• Welcome to The Campaign Builder's Guild.
 

News:

We're back!

Main Menu

Nahwaer

Started by Arnkel, March 17, 2006, 10:19:33 PM

Previous topic - Next topic

Arnkel

Loosely based on them is probably most appropriate. Since I am still creating, the Punavahtia are becoming a bit more like the Wendols from the movie the 13th warrior(which would have been in keeping with the Norse view of the "Evil forest dwelling sorcerers" that were the Saami peoples). I will be posting the full write ups for everything on my website, as soon as I can get it up and running.
"I like the vans without the windows"
-Killfrog

Arnkel

I made mention before that my Campaign is like Iron Heroes on Steroids(both here and at WotC's board), and now you are get to find out why. Not only are the races more powerful than the traditional d20 races, but the classes are also much more fearsome. When deciding on the classes, I often combined classes, keeping most, if not all of the abilities.

Arcane Magic Users:
High Wizard: Primarily Wercyn, this is the newest form of Arcane magic user(and it's been around for centuries). They have access to massive amounts of spells, and are given an arsenal of powerful magic items right at creation(primarily a sentient spellbook, a magic staff, and a shapeshifting familiar, all three of which grant further powers as the High Wizard gains levels). This class is a cross between the standard d20 Wizard, the  Arcanist from Iron Heroes, the Defilers of Dark Sun and a cocktail of feats that have been added as class abilities. High Wizards will probably have access to True Name magic.

Witch: The Oldest form of Magic User present on Nahwaer(and it is the only fully native form), Witches don't technically use Divine or Arcane magic(since their magic predates both varieties and has aspects of each), but instead use Natural Magic. This is primarily used by the Punavahtia and tribal peoples everywhere. It's also relatively common in the poorer Wercyn areas where the old religion holds sway and no High Wizard has been found. The witch gains multiple familiars, access to special Witch only domains, a sizable spell list, and  an Athame, which is a bladed magical item that evolves as the Witch levels up. In addition, Witches have access to

Sihiramon: A now nearly extinct form of Arcane magic used by the Vashaar(and only the Vashaar). The Sihiramon combine Defiling Magic(Dark Sun), The Warlock Class(Complete Arcane), The Sandshaper Prestige Class(Complete Arcane), Pact Magic(Tome of Magic 3.5e version, but I am replacing the old vestiges with campaign specific ones), Arcanist(Iron Heroes), and the Sha'ir Kit from Al'Qadim.

Sha'ir: This is basically the same as the 2e kit, but modified to compete with the other classes. This class is used by the Khajiim only.

Sorcerer: The sorcerer is actually 3 classes in one. At creation, the character chooses what bloodline he is a part of, and that determines whether he uses Divine magic, Arcane magic, or Psionics(His ability score that determines his spell allotment however is a new ability score entirely, called Bloodline). In addition, the Sorcerer is the only real spontaneous caster available. The sorcerer trades in his familiar for his Projection(which is a creature can affect reality even though it doesn't technically exist at all, and takes a form that reflects the physical/emotional state as well as the bloodline of the Sorcerer), gains powers as it levels depending on its ancestor, it also gains many of the powers of the Wilder class, such as wild surge.

Hedge Magician: Hedge Magicians are without a doubt lesser spellcasters who have less Arcane might than the High Wizards, but make up for this with their adaptibility and specialization in the lesser magics of Illusion and Divination. This class is similar to the bard in spell selection, but more like the traditional Wizard Class. Hedge Magicians gain the High Wizard's Familiar and a lesser version of the staff(or athame if the Hedge Magician chooses),  but lack the Grimoire ability. The Hedge magician also gains access to Shadow Magic(Tome of Magic 3.5e version)

Seidr: Practiced by Frusi and Wercyn women only, Seidr is the Arcane magic that the two peoples brought from their home far across the Eastern Sea. It is very similar to Witchcraft(The Punavahtia strongly influenced the practice), but the Seidr lack the domain abilities of the witch, instead having greater ties to the Landvaettir, or spirits. Seidr has a sizable spell list, but also grants access to heavily modified versions of Pact Magic, Truename Magic, and Shadow Magic.
"I like the vans without the windows"
-Killfrog

Arnkel

For those wanting a look at a map of Nahwaer it can be found at Ulfhednir.com in the Geography section. It will later be magnified as I describe each of the major countries and regions.
"I like the vans without the windows"
-Killfrog

SA

You've got vashaar.  WOOT.  'Nuff said.

A lot of people don't take the vashaar seriously, because they were rather poorly developed in the BoVD, but they have a great deal of potential to be truly horrifying.

Good luck with that.

Arnkel

The Kuomatelja
 Every Punavahtia child learns of the atrocities commited by the Vashaar against the Punavahtia, and how they were enslaved to serve as base stock for their vile experiments. The Punavahtia also tell the tale of how the Punavahtia gained there freedom . . . and caused the doom of all Nahwaer.
  The Noita, or witches of the Kansa(The name the Punavahtia take for themselves), called to the spirits of the land and pleaded that the spirits protect the people from the Perkele(Their name for the Vashaar). The spirits themselves were being enslaved by the Vashaar and did not answer the call. For many years the Perkele violated the Kansa and the land, until one Sorcerer(whose name has been lost to history) chose to turn his attentions to a young Kansa women by the name of Aiti. The Perkele lord raped Aiti and impregnated her. The Perkele took Aiti as his wife, and lavished her with gifts. The Noita saw this as a betrayal, and on the darkest night of the year they kidnapped Aiti and tore her baby from her womb. Aiti's Death Throes were so loud that it killed many of the Noita outright. After Aiti's blood stained the dirt, it was found that Aiti's child was still alive, even though he was only two full moons in the womb. The surviving Noita named the child Kuojälkeläinen. They hid placed Kuojälkeläinen in a magical sleep, deep within a cave where the last of the free spirits dwelled. The hatred of the spirits and of the Kansa warped Kuojälkeläinen. Generations of slavery passed, but the hatred of the spirits kept Kuojälkeläinen alive as they twisted him into a monster. Finally, the nightmares of Kuojälkeläinen caused by the land spirits grew to be so terrifying and warped him so much that Kuojälkeläinen broke free of the magical sleep. The free spirits scattered and warned the Noita of what had happened. The Noita went to Kuojälkeläinen's cave and used powerful magics to attempt to bring the beast under their control. Kuojälkeläinen killed many of them on their first attempt. The Noita were then forced to call once more upon the spirits of the land to aid them in bringing Kuojälkeläinen under control. They tricked Kuojälkeläinen, telling him that they saved Kuojälkeläinen from the Perkele and that they needed his aid to free the Kansa from the Perkele forever. Kuojälkeläinen agreed to help, and the first place targeted by the Noita was the Ziggurat city of Kuojälkeläinenâ,¬,,¢s father. For three days a fierce battle raged, but with Kuojälkeläinenâ,¬,,¢s aid, the Noita breached the inner sanctum of the Perkele Sorcerer. The Perkele recognized his son, despite the monstrous visage and beseeched his son to stop, using his own blood to fuel his magics. Kuojälkeläinen overcame the magic, and killed his father, but was struck a mortal blow in the process. Because he was now more spirit than man, Kuojälkeläinen fed off the dying energies of his father and absorbed his memories. Kuojälkeläinen realized he had been tricked and was driven by rage, his wounds suddenly healed, Kuojälkeläinen slew the Noita present and all his own chaotic Nature warped him into the Kuomatelja. What began was a decade long war on all the world, wherever the Kuomatelja walked death followed, and the Kuomatelja fed on carnage. The Vashaar were destroyed, their civilization devoured and burned. When the Kuomatelja finished with the Vashaar he turned on all that were left; the Kansa. The Kuomatelja chased the remaining Kansa tribes ever northwards, devouring and destroying all in his path. He sundered the land in many places, creating islands, or causing the Urth to shake creating mountains.
  Finally, the Kansa made it to the edge of the land, and were unable to flee any further. The 7 greatest Noita and the 7 Greatest warriors stood up to the Kuomatelja. The battle between them lasted many days, and in the end, the 14 heroes of the Kansa were unable to defeat the Kuomatelja. They bound themselves to the land, becoming as Kuomatelja, spirits of the land. They became the 14 great mountains that ring the valley of fire, and the Kuomatelja was bound to the very depths of the Urth, drowning in a lake of fire.
   Every year, 15 young Kansa are sent to the valley of fire; 7 Noita, 7 warriors, and 1 outcast. These are given to the spirits so that the 14 heroes may be renewed, and the Kuomatelja remains bound. An order of Guardians protects the vale and the mountains, and these are known as the Punavahtia. They travel throughout the Kansa lands, and many are powerful chieftains. It was a chance encounter with a lone Punavahtia and a miscommunication that resulted in the â,¬Å"civilizedâ,¬Â nations believing that the proper name for the Kansa is Punavahtia, a name the Kansa now bear with pride.
   
Game Notes
The Kuomatelja is a much more powerful version of the Tarrasque found in the MM.  In fact, it is a deity in its own right. Its avatar has among other things the Paragon Creature and Monster of Legend templates. This is one of the few legends that is actually based on events that did indeed occur in Nahwaerâ,¬,,¢s colorful history, as opposed to being based on superstitious nonsense. Sadly however, the other cultures do not believe the story considering it to be just a legend cooked up by hair brained savages.
  The Kuomatelja is present in no fewer than 3 religions. The first obviously is the Punavahtian faith, in which the Kuomatelia is seen as the instrument of the end of the world. The other faith present among the Punavahtia sees the Kuomatelja as a figure worthy of veneration and emulation. This cult works to free their trapped lord by undermining the Punavahtia and interrupting the yearly sacrifices. The last cult is an unlikely source. During the final decade of the Vashaar dominance, a series of prophets arose claiming that Kuomatelja was the mortal incarnation of Taâ,¬,,¢rasq, a minor deity of snakes and treachery within the Vashaar faith. Tarâ,¬,,¢asqâ,¬,,¢s followers claimed that the Kuomatelja was cleansing the world of the impure filth, and was merely starting with the Vashaar so the chosen would know who they were. The cult turned to diabolic alchemy(which, in and of itself was not unusual for the Vashaar) which transformed them into snakelike abominations. The name of this particular cult was Assathi Sarrukh Yuan-Ti which the new abominations took to be the name of their â,¬Å"enlightenedâ,¬Â state of existence. The cult eventually split up, and each branch of snake/vashaar hybrid took one part of the Old Cultâ,¬,,¢s name.
"I like the vans without the windows"
-Killfrog

CYMRO

Quote from: Salacious AngelYou've got vashaar.  WOOT.  'Nuff said.

A lot of people don't take the vashaar seriously, because they were rather poorly developed in the BoVD, but they have a great deal of potential to be truly horrifying.

Good luck with that.
:bulls:
I always found the Vashaar to be rather silly.  They are huuman, but EVIL.  What differentiates them from humankind?  They are EVIL!
 :chair:
 

Arnkel

I don't use the standard Book of Vile Darkness Vashaar. The Vashaar of Nahwaer are more closely related to Tieflings or humans with the Fiendish Template.
"I like the vans without the windows"
-Killfrog

Arnkel

The Dwarven War Machine
The Dwarven War Machine doesn't refer to the Dwarven MI(Mechanized Infantry) but instead to the Army, Navy, Cavalry, Air Force, Special Forces, etc. in its entirety. Because of the training the typical Dwarven soldier recieves, he is easily the equivalent of a standard d20 7-8th level fighter when he leaves "basic" training.

Kriegfuhrer.
This title traditionally belongs to the Dwarven King, and is a title held over from the tribal days when the dwarves first unified as a species. This title gives the bearer supreme command over the entire military, and during wartime over the entire dwarven population.

Generalfeldmarschall(Infantry)
This title is traditionally held by the Heir to the throne. In theory, the  Generalfeldmarschall of the Infantry is in charge of the Infantry, Engineers, Mechanized Infantry, and Duergar Infantry, but in reality he only holds direct sway over the Infantry, Engineers, and Mehcanized Infantry.

Generalfeldmarschall(Cavalry)
This title is usually held by the Overthane(the Dwarf that leads the council of thanes, the leaders of most prosperous or oldest clans that act as an advisory body to the King). The Post places the bearer in charge of both land and Aerial cavalry(the Aerial cavalry is virtually non-existant). The three strongest groups under his control are the Boar-mounted and Mammoth-mounted units. In theory, the Steeder mounted Duergar also fall under his perview, but since the appointment of the Reichsfuhrer, this is no longer the case.

Grossadmiral
The title of Grossadmiral is more than a little strange among the dwarves. Long known to dislike water, the Dwarven Navy swells or shrinks depending on the wealth of the Grossadmiral himself. The entire Dwarven Sea Navy is paid for by the Wealthiest Dwarven Merchant. However, the The Aerial Fleet is paid for by the crown, and Dwarven Zeppelins function as aerial platforms for the Marines that the Grossadmiral employees.

Reichsfuhrer
In theory, this title makes the bearer responsible to the Generalfeldmarschalls of both the Army and Cavalry. In reality, the Duergar clan is one of the most powerful because the King himself is said to be the Duergar Thane(The King however is not of Clan Duergar, he merely leads it as well as his own clan). The Dwarves of Clan Duergar are therefore often given the best equipment. The Duergar forces function as the shocktroops however, and often suffer the most severe losses of any dwarven military branch. It is not unheard of for a Duergar unit to be completely destroyed in the course of a mission.

Dwarven Infantry Types
(All dwarven military personel carry Dwarvencraft/Masterwork items)

Mountain Dwarven Infantry
 The average soldier in the army, the Dwarven Grenadier carries a Dwarven Waraxe, Dwarven Warspear, Extreme Shield, Chain Shirt, Dagger, and about 60 pounds of other gear. The Jäger, or raiders, only carry heavy metal shields, Dwarven Waraxe, chain shirt, a dagger, and about 50 pounds of gear. The Fusiliers carry a Handcannon, Dagger, Chain shirt and about 60 pounds of gear.

Mechanized Infantry
Mechanized Infantry comes in two types; Kanoier and Panzerschütze. The Kanoier are lightly armed, carrying a Handcannon, a dwarven waraxe, a heavy metal shield, a chain shirt, and about 60 pounds of additional gear. The Kanoier are more for support than anything else. The Panzerschütze on the other hand only carry daggers. However, the Panzerschütze pilot large metal constructs often referred to as Mechs. These large machines are similar to the Timber Wolf/Puma Mechs found in the Battletech RPG/Wargame.

Infantry Support
Everyone in the Dwarven Infantry fights. Additionally some of them may be medics, messengers, scouts, etc. but they all fight and merely have additional gear to the standard kits.

Mountain Dwarf Cavalry Units
Boar Cavalry
Favored for their all around utility, the Boar riders travel light carrying a Dwarf Waraxe, Chainmail armor, a dagger, a small metal shield, Chain barding, and roughly 100 pounds of other gear. Officers recieve better gear

Mammoth Cavalry
The War mammoths are only slightly less well armed than many of the MI's mechs. War mammoths are only used on the surface, and carry a crew of roughly 5 dwarves(4 warriors and 1 driver who is often an officer). Mountain Plate barding for the mammoth is considered standard and mountain plate armor is standard for its riders as well. Each warrior otherwise carries a Handcannor, Dwarven Waraxe, Heavy Metal Shield, dagger, and roughly 100 pounds of extra gear.

Other Forms of Mountain Dwarf Cavalry
There are in some instances Dwarves who ride ponies into battle, and in one instance a unit of Wyvern riders had formed(long gone now). The standard gear for these types is the same as boar cavalry.

Mountain Dwarf Naval Units
Mountain dwarf naval units change everytime a new Grossadmiral is appointed. They are usually outfitted with whatever is at hand. The Zepplins however, are state owned and piloted by those Naval officers loyal to the crown.

Duergar Units
Duergar Infantry
The Duergar infantry is very similar to the Mountain Dwarf Infantry except that they are armed with scale armor, Heavy Picks, Heavy Shields, light Crossbows, and about 60 pounds of gear. Duergar infantry that are part of the Royal guard carry light picks instead of the Heavy picks, and are usually invisible.

Duergar Steeder Cavalry
Duergar Steeder cavalry recieve the same gear as a Duergar infantryman, but they also recieve special saddles to hold them to their mounts. The Steeders go unarmored. It requires more than a year for a single steeder to be brought into service, and the rider himself must train his mount(see Ecology of the Steeder in Dragon 245).


Next time: The Hobgoblin Legions!
"I like the vans without the windows"
-Killfrog

Arnkel

(Note: parts of this have been ripped from other sources that I can't remember where I got them from)
Although the Goblin Empire has been crushed by the Dwarves, certain smaller, hidden Goblinoid city states have managed to continue much as they had before.

Hobgoblins are forced to â,¬Å"buyâ,¬Â their own equipment before becoming eligible for the armed services. This can be done in 3 ways:
-   The hobgoblin may work in the shops of the goblins as manual laborers for as long as it takes to earn enough money to buy his own equipment. This is the method used least, as Hobgoblins disdain manual labor.
-   The young hobgoblin may join with other young hobgoblins, run away from home and raid in foreign lands til they earn enough money. This is not an uncommon method, but not favored, as most never come back, dying at the hands of adventurers.
-   They agree to become the property of the army, gaining the equipment they need from the army itself. This is the most common method by which hobgoblins get their equipment. After the Death of the Hobgoblin, all his possessions revert to the ownership of the army, unless the Hobgoblin has amassed a fortune large enough to buy his freedom(which is his warrior lvl x 1500 gp).

The average Hobgoblin Legionnaire carries a Chain shirt/Laminated Banded Breastplate/Scalemail/Leather Breastplate(which form he gets depends on his rank and how much money he spends), Pilum, Tower Shield, Short Sword, Dagger, a saw, a wicker basket for shifting earth, a piece of rope or leather, a sickle and a pickaxe. The pickaxe is carried on the belt, its sharp edge in a bronze sheath, but the other items are carried on a forked pole, and the Hobgoblin carries this across his shoulder. In a few areas, some of this burden is occasionally born by a wagon train accompanying the legion.  The heaviest and most bulky piece of equipment is the leather tent. This is carried by mule, together with a pair of millstones for grinding the meal ration.
This Hobgoblin officer is distinguished from the rank and file by his uniform. He wears a corselet of a masterwork leather breastplate/Chain shirt/Banded mail. Below his corselet is a double-pleated kilt-like garment and on his shins he wears thin metal greaves. The Hobgoblin officer carries a shortsword. From his left shoulder, a masterwork cloak hangs in elegant folds. In his right hand he carries his emblem of office the twisted vine stick; vitis.
Generally a Hobgoblin centurion will be a very ornate and decorated figure, establishing his higher rank from that of the ordinary Hobgoblins. The legate and his staff officers are distinguished by their fine cloaks, dyed according to rank. They have their own, individual armor and uniform which is suited to their personal tastes.

I have an entire file based on the Hobgoblin Legions on my computer if anyone wants a copy, pm me ur e-mail addy and I'll send you a copy.
"I like the vans without the windows"
-Killfrog

Arnkel

The City of Westport
  The Jewel of Nahwaer, The city of Westport is the largest city on the continent. The city is located on the Pall river, at Garrison Falls. Home to roughly 50,000 people, Westport is the Religious and political hub of all Nahwaer. In addition, because of it's proximity to the Kha'jiim Sultanates, Westport is the center of all trade between Nahwaer and the lands far to the south and east.
  Westport is believed to have been originally the site of a Vashaar fortress, and a most illustrious one at that. Most sages agree that the deepest ruins discovered at this point indicate that originally, Westport was the Vashaar Fortress Ishâtemûqân, the very fortress responsible for the sinking of the Breton's homeland. Following the destruction of the Vashaar at the hands of a massive Punavahtia Slave rebellion, the fortress lay in ruins. The Punavahtia would not enter the ruins, claiming them to be cursed. The fortress degraded for a few hundred years before a stalwart band of explorers came from across the Eastern sea. They found the rather well placed fortifications and set up camp, marking it on their maps before they returned home. A few years later, the band returned with close to 500 settlers. On top of the old ruins(which was located on an island right at the edge of Garrison Falls), they constructed a huge keep. At the base of the falls they set up the first Wercyn settlement, which was called Westport. When the Empire that had sent the settlers collapsed, and the Nahwaerian colonies were forced to fend for themselves, the highest ranking military operative had been stationed at Westport, and crowned himself king. From Kingdom, to Republic, to Empire, to kingdoms again, Westport has grown and shrunk with the fortunes of the Wercyn people. During the reigns of the Two kings of the Great Kingdom, Westport served as the capital, and now it sits as the goal of any who would seek to take the throne again.
  Westport is also home to the two most influential churches of the Wercyn. The First, The Holy Wercyn Church is tradition-based, and very resistant to change. It is led by The Patriarch whose name I am gonna have to go check on. The Other Church, more of a heresy really is The Reformist Wercyn church, led in secret by Queen Mother Ilyra Spiritslayer of Adaire(daughter of the last King of the Great Kingdom, and a princess of the Alainn Sidhe). The Heresy teaches that King Aethelrad I is the son of Ilyra and The Voice of Heaven(a powerful celestial), and that therefore Aethelrad is the rightful head of the Holy Wercyn Church and the rightful heir to the Great Kingdom. Aethelrad has condemned the heresy, but knows nothing of his mother's involvement with the group.
  Westport holds the largest population of Thorciasid families, indeed, every major "Nest" of Thorciasid has a front here. Although sages estimate the total population of Westport to be 50,000, with less than 1% being Thorciasid, the reality is that there are close to 570,000 Thorciasid dwelling within the city(the majority of them living within the tunnels beneath the Mercantile Manors of the great families). This has resulted in a near stranglehold on Trade in Westport, as the Families have their appendages(because I hesitate to say fingers) in much of the shipping and land based trade organizations and guilds. The Two most powerful Nests, Family Massino and Family Bellafiore have recently begun to escalate their nest war. Apparently, hired thugs working for the Massino nest have begun to quietly take out Bellafiore Face-men(those few Thorciasid who show themselves publicly) working on the Northernmost docks. Alonzo Massino, the Don of the Massino Family has long been known to hold a grudge against  Gisella Bellafiore, the wife of Don Valentino Bellafiore, although the reasons for the grudge are not known. Alonzo has openly denied involvement in the murders, but Valentino is already starting to mobilize against Massino holdings both in Adaire, and in Massino controlled city-states. It probably wont be long before Bellafiore and Massino go head to head on the streets of Westport. Some have suggested that the murders have been made by Kha'jiim assassins known as Holy Slayers as the opening gambit to laying siege to Westport(and therefore, all of Nahwaer) itself, but there has been no known increased military presence in the waters by the Kha'jiim navy, so this is unlikely.
  More to come. . . .
"I like the vans without the windows"
-Killfrog

Arnkel

The Major Human Religions of Nahwaer

The Holy Wercyn Church
Leader: Patriarch Osric XVI(Male Human Aristocrat 20)
Clergy: Experts, Aristocrats, Crusaders, Missionaries
Worshippers: Just about everyone in Wercyn lands(Primarily Wercyn, Thorciasid, Certain Species of Rakasta, most types of Lupins, "civilized" Ratfolk, Aradan, and a handful of Hin clans)
Pantheon: Erech(Great Father of the Gods, the king of the Gods, the God of the Sun), Enamon(Lord of water, wisdom, creation, and fertility. Invented writing. Keeper of the divine laws. Created the first humans), Anya(Great Mother Goddess. Goddess of childbirth. Queen of the mountains), Annis(Goddess of love, fertility, procreation, and war. Queen of the beasts), Rutur(God of Justice), Sin(God of the Moon), Mur(God of the winds and lightning), Mekel(God of the plague, underworld, and fires), and Kasin(Goddess of brewing and alcohol). Additionally, hundreds of Fiends, Angels, and Saints serve as demigod and semi-divine figures for the faith.
Dogma: Back in the day, the Voice of Heaven(a powerful angelic servant of the pantheon) came down and declared that all peoples were to be united under the rule of a single church by decree of the Gods. Because the Gods are believed to be infallible(especially Erech, who the religion worships as a primary deity) the church is believed by the faithful to also be infallible. Additionally, the church proscribes to the doctrine of original sin in that man has yet to atone for its wicked pagan ways. Only through obeying the teachings of the church can one cleanse the sins of his pagan ancestors from his souls.
  Since the initial coming, The voice of heaven has only reappeared a few more times, to offer guidance to the church. He has not been seen by church sources for close to a full millenia.
  The Church teaches that the worst kind of people are halfbreeds, as their impure pagan blood taints that of those races closer to achieving paradise. While it is ok for two Human races to interbreed, it is not ok for things such as orcs or elves to breed.
  Additionally, the Holy Church believes that Bloodlines and blood abilities descend from the Gods, and are the Gods' way of showing divine right to lead. However, they also believe that without the sanctioning of the church, these powers mean little more than favor of the gods to serve as warriors for the faith.

The Reformist Wercyn Church
Leader: Queen Mother Ilyra Spiritslayer
Clergy: Experts, Aristocrats, Commoners, Crusaders, Missionaries
Worshippers: Anyone who believes that Aethelrad of Adaire is the son of the Voice of Heaven.
Pantheon: Same as the Holy Wercyn Church
Symbol: An upside down V.
Dogma: Almost exactly the same as the Holy Wercyn church except that the Wercyn are supposed to be united into a theocratic empire under the rule of Aethelrad III of the Great Kingdom(Aethelrad I of Adaire). The Church, they believe, is obsolete, now that this new messiah has appeared.

The Ways of the Frusi
Leader: NA
Clergy: Anyone who can afford to build and maintain a shrine or temple
Worshippers: The Frusi, as well as a few "backward" Wercyn
Pantheon: Odin, The Aesir(a tribe of violent gods including Thor), The Vanir(A tribe of slightly less violent gods), Loki(A powerful entity that spawned monsters and used to be an honorary god), The Jotun(A race of giants), and a slew of supernatural creatures. Additionally, Great heroes, nature spirits, and Ancestors are all worshipped as part of the faith. The  exact names vary by tribe.
Symbol: Many symbols for the faith exist. Most priests regardless of which god they choose as primary(IF they regard any as primary) choose to wear a small hammer shaped symbol called a Thorshammar, or hammer of Thor(considered to be the protector of Midgard). Additional common symbols include the sunwheel(a circle with a cross in it), a Valknott(3 interlocking triangles, worn primarily by followers of Odin), and the Aegishjalm(Helm of Aegis, the Vanir Sea God, additionally, this is not a true "holy symbol" but an occult symbol often associated with the religion)
Dogma: The People are descendents of the gods. The gods are imperfect, but they generally try to work for the benefit of their children. They inspire their children to live heroic lives(granted what is heroic to the average modern human of Earth is not necessarily what a Frusi of the Old Ways considers honorable).
  The Old Ways tell that bloodlines are merely the natural inheritence of heroic bloodlines, and that the strength of the Bloodline is a measure of how honored the family is and how likely it is that the bearer will ascend to the ranks of the honored dead in the afterlife(considering the number of blooded Frusi who die each year in battle, this seems to hold true).
Notes: This faith is very similar to many of the other "pagan" faiths, save that the names, placements, and emphasis of the particular deities' importance differ(sometimes rather dramatically). Almost all of these religions emphasize importance of family, tradition, and kinship with both the gods and the natural world(including nature spirits and ancestor worship).

The Church of the Prophets
Leader: Caliph Jalal ibn Asad
Clergy: Crusaders, Experts, Assassins, Commoners, Aristocrats, Missionaries
Worshippers: Just about Every Khajiim.
Pantheon: 99 ancient prophets, including Azim, Hakim, and Rahman, are all revered as nearly divine figures. However, a single god, whose name is not shared with outsiders is the only true divine being.
Symbol: A many pointed star(99 points in the most elaboratly made ones) called a Tariq.
Dogma: The belief is that the 99 divinely inspired prophets of some single god came together and pooled the resources of hundreds of the small desert tribes to come up with a body of knowledge that was eventually penned into a single holy book. This holy book has formed the basis of the entire religion, and the practitioners zealously follow the will of their god, as decreed to them by the Caliph, a blooded spiritual leader descended from one of the original 99 prophets.
  The Church of the prophets believes that bloodlines derive from the faith of the original 99 prophets, and that it is a sign for their rule over the Khajiim people.
"I like the vans without the windows"
-Killfrog

Arnkel

Magic of Nahwaer reprinted and modified here for ease of use. Please read to the bottem for a possible explanation to the Day of No Magic.

The Source
  The source of Nahwaer's magic, tie to the planes, and much of its supernatural wonders stems from an ancient Beholder device that was meant to grant the beholder race an edge in fighting the Psionically gifted races.
  Although no one is really sure what the device was supposed to do(The original beholder engineers who activated it were driven insane), what it DID do is generate a field that allows for people within the field(known as the Arcanosphere) to tap the field itself for supernatural powers.
  The device is NOT known to even exist by younger races such as Dragons, Dinosaurs, Humans, Elves, Halflings, etc.

The Destruction of Magic
  Unlike normal forms of energy, magic can be both created and destroyed. however, there is a price to
 be paid for it. When a creature or object holds a large amount of magical energy(since everyone knows it as mana already, I'll just continue to use the term) within it, the mana continues to generate more of itself if held in one object or being long enough(which is often fatal to living creatures, and is something that wizards refer to as Mana Burn). If a creature or object that is made of, or holds within it, a large amount of mana is suddenly killed or destroyed, it releases a backlash into the surrounding area charging everything within the area with mana often fatal to living organisms and destructive to objects(think Staff of the Magi). This is what causes wizard towers to collapse when you kill the wizard, or why heroes die after they have already defeated the terrible dragon adversary. Other supernatural creatures, such as Elves, Giants, and Outsiders suffer strange side effects when this occurs(with unnatural aging, blindness, or insanity in the worst cases).

Ley Lines and Power Nexuses
 Deep within the Earth lay strong currents of power, in which the Arcanosphere's radiation has built up over time, resulting in an easy-to-tap source of mana. These places are called Power Nexuses. Sometimes they are artificially created(By powerful wizards), but most often they are created where two or more ley lines converge, and the mana pools. Ley lines also occur both naturally and artificially. They traverse the land, often seemingly willy-nilly.

The Power of Belief
The only reason magicof any variety works at all on Nahwaer is because people believe in it. The Elves, Dragons, and Giants did not spring up on their own, nor did the gods. They are a direct byproduct of belief's effects on the Arcanosphere. In reality, none of them exist. This is why a demon can be utterly destroyed one day, but somehow be summoned by a wizard the next. Granted, the Arcanosphere has its own, internal logic, but this logic is not easily understood.

Raise Dead
 Since magic doesn't exist, some question the effects of the raise dead spells and rituals. Unlike a standard d20 campaign, there are additional problems that arise with raising the dead. First, the caster must be close with the deceased(as in have spent at least the last month or so living in close proximity to him). Additionally, he must physically go to the "Other Side" and bring the deceased back over to the land of the living. What is actually occuring is that a magical duplicate of the deceased based on the memory of the caster is being created. As a persons memory is often shaky, this is the reasoning behind the xp penalty and the time limit. This also explains why some people who have been raised act differently than from before they were raised.

The Types of Magic
-   Divine: Divine Magic stems from the power of the deities. It is the source of power used by the Ancient Giants. It can be used to fundamentally alter reality in large shocking ways. Divine magic however is one of the more dangerous forms of magic as it uses the psyche of the caster as well as those around him to work.
-   Natural: The Magic of Spirits and Fae. Also referred to as lesser magic, even though many of its effects can be devastating. The least physically dangerous to the caster, Natural magic prefers to just alter the flow of nature and physics rather than go against it. Believed to be the most common form of magic. This form of Magic is dangerous to the caster because it relies on tapping the natural reserves of magic stored within the caster himself.
-   Thaumaturgy: Thaumaturgical magic is a highly destructive magical discipline. It is also considered a very violent form of magic in which the practitioners in a sense rape the land for the energy needed to cast their spells. However, the world at large always carries a hidden danger and a wizard must be careful when using his abilities. The vast majority of the practitioners are High Wizards, who are organize magic into various schools of magic.

The Day of Dead Magic
  Once a year during the New Years festivities, for an entire day, starting at sundown the day before and ending at sundown that day, No magic functions anywhere on the planet. Creatures kept animate by magic either sleep through the entire period(if living), or appear lifeless and inanimate(as in the case of constructs and the undead). The Gods do not answer requests for spells, and wizards are unable to draw mana for the entire day. Magic items cease to function, as do bindings and the like.
  When the day is finished, certain things may or may not come back. Undead, constructs, and magic items must make a check, either a will save or a chost check(combine the total price in gp and xp and divide the sum by 1000, rounding all fractions up to 1) vs. a DC of 10. Those who fail lose their magic permanantly. Other than this, the Day of No magic functions exactly as the Day of Dread from Mystara.

The Cause of the Day of No Magic
 Deeper than any of the races have ever gone, and behind locked doors that haven't been disturbed since the great war between the Beholders and the elder races, is a compound built of alien alloys capable of resisting any sort of forced entry that any race currently living on Urth can muster. Within the compound is a tomb, where the last final ravings of the ancient beholder engineers resulted in their demises at one another's hands. There exists a large, central chamber, spherical in nature, with a series of prongs jutting from each surface pointing towards the center of the sphere. These prongs glow orangish-red as if they had been heated to forging temperatures but are cool to the touch. beside these prongs exist little objects that look like the little capsules doctors proscribe. The capsules may have been whole at one point, but most of them are burst open. Within each capsule is a mound of lichen like substance that glows softly. Every now and again, the glow intensifies, and appears to be sucked into the sphere itself by two little wires or small tubes at the base of the capsule, and are transferred to the prongs. The prongs then crackle with energy and fire a red laser like beam to the very center of the sphere. The Laser flashes into a ball of red light crossed by electrical emanations encircling it before winking out of existence. There seems to be no rhyme or reason to when this occurs.
  Once a year, on the Day of no magic, the lichen in the burst capsules grow long flower-like stalks and release spores into the air of the sphere. When the prongs attempt to shoot the laser beams, the beams themselves fall apart as they come into contact with the spores which clog the air. The beams never make it to the center of the sphere, so there is no red ball of energy. Somehow, this causes magic not to function. Or at least, it's our very best guess.
"I like the vans without the windows"
-Killfrog

CYMRO

QuoteWhen the day is finished, certain things may or may not come back. Undead, constructs, and magic items must make a check, either a will save or a chost check(combine the total price in gp and xp and divide the sum by 1000, rounding all fractions up to 1) vs. a DC of 10.

That could be a bit harsh on one's gear.  What is your experience with this?  Any really bad Days for a party and their stuff?

Arnkel

I play campaigns with very very small amounts of magic gear. If I hand out more than 1 non-consumable magic item every 4-5 adventures I'm running a monty haul. Wizards in my campaign rarely waste the precious energy required of them(since I require them to go out and FIND the things they need to make any magic item, you can't just go to the local pawn shop and buy cockatrice feathers you know). each magic item has a rather detailed background and was probably created for a very specific purpose. Thus far the only things any party has lost because of this are a couple of potions that they really weren't using anyway.
"I like the vans without the windows"
-Killfrog