche, it prepares for another titannic conflict to regain the imperial throne and restore the Power of the Kaustriche Dynasty. Ausservian aggression has alienated the powerful Argheid empire and weakened relations with Niveim. Herobite "missionaries" have begun to convert some of the lower nobility in the south, but an open proclamation of faith still invites persecution. The Witch Clans control much of Ausservia along with many ennobled Kaustriche supporters. Civil unrest has not infected the well-fed population of ausservia, but this may change as the gears of war grind the peasantry underfoot.
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Geography
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Ecology
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Culture
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Prominent Regions
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 Key Locations
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Key Concepts
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Herobite Faith: Herobites are a sect of the Praetorian church that believe the teachings of Mikhail Arestrov and revere above all other teachings that of the unnamed prophet and the Guardian Wars.
Praetorian Church: Church of the One God, spread across a great portion of the North. It is composed of the primacy, the main theological branch and the Dictum, the extremely powerful militant branch.
Guardian wars: prehistoric wars fought between the first Northern Praetorians and a powerful group of Nature Demi-Deities known as the guardians. The Guardians tried to halt the advance of the "true faith" and were crushed by the power of the Praetorian prophet.[/spoiler][/spoiler]  
Principality of Niveim
 [spoiler]The smell of horse and leather filled Von Gered's nostrils with its heady odour. His troop of light cavalry toiled to climb the rocky hill behind them. The mercenaries had already ascended the outcropping, unslinging their powerful kargheid bows as they fanned out around the struggling men-at-arms. With a sharp order in kargheid the bows were raised and bodkins were brought to the maiden hair strings. Von Gered stopped dead in his tracks. Why were the archers readying fire? No enemy presented itself, no enemy was even expected on this routine border patrol. In broken Aurus, the mercenary captain shouted to Von Gered " I h'am sorry, 'ol frand, zha council demahnds it" and then the killing began.
Principality of Niveim
Population:974 thousand
Government: Constitutional Princedom
Leader: Gregori Volkov, Grand Marshal and Prince of Niveim
Capital: Niveim
Major Cities: Nördrhei, Rävenhel, Zolle, Wahllen
Language: Auric
Religion: Herobite Preatorianism, Various faiths imported by trade and mercenary units
Currency: Argheid Standard
Resources : Gold, Silver, Lumber, Trade Goods
Allies: Argheid Empire,
Enemies:
History
 [spoiler]Once an occupied territory of the Aurathian Empire, the Principality of Niveim was granted independance by Vilerion Kaustriche during the Bastard's War in return for financial aid and neutrality in the growing conflict. Since then it has become an economic power, launching an enormous fleet to protect its vast trading interests. The Prince of Niveim holds little real power outside of wartime, answering to the wealthy members of the Niveim collaborative. All trade and taxation is regulated by the mercantile council of the Collaborative and enforced by a brutal army of mercenaries and ex-patriots from the Bastard's war.
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Geography
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Ecology
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Culture
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Prominent Regions
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 Key Locations
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 Key Concepts
 [spoiler]Niveim collaborative: A parliamentary trade consortium controlling much of the Principality of Niveim. It fields a large mercenary army and funds a great part of the Grand Fleet of Niveim. [/spoiler][/spoiler]
Arsir Reich
 [spoiler]Population:
Government: Absolute Monarchy
Leader:
Capital:
Major Cities:
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
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Ecology
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Culture
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Key Ideas
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The East
Kingdom of Auschfeld, The Kargheid Palatinate, Valhera, Kingdom of Kruscia
 [spoiler]Kingdom of Auschfeld
[spoiler]
Kherov walked through the Mahogany Hall with practiced elegance. His thin frame was weighed down with the vestements of an Archbishop, but his pride hid any strain or inconvenience. His soft swishing entrance into the Regent's court stilled the hum of powdered and primped courtiers, forcing them to take a knee until he gracefully ascended to the Conqueror's throne.
Population: 2.8 Million
Government: Feudal Protectorate
Leader: Nikolaus Kherov, Argheid Regent and Archbishop of Auvirs
Capital:Arkhova
Major Cities: Vhelsheim, Tszattya, Niirya, Kolkus
Language: Aurus
Religion: Praetorian (Auric Rite)
Currency: Argheid
Resources : Potatoes, Rye, Fish, Copper
Allies: Argheid Empire, Principality of Niveim
Enemies: Valhera, Ausservia, Kruscia
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
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Culture
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Prominent Regions
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 Key Locations
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 Key Concepts
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The Kargheid Palatinate
 [spoiler]
The snow began to fall just as a corps of bowmen reached the ridge. Kargheid warriors in tartan leggings and the long Shakos of their clans prepared their bows in practiced ritual, singing the gutteral war chant of the ancient clans as they nocked the long ashwood arrows to their precious greatbows.
The Kargheid Palatinate
Population: 1.8 million
Government: Feudal Monarchy
Leader: Jhan Khesse, Duke Palatine and Chancellor of Adalheim
Capital: Adalheim
Major Cities: Nerveim, Hagensholme, Tahrtuburg
Language: Kargheid
Religion: Kargheid Pantheon
Currency: Imperial Standard
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
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Ecology
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Culture
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Prominent Regions
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 Key Locations
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 Key Concepts
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[/spoiler]
Valhera
 [spoiler]Population: 1.6 million
Government: Federated Chiefdoms
Leader: Ksandr Reigh
Capital: Valhast
Major Cities: Burseg, Reghas, Valent, Verdehast
Language: Valhar
Religion: Valharic Pantheon
Currency: Barter System and various coinage where available.
Resources : Furs, Lumber, Amber, White Rye (Grows during winter), Silver, Mercenaries
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
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Ecology
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Culture
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Prominent Regions
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 Key Locations
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 Key Concepts
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Kingdom of Kruscia
 [spoiler]Smoke drifted across black marble floor as General Nataszya swung open the great iron doors of the Imperial Throne Room. His guards snapping to attention at the threshold, filing into a protective cordon as the massive doors slammed behind the general. Upon the monolithic golden throne lounged the powerful and frightening Immortal Emperor. Swathed in flowing robes of silk  and dripping gold and diamonds, the Immortal Emperor caressed his male attendant, laughing contemptuosly as the youth blanched before his advances. " I assume your presence, General, means that the Kalnya Revolt has been...supressed." Nataszya paused, composing himself. " My Emperor, General Kehric is in bondage...but his commanders fight on. I have come to ask for the intervention of the White Army, to no other force will the wolves of Kalnya surrender." with a sudden flourish the emperor arose, silks dancing sensously through the air to wrap around Nataszya's throat, strangling the general in bands of purple and burgundy. " you will return to Kalnya and you will crush the rebellion. Your life hangs in the balance General Nataszya, your life and your entire bloodline."
Kingdom of Kruscia
Population:4.3 million
Government: Absolute Monarchy (Imperial Structure)
Leader: The Immortal Emperor, Undying Lord of Kruscia
Capital:
Major Cities:Nereva, Tsarnovo
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler]A weak and feeble land of starvation and war, kruscia suffers under the hand of its Immortal sovereign. Famine and nomadic incursions sap the strength of the enormous Kruscian army, rendering it a weak and skeletal force, prone to revolt and defection. The Military families, hereditary commanders of the regional armies hold infinite power in their sphere of command, answerable only to the presence of the Emperor himself and the White army. Rumors abound about the origins of the Immortal Emperor, but all can agree that his court is a hedonistic pleasure house of witchcraft and alchemy.
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Geography
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Ecology
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Culture
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Prominent Regions
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 Key Locations
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 Key Concepts
 [spoiler]
Immortal Emperor: Appearing in his late twenties, the Immortal emperor has ruled Kruscia for over 300 years, turning this once once proud empire into a desolate land of starvation and destruction. He is a great lover of sorcery and alchemy, inviting strange and suspicious characters from across the globe to entertain his bizarre fancies. Many speculate that the Emperor himself is an accomplished sorceror, if not he certainly possesses extraordinary abilities.
White Army: The Emperor's personal guard and the most powerful standing army in Kruscia. Its members are raised from birth to be the most fearsome soldiers possible. They are bedecked in white wolf fur and followed by their trained wolves.
Kalyna: A border territory of Kruscia, backed by the Argheid Empire in its fight for autonomy.[/spoiler][/spoiler]

[/spoiler]
Western Principalities
A collection of small, but fiercely independant fuedal territories.
Primacy of Rhonneux  
 [spoiler]Primacy of Rhonneux
 [spoiler]Petals drifted languidly, spiraling in waterfalls of vibrant color. The bells of Rhonneaux pealed in thunderous applomb, adding their cacophonous baritone to the roar of the cheering crowds. The Black Saint had returned, resplendant in his shining full plate armor and leading the imposing legions of a new Dictum army. Massive Enforcers, the cream of the Dictum elite, marched in perfect file. Their enormous hammers gleamed, their massive swords slung over their shoulders, grafted to their muscled arms. Never before had the people of Rhonneaux seen the juggernauts of the Dictum. Never before had the Praetorian Church brought their mostrous slaves to the pious city. Not a soul thought of the implications, so lost in their celebration of the Primates return were the humble people of Rhonneaux. The Dictum was taking control.
Western Principality: Primacy of Rhonneaux
Population: 234 thousand
Government: Theocracy
Leader: Gerard D'Eveque, Primate of Rhonneaux and Ascendant of Praetor
Capital: City of Rhonneaux(18,900)
Major Cities: Lisalle(12,200) Turenne(9,800), Vireveaux(7,890)
Language: Argheid(Political), Cisenne
Religion: Praetorian
Currency: Argheid Standard
Resources :
Allies:
Enemies:
History
 [spoiler]The Primacy of Rhonneaux holds tenously onto its freedom. D'Eveque, known as the Black Saint, plays a dangerous game with the Argheid Empire. Rhonneaux has time and time again only narrowly escaped war with the Empire. The tact and influence of D'Eveque preventing a full-scale Argheid invasion. A small Argheid army, presented as military aid against tribal invaders occupies the eastern border fortresses, forcing D'Eveque to enlist the aid of the Dictum to counteract the Argheid occupation. Should the Argheid Empire ever look to the south for new territories, Rhonneaux will find itself embroiled in a one-sided massacre.
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Geography
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Ecology
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Culture
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Prominent Regions
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 Key Locations
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 Key Concepts
 [spoiler]Primate: Rank within the Praetorian Church that grants lay powers comparable to a Duke or Prince. Used primarily to describe independant rulers, the title of Bishop is more common. Primates, however, may have up to two bishops under their Primacy.
Ascendant Saint: Elector of the Autarch.
Autarch: Lord of the Praetorian Church
Dictum: Military branch of the Praetorian Church. Consists of a stratified army divionalised into regional battalions.
Dictum Enforcer: The Dictum was started by an epic group of paladins, powerful warriors devoted to fighting for the one god. One of those warriors, a massive brute, was half giant. A remnant of the dark and violent Jotun, enemies of his Valhar ancestors. Scarred by battle and warped by ancestry, this paladin had sheared off his right hand and replaced it with an enormous blade of rough steel. Upon his glorious death, the Dictum honored him by using the miracles of the one god to create 500 warriors in his image, instilling them with eternal life and artifacts capable of raising the dead. Only thirty of these powerful juggernauts have ever fallen.[/spoiler]
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Leucetian Sea
Once the cradle of civilization, the leucetian sea has become a battleground for bloodthirsty dictators and their private agendas.
 Kingdom of Carscia, Causetian Alliance, Kingdom of Algaria,
 [spoiler]
Kingdom of Carscia
 [spoiler]Seagulls whirled in clouds of white and gray, filling the skies with screeches and flapping wings. Their normal roosts were disturbed by the throngs of onlookers, pouring from the dockside taverns and inns to see the launching of the fleet. Huge rams, monstrosities of painted bronze and Iron jutted majestically from the prows of the new fleet. The King had adapted an old model, the ancient Quinqereme, deadly in its time, but outdated in current naval warfare. His adaptations, though, were extraordinary. Pipes of polished bronze spouted punishing gouts of liquid flame as row after row of Cannon lurked hidden inside the top rowers banks. These outdated ships would serve a purpose, and the grizzled king smiled as his Admirals fumed over their new fleet. They would serve their purpose well, for Seracon would burn.
Kingdom of Carscia
Population: 6.4 million (including tributary states)
Government: Military Dictatorship
Leader: Artanus Kolgir, Archduke of Cetania and King of Carscia
Capital: Valens
Major Cities:Ceta, Iacossus, Tersa, Calar
Language: Carscian
Religion: Leucetian Pantheon
Currency: Carscian Mint, (  15gp,  7.5 gp, 5 gp, 1 gp, 5 sp, 1 sp, 2 cp, 1 cp)
Resources :
Allies:
Enemies:
History
 [spoiler]The Island Kingdom of Carscia has risen to power under the careful guidance of Artanus Kolgir. Born a peasant, he rose within the navy to become Grand Admiral, killing and outwitting his rivals and opponents. His daring conquest of Cetania earned him his title of Archduke and paved the way for his rise to power during the october rebellion. Supported by the might of the Carscian Navy and the power of the Untainted, Artanus Kolgir and the brutal Carscian war machine are poised to dominate the Leucetean Sea.[/spoiler]
Geography
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Ecology
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Culture
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Prominent Regions
 [spoiler]Cetania
Carscia
Iacossria
Valenia[/spoiler]
 Key Locations
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 Key Concepts
 [spoiler]Cetania: A territory once part of the Causetian Alliance and now a tributary of the Kingdom of Carscia, Cetania was a prominant shipyard and base for the Causetian Navy. Cetania was conquered by Artanus Kolgir who won it with only 12 ships against a force over twice the size of his.
October Rebellion: Military Coup staged by the leaders of the Carscian Navy to install Artanus Kolgir as King during the Carscian Republic. The Consul submitted immediately to Kolgir, but the senate fought on for another two years before assembling one last time to crown Artanus Kolgir the first King of Carscia.
Untainted: Part of an age old tribute from the Emperor of Jaroch, Carscia is supplied with ten legions of Eunuch warriors every decade. These men are usually slaves captured during war and train from age 8 on to become heartless killing machines. All traces of femininity are washed away by tattoos signifying rank and unit and their frightening bronze armor.
Leucetean Sea: The inner sea that separates the northern peninsula from the southern continent.
Quinqereme: A ship based off of the trireme design but possessing a total of five banks of oars. They are faster and heavier than traditional triremes, giving a distinct advantage when ramming or landing troops.
Seracon: Capital city of the Causetian Alliance, Seracon is built on the ruins of a vast, flying fortress of stone, a remnant of the once powerful Varghost. Seracon is perched precariously on great pilings of wood and stone, jutting out into the Seracian Bay. It was once the seat of a great trading empire, but the ascendancy of Carscia now that it controls the Cetanian Straight has ruined the Causetian economy[/spoiler][/spoiler]
Causetian Alliance
 [spoiler]Catral rose, fist in the air. Silence swept across the Senate chamber, stifling the thunderous cacophony of the regional delegations. "We are at war. The integrity of our Alliance and our freedom has been compromised. I will not stop until Carscia burns. We are adjourned senators, return to your provinces and raise this great Alliance an army the likes of which may never march again."
Causetian Alliance
Population: 4.4 million
Government: Feudal Republic
Leader: Adarus Catral, High Consul and Prince of Vercia
Capital: Seracon
Major Cities: Regional Capitals
Language: Causetian
Religion: By Region
Currency: Curian Standard (Bar=50gp Temple=5gp Laurel=1gp Rose=1sp Petal (Clipped Rose)= 2cp
Resources : By Region
Allies:
Enemies:
History
 [spoiler]The Causetian Alliance is a powerful empire comprised of over twenty different autonomous states. Each state keeps its representative in the city of Seracon as part of the Senate. Power rests in the hands of wealthy merchant consortiums and the largest members of the Alliance. Each state is a distinct entity, but function as a cohesive whole in times of war.
[/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Prominent Regions
 [spoiler] Vercia
 [spoiler]Leader:Adarus Catral, Prince of Vercia
Active Senators: 10 (and High Consul)
Capital:Senera
Population: 213 thousand
Description: One of the most prominent states in the Causetian Alliance, Vercia has raised ten of its senators to the position of High Consul since the formation of the Alliance. Vercia is one of the largest states in the Alliance, with sprawling forests and rich veins of nickel and iron. Its military fields some of the best heavy infantry and supplies the lumber for the majority of the Alliance's fleet.[/spoiler]
Seracia
 [spoiler]Leader: Jadus Regan, Duke and Consul of Seracia
Active Senators: 5 (and Consul)
Capital : Anaris
Population:107 thousand
Description:[/spoiler]
Csemia
 [spoiler][/spoiler]
Leucretia
 [spoiler][/spoiler]
Maszria
 [spoiler][/spoiler]
Ascia
 [spoiler][/spoiler]
Causetia
 [spoiler][/spoiler][/spoiler]
 Key Locations
 [spoiler][/spoiler]
 Key Concepts
[spoiler][/spoiler][/spoiler]
Kingdom of Algaria
 [spoiler]Kingdom of Algaria
Boots, leather and gleaming metal moved in a stream towards the small camp in the Asatrian hills. Hundreds of Caradian tribesmen wound their way around tumbled rock and shrub to join in the growing melee. Jecaran laughed aloud at the simplicity of this ambush. He would be made bey for destroying the Algarian prince and stoppping the construction of their witch towers. In exultant joy he raised his ceremonial maul " the first blow of many to the people of the goat!". A sharp cold assaulted Jecaran and in the distance the campfires extinquished, plunging the bloodsoaked hillside into utter darkness. As Jecaran dropped his arms, unearthly screams and bloodcurtling cries echoed through the hills. The smile vanished from his scarred countenance when he realized the screams were in his native tongue. Before he could order his warriors to fade into the wilderness, a voice startled him. "Jecaran... Al Sihracc? No? The Lion of Carad? where are your teeth oh mighty lion?" The cloaked figure's arm twitched only slightly, but bright splashes of blood sprayed from Jecaran's chest. " Do the heartless mind being releived of a much unused organ? Do they oh powerful lion? I think not. " with a final twitch the raiders heart exploded in a spray of blood, rupturing his chest and armor with a startling concussion.
Kingdom of Algaria
Population: 2.2 million
Government: Confederated Monarchy
Leader: Aisich Ruther, Lord of Rehmera and High King of Algaria
Capital: Rehmera
Major Cities: Ageirs, Tarsov, Hegana
Language: Algaric, Carscian
Religion: Herobite, Nerophoecian
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler]Surrounded by juggernauts, the Kingdom of Algaria holds tenuously to its mountain pastures and wooded hills. Carscian generals have long given up attacking through Algaria's mountain passes, but Jharoch and Kruscia still have designs on the rich coastal cities on the Leucetian Sea. Strange towers are appearing on their borders, and it is rumored that the Prince, apprenticed to a sorceror in the east, has returned with dark magic to defeat Algaria's enemies.
[/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Prominent Regions
 [spoiler][/spoiler]
 Key Locations
 [spoiler][/spoiler]
Key Ideas
 [spoiler]Asatrian Hills: Low hills bordering Jaroch
Carad: A region of Jaroch, known for its skirmishers and brutal tribal warfare. It was once a seperate kingdom with its own language, Il Carad, but it is now an integral part of Jaroch.
Witch Tower: Built by Airich Ruther II, the witch towers house powerful guardian spirits that kill upon command of their controllers, whom the spirit aids to detect intruders.
Airich Ruther II:Duke of Naresia, Archmage and Prince of Algaria, one of the more powerful pupils of the ancient Rim Tsasz in Aram.
Aram: Mysterious country to the east
[/spoiler][/spoiler]
 [/spoiler]
Heartland
Rich and verdant, the northern heartland is the dominion of a single empire
 Argheid Empire
 [spoiler]
Argheid Empire
 [spoiler]

Population: 12.6 million
Government: Absolute Imperial Monarchy
Leader: Arcturus Marhawk
Capital: Argenne
Major Cities: Remagre, Avalgard, Margard. Tarenberg
Language: Argheid, Aurus
Religion: Praetorian, Bear Cult
Currency: Argheid Standard
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler]
Prominent Regions
 [spoiler]
Duchy of Vercon
 [spoiler][/spoiler]
The Vheirmacht
 [spoiler][/spoiler]
Ausseracht Margravate
 [spoiler][/spoiler]
Margravate of Remagre
 [spoiler][/spoiler]  
Archduchy of Avalia
 [spoiler][/spoiler]
[/spoiler][/spoiler][/spoiler]
Important Locations
Unclaimed but not uninhabited
 [spoiler]
Urualangrian Mountains
 [spoiler]
These snow laden mountains form a formidable barrier between Imperial Aurath and the powerful Argheid Empire. Its jagged peaks and passes a battleground for ambitious and ruthless warlords. Deep in the heart of the Urualangrians are the Kareig and Ozcovyn goblins.

[/spoiler]
Caramanian Mountains
 [spoiler]
These gently rolling mountains are no more than the largest foothills of the massive Urualangrian range. They have become infested by wayward bands of men and a few goblin tribes. One such group, those under the charismatic Aron Starkeh, have been elisted by the Argheid Empire as irregular forces with the aim of eliminating competing bands and lessening the bandit problem. Starkeh is using this as a convenient means to consolidate his power over other bandit lords and is slowly forging a force capable of seizing Survheim and the valuable caravan routes.[/spoiler]
Heaven's Fall
 [spoiler] The child's eyes glazed with tears as he beheld the splendor of the hidden mountain. Framed against the glowing twilight was a spire wreathed in flame, pouring an almost silver radiance into the sky, illuminating the jagged, blackened peaks around it. A heavy mist poured from the mountain's rim, wreathing the valleys and crags below it in a fine white blanket that creeped up slowly along the slopes of neighboring escarpments only to spill back down in fragile cascades.The child knew what lay at the summit of this shining volcano, but he still ached to set eyes upon it. This mountain embraced the glory that was Heaven's Fall, the Tower of God and the Well of the Weirds. Even as the boy cried in ecstasy, he began to feel the nagging doubt. The mist held things from ages past, voracious creatures from the bosom of creation. This would not be an easy journey.
Heaven's Fall is a strange place nestled deep in the Urualangrian Mountains. It is one of only a few elemental nodes, places where raw energy and the forces of creation are still unrefined. In ages past a tower was built by the Weirds, seers imbued with power drawn from pure energy and honed by millenia of seclusion. They gave up on the world with the hegemony of mankind over Aertica, and awaken only in turns to administer to their mysterious duties. They long ago gave up any effort to interact with the races, setting powerful guardians infused with living pieces of their power to protect their sanctum.
 [/spoiler]
 
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

The East  
The Central Plain
A vast expanse poised to become an epic battleground
Angolian Empire, Seracid Empire, Ikhana Khaganate,
 [spoiler]
Angolian Empire
 [spoiler]
Population: 9.7 Million
Government: Imperial Khanate
Leader: Andrew Skirling, Angol High Khan and Emperor of the East
Capital: Mobile(Roughly 20-25,000)
Major Cities: Arhana, Kumsk, Nuur, Govi, Sanghor, Anbhatal
Language: Angol
Religion: Totemic Clan-based
Currency: Jarochian Standard, Cirat (15gp) Ksei (10gp) Aksei (5gp) Dereg (2gp) Aneg (1gp) Dig (1sp) Irs(1cp)
Resources : Horses, Livestock,
Allies: Argheid Empire (tentative)
Enemies: Kruscia, Jaroch
Class: 1 (Steppe) ,2 (Plain)
History
 [spoiler]Forged by the iron will of a Langardian Knight (Skirling) and the wild power of the Angol peoples, this empire is a strange amalgamation of Langardian order, Angolian adaptability and their mutual love of mounted warfare. As legend has it, Skirling was exiled from his people after a duel with a member of the Royal line, set adrift on the winds of fate to travel where he would to find a home. After several years as a mercenary in the Argheid armies, he was hired on as a guard to an ambassador of the empire preparing to negotiate a deal for auxiliary troops to be provided as tribute by the scattered Angol tribes. These tribes met in council with this ambassador and chose instead to wage war upon the Argheid empire rather than commit their sons to die fighting for it. A group of warriors then attacked the ambassadors retinue in an effort to capture him. When the dust cleared, only the ambassador and skirling were left, with a sizeable number of dead and wounded surrounding the wayward knight. Skirling then called his black horse Genesthemene to ride through the Angols when a hawk inexplicably alighted upon his shoulder. This portent had been revealed to one of the cheiftains, Kurzir, as the sign of the great khan. He stopped Skirling and offered him a home and a tribe. Over the course of a decade, Skirling rose through the heirarchy of his tribe to become a cheiftain in his own right, eventually conquering, subduing or incorporating every one of the warlike Angol tribes. With this mighty host under his command he has steadily expanded his dominion to its current borders with no intent of halting his newly forged war machine.[/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler] The Angol tribes occupy the heart of the Angolai (Angolian Steppe). Theirs is a culture of animal husbandry, chiefly the horse and sheep. As such, their traditional garb is made up of horsehair and thick wool. They worship small household idols and ancestral spirits. Religion is very understated in Angol culture, with displays of devotion or superstition seen as signs of weakness. Horses are the most important item a household has, with status and wealth detrmined by the amount of stallions in ones posession. One of Andrew Skirlings many honorific titles is "Lord of a Thousand Stallions". This status symbol represents the number of expert horsemen that the lord could potentially field during wartime, with Skirling's honorific describing his vassalage of a "thousand" exemplary riders.[/spoiler]
Key Ideas
 [spoiler][/spoiler]
[/spoiler]
Seracid Empire
 [spoiler]Population:
Government: Imperial Theocratic Monarchy
Leader:
Capital:
Major Cities:
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler][/spoiler]
Ikhana Khaganate
 [spoiler]Population:
Government: Feudal Monarchy
Leader:
Capital: Ikhana
Major Cities:  
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler]
[/spoiler]
[/spoiler]
The Far East
Strange lands and stranger peoples
 Khataan, Khanate of Lengh, Khet
 [spoiler]
 Khataan
 [spoiler]Population:
Government: Electoral Khanate
Leader:  , Hammer of the sky and High Khan
Capital: Khata'al
Major Cities: Tetahka, Sutta, Arjici
Language:Ikhani(Political, Military), Khataani(Rural)
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler][/spoiler]
Khanate of Lengh
 [spoiler]Population:
Government: Tribal Khanate
Leader:
Capital: Arkhang
Major Cities:
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler]
[/spoiler]  
Khet
 [spoiler]Population:
Government: Feudal Monarchy
Leader:
Capital: Kalar Khet
Major Cities:
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler]
[/spoiler][/spoiler]
Important Locations
Unclaimed but not uninhabited
 [spoiler][/spoiler]
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

The South
The Near East
Arid and dangerous
 Jaroch, Jhirata Sultanate, Serukhal
 [spoiler]
Jaroch
 [spoiler]Population:
Government: Feudal Monarchy
Leader:
Capital: Calışan
Major Cities: Caradha, Kötül, Atölye, VuruÅŸ  
Language:
Religion:
Currency:
Resources : Wheat, Slaves,
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler][/spoiler]
Jhirata Sultanate
 [spoiler]Population:
Government: Feudal Monarchy
Leader: Atijha Aoseh, Sultan of Jhirata
Capital:
Major Cities:
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler][/spoiler]
[/spoiler]
The Verdant Coast
Rich and powerful states built on human suffering
  Mihr, Ihruk Sultanate
 [spoiler]
Mihr
 [spoiler]Population:
Government: Mercantile Autocracy
Leader:
Capital: Mihr
Major Cities: Camihrus, Tahlus, Caryctes, Bhes, Qaadis  
Language: Mihr
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler][/spoiler]
Ihruk Sultanate
 [spoiler]Population:
Government: Absolute Monarchy
Leader: Al Khayal
Capital:
Major Cities:
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler][/spoiler]
[/spoiler]
The Golden South
Powerful and corrupt
 Rham, Maharaj, Jaduraj
 [spoiler]
Rham
 [spoiler]
Population:
Government:
Leader:
Capital:
Major Cities:
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler]
[/spoiler]
Maharaj
 [spoiler]
Population:
Government:
Leader:
Capital:
Major Cities:
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler]
[/spoiler]
Jaduraj
 [spoiler]
Population:
Government: Theocratic Oligarchy
Leader:
Capital:
Major Cities:
Language:
Religion:
Currency:
Resources :
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler]
[/spoiler]
[/spoiler]
Mangrove Kingdoms
Once a part of the Maharaji Empire, now hundreds of independant states
[spoiler]
Vhedrus
[spoiler]Population:
Government:
Leader:
Capital:
Major Cities:
Language:
Religion:
Currency:
Resources : Wheat, Slaves,
Allies:
Enemies:
History
 [spoiler][/spoiler]
Geography
 [spoiler][/spoiler]
Ecology
 [spoiler][/spoiler]  
Culture
 [spoiler][/spoiler]
Key Ideas
 [spoiler][/spoiler][/spoiler]
[/spoiler]
Important Locations
Unclaimed but not uninhabited
 [spoiler][/spoiler]
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

Races
Valheru
 [spoiler]Personality: The Valheru place a great amount of pride in their ability to show little if no emotion. Many humans describe their behavior as flighty, or nervous, but nothing could be further from the truth. Valheru do tend to get impatient, but this is a result of their extremely small stomachs, which force them to eat upwards of ten meals a day and stay constantly on the move.
Physical Description: Lithe and dangerous, the Valheru are only vaguely bird-like. They stand at around 5 feet tall, but weigh only 60-70 pounds. Hands and feet are thickly scaled and slightly webbed, but often covered in weaved armor. The frightening weaved armor is universal amongst Valheru. Rather than a nesting instinct, the Valheru weave feather studded armor from local plant life. Valheru are flightless, but are great swimmers, usually living in swamps or marshes. Their Double jointed limbs give them great flexibility, but at a sacrifice to strength. The Valheru, however, can move at blinding speeds because of their ultralight bone structure and streamlined bodies.
Relations: The Valheru rarely consider other races except when hunting them. Very few Valheru bother to learn any other language but their own. Isolated in their swamps and marshes, the valheru are nothing more than another vermin to most communities.
Alignment:Any Neutral
Valheru Lands: Valheru lands are ruled by the strongest and most powerful. They live in small elevated villages or dugout warrens. These villages are primitive and well concealed, ringed by sentinels and traps designed to keep their communities safe. The majority of Valheru live high above the expansive Mangrove swamps, flitting between massive trunks hunting large insects and animals.
Religion: Animism
Language: The Valheru use a series of oscillating tones and hormones to speak, most of which falls outside human perception. It is impossible for a non-Valheru to speak their language (not even with tongues).
Names: Those Valheru that move out of their communities are often given names based on defining characteristics.
Adventurers Valheru rarely if ever leave to adventure, it is a basic need of their species to exist in a community.

Valheru Racial Traits
 [spoiler]- +2 Dexterity, + Strength
- Medium: As Medium creatures, Valheru have no special bonuses or penalties due to their size.
- Valheru base land speed is 30 feet.
- Darkvision out to 60 feet.
- +1 racial bonus on saving throws against powers, spells, and spell-like effects. Valheru have an innate resistance to psionics and magic due to their alien psychology.
- +4 racial Bonus to Move Silently, Jump, Swim and Listen.
- Burst (Su): Three times per day, a Valheru can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the Valheruâ,¬,,¢s base speed. A burst of speed lasts 3 rounds.
- Automatic Languages: Valheru
- Favored Class: Ranger, Rogue[/spoiler][/spoiler]
Kapaocinth
 [spoiler]
Personality: Kapaocinth are part of a strictly regimented caste system. All Kapaocinth are descended from Laovicea, a massive abomination residing in the depths of the eastern sea. They are a brutal and bloodthirsty race, beleiving in their utter racial supremacy. Kapaocinth have a close connection with their "mother" an insoluble psionic bond that modifies their behaviour etc. as Laovicea wishes.

Kapaocinth Racial Traits
[spoiler]
[/spoiler]
[/spoiler]
Goliath
[spoiler]
- +4 Str -2 Dex +2 Con
- Medium: Goliaths have no special bonuses or penalties due to their size.
- Goliath base land speed is 30 feet
- +2 Racial bonus on Sense Motives checks.
- Acclimated : do not take penalties due to
high altitude
- Powerful Build: treated as one-size larger with
regards to Bull Rush, Trip, Grapple, etc., and may
use weapons designed for creatures on size larger.
- Mountain Movement: Treat standing long jumps and
high jumps as if there was a running start â,¬'andâ,¬' may
make an accelerated climb without penalty.
Level Adjustment +1
[/spoiler]  
Human
 [spoiler]
Human
 [spoiler][/spoiler]
Halfling
 [spoiler]
Urartu
 [spoiler][/spoiler]
Woten
 [spoiler][/spoiler]
[/spoiler][/spoiler]  
Elves
 [spoiler]
Varghost
 [spoiler][/spoiler]
Askeri
 [spoiler][/spoiler]
Eldar
 [spoiler][/spoiler]
Sidhe
 [spoiler][/spoiler]
Iron
  [spoiler][/spoiler]
[/spoiler]
Dwarves
 [spoiler]
Manacle Dwarf
 [spoiler][/spoiler]
[/spoiler]
Vanara
 [spoiler][/spoiler]
Goblin
 [spoiler]
Ozcovyn
 [spoiler][/spoiler]
Kareig
 [spoiler][/spoiler]
Nihtic
 [spoiler][/spoiler]
 [/spoiler]
Gnome
 [spoiler]
Jhegar
 [spoiler][/spoiler]
Spider Gnome
 [spoiler][/spoiler]
[/spoiler]
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

Organizations
  Religious
Religious Orders and Sects
 [spoiler]
Dictum
 [spoiler]
Leader(s):
Headquarters:
Membership:
Allies:
Enemies: Bear Cult
History
 [spoiler][/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler]
[/spoiler]
Gharo Priesthood
 [spoiler]Leader(s): Alexander Gharo (Male Human Ftr 2/Warlock 19)
Headquarters: Negesh Tsir
Membership: 17 disciples, 1700 acolytes
Allies: Kruscia, Aram
Enemies:
History
 [spoiler][/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
Azzite Seraphim
 [spoiler]
Leader(s): Azzite Immortals
Asirael (Male Human Ftr 12/Rgr 5)
Kasirah (Unknown Human Ninja 17)
Sarael  (Male Human Brd 9/Brb 8)
Headquarters: Azzia
Membership: 10,000
Allies: Ihrukh Sultanate,
Enemies:
History
 [spoiler]The last remnants of the great Azzite Empire, The Azzite Seraphim are the last and most powerful of the nearly annihilated Azzite people.[/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
[/spoiler]
Militant
Mercenaries, rebels and elite forces
 [spoiler]
Red Army
 [spoiler]
Leader(s): Grand Marshal Veremis Ras (Male Human Ftr 10/Rog 7/Exp 4)
Headquarters:
Membership: 35,000 Mercenaries; 10,000 Agents
Allies:
Enemies:
History
 [spoiler]The Red Army was once the Republican Guard of Aeniria, a force of dedicated and loyal soldiers created to safeguard the republic from internicine warfare and the predations of their fellow Causetian states. They served ably in the first months of the war with Caussia, halting the advance of a much greater Alliance army and forcing the Alliance into a temporary cessation of warfare. It was internal politics that destroyed Aeniria and this once noble force setting it upon a path to become the largest mercenary corporation in Aertica. The Heirarch Niccalhus refused to pay or feed the Republican Guard after the war. Rebellion insued, with Veremis Ras rising to the position of Grand Marshal during the chaos. In a desperate bid to secure his power and the survival of his newly independant forces, Veremis brokered a deal with Caussia to relinquish Republican Guard held lands for a large sum and transportation to Jharoch, the new home of Ras' Red Army. The last twenty years has seen the Red Army transform from a renegade battalion into an enormous mercenary venture with satellite bases across Aertica. They train armies, insurgents and even navies. The Red Army is an enormous arms dealer and peddler of new warfare technologies.   [/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler]The Red Army seeks to expand its power to all countries. Veremis' personal goals are unknown[/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
War Dancers of Khet
 [spoiler]
Leader(s):
Headquarters:
Membership:
Allies:
Enemies:
History
 [spoiler][/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
Witch Knights
 [spoiler]
Leader(s):
Headquarters:
Membership: 10 Warlocks, 600 Witch Knights, roughly 6,000 Witch Blades
Allies:
Enemies:
History
 [spoiler][/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler]
Warlock
Warlocks are the trainers and masters of the Witch Knights. They are the fell sorcerors who created the order, using their powerful incantations to shape the hardened Witch Clan warriors into heartless killing machines.
Warlock ( Male Human Lich or Vampire Sor 13/Ftr4)
Witch Knight
[/spoiler][/spoiler]  
[/spoiler]
Political
Consortiums, Cabals and Movements
 [spoiler]
Niveim Collaborative
 [spoiler]
Leader(s):
Headquarters:
Membership:
Allies:
Enemies:
History
 [spoiler][/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
Causviche Cabal
 [spoiler]
Leader(s):
Headquarters:
Membership:
Allies:
Enemies:
History
 [spoiler][/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
Seventh Ring
 [spoiler]
Leader(s):
Headquarters:
Membership:
Allies:
Enemies:
History
 [spoiler][/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
[/spoiler]
Terrorist
Murderous and Immoral
 [spoiler]
Gu'ar Assassins
 [spoiler]Leader(s):
Headquarters:
Membership:
Allies:
Enemies:
History
 [spoiler][/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
The Azaiiusari
 [spoiler]Leader(s):
Headquarters:
Membership:
Allies:
Enemies:
History
 [spoiler][/spoiler]
Heirarchy
 [spoiler][/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler][/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
[/spoiler]
Secret
Shrouded in utter and as of yet unbroken secrecy
 [spoiler][/spoiler]
Sorcerous
Arcane Schools and Cults
 [spoiler]
Necromancers of Ild Vesh
 [spoiler]Leader(s):The Triumvirate
Azmodius Kasz, Prince of Nevechnya [Kruscia] (An Honorific Title) and Advisor to the Immortal Emperor [Male Deathtouched Sor8/Clr10]
Rathius Rahn, Dark Empress and Queen of Bones [Female Elven Lich Sor16]
Damien Virac, The Black Prince of Mihr and Lord of the Blood Coast [Male Human Ari4/Ftr3/Sor12]
Headquarters: Ahrej Nihr, Citadel of Bones
Membership:Triumvirate, 18 Necromancers, 230 Disciples, 2,000-4,000 Acolytes
Allies: None
Enemies: Gharo Priesthood
History
 [spoiler]Hundreds of years ago deep in the south of Aertica rose a powerful necromancer, Ild Vesh. He became an almost godlike figure, attracting a group of ardent followers intent on learning how to harness their own arcane power. As Perversions crafted by the reclusive necromancer began to stalk the cities and wilds of the south, the sultans and emirs sent out their hunters to destroy the dark sorceror. In a titannic battle a seemingly unkown druid destroyed the fell necromancer, leaving his students to pick up what little was left of his teachings and forge their own path.[/spoiler]
Heirarchy
 [spoiler] The necromancers of Ild Vesh are controlled by a triumvirate of incredibly powerful necromancers. Below the triumvirs are the organizations cell leaders, powerful necromancers in their own right leading small armies of acolytes and disciples.[/spoiler]
Goals
 [spoiler][/spoiler]
Encounter
 [spoiler]
Zombies (8)
Acolytes (2) [Human Ftr 1]
Disciple [Human Ftr1/Clr 3] or [Human Ftr 1/Sor 3]
[/spoiler]
Special
 [spoiler][/spoiler][/spoiler]
[/spoiler]
Benevolent
For the good of all creation
 [spoiler][/spoiler]
Malevolent
For the complete destruction of virtue
 [spoiler][/spoiler]

What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

Religion
The many faiths of Aertica
North
 [spoiler]
Praetorian Church
 [spoiler][/spoiler]
Herobite Church
 [spoiler][/spoiler]
Nerophoecian Rite
 [spoiler][/spoiler]
Bear Cult
 [spoiler][/spoiler]
Valharic Pantheon
 [spoiler]
Ktuhlgos:
 [spoiler]
Description
The distant and elemental father of all creation, Ktuhlgos appears as a flawless Valhar swathed in flowing wolfskin robes and carrying his shining spear Tlachtga.
Followers
Each Valhar chieftain intones Ktuhlgos as the acting local high priest in lieu of the presence of his prophet Useric (Human Bbn 3/Exp 4/Clr 5)or one of the Varrsir(Spear-Bearers)that serve as wandering priests and an elite corps of fighters should the need arise.
Domains
Knowledge, Elemental Domains
[/spoiler]
Kresos
 [spoiler]
Description
The god of storms and sailing, Kresos is an important diety in the Valhar Pantheon. Kresos appears as am armed and armored Valhar warrior with blue/black hair and brandishing the dripping greatsword Nihrta.
Followers
Every sailor performs the ablutions of salt to Kresos before a voyage, but a select few, saved from drowning by the will of the drowned god serve him as White Disciples (Vittjir), overseeing the building of ships and the undertaking of voyages.
Domains
Ocean, War, Water, Storm
[/spoiler]
Niiv
 [spoiler]
Description
The Earth Mother, Niiv was once a prominent diety, but has fell out of favor as drought and famine have forced the Valhar abroad. Niiv appears as either a bloated pregnant woman or a beautiful Valhar maiden. Both forms are shown wielding the hammer Isedda and with a sheaf of grain in the left hand.
[/spoiler]
Veida
 [spoiler]
Description
The Crone, Veida is worshipped by only a small portion of the Valhar. She appears as an ancient Valhar woman in the traditional shawl and dress of a widow, with hands adorned in gold and symbols.
[/spoiler]
Reighos
 [spoiler]
Description
Reighos is widely considered a lesser god, but he is dear to the hearts of the Valhar. Reighos appears as a Valhar chieftain drenched in the blood of his enemies, with red hair and burning eyes. He wields an enormous greatsword enscribed with runes and skulls.
[/spoiler]
Tachulmo
 [spoiler]Description[/spoiler]
Csathos
 [spoiler]Description[/spoiler]
[/spoiler]
[/spoiler]
The East
 [spoiler][/spoiler]
The South
 [spoiler]
Kirshalla
 [spoiler][/spoiler]

[/spoiler]
The Trade Islands
 [spoiler][/spoiler]
Global
 [spoiler][/spoiler]
Racial
 [spoiler][/spoiler]
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

Current Events
Azzite Insurrection
 [spoiler][/spoiler]
The Kalnya Conflict
 [spoiler]
17 months ago, Viscount Arek Vorierre and an Imperial Cohort (480 soldiers, 20 outriders) came to foment rebellion in Kalnya, a small territory bordering the Angolian Empire. They came with word from expatriated Angolian general Vursec Val Kehric that his expatriate troops and the Kalnya levies would revolt if supported by the Empire. With an army of 8,000 (Argheid Cohort and Angol mercenaries included) General Kehric camped his followers outside Alserja. He suffered a crushing blow when he was captured by Brigadier General Nikos Vornovich on a diplomatic mission to the Valhar, but Kalnyan freedom fighters liberated the wily Angolian general before he could be excecuted. Grand Marshall and supreme General Vladimir Natasya has unleashed the 15,000 strong White army and 5 levies of loyal Kruscian pikemen to exterminate Kehric and crush the Kalnya rebellion. Kehric hopes to bring the Valhar chieftain Vultura and his raiding fleet into the conflict on his side and is planning to retreat into Angolia to force them into the conflict when Natasya invades.
[/spoiler]
Auschfeld Occupation
 [spoiler][/spoiler]
The Leucetian Hostilities
 [spoiler][/spoiler]
The Valhar Invasion
 [spoiler]
For hundreds of years Valhar warriors have traded and served as mercenaries on the continent. Recently, however, hosts of Valhar warriors have landed on the coast of what was once the expansive Kingdom of Auschfeld. They flee starvation and colder winters, moving en masse away from the halls of their homeland. A few older Valhar speak of reclaiming their homeland once their tribal strength is built back up again, but new arrivals tell stories of more than just nature impeding these dreams. The dreaded wights are pouring from their frigid haunts, conquering the weakened Valhar lands and grinding away at the last strongholds of the Valhar people.[/spoiler]
Fuligen Claw
 [spoiler][/spoiler]
Caradian Conflict
 [spoiler][/spoiler]
 

Interesting Charactes
 [spoiler]
Luther Kaustriche
 [spoiler][/spoiler]
Immortal Emperor
 [spoiler][/spoiler]

[/spoiler]


What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

Monsters
Challenge Rating  
[spoiler]
1/4
 [spoiler][/spoiler]
1/2
 [spoiler][/spoiler]
1
 [spoiler][/spoiler]
2
 [spoiler][/spoiler]
3
 [spoiler][/spoiler]
4
 [spoiler][/spoiler]
5
 [spoiler][/spoiler]
6
 [spoiler][/spoiler]
7
 [spoiler][/spoiler]
8
 [spoiler][/spoiler]
9
 [spoiler][/spoiler]
10
 [spoiler][/spoiler]
11
 [spoiler][/spoiler]
12
 [spoiler][/spoiler]
13
14
15
16
17
18
19
20
[/spoiler]  
Type
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Gwenfloor

At middle to high levels, youu should adjust the monstrous encounters in order to compensate for the parties' lack of resources.  Other than that, it is a cool setting.
"Gods are no more than mortals with supernatural powers, and thus are capable of making mistakes."
~Alper, Kobold Alchemist in my Campaign Setting.

Furor

I actually am going to place my game in the iron heroes ruleset, with modifications....
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

Kingdom of Algaria
Boots, leather and gleaming metal moved in a stream towards the small camp in the Asatrian hills. Hundreds of Caradian tribesmen wound their way around tumbled rock and shrub to join in the growing melee. Jecaran laughed aloud at the simplicity of this ambush. He would be made bey for destroying the Algarian prince and stoppping the construction of their witch towers. In exultant joy he raised his ceremonial maul " the first blow of many to the people of the goat!". A sharp cold assaulted Jecaran and in the distance the campfires extinquished, plunging the bloodsoaked hillside into utter darkness. As Jecaran dropped his arms, unearthly screams and bloodcurtling cries echoed through the hills. The smile vanished from his scarred countenance when he realized the screams were in his native tongue. Before he could order his warriors to fade into the wilderness, a voice startled him. "Jecaran... Al Sihracc? No? The Lion of Carad? where are your teeth oh mighty lion?" The cloaked figure's arm twitched only slightly, but bright splashes of blood sprayed from Jecaran's chest. " Do the heartless mind being releived of a much unused organ? Do they oh powerful lion? I think not. " with a final twitch the raiders heart exploded in a spray of blood, rupturing his chest and armor with a startling concussion.
Leader: Aisich Ruther, Lord of Rehmera and High King of Algaria
Capital: Rehmera
Population: 2.2 million
Decription: Surrounded by juggernauts, the Kingdom of Algaria holds tenuously to its mountain pastures and wooded hills. Carscian generals have long given up attacking through Algaria's mountain passes, but Jharoch and Kruscia still have designs on the rich coastal cities on the Leucetian Sea. Strange towers are appearing on their borders, and it is rumored that the Prince, apprenticed to a sorceror in the east, has returned with dark magic to defeat Algaria's enemies.
Key Ideas
Asatrian Hills: Low hills bordering Jaroch
Carad: A region of Jaroch, known for its skirmishers and brutal tribal warfare. It was once a seperate kingdom with its own language, Il Carad, but it is now an integral part of Jaroch.
Witch Tower: Built by Airich Ruther II, the witch towers house powerful guardian spirits that kill upon command of their controllers, whom the spirit aids to detect intruders.
Airich Ruther II:Duke of Naresia, Archmage and Prince of Algaria, one of the more powerful pupils of the ancient Rim Tsasz in Aram.
Aram: Mysterious country to the east
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

Aertica: Places of Power and Regions of Darkness
http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?24338

when done will be integrated into each country entry as an example adventure hook, but for now...just freestanding adventure skeletons
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-

Furor

Necromancers of Ild Vesh
Leaders: The Triumvirate
Azmodius Kasz, Prince of Nevechnya [Kruscia] (An Honorific Title) and Advisor to the Immortal Emperor

Headquarters: Ahrej Nihr, Citadel of Bones
Membership: 18 Necromancers (Spellcasters), 2,000-4,000 Acolytes (non-spellcasters and adepts)
History: Hundreds of years ago deep in the south of Aertica rose a powerful necromancer, Ild Vesh. He became an almost godlike figure, attracting a group of ardent followers intent on learning how to harness their own arcane power. As Perversions crafted by the reclusive necromancer began to stalk the cities and wilds of the south, the sultans and emirs sent out their hunters to destroy the dark sorceror. In a titannic battle a seemingly unkown druid destroyed the fell necromancer, leaving his students to pick up what little was left of his teachings and forge their own path.
What? Huh? naw. It ain't that, are you stupid? man. It's chickens, you know?

            -A Very Serious Bunburyist-