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Soullos: A World of Dragons and Change

Started by ssvegeta555, October 13, 2007, 11:18:19 PM

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ssvegeta555

First post! :)

Anywho, I've been creating Soullos for a while now, which has only been hosted on the Wizards forums (here's the original thread). I was referred to this site by Ishmayl, and at first I was hesitant. Mainly because of time constraints. But I believe I can migrate the information from Wizards to here, given time. Hopefully it won't take too long.
Anyway, enough of my introduction, here's the intro for Soullos. Enjoy. :)



Introduction
'I have been around for thousands of years. I have seen the dragons rule, and seen them defeated. I have seen many empires from the dwarves, elves, and orcs rise and fall. I have seen the humans progress further than any other in ages past. Yet, throughout the many millennia I have lived, I have never seen the gem dragons with such fierce rage and determination. They were once my masters, now they are hateful and blind with anger. These dragons seek to get revenge, and without heroes to prevent them, they just might usher a new era of dragon rule.' - Charir Sauriv, founder and leader of the Order of the Ruby's Eye.

Soullos is world of full of magic, mysteries, a time of change, and most of all dragons. Magic in Soullos is common, seen by most and practiced by many. Arcane magic is the magic of choice, with divine magic following suite. Mysteries abound in many places; mysteries of the Primal Deities, incarnum, the lunar mist and more are only the few to await discovery.

Dragons are common. True dragons are the stuff of legends, stories, and bard songs. They are influencing and terrorizing, helping and slaughtering. They are seen as a force of magic and strength, wise and resourceful, but also harbor the strength to fell nations and civilizations. They have ruled over the world twice, and they seek to do it a third time, the gem dragons at least. Lesser dragons populate the world more so than the True dragons. Wyverns, drakes, and wyrms all wander the lands or the skies above. Thankfully they are not as powerful as the true dragons.

One major beneficial and dangerous event is the resurgence of psionics. Psionics has been a force widely used by many, more so than arcane magic today. With the dire events of the Mind War, psionics were sealed to cripple the mindflayers. With that, the Sealing had locked away all psioncs from the world never to be used again. Creatures, psionic items, and more felt the sudden impact and lost all they have achieved. Few rare and powerful individuals had survived but the world was forever changed.

Recently, or precisely 8 years ago, psioncs has be released resulting in many bad things as there are good. Psionic items of ages past are now 'active' waiting to be found and used by new masters. Tombs and ruins once completely looted now hold treasures of an era that was forgotten. Few animals lost their minds to the resent psionic release; their psionic power could not be contained or controlled. These animals are called phenric animals, animals with psionic abilities, uncontrolled or not (most cases not). These phenric animals roam the land destroying and terrorizing like raiding bandits with no agenda.

The rebirth of a god is also at hand. Sardior, once the god of psionics, returns to attain new worshipers. Sardior plans to regain the strength he has once lost, but the church of bahamut and other good deities prevent such event from happening. Gem dragons have gone loose and are destroying the land; they seek vengeance from the ones responsible for the Sealing. They had, for a thousand years, lost their strength and were hunted like animals by the green orcs. Sardior being the gem dragon god as well is seen as an evil god trying to pry the worshipers of more responsible and less dangerous gods, so he can receive power and bolster the now enraged gem dragons. Though such claims are not true, Sardior has good intents and has nothing to do with the enraged gem dragons. Regardless, the church of bahamut and others seek to prevent such 'tragedy' from happening.

Soullos, a world once peaceful and prosperous, is paying for the events that happened long ago, for the good and the bad.


The World
Soullos is a large world. There are 4 known continents. The main continent is Cerbria, one of the largest continents in Soullos. Cerbria is located in the middle just a little above the equator. Cerbria is the main magical area with medieval style standard in most D&D games.
To the southeast of Cerbria is the continent of Rumai. Rumai is a relatively large continent, being the second biggest. Rumai is an area heavily inspired by feudal Japan, with many races rarely found elsewhere, like the Nezumi (ratfolk) and Kitsune (foxfolk).

Far West from Cerbria is the Savage Lands. This continent is large, made up of vast swamps and jungles on its western side, and with a massive barren wasteland and grasslands on the eastern side. A large mountain range, the Twin Goddess Peaks, separates the west and east straight down the middle.

The fourth continent is a land of mystery and ancient lore. The continent lies southwest from Cerbria. People call this place Dracôs, because the continent is the place where the most dragons are located. Steep cliffs and dangerous water, with whirlpools and unforgiving waves surround the whole continent, preventing most from entering. The only way in is to fly.
Not really a continent, but the Endless Ice is a large collection of glaciers and islands frozen over completely, making it inhospitable for almost all life. The Endless Ice stretches for hundreds of miles (possibly thousands) north of Cerbria. Cities frozen for uncounted years, tombs of long lost kings and creatures of unimaginable terror are scattered across the Endless Ice. It is even rumored that the Endless Ice contains portals to the Elemental Plane of Cold, which is highly possible. Few stories take this even farther, they say the Endless Ice is the entrance to the Elemental Plane of Cold, not just a portal but the beginning of the plane itself.

There are rumors and theories that there are more lands yet discovered. Far to the east and north can yield unknown lands of weird and unique societies and creatures. Few have gone but haven't returned. They may have been victims to a sea, creatures, or even divine intervention. Know one knows, but few brave the seas to discover new lands.

ssvegeta555

Table of Contents

[note]These links are linked to the appropriate posts on the WotC forums. As I post more here, I'll change the links as needed.

I'm having troubles linking my posts here to the table of contents. I'm not quite sure how to do this and if anyone could help me that would be awesome.[/note]

Soullos Pantheon
Primal Deities
Draconic Calendar
Soullos Cosmology
Magic of Soullos
The Afterlife

Races:
Races of Soullos
Monster races of Soullos: Dragons and Demi-dragons.
Monster races of Soullos: Marruspawn
Monster races of Soullos: Yuan-ti Part 1 Part 2

Regions:
Lunar
Guardia Kingdom (Map located here )
Ice Gale (Map located here )
Sherad (Map located here )
Magical Kingdom of Suzail
The Dragon Tooth Mountains
Canathra Desert
Aberoth


History
Creation of the Multiverse
Age of Primal Dragons
The Mind's War
Dragon Dominion Era
Lost Empires and Kingdoms

Artifacts
Elemental Rings of the Archmages
Runesword

Misc:
Flora
Alcoholic Beverages
A Time of Change
Gallar Ships
Languages

Guilds/Factions/Orders
Dragon Cults: Seppharee
Mirage Knights

ssvegeta555

[spoiler=Races of Soullos]Races of Soullos

Humans
Humans are the world's dominant race. Almost every were there is land a human is bound to live there. There are many different human sub-races, or ethnics groups. The five major human ethnic groups are the Barians, Ethians, Karparas, Nosks and Sheradians.

Human Ethnic Groups.
These human descriptions use the PHB human description except those noted here.

Barians
Barians live mainly live in Cerbria. All Barians are descendants of some race or creature with magic abilities. Most are descendants of dragons, and /or half-dragons (commonly known as dragon Barians). Some are descendants of celestials or fiends (celestial and fiendish Barians respectively). No matter whom there ancestors are they all share a common thing, magic flows through them. Most sorcerers are Barians because of this fact. Some may confuse Barians to another ethnic human group. Since Barians live almost every where, they look like the race they live with. Only one difference can tell them apart. The eyes of Barians glow blue faintly (this does not have any game effect). So average height, hair color, and eyes are usually based on the ethnic groups they live with.

Personality
Barians personality is usually determined by their heritage. Those with dragon ancestors are egotistical thinking they are the best because of they're of dragon blood. Some actually take traits from dragons. Many have been greedy and horde their treasure in highly guarded places. Some have been known to be fascinated with shiny objects. Celestial descended Barians are good tempered and forgiving individuals. They tend to be for lawful and good more than any other Barian. Fiend descended Barians are aloof, hot tempered and just plain nasty. These Barians are closely tied to evil and chaotic alignments.

Society
Barian society is heavily dependant on other races' society. Barians living with Nosks take on the ways the Nosk live. Though no matter whom they live with Barians tend to like magic more than then the typical human does. Some Barians live with elves because of their close ties to magic.

Language
Barians have no language of their own. They speak the native language in the area they live in.

Deities
Barians worship deities that have strong ties to they're heritage. Most dragon Barians worship one of the dragon deities. Celestial Barians usually worship Pelor, Bahamut, Moradin (if living with dwarves), and Corellan Lerithain (if living with elves). Fiendish Barians usually worship Nerull, Vecna or Wee-jass.

Relationship with other races
Barians get well with many races, especially elves. Elves and barians share the same interest in magic so it's a perfect match. Barians aren't to well off with dwarves. Most dwarves can find them annoying with their stereotypical personalities. They get by with many other races. Orcs don't care for them at all, as with barians. Though some fiendish barians usually intimidate and lead orc tribes.

Ethians
Ethians make up most of the humans living today. They mainly hail from Cerbria, dominating most of the continent. Gaurdia also has a huge population of Ethains. Most ethians have average features. Skin ranges from pale white to slightly tanned. Most have brown, or black hair color, red is more uncommon but not unheard of. And eyes mainly brown. A few ethians with green or gray eyes are not uncommon. Ethians average height is around 5' 8' for males and 2 inches lower for females.

Personality
Ethians are proud people. They work hard at what they do. They seldom waste time or laze around. Ethains are very well tempered so they are usually hard to anger at times. Ethains are usually kind as well. They usually give out a helping hand when ever they have a chance. It's in they're customs to treat those with they way they would want to be treated, though some can get stubborn and arrogant.

Society
Ethians have a loose hierarchy. Ethians are classed based on wealth. The more wealth you have the better social status. At ascending order here are the social classes: slave, commoner, merchant, noble merchant, noble, and high noble (mostly kings, dukes, queens). Social status plays very little in Ethian society. No matter the status enthians are usually treated equally. It may be harder for some people to gain a higher status in many other ethnic groups or races, but it's not entirely so for Ethians. It is possible for an Ehtian slave to become free, and work his way up to noble by hard work. In some cases there have been slaves granted nobility because they have found goldmines, or inheritance.  

Language
Ethians speak Ethan. This language is heavily influenced by dwarves, elves and orcs. Ethan is one of the oldest human languages. During the time of when dragons ruled the skies humans lived with elves, dwarves and orcs for many generations for protection. During that time dragons used humans as food, and herded them. At the time the dragons rule was over many humans left the safe refuges from the other races to start their own civilization. These three racial languages and common where mixed over time to create Ethan. Most Ethians also speak common, and languages of other neighboring races.

Deities
Ethians worship a wide range of deities. Almost every deity is worship by some form of human, most likely Ehtians. The most common deities are Pelor, Bahamut, and Boccob.

Karparas
Karparas are a nomadic race. They live mainly in tropical climates. Large populations of them are found on the Aberoth Island, as well as Chalmeon. Karparas have dark skin and athletic builds. Almost all Karparas have black hair, but brown is not all that rare. Brown eyes are the norm. Though some have had blue or gray eyes. Karprars are tall. An average male is around 6' 3' and females are 6' 0'.

Personality
Karparas are very well disciplined. Similar to monks in self discipline, Karparas hone their skill in combat in their spare time. Being well disciplined in ways of combat also makes them hard to impress. Most karparas don't trust outsiders in their settlements. Most would view them with suspicion (unless they settle in a city, being suspicious doesn't help sells). It can be hard for acceptance in karpara society. Usually one who wants acceptance needs to past a trial of strength, mind, and body. These tasks are hard to those not prepared, but once passed they gain acceptance within the karpara society usually by a tattoo only karparas can have.

Society
Karparas are nomadic race and choose to see the world than to settle down in a permanent place. Most karparas a tribes are around the size as small hamlets, around 30-90 individuals. Most travel for about 2 weeks or until they need supplies or spot a comfortable location. During there stay they gather food, trade with the locals and just explore the surrounding area. Most would assume they only explore to see the sights, but the Karpara do this to find out the best locations to fight, ambush, or flee if need be. Sometimes karparas settle in a city or the outskirts of one, and sell their goods.

Language
The native tongue for karparas is soudess (pronounced soo-dess). Considering the karparas nomadic life they invented this language over the years by collecting many snips of other languages around the world. Because karparas have been to many places and traded with many cities, soudess is a common language in many parts of the world.

Deities
Karparas aren't really religious race, but do understand the importance of a god. Many karparas revere Fharlanghn, the god of travels. Being nomadic and worshiping the god of travels goes hand-in-hand. Some karparas have even met Fharlanghn during their travels. Fharlanghn usually blesses them with abundance of food and strength for the journey a head.  Obad-hai is also a popular choice.

Relationship with other races
Karparas, being suspicious to outsiders, don't exactly get well with others. Usually the only time they wish to converse with others are when they set up shops in cities. Orcs are hostile to karparas, mainly because karparas view them as barbaric animals, and kill them on sight. Some karparas think of it as a sport.

Nosks
Nosks are proud warriors of the northern lands. Most view Nosks as barbaric because of there fascination of war and battles. But in reality they are very cultured, or what can be achieved culturally in the northern lands. Most Nosks have well built bodies, which is a necessity in the harsh environments. Nosks are mainly found in mountains or artic regions, such as Ice Gale. A typical Nosk has pale skin, and blonde or lightly brown hair. Red hair is common as well. Blue eyes are the norm, and many also have green or gray eyes. Average height for a male and females is around 5' 10'.

Personality
Nosks are strong and proud people. They can also become very stubborn and thick headed. Most Nosks are usually very friendly, sometimes too friendly. One of the greetings is a bear hug, and Nosks love to give bear hugs to outsiders. Another common greeting is a strong handshake.

Society
Nosks are very militaristic race. Every male is expected to learn how to combat the terrible dangers of the north. Females aren't expected to but are welcome to do so. It's not uncommon to have almost all females in the village that are trained in combat. Nosks love battle, almost of a point of obsession, which is why most view them as barbaric. They battle more fiercely than most races do. Looking the strongest is a safe bet that you won't get attacked; well not getting attacked too often that is. They may seem barbaric to many, but that's not so true. They are very civilized in what they do. Most are smiths, hunters and farmer. Their architecture is very well built and sturdy. Nosks are also good people to talk with when the topic is literature. As many Nosks say to the ignorant, 'We barbaric, Ha! We do many of the stuff you all do. That would make us all barbaric, would it not?'  

Language
Nosks have their own language, Nosk. This language sounds very rude and insulting in-a-way. It's a wonder why many races use cuss words from the Nosk language to insult their enemies.

Deities
Nosks worship many deities. Having faith and strength is very important to a nosk. Because of their relationship with dwarves and smiting techniques, many worship Moradin. Many Nosk respect nature so Elhhona is a popular choice. Kord is worshiped for his strength; many nosks who don't actually worship Kord give him a prayer before battle.

Relationship with other races
Nosks get well with dwarves, since they share the same dedicated interest in smithing. Nosks are also great allies to Golmoids. Some golmoids may think different, because nosks can get rowdy. Nosks don't see many other races out in the northern lands, but usually get by in good standings with others. Nosks are extremely hostile to orcs. They share the same hatred to them as the dwarves do.
 
Sheradians
Sheradians are masters of the desert. They are almost exclusively found in desert regions. Sherad is where they originate from and most living in Sherad are Sheradians. Canathra also has a large population of Sheradians. Sheradians have brown or bronze skin colors. Hair colors range from black or brown. Any other hair color is rare, or unheard of. Brown eyes are all too common, but few have gray or yellow eyes. Average height for male are 5' 5'' and females tend to be 5' 8''.

Personality
Sheradians are very uptight and sometimes downright rude. Most usually act this way to outsiders, but it's also a common thing with their own kin (mostly to those who are lower in status). Most are also greedy as well. But Sheradians are not all this way, just many of them. Sheradians may be rude to most they do have a good heart and will talk things through if it's needed.

Society
Sheradians have a strict hierarchy. In ascending order here's the society ranks: slave, lower commoner, higher commoner, merchant, noble, and desert noble. Slaves have no right with in Sheradian society, they are treated very poorly. There have been rare cases of slaves getting freedom. Lower commoner are pretty much peasants, and higher commoner is a peasant that has it better, usually one who is in the military. Merchants are those who make wealth by selling goods. Nobles are rich, and very rude to those below their class. Desert Noble is the highest rank in Sheradian society; they are kings, queens, or counsel members. In sheradian society it is very hard to achieve a higher rank, and because of this fact many don't bother, since it's easier to lose ranks then gain them. At the age of 16 years old males are expected to marry within 5 years. Those who don't are shunned by society, sometimes they get exiled. Most sheradian adventurers are ones who had this fate.

Language
Sheradians speak Caliph. This language is mainly based of draconic; it even uses the same alphabet.

Deities
Sheradians are very religious. Most spell casters are clerics. The main god most sheradians worship are Olidimara. Song, wine, and sometimes thievery are in every day life. The dragon god of fate, Chronepsis, is also a common choice.

Azurin
Azurins are not completely human, but they share many of the same traits. Azurins are a race of humans infused or enhanced by incarnum, the stuff if souls. As with humans, Azurins have the same features of humans, or rather the features within the area they live in. Azurins living with sheradians will have the copper skin, brown hair and so on. The discernable feature that sets Azurins apart from their human counterparts is their eyes. Azurins have a faint light blue glow and sheen around their eyes. Many confuse the eyes with barians, which also have blue eye that slightly glow. The noticeable difference is that the Azurin's eyes always glow, while the barians glow only in dark environments, and it doesn't glow as bright.
Azurins are known to live anywhere humans are found. Each azurin birth is unexpected. Know one knows why or how an azurin comes to be. It could be that stray strands of incarnum have traveled in the mother's womb. Whatever the case, azurins are the only known race in the world that can manipulate incarnum more easily than any other race. Because of this, azurins have the nickname Soul Children.


Dwarves
These dwarf descriptions use the PHB and MM dwarf description except those noted here.

Rune Dwarves[/b]
Rune dwarves use the same statistics as the hill dwarves.

Rune dwarves are the most common type of dwarf seen, mainly because the duergar are reclusive and evil. The duergars live primarily underground, but the rune dwarves live both underground and above ground. A nickname some give them is 'surface dwarves.' Rune dwarves like to build great stone work building both above and underground. Most build near a mountain's base and rolling hills. Because they live a lot above ground they trade with many surface races, which other dwarves don't see to often. Plus many other races live in their aboveground cities, especially humans and golmoids. Most rune dwarves live in many mountains scattered across Cerbria.
Rune dwarves are named after their runes the dwarves use so often. Each dwarf, upon birth, receives a rune from the cleric of Moradin. This rune describes and depicts a certain event or meaning. The rune is inscribed on the child's shoulder, a tattoo and a symbol of their heritage. Most of these runes have no meaning beyond to identify the child. It's a second name as most rune dwarves call it. However, some of these runes given at birth can foreshadow the events in the future. These children are raised within the temple of Moradin so the clerics can decipher the rune's exact meaning.
In addition to the rune given at birth, the rune dwarves also receive the rune of their clan name, tattooed on their other shoulder, usually the left. These clan runes are given to the child as sign of adulthood. Clans are very strong in rune dwarf societies. Honor, loyalty, and family govern the rune dwarf clans. Betraying or leaving a clan is seen as betrayal to one's friends, and dishonorable to the dwarf race. These dwarves are seen as enemies to the clan.


Duergar
Duergars use the XPH stats.

Deurgar are evil dwarves of the underdark. Most other dwarves and many other races as well don't like duergar company. Duergar are very militaristic and fight much harder and more ruthless than many other races of the world. Most duergar cities are very well defended and hard to breach. The Duergar are not evil by choice. Before the Mind war many deep dwarves and some mountain dwarves where captured by ilithids. The ilithids performed many experiments on the hapless dwarves. During the many years of enslavement the ilithids psionic power where infused into the dwarves, thus creating duergar. They also learned the ruthlessness evil of the ilithids. Many duergar were foot troops in the minds war. After the ilithids were free the duergar had no masters, and they didn't care, they were free. Duergars never want to become enslaved again so they now train hard to protect their race. Ever since their freedom, no duergar city was ever successfully defeated, thought that's excluding dragon attacks.


Elves
These elf descriptions use the PHB and MM elf description except those noted here.

Twilight Elves
Twilight Elves are the most commonly seen elf in the world. They live in large forest cities practicing their famous ways of blending magic and combat. Twilight elves believe that the state of twilight is the best of both worlds. The sun can be seen as well as the starry sky, they blend together in perfect harmony. And that is the twilight elves' philosophy to blending magic and combat. They strive to create perfect harmony to what many believe should be practiced separately. Their most famous and numerous warrior-mage archetype is the Duskblade, a warrior who blends the elves fascination with the two mediums. Many twilight elves practice the Sublime Way, which furthers their way of combat in new ways. Large concentrations of twilight elves live in Rellion Forest that covers a large portion of Northern Cerbria.

Pearl Elves
Also called aquatic elves, these elves are water-breathing elves that live in the massive waters all over Soullos. Pearl elves are smaller than most elves averaging around 5ft in height. Their skin color ranges from pearl white to light blue that glisten in the sun like the pearl they are named after. Pearl elves are a kind race that trades and offers support to those living near the shorelines, although their inability to breathe air has hampered their ability to deal with surface races.

Drow
Drow, also known as dragonborn, are often the misunderstood stepchild of the elven race. While they are evil in most respects, their ties to the evil dragons had angered their brethren and their god, being brushed aside like discarded paper. During the Dragon Dominion Era some of the twilight elves sided with the dragons for power, magical aptitude, and wealth. The evil dragons who took the elves under their wing were transformed into the dark skin, white hair drow that is known today. This act of betrayal angered their kin to the point where they fight each other on sight. This tension has led to the Drow to hate their elven brothers in turn often saying they don't see their way of greatness and power.
After the War of Humanity they fled underground spreading throughout the Underdark where they remain today. Drow communities are large and are ruled by clerics of an evil dragon god, who despise worship of any other god that is not their own. Many of these rulers are half-dragons, sometimes even dragons disguised as drow. Drow rulers' rule with an iron fist backed up by their patron god, what they say goes. Because of this dictatorship way of ruling, Dow communities are harsh often filled with grief and violence. If you can't survive you are not fit to be a Drow, is a common saying in drow communities.
Drow communities of opposing faith often war with each other, with each side trying to appease their patron god through strength and faith. In addition, the drow also war with many of the other hostile denizens of the Underdark, particularly Duergars, Illithids, and Abeloths. Because of their constant warfare, the drow rarely venture to the surface world.

Drow Characters
Drow Traits (Ex): Drows posses the following traits.
-+2 Constitution '"2 Charisma. Drow are a sturdy race, but their constant hostility has made them hard to deal with.
-Drows base land speed is 30ft.
-Darkvision 60ft.
-+2 racial bonus on Spot and Listen, Knowledge (Arcana) checks.
-+1 racial bonus on paralysis, fear and sleep effects.
-Dragon Blood: For all effects related to race, a drow is considered a dragon.
- Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf's weapon proficiency.
Automatic Languages: Under Common, and Draconic. Bonus Languages: Common, Dwarven, Orc, Goblin, Nosk, and Terran.
Favored Class: Cleric. Drow are highly religious and majority of them favors the evil dragon gods.
LA: +0


Gnomes
These gnome descriptions use the PHB and MM gnome description except those noted here. There is no forest gnome.

Rock Gnomes
Rock gnomes are the most frequently encountered gnome on Soullos. Most rock gnomes are very smart and love to tinker with many inventions they try to develop. Rock gnomes have been known to create many inventions that are used today; their most famous one is the float stone sky ship. Rock gnomes are also responsible for the creation of golmoids, a construct race that has life giving by the gnome god, Garl Glittergold. Rock gnomes live in hills and mountain areas, just as hill dwarves they live both above and below the ground.

Svirfneblin
Also called deep gnomes (their name is very hard to pronounce by most races), svirfneblin live in the underdark. They build great cities in the underdark but try their best to hide their location from the dangerous races that dwell in the underdark: drows mainly. Because of their hidden locations they don't trade much with other races. Svirfneblin always build their cities in places where all their necessities are supplied without trading with other races.

Golmoids
Golmoids are mentioned in the dragon magazine. Everything applies there except noted her. Note: These guys will be replaced by Warforged soon.

Golmoids, not a race of gnomes at all, are a race of sentient constructs that were created long ago by the rock gnomes. The rock gnomes used their creations to do hard labor for a millennia. One especially bright, and somewhat mad, gnome tried experiments on the golmoids to give them intelligence. It was successful and many golmoids were had a will of their own. Because of their unpaid work, and similarities to slavery, many revolted. The rock gnomes saw their wrong doing and gave the golmoids freedom they deserved. The golmoids were still, constructs in many ways and wished to be fully living. Garl Glittergold answered their prayers and gave the golmoids full sentient life. Since then golmoids have 'lived' happy lives ever since. Golmoids live in many parts of the world, most live with their creator race, some with the love of crafting (which most do) live with the dwarves, many in fact are found in Icegale. Some have migrated to human lands but not very many golmoids don't like the company of humans, for they usually mock them as being an artificial race, or just unintelligent  like many constructs.


Halflings
These halfling descriptions use the PHB and MM halfling description except those noted here. There are no tallfellow halfling.

Lightfoot Halflings
Lightfoot halflings are the most commonly seen halfing variety. Many lightfoot halflings find their home to dwarven, elven, and human societies. A particularly large population (about 30%) of them is located in Aribirth. Lightfoot halflings are rarely seen in artic climates, they tend to prefer warmer climes. Lightfoot Halflings rarely if ever start their own community. They have had very little luck keeping it alive for more than 10-20 years. Many get attacked by the local monsters. Because of this they rely on other races for a place to live.


Half Races
The half-elf and half-orc descriptions use the PHB no additional description is needed. Half dragons use the MM description except noted here.


Half-Dragons
Half-dragons are very common thanks to their dragon ancestors during the war of humanity thousands of years ago. Half-dragons are very common sight in everyday life. At least one half-dragon is living in every civilization. There are many types of half-dragons scattered across the world. Half-dragons tend to live in area where their dragon parent would live. Blue half-dragons live in desert areas, while white half-dragons would rather live in artic areas. Considering that there are many half-dragons in the world there are no half-dragon community. Half-dragons of different types don't get a long well with others not of their type.
The following half-dragons are known to exist in Soullos: Chromatic half-dragons (red, white, blue, green, and black), the metallic half-dragons (bronze, brass, silver, gold, and copper), half gem dragons (amethyst, crystal, topaz, sapphire, and emerald), then there are half fang, shadow, and deep dragons.

Orcs
Orcs in Soullos aren't your typical orcs in other worlds. They are more cultured and less savage, and sometimes less evil (for green orcs anyway). There are a few sub-races of orcs, from the underground gray orcs, to the more savage mountain orcs, and the most common sub-race the green orcs who hate dragons more than anything.

Green Orcs
Green orcs are the most numerous orc sub-race and the most cultured as well. They are also the main practitioners of dragoncraft items, which are items crafted from dragon body parts. Green orcs are scattered across Cerbria. A large population of them is located in the orc nation, Brach'terron. Green orcs are large reaching heights to 7ft. They have slightly pointed ears similar to half-elves and brown eyes to more to the more common green and red eyes. Their skin color ranges from all shades of green with dark or brownish tones.

Personality
Green orcs are proud and honorable race. They see each day as there last, making sure they accomplish something great, even if the task is small. As long as the orc feel accomplishment, it doesn't matter what task is at hand. With this, green orcs take great pride in their work turning out masterful pieces of goods, whether it is weapons and armor that rival the dwarves; or it can be beautiful clothing that can make an elf jealous.
Green orcs are also fearless in battle, using their great strength to good work. Green orcs wear scars of battle as a sign of victory, power, and most of all accomplishment. Wearing the teeth of fallen enemies is also another way to show one's importance in green orc society.
All green orcs share a racial hatred to dragonkind. In ages past, many green orcs where captured and then slaughtered for diabolic deeds to create a new race, the dragonkin. Green orcs know that the chromatic dragons where the ones responsible of creating the abominations, but they still view all non-evil dragons with distrust.

Society
Green orcs have not really built large empires like the elves and dwarves but they are far from tents and caves, like the mountain orcs. They love to build and their architecture is somewhat unique. Unlike humans who have to make use of their space, living in cramped areas, green orcs build round building and are spread apart. Rarely does one building touch another.
Green orcs have a racial hatred to dragons and hunt them on a regular basis. They use the dragon parts for dragon craft items. Some of the best dragoncrafters in the world are green orcs. They proudly wear any dragoncraft item and it is considered a sign of power, and wealth.  Oddly enough, green orcs capture and train wyverns, the type of dragon they hunt the most. These wyverns are trained as mounts for green orc hunting parties, and for chieftains.
Green orcs live in tribes numbering about 50 orcs in smaller tribes while large tribes can reach well over 5,000. A chieftain who is usually a druid or totemist rules each tribe. Rangers and barbarians also have been seen as chieftains. Green orc nations are formed when multiple tribes ally with each other. Eventually the many tribes build their nation from the ground up and form a ruling council, with each tribe chieftain as a representative for their tribe.

Language
Green orcs speak orc.

Deities
Even though the patron deity of orcs is Gruumsh, many green orcs don't worship him. Green orcs are not as barbaric and savage as their mountain orc cousins are, they have more of a neutral outlook in life. Green orcs worship Kord, Obad-hai, and Ennara. Green orc, because of their hatred to dragons, don't worship the dragon gods.

Green Orc Characters
Orc Traits (Ex): Green orcs posses the following traits.
-+2 Strength '"2 Charisma, -2 Wisdom. Green orcs are not as strong as their mountain orc cousins are, but they are smarter.
-Green Orcs base land speed is 30ft.
-Lowlight Vision. Green orcs live on the surface quite a lot; they lost their darkvision because of this, but also have adapted to daylight.
-+1 attack bonus against dragons. Green orcs have learned techniques that help them hunt and kill dragons more effectively.
-+2 bonus to craft checks when dealing with dragoncraft items. Green orcs have a special knack to create dragoncraft items of great value.
Automatic Languages: Common, and Orc. Bonus Languages: Caliph, Dwarven, Draconic, Goblin, Nosk, and Terran.
Favored Class: Ranger. Green orcs favor rangers with their skill to hunt certain creatures. Green orcs mostly choose Dragon as their favored enemy, to help them hunt dragons.
LA: +0


Gray Orcs
Gray Orcs number the fewest of all the orc subraces. They live primarily underground in the depths of the Underdark. They are smaller then their orc brethern getting to heights of 5ft on average. Their skin are gray, dark gray, and pale white for a rare few. Their eyes are pale white. Their faces are broad and flat, small tusks jut out from the bottom jaw. They are practically hairless, with many orcs being completely bald. Gray orcs are known to build large underground cities housing thousands of orcs and slaves. The largest and most infamous city is Drood-Kol.

Personality
Gray orcs are evil by nature and will kill if it suits them best. Gray orcs also have a bad temper and will easily fly into a rage at the slightest insult. Kill now; ask questions later are the motto of gray orcs. They delight in battle like their mountain orc brethren. But unlike the mountain orcs, gray orcs are expert tacticians in warfare. Few races in the Underdark can withstand a gray orc attack.

Society
Gray orcs build large cities underground with multiple stories. They use ladders and stairs to get around from place to place. Most orc cities have long extending bridges to connect to important places like the temples, noble residence, and barracks in the upper parts of the city. Lower citizens live on the lower levels, while higher rank citizens live on the high level of the buildings. Slaves are numerous in gray orc cities. Slaves are treated poorly and masters will kill them if they are incompetent, or hungry. Slaves live in small rooms within their master's home and are expected to be alert for their master's call. Slaves are not allowed to look at high ranking orcs, they are ordered to put their head down, failure to do so is death.
The high priests of Gruumsh, who oversee the cities development and to send troops out for war rule each orc city. Their word is law, and they take advantage of that. The High Priests are ruthless dictators who are not afraid to kill to get things done.

Language
Gray orcs speak orc and undercommon.

Deities
Gray orcs choose Gruumsh as their patron deity. Gray orcs are forbidden to worship any other deity in orc cities. The High Priests see this as traitorous the orc race. These orcs who get caught are killed or stripped of their ranks and put into slavery. Slaves are forced to worship Gruumsh, or they are eaten as a sacrifice.

Relationship with other races
Gray orcs have numerous enemies and fewer allies. They are feared and hated by all Underdark races. Drow in particular hate gray orcs, since many drow cities are taken by gray orcs. These two will fight each other on sight. Gray orcs especially hate duergar. They have a hard time penetrating their defenses, and with each failure take its toll of gray orc cities. Gray orcs keep trying as they see this as the test of Gruumsh. Gray orcs are also hated by dwarves, mainly because gray orcs raid dwarven mines for precious ores of metal.
Of all the races gray orcs have made enemies with, no other race can take place of gray orc enmity than green orcs. Gray orcs see green orcs as traitorous to their race by turning their backs on Gruumsh and for dealing peacefully with the surface races, instead of enslaving them or killing them outright. Nothing enrages a gray orc more than hearing the stories of the traitorous green orc scum.[/spoiler]

ssvegeta555

[spoiler=A Time of Change]A Time of Change

In the past 10 years the world itself has seen drastic changes. These events hold true because of one thing, the return of psionics. Psionics was sealed long ago to stop an invading army of Illithids. After this event all psionics, be it monsters, items, or people, where sealed away completely. Psionics has been released and a time of change is imminent.

The first a fore-most change is that psionics is now able to be practiced by those who are dedicated to learn this revived art. Since the Sealing, many individuals had lost their power. Even though it was a sacrifice to be made to survive, many had regrets, some more so than others. The Arch Mages that performed the ritual had small pieces of psionic essence sealed away into gold chests scattered across the world. All chests must b opened to release psionics back into the world. This gave hope to the people, that psionics being sealed is only temporary. With this knowledge, many searched all over the known world for these chests. Over the course of a thousand years most chest where opened, only a handful still stood untouched. Those determined to open every last chest told stories of ancient times about psionics and its use. These stories where written, told, and put into song for future generations to hear so they to can seek to live in the world like their ancestors.

On 1007 CE the last chest was opened, ending the thousand year quest for many. Over the past ten years since its release many sought to use this new power that their fathers before them had talked about. Psionics, slowly but surly, was regaining its popularity it once had over a thousand years ago.

However, many terrible things have happened since that fateful event ten years ago. Many animals once tame have had trouble controlling their latent psionics powers. Their powers manifest into uncontrollable psionic rage, which transformed them into phenric animals. These phenric beasts roam the wilds attacking anything in their way.

Another terrible event is the recent attack of the gem dragons. Gem dragons did not agree with the Sealing, they were willing to help their fight in the Mind's War. But those 'lesser' races have acted too quickly, as most gems dragons describe it. Not only that, they had lost most of their strength and where weak and easy prey for other dragons. Green orcs didn't help ease the pain for they actively hunted gem dragons for their dragoncraft items. After a thousand years of harboring hate, they have now regained their lost power and making sure their revenge it just. Once nice and benevolent, the gems dragons have turned more hateful and dangerous than their chromatic cousins.

Their first act was to topple the green orc nation Brach'terron. The orcs where well trained to fight dragons lasting for 5 years before being defeated by the gem dragons, their nation in ruins. However, the gem dragons are becoming extinct; the battle at Brach'terron caused many dragon casualties. Now the gem dragons use their underlings to do their bidding, doing sabotage, assassination, and other forms of devilish acts to the humanoid races. It will take time for the gem dragons to regain their numbers, but they are major threat to all civilized races.

Sherad, an island nation in the Shattered Isles region has outlawed all psionics. The paranoid High Priest of Chrononepsis, Zahrdahl, believes that the illithids will return to exact revenge. Zahrdahl believes that all users of psionics are spies for the mind flayers, and must be dealt with
.
The rebirth of a god is at hand. Sardior, the gem dragon god of psionics is seeking followers, to regain his strength, and to uphold his title as god psionics. The followers of Bahamut and a few others however, wish to prevent this from happening, believing that Sardior is the one that sent the gems dragons on a rampage. All assumptions are wrong. In truth Sardior felt betrayed by his creations, and does not see their view of life and goals. This does not stop the followers of Bahamut, who actively seek Sardior's followers treating them like criminals. Despite the apparent threats from Bahamut's followers, many psionic users have called Sardior their patron deity.

A less drastic event is that tombs, lost temples, ruins and more are now populated by psionic items. These items where seen as junk, throw away by unsuspecting adventurers. Some of these 'junk' items are actually psionic in nature, locked away making it useless or mundane. Know these items are active, answering the call of adventurers everywhere who would brave the dangers once again of a place once thought of being plundered completely.

It is also possible for psionic items to be found anywhere, not just in dungeons and places of peril. Know one knew what item was psionic or not, unless they knew such information before the sealing. Old family heirlooms, pieces of equipment in general stores, a farmer's sentimental items, could all possibly be psionic in nature, unnoticed by those who own them. It's entirely possible (but very rare in most cases) to buy a cheap item only to be discovered by the new owner that the item is a powerful psionic item of ages past.


Timeline since psionics has been released

1007 CE- The last golden chest is opened; psionics are released back into the world.
         Sherad declares all psionic users to be a threat to all.
         Drow succeed in conquering the elvin fortress of Moonshadow on the Chalmion Islands. Soon
         after the drow jointly rule over Chalmion with the assassin's guild, The Poison Fangs.
1008 CE- The gem dragons are first seen. They attack the green orc nation, Brach'terron.
The first reports of phenric animals begin.
Dunetra invades Aribirth borders; soon after the two nations declare war.
1009 CE- Sardior with the help of the Order of the Ruby's Eye actively search for followers.
Bahamut's followers notice Sardior's attempt to "steal" others from their faiths. Their crusade to
stop Sardior's plan begins.
1011 CE- The first Elan in over a thousand years is "created".
1012 CE- Brach'terron falls to the gem dragons. Gem dragons retreat to avoid anymore casualties. Later
that year the green orcs prepare to rebuild their fallen nation.
1013 CE- Green orcs sends a large army to hunt gem dragons, they receive support from Shelimbar and
Dunetra.
1014 CE- Phenric attacks get worse. Sages have found out the uncontrolled phenric state is hereditary.
1015 CE- The armies of the green orcs, Shelimbar, and Dunetra return with new of disastrous results on
both ends. Gem dragons received another crippling attack, yet they are still a dangerous force.
1016 CE- The drow and the Poisoned Fangs fight among themselves for total rule over Chalmion Islands.
1017 CE- The current year.
[/spoiler]

Elemental_Elf

Wow, I love the Lunar Mists. That's such a cool concept! The idea of a nation even attempting to eek out an existence in such a hostile land is very flavorful and cool... even if I wouldn't want to live there, lol.

Tangential

How was the sealing of psionics accomplished? By whom? And how exactly did locking away all of the existing psionic beings and items prevent new ones from coming into existence? How did any of this help defeat the illithids?
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

ssvegeta555

Quote from: Elemental_ElfWow, I love the Lunar Mists. That's such a cool concept! The idea of a nation even attempting to eek out an existence in such a hostile land is very flavorful and cool... even if I wouldn't want to live there, lol.

Thank you! :)

Quote from: JaercHow was the sealing of psionics accomplished? By whom? And how exactly did locking away all of the existing psionic beings and items prevent new ones from coming into existence? How did any of this help defeat the illithids?

Psionics was sealed by a ritual was performed by the five archmages who each wielded immense power. (Think of the ritual as a very powerful epic spell). Psionics became dormant within everyone (except very powerful entities, namely gods) and every object. The archmages were a mystery and their ritual to seal psionics was likewise mysterious. Some say the world was covered in a field similar to an anti-magic spells. Others think the chests scattered across the world fed on psionic powers draining any essence of psionics no matter how small. Everyone has the potential but it will never surface being always locked away while the Sealing was in effect.

About the illithids, considering they're naturally psionic themselves sealing their power nearly crippled them completely. They lost control of their thralls and were unable to continue their conquest by themselves without power. With their main source of troops and abilities gone it didn't take long for them to be pushed back by the concerted effort of orcs, humans, dwarves and elves.

Xeviat

It's been a long time since I've read your setting Vegeta; I hope the Guild serves you well. I'll spend some time rereading your material and digesting it, so expect a thorough review within a week.

One thing I'd like to know is what are going to be the fundamental differences between magic and psionics? Are Arcane and Divine magic lumped together as "magic", with psionics alone as "psionics", or are arcane and divine magic different entities? Are there more separations? These sort of class distinctions are interesting to me.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

ssvegeta555

Quote from: Kap'n XeviatIt's been a long time since I've read your setting Vegeta; I hope the Guild serves you well. I'll spend some time rereading your material and digesting it, so expect a thorough review within a week.

One thing I'd like to know is what are going to be the fundamental differences between magic and psionics? Are Arcane and Divine magic lumped together as "magic", with psionics alone as "psionics", or are arcane and divine magic different entities? Are there more separations? These sort of class distinctions are interesting to me.

It's good to see you again Xeviat. :)

To answer your question, there isn't really a big difference from arcane, divine or psionic powers other than their source of origin. Arcane stems from the Dragon's Blood, Divine magic is from the gods and Psionics is from one's one will. Magic is mainly the generic term for both divine and arcane, but pionics is if often classed in it's own gatergory. Although it varies from person to person.

For example, from the common person's perspective any of these three power sources are seen as magic or supernatural. Most don't really know the difference of the three and what they see is the same either way. A cleric could cast Flame Strike, a wizard casting fireball and a psion manifesting energy wave. All three of these classes all know their source and differences, but the common person just sees fire magicially appearing.

ssvegeta555

[spoiler= Mind War]The Mind War

The Mind War is a terrible war that waged across the whole continent of Cerbria over a 1000 years ago. The events of this war would forever change the world of Soullos.

Many knew that the illithids are a dangerous threat to all life and powerful foes. But few can fathom the threat they posed to all in Cerbria, and quite possibly the world. Around '"8 CE large armies of thralled slaves controlled by the illithids invaded the surface world. Their illithids masters commanded their armies from the back. Few where prepared for a surprise attack from the illithids. Many nations fell quickly by the Thrall Army. With the illithids extreme intelligence it was easy for them to out smart their foes, some where even mind controlled during the fight to scatter the ranks of the hapless victims.

Powerful nations held their ground for the most part. But sooner or later the illithids penetrated their defenses and destroyed them mercilessly. The war waged of for 8 long grueling years. No one was safe, and few could hold out for much longer. It seems the illithids would win.

Five powerful archmages (each of which where very powerful wizards specialized in one of the 5 energies, acid, fire, cold, sonic, and electricity) of unknown origins and identities proposed a solution to the remaining nations. They proposed to seal psionics from the world, for without it the illithids would be defenseless. As such with so many powerful psionic users in Cerbria they were skeptical. But as the encroaching Thrall Armies destroyed one nation after another with no end in sight, the people agreed with to seal psionics, which would later be known as the Sealing. The remaining nations of dwarves, humans, elves, and orcs, rallied together to form a large army which would defend the five archmages as they cast their powerful spell. After one week of constant battling the allied armies successfully defended the archmages to complete their spell.

Instantly all psionic powers, be it psionic items, people, creatures, and so on where sealed, locked away out of reach in the hands of mortals. The illithids had lost their strength and most of all, their control of their thralls. The illithids retreated back into the Underdark after one humiliating defeat after another. To make sure that they would not rise again, large armies where sent into the depths of the Underdark to slay the retreating illithids and the elder brains.
However, very few powerful elder brains where able to resist the Sealing, same as the few powerful psionic users. But the Sealing had changed the face of the world forever, psionics, once a prosperous and widely used force was gone.

After the Sealing a new reckoning was petitioned by the populace that would remind people of the great tragedy that happened. They would count the years with CE, which stood for Closed Eye, starting with the day of Sealing was complete. No one would forget the great sacrifice and the terrible tragedies that happened during the Mind War.[/spoiler]

ssvegeta555

[spoiler=The Creation of the Multiverse]
The Creation of the Multiverse

In the very beginning before time itself had started, there was a black void of unlimited size. A powerful entity, Seldoth, floated aimlessly in the void. She floated to for what it seems to be a millennia, thinking of what to fill this void with. As she floated some more she came across large quantities of the four elements, air, earth, fire, water. These elements floated uncontrolled in a chaotic fashion. Though the fire did not dance, water did not move, the air did not soar, and the earth did not shake, for there was no time. Seldoth was the only entity that can live outside of time itself.

 Seldoth separated the chaotically entwined elements into large spheres, thus creating the elemental planes. Without time the elements will be forever frozen. Seldoth took a small handful of each element and shaped the elements like clay, creating a figure. She held the figure in her left hand in her right hand she grabbed part of the black void and crushed it. She crushed it with such force the negative energy was expelled and pure white positive energy was formed. She took a small portion of the positive energy and inserted in the figure.

The figure was living being similar to her, but he to was frozen like the elements. She would make no accomplishments if time continued not to exist. Gathering the great energy within her she curled up into a ball. She quickly stood up with arms and legs stretched out wide yelling expelling a great source of her energy. Her screams echoed across the empty void. Time was given birth. The scream would travel infinitely across the void giving birth to time wherever it was heard. However the black void was gone turned gray, except for a large black sphere. The scream shattered the black void and the small pieces collected to form the negative energy plane.

The figure and the elements sprang to live. The fire roared and danced, the air soared and whistled, the water crashed and moved, and the earth shook violently. The positive energy shined with a bright light, while the negative energy struggled to reform to its formal glory contained to its small state by the echoing scream.

Seldoth saw that time was very important to maintain balance. The figure in her hand was granted overgod status and named him, Chrono, the God of Time. Chrono would oversee time and set rules to maintain balance within the time stream. Seldoth created a large plane where time fluctuated randomly where Chrono would live, the Temporal Energy Plane. Seldoth set out to create the other planes of existence. Baator, Celestia, Acheron, the Astral plane and others would soon be created. Her last creation would be her favorite, the material plane, Soullos.

The First Inhabitants.

Soon after the creation of the multiverse the first signs of life where seen. The energies of the planes spawned life. The holy energies of Celestia created the goodly outsiders, the Abyssal energies created the demons, while the energies in Baator created the devils. Many other living beings where pawned this way. But Soullos did not have life, except for a large egg that grew out of the ground.

Curious, Seldoth studied the egg. The egg hatched with a bright prismatic light. A great dragon arose fully grown. The dragon's scales shimmered and changed colors frequently. Seldoth was amazed by the magnificent dragon. The dragon was Io the creator and god of dragonkind.

Many other deities were born this way. Moradin was created by the spirit of Mt. Celestia. The blinding light of Elysium spawned Pelor. All this continued until many deities were created. Io took upon himself to create eleven dragon gods; Aasterinian, Astilabor, Bahamut, Chrononepsis, Falazure, Garyx, Hlal, Lendys, Sardior, Tamara, and Tiamat. Each would hatch from eggs similar to Io. Then Io began to create his mortal children that would worship his divine children. The Age of Primal Dragons had begun.[/spoiler]


[spoiler=Age of Primal Dragons]Age of Primal Dragons
Circa -36,000 to -28,000

The age of primal dragons is considered a myth. No historical records date back to this era to prove its existence. Even considering this, many believe it enough to be fact. According to legend, the first mortal races walked the lands. Io created two dragon types that were an image to himself in his eyes. The first was the force dragon and the last was the most powerful, the prismatic dragon. These two dragon types were very powerful compared to today's dragons. The hatchlings were as strong as adult dragons of today.  These dragons were the first to inhabit Soullos. Others to be seen are the humans, giants, fey, reptile-like races, and serpent-like races.

The dragons were by far the most powerful out of all the inhabitants, and they ruled large territories. No land was unclaimed by the dragons. As their power grew they so did their greed. The dragons begin to fight over the territories of their neighbors. The battles were fierce and extremely destructive. As the battles raged on the land took severe damage of stray spells. Mountains toppled into hills, lands cracked separating them. Even whole islands were engulfed under the ocean.

Seldoth was enraged at Io for creating such destructive dragons. If these wars continued the world itself might no longer exist. Seldoth demanded that Io to fix the problem. But doing that would not be easy. Gods are forbidden to directly interfere with mortals. Io created lesser dragons that would fight and if possible subdue the primal dragons.
Ten dragons were created, blue, black, green, red, white, bronze, brass, silver, copper, and gold. These dragons were far weaker in power than the primal dragons but their numbers picked up the slack. The metallic and chromatic dragons fight along side each other to battle the primal dragons. Even non-dragons were caught up in the war. Each battle was massive in scale, with thousands of troops and dragons fighting. Thousands upon thousands of dragons died and unknown amount of non-dragons. The battles raged on for uncounted years. Eventually the chromatic and metallic dragons won.

The new age dragons issued a new era, the Dragon Dominion. Dragons would rule the world again but such destructive battles would never to be seen again.

It is rumored that not all of the primal dragons were killed, and could possibly be alive today. Finding one would hold vast amounts of knowledge about the world and prove the existence of this era, if the dragons are willing however.[/spoiler]


[spoiler=Dragon Dominion Era]Dragon Dominion Era
Circa -28,000 to -12,000 CE

The Dragon Dominion was an era where dragons were common, everywhere, and in control. Dragons ruled the lands below and the skies above. Humans where herded as cattle to feed the ever hungry dragons. Dragons lived in luxury with multitude of slaves ranging from humans, orcs, dwarves, elves and more.

Giants where the dragons faithful servants and generals of their armies. Giants revered the dragons and worshiped the dragon gods. The giants had many cities built by them for the dragons and themselves. One of the most famous buildings the Giants made was the Temple of the Dragon Gods, a place of such beauty and craftsmanship all where in awe. The Temples was a place of dedication and worship of the dragon gods, no matter how evil or good, all respected this place.

Evil dragons were vicious rulers torturing slaves and working them to death. Good dragons had slaves also, but where more generous and kind. Neutral dragons, such as the Gem dragons in particular, felt pity for the human slaves. But they also feared them for they saw great potential to usurp the dragon's rule. Instead of killing them, they gained the humans' trust, which paid off in the end since the gem dragons were practically ignored in the War of Humanity. Many human refugees were freed from the Gem dragon's rule. These humans fled to the dwarven Empire of Dretharn, the elven Empire of Suu'schelay (pronounced 'Soo-Sha-Ley'), or the orc nation of Ythkack.

Over the years more humans fled to these safe havens for protection and freedom form the dragon's oppressive rule and stomachs. The dragons at first didn't care; they would eventually topple the other races' empires. They saw that these races on their own are weak, but together can pose a serious threat. The dragons prepared to fight. They needed more capable and smaller generals than the giants. The dragons forced many humans and other slaves to breed, and created half-dragons. These half-dragons where a sight to see, they commanded vast armies, and were strong soldiers, fearless in battle. The dwarves, elves, and orcs saw what was happening and allied to protect their existence. The Triad, as they are to be known, where not able to defeat the dragons and their armies, but they didn't care, to be defeated in battle was a better fate than to be a slave. The War of Humanity lasted for decades, with each passing year the dragons inched closer to victory.

The half-dragons, enslaving the humans and other races felt pity, remorse, and guilt. They saw a glimpse of what will be if the dragons won, and they did not want it to be this way. Humans where their half-kin and they felt bad for them being slaves, and food.

The half-dragons went turncoat and attacked their masters. The dragons divulging and celebrating their near-victory where caught surprised by the uprising half-dragons. As the dragons and half-dragons fought the Triad saw there opportunity and attacked, joining the half-dragons in their fight. Many dragons died, and countless more non-dragons died during the massive battle. Eventually the dragons where defeated, ending their control. The dwarves, elves, and orcs then expanded their territories of the newly uncontrolled lands ushering a new age, the Trinity Age.[/spoiler]

Stargate525

Hey, saw that you got the showcase, good on ya. I'll review the stuff you wanted, since that' all I've got time for right now, but I promise I'll try and get to the other stuff.

The Mind War

The first thing that hit me is that you have a negative year count. That's just odd. Usually the years count downward or count upward, not negative. That's a bit jarring, although it's really your choice. 'the people agreed with to seal psionics, which would later be known as the Sealing' sounds really bad. I would replace the first sealing with something else, as right now you're giving us a rather obvious truism (two is two, killing someone shall be known as killing, etc.) I like the thematics provided by a week-long battle, but unless the two sides agreed to pull back and sleep every night, which I don't see the illithids doing, this is terribly unrealistic. 'be it psionic items, people, creatures, and so on' Remove the so on, it's not neccesarry. Also, by sealing off, do you mean that the items lost their powers, or were literally sealed off, making them all simply vanish?

And either remove psyionics completely, or not at all. Having a few survive defeats the purpose, and seems to me to be a rather obvious gimmick to allow psyionics back in, as an excuse for DMs.

CE, I like, although tradition would say to use the old standard for any year occuring before that, instead of a negative number.

Aberoth
First question, does the total population include the undead or no?

the first paragraph is confusing. You seem to be flipflopping between 'they're servants' and 'they're full citizens.' Pick one, it'll go much cleaner.

So are these undead special, not being mindless? and do they ever get released from this? As it currently stands, unless you've got somehting killing off lots of undead, you'll soon run out of living space, not to mention the fertility of the land.

I like that you treat orcs as mildly intelligent, but why didn't the king simply finish the job when he had the chance, or simply raise up an army of undead from the presumably slaughtered citizens within their walls?

You've got a clan of vampires that raids entire CIVILIZATIONS? for SPORT? WHY are these guys not in control of at least a whole country?

Canathra Desert
My first question is why people are fighting over a desert, but I recon I'll get to that soon enough. My other question is why two nations that are so alike I will likely get confused would be fighting each other in the first place?

'The continent Rumai owns Kanea.' I'm confused. By continent, do you mean continent-stretching empire?

'Most of the land is inhabitable because of the lack of water and the frequent attacks from monsters.' I could be wrong, but I think you meant 'uninhabitable.'

All logic aside, if the peaks are as uninhabitable as the desert, which you seem to assert, HOW are extensive mining operations carried out there without massive supply lines?

'The Gnoll Stronghold lies within the Shardian Mountains. It was once a place controlled by gnolls.' The only thing I could think of when seeing this was literally 'no s**t Sherlock.' It seems to be a recurring pattern in your prose style, but if the name gives a clear indication of something, PLEASe don't restate it later on. It makes it sound like you're playing to an audience of idiots.

...that's all I got to, but I will hit the rest of the listed ones later.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

...okay, back into Soullos for me...

Lunar

Small disclaimer at the beginning of this; I don't like the implementation that lycanthropes got in D&D, so I might be tainted if it sticks close. Moving on!

I've got to say, I really like your regions textblock. Gives some good information right away. One question, how did you calculate the population, or did you just put it in randomly?

I like the concept of the mist quite a lot. I'm eager to see what the cause of it is. How thick is it? A light mist? Pea soup? Why haven't the lycanthropes joined together, since the mist gives them complete control? Or are all lycanthropes in your setting evil?

Small note, then giving years, you always put 'about' in front of it. Just give the number and be certain about it.

I'm a bit concerned about the 'randomly chosen by Dm' thing for the mist. I'd suggest making it a low percentage per hour (10-15%), then the save.

Magic (YAY!)
I love the fluff text, tying dragons directly into the energies of magic. Just curious, does a dragon dying violently create a 'nova' of magical energy as all of his blood is poured out at once?

Your classes section seems a bit ho-hum. I would have liked to see more tie-in with the dragons, as you had a good thing going there.

your divine magic seems exactly the same as standard PHB. Pity.

Psionics and Incarnum I have no experience with, but I need to say it here again. Was the Sealing a banishment of all psionic energy, or simply a repression? Make it more clear please, and don't say all psionics was lost and then a sentence later say how it affects the world today.

BEER! (YAY!)
Despite some of the physical inplausibility of the drinks (rose petals?), the flavor seems good so far, pardon the pun.

I really, really wish someone would call it something other than Dwarven Ale.

Your lingo on Silver wine confuses me. You don't brew wine, you ferment it, and what does 'at least once a month' mean in that context? That the wine should be fermented under a full moon?

I find it reather odd that mead, which is brewed with honey, can be found bitter.

in golden ale, what's the difference between edible gold and regular?

I skipped the crunch on beer, since I don't personal see it as needed beyond fortitude saves.
My Setting: Dilandri, The World of Five
Badges:

Lmns Crn

Big strokes first: tell me more about the sealing of psionics. It was done deliberately as a defense against mindflayers. How was it accomplished? Why did the archmagi need the consent of "the people"? How did it happen without the consent of powerful psionic creatures like the gem dragons, and could it happen again (say, to neutralize the gem dragons as threats to the rest of the world?) Did psionic items and individuals simply lose their power, or were they somehow removed from the mortal world (you say they were locked away from reach in the hands of mortals, which is somewhat confusing wording.)

I like the way it sets up the gem dragons as antagonists with a motive for vengeance. There's hubris there, with a lot of power behind it, and I think it's believable. (Are gem dragons some kind of WotC product, or did you invent them?) I also like that their overlord Sardior seems to have a great deal of complexity to him; he's clearly an "of something" deity, but there's much more to him than a drive to promote psionics and increase his own power. Which is nice. I'd like to hear more about him.

You have a general sort of flair for small elements, I think. There are little ideas that recur and tie things together, and I think this is the sort of thing that players can latch easily onto. My large-scale impressions involve a lot of unpredictability and fun sorts of details, without being meticulous or bogged down by minutae.

I am looking forward to reading further.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Jharviss

This is looking like a pretty solid D&D world so far.  There's obviously a lot, so I haven't gotten all the way through it, but there are a couple comments I'd like to make while I update myself.

First, is CE common era?  Is that a temporary placeholder?  I could see something like SS (Since Sealing) or PS (Psionic Sealing, not Post-Script, though it could be Post-Sealing).  Just my thought.  If it isn't common era, what is it and where did I miss it?

Also, I was looking at Lunar.  Couple questions--

Reading over the history of the continent-nation (it says continent in the description; is it supposed to be nation?), it says that there has been lycanthrope ravaging since such-and-such.  Unless I did my math wrong, this has been going on for some 1,500 years.  Is that correct?  That's crazy!  I can't imagine a standstill like that lasting for 1,500 years.  Of course, a nation being 4,000 years old is crazy all by itself.

Of course, that's by Earth standards.

Out of curiousity, what's the ratio of normal vs. lycanthropes?  It seems to me that in any nation with a large enough population of lycanthropes to make leaving city walls scary that the lycanthropes would just take over.  What's the deal here?

Thanks!