• Welcome to The Campaign Builder's Guild.
 

World of Axa

Started by snakefing, September 21, 2006, 11:21:09 PM

Previous topic - Next topic

snakefing

As far as gods go, I was thinking primarily Sin, Shamash, Hadad, Erishkigal. There are lots of gods in this part of the world, and over the course of time they kind of morphed into each other to varying degrees. So it's not really possibly to settle on a single canonical pantheon. I'll just choose what fits.

My thinking here is at an early stage, but it runs along these lines:
[spoiler=Oupun]
On the globe view above, starting from the center line as 0 deg longitude, the Oupun lands run along the east coast of the large continent, starting about 15 deg S, 8 deg W and running to about 40 deg S, 0 deg W. (Each line of lat/long shown is 15 deg.)

Originally descended from nomadic groups further to the west (the high plateaus around 30 deg S, 30 deg W), the Oupun migrated to the lowlands long ago, and eventually began a more settled, agrarian life. Shamash and Sin (sun and moon) were the chief deities of this period. Here there is a split between the cultural groups, as the nomads retain Sin as the chief deity, while Shamash became more important for their more settled cousins.

At this point in history, the Hellenes began their expansion into Oupun lands. At first, the Oupun welcomed trade with the Hellenes, and many migrated to the colonial cities they built. But over time as the Hellenes began to expand their control over the territory, the Oupun warlords began to feel threatened.

Finally, a sufficient number of the Oupun were united under a common banner to start pushing the Hellenes back. There was a period of stalemate, as the Hellenes controlled coastal cities and the Oupun ruled inland areas. Eventually, the Oupun managed to build enough of a navy to weaken the Hellenes' hold over the sea. With this blow, the Hellenic colonies could not be effectively defended and the empire collapsed.

I've still got some thinking to do about culture and politics. I know that the Oupun make heavy use of war chariots and generally heavier armor. Also, the geography permits greater trade with the interior, giving them some better access to exotic trade goods from the other side of the continent.
[/spoiler]
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

snakefing

Dwarfish races
There are two major branches of the dwarfish races. Both range in height from about 1.3 to 1.6 m. Mountain dwarfs are stockier and tend towrd ruddy complexions and fair hair. Contrary to common rumor, their women do not, in fact, sport beards. Hill dwarfs (also known as gnomes in some parts) tend to be slightly shorter, with darker hair and slimmer builds.

Racial characteristics for these races vary a good bit from the SRD versions. I'll add more on that later.

[spoiler=Mountain Dwarf]
These folk typically settle in mountain valleys. They don't actually live underground, despite the impression that outsiders may get. In fact, they build their cities partly on the mountain slopes and partly within the mountain, to conserve as much of the valley floor as possible. From a distance, a dwarfish city can be hard to see, but as you approach you'll suddenly realize that an entire mountain has been carved up and built up to create their homes.  Because their cities are oriented vertically along mountain slopes, they are not laid out at all like most human cities. The welter of stairs, tunnels, ramps, flying buttresses, and bridges leading between courtyards, terraces, carved caverns, and great stone buildings is very disorienting to most outsiders.

Dwarfs do have substantial hard rock mining operations, with entrances often deep within the underground portions of their cities. In addition, they generally hunt, farm root vegetables and mushrooms, or raise pigs, goats, and sheep.

Generally, each dwarfish city is ruled independently. Governance varies, but rule by clan elders or hereditary monarchs are common forms. In some areas there are extended alliances or a High Council led by the Dwarfish High King. Dwarfs are avid merchants, but generally are not great travelers. They will welcome traders to their cities but prefer not to have to travel themselves.

Dwarfs tend toward dark complexion, dark brown or black hair, often with full beards. Their hair and especially their beards tend to grey at a young age. Dwarfs live only slightly longer than humans do.
[/spoiler]
[spoiler=Hill Dwarf / Gnome]
Basically a more pastoral version of the mountain dwarfs. They live in burrows that are partly dug into hillsides and partly built up like sod houses. They tend toward smaller towns and less grandiose buildings. Similarly, their personalities tend to be less boisterous.

Gnomes are much more widespread than mountain dwarfs, but because of their smaller settlements and more retiring nature they often go largely unnoticed. They can be found in small numbers throughout the western and northern continents of Axa. Physically they look like slightly shorter and less stocky versions of their mountain-dwelling cousins, usually running around 4 to 4 1/2 feet tall for the men. Their hair tends to be dark brown, with large noses and broad, good-natured faces, rarely with facial hair. Gnomes have a lifespan similar to the mountain dwarfs.

Because their burrows are partly underground and partly covered in sod, a gnomish village tends to be inconspicuous. Their carefully tended gardens and free-ranging fowl are the most immediately noticeable feature. Their villages are generally quiet and orderly places, very different from the noisy, vibrant, and dirty human towns. Governance is usually by some form of town meeting mechanism, though there are usually some village elders who can serve as spokes-gnomes when needed.

Culturally, gnomes are quite conservative and tend to shun excessive contact with corrupting outside influences. They are more than willing to trade with others, but unlike their cousins, they prefer to bring their goods to small, outlying villages or trading posts rather than let outsiders into their villages. If travelers do wander into one of their towns, they will usually be treated courteously but cautiously.

The great affinity that gnomes have for their pastoral surroundings tends to make them highly perceptive, and adept at not being seen or heard.
[/spoiler]
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

snakefing

(Updated with more information on dwarfish races.)

One of the things I am aiming for with this world is to make it largely unexplored, with a sense that there are things to be discovered, trade routes to be established, and unknown or unexpected things may possibly be just over the next mountain range. I wanted there to be lots of variety in the world, to help support that feel. Thus, villages of Gorgon-descended demi-humans in the Hellenic back-country, elves that are little more than wild savages, gnomes that could pop up just about anywhere. Semi-civilized beast men. Races like the Mahal or Omi who are mostly pretty human looking.

And all these groups should ideally have proper, well-defined cultures and relations with their neighbors. But lots of separation and fairly low-tech travel so there are lots of areas of unexplored wilderness.
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

snakefing

Major updates (above) on spirit magic. I've also created some placeholders there for future work.
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

snakefing

Okay, I've finally gotten some time to work on the Oupun. Just historical stuff so far, I'll need to come back to this for current events, politics, etc.

[spoiler=History of the Oupun]
History of the Oupun

The Oupun originally came from a nomadic culture that still persists in the high plateaus of Karazhan. In these interior lands, the alternation of seasons produced some very dramatic temperature changes. In the winter, the time of Shamash (the sun god) was generally spent at lower elevations, following the vast herds of urrakhmi (a large herd animal somewhat like a buffalo, now widely domesticated as a riding or draft animal). In the summer, the time of Sin (the moon god) was spent in the higher grasslands, where the urrakhmi herds summered. During this time, the nomadic folk tended to work and travel at night, especially during the time of the full moon. Thus, the two gods of Shamash and Sin were essentially equal, but worshipped differently at different times of the year.

Over time, the ancestors of the Oupun moved further down the plains into the river valleys nearer the coasts, giving up their nomadic ways and settling into agrarian communities. Their dependence on the moon waned, and Shamash became their dominant god. The old ways are still followed up in the remote highlands and foothills, however.

At this time, the Hellenes began their expansion southward, encountering the Oupun villages, still largely organized along clan and tribal lines. The Oupun began trading their grain and produce for wood, gems, spices, and manufactured goods. This brought increasing wealth and sophistication. Soon, the Oupun established a trading city at Nin-den-ili, near the coast and just south of the Hellenic colony at Esep. Here, Oupun craftsmen learned to improve their crafts of wood working, smelting and forging, and magic.

This period of harmonious trade soon ended, as the now expansionist Hellenic Empire began establishing coastal colonies in Oupun lands. At first, Oupun villagers flocked to the new cities, swelling their size and influence. As the Hellenes began expanding their hegemony inland, they began to experience some resistance from the Oupun clan leaders who felt the challenge to their power. For a long period, there was a tense standoff between the Hellenes controlling coastal lands, and disorganized clans and warlords based in the Oupun interior. The Hellenes had superior logistics and organization, but had no answer to the Oupun war chariots, drawn by massively strong battle-urrakhmi. In the open ground of the Oupun plains, their phalanxes would be crushed and scattered by the huge beasts.

This situation persisted for many generations, with periods alternating between open warfare and tense peace. The Hellenic control over the Oupun lands was finally broken by the legendary warlord Sudad the Great. He began by brutally subjugating the other Oupun clans, then raising a large army to capture and raze a minor Hellenic colony whose name is lost to history. At this site he eventually rebuilt the first real Oupun city, Ameket. The brutality of the attack sent fear into the Hellenic leaders, who appealed to the Emperor for aid. This led to the formation of the probably the largest Hellenic army ever fielded, which set out to march upriver to attack Sudadâ,¬,,¢s encampment. The cagy warrior set up a trap for them, bringing thousands of Oupun women into the camp to tend fires and generally make it look inhabited, while his main forces disappeared into the hills.

When the Hellenic attack came, they found only an empty camp with thousands of unarmed women. During the confusion, a large force of Oupun war chariots struck the Hellenesâ,¬,,¢ flank, while a smaller force of mounted warriors slipped behind their lines to encircle their headquarters and capture dozens of major Hellenic leaders and officers. Scattered, confused, and with their leaders held hostage, the Hellenic forces were forced to flee or capitulate. This left the Hellenic coastal city of Lionas essentially undefended. Sudad and his warriors marched downriver and captured the city almost without a fight. This time, instead of razing the city, Sudad established his main headquarters there, renaming the city Metesh, while he commissioned a new palace at Ameket.

With their land forces decimated, the Hellenes could only engage in naval harassment and small raids. Meanwhile, Sudadâ,¬,,¢s attention was distracted by the revolt of a number of his subordinate clans. The rest of Sudad the Greatâ,¬,,¢s reign was spent consolidating his power, and attracting the best warriors and priests to his new cities Ameket and Metesh.

Sudadâ,¬,,¢s son, Agat of Ameket, learned both the fierce pride of the Oupun, and also carefully studied the strategies and organization of the Hellenes. When his father died, he ascended to the throne, declaring himself, the Ishakhum (great leader) of the Oupun. He engaged in a brilliant lifelong campaign against the Hellenes, eventually driving them back as far as Esep. Under his leadership, the clans of the Oupun were first unified into the empire of Greater Oupun. To this day, it stretches from Esep in the north to the Dark Kingdom of Ngelebwali in the south, and inland across the plains of Marlil to the foothills of Karazhan. Over time, far-flung trading outposts have been established to trade with the dwarfish kingdoms in the northern mountains and their nomadic brethren in Karazhan.
[/spoiler]
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

snakefing

Just a bit on the beast men. They are inspired by a combination of features from standard D&D gnolls, bugbears, and hobgoblins.

[spoiler=Beast Men]
The so-called beast men are related to humans in some way, but are usually looked on as being a lesser sort. Despite this reputation, they are civilized in their own way. For the most part, they are concentrated in a few locales, but they frequently send forth parties of raiders and/or settlers, so they could be encountered just about anywhere.

There are three races of beast men. Though they can interbreed freely, they tend to keep to their own race. Each race has its own dialect, but they are closely enough related that they can communicate basic ideas with some difficulty.

The eastern breed of beast men call themselves F'rigan. (pronounced fuh-REE-guhn). They tend toward grey skin, with longish dark grey fur on their backs, upper arms, and thighs. Variations in hair and skin color are common. F'rigan who are born with mottled skin and fur are reputed to be naturally gifted as spell casters; they are often the shamans or sorcerers of F'rigan settlements.

F'rigan are tall and thin, with broad, flat faces and a slight protrustion of the jaw that is somewhat suggestive of a bestial snout. They retain vestigial tails. Other than this (and their fur) they appear fairly human. They can occasionally be found in settlements in and around humans in the Easthold.

F'rigans have fairly simple and communal social organiations, often lead by a respected elder or some kind of town council. They do not generally form extended political structures, although they do often have informal friendships or trade relations with nearby organizations. Because of their simple political structure, they are able to coexist within lands ruled by other races, as long as their way of life is respected.

[spoiler=Stat Block - Frigan]
This stat block is good for treating F'rigan warriors as monsters. However, they can take pretty much any PC class instead, with no level adjustment. Wizards in particular are rare, because F'rigan are not usually literate.

[table=F'rigan Beastman]
[tr][th]Size/Type[/th][td]Medium Humanoid (Beastman)[/td][/tr]
[tr][th]Hit Dice[/th][td]1d8+1 (6 hp)[/td][/tr]
[tr][th]Initiative[/th][td]+0[/td][/tr]
[tr][th]Speed[/th][td]10 m (30 ft)[/td][/tr]
[tr][th]Armor Class[/th][td]14 (+1 natural, +2 leather, +1 shield), touch 10, flat-footed 14[/td][/tr]
[tr][th]Base Attack/Grapple[/th][td]+1/+1[/td][/tr]
[tr][th]Attack[/th][td]weapon +1 melee (damage by weapon), shortbow +1 ranged (1d6/x3)[/td][/tr]
[tr][th]Full Attack[/th][td]weapon +1 melee (damage by weapon), shortbow +1 ranged (1d6/x3)[/td][/tr]
[tr][th]Space/Reach[/th][td]2 m (5 ft)[/td][/tr]
[tr][th]Special Attacks[/th][td]-[/td][/tr]
[tr][th]Special Qualities[/th][td]Darkvision 10 m[/td][/tr]
[tr][th]Saves[/th][td]+3 Fort, +0 Refl, +0 Will[/td][/tr]
[tr][th]Abilities (Racial mod)[/th][td]Str 11, Dex 10, Con 12 (+1), Int 10, Wis 10 (-1), Cha 10[/td][/tr]
[tr][th]Skills[/th][td]Survival +2, Listen +2, Spot +2[/td][/tr]
[tr][th]Feats[/th][td]Usually Power Attack or Point Blank Shot[/td][/tr]
[tr][th]Environment[/th][td]Subtropical hills and savannah[/td][/tr]
[tr][th]Organization[/th][td]Hunting parties, raiding parties, homesteads, villages, small cities[/td][/tr]
[tr][th]Challenge Rating[/th][td]1[/td][/tr]
[/table]
[/spoiler]

The western races of beastman all live on an island at the eastern and southern boundaries of the Ra'anic Sea. No other races live on this island. The southern part of this island is inhabited by the K'tanic race, while the northern part is home to the Menannic race.

The K'tanic race are shorter than other beastmen (about the same height as a human) but bulkier and more powerfully built. They have dense, coarse red-brown fur that covers most of their bodies, except the belly area. Their hands are fairly crude and have short claws. K'tanic warriors often sharpen their claws, giving them a natural weapon attack, but they prefer weapons when possible. Their jaws protrude in a much more bestial fashion than other beastmen, exposing their teeth and contributing to a very ferocious appearance.

K'tanic villages are usually ruled by the fiercest, cleverest warrior. They usually also include an adept or sorcerer who serves as healer, spell caster, and cultural leader. On occasion a K'tanic warlord may arise to subjugate several nearby villages, but this usually lasts only as long as the warlord lives.

K'tanic craftsmen can create crude but serviceable items of pottery, leather, tin, iron, and steel. Since they are island dwellers, they are usually strong swimmers and often knowledgeable fishermen. Their boats usually stay close to shore for fishing, but during the calm season they may voyage across the Ra'anic sea.

K'tanic beastmen are very fecund, and often a village will outgrow its resources. When this happens, it may split into two parts, with one part remaining and the other part setting forth to attempt to conquer neighboring lands, or sailing across the seas to raid or colonize other lands.

[spoiler=Stat Block - Ktanic]
This stat block is good for treating K'tanic warriors as monsters. However, they can take pretty much any PC class instead, with no level adjustment. Wizards in particular are essentially unknown, because K'tanic culture has not developed the scholarly pursuits.

[table=K'tanic Beastman]
[tr][th]Size/Type[/th][td]Medium Humanoid (Beastman)[/td][/tr]
[tr][th]Hit Dice[/th][td]1d8+1 (6 hp)[/td][/tr]
[tr][th]Initiative[/th][td]+0[/td][/tr]
[tr][th]Speed[/th][td]10 m (30 ft)[/td][/tr]
[tr][th]Armor Class[/th][td]14 (+1 natural, +2 leather, +1 shield), touch 10, flat-footed 14[/td][/tr]
[tr][th]Base Attack/Grapple[/th][td]+2/+2[/td][/tr]
[tr][th]Attack[/th][td]claws +2 melee (1d3+1/1d3+1), or weapon +2 melee (damage by weapon)[/td][/tr]
[tr][th]Full Attack[/th][td]claws +2 melee (1d3+1/1d3+1), weapon +2 melee (damage by weapon)[/td][/tr]
[tr][th]Space/Reach[/th][td]2 m (5 ft)[/td][/tr]
[tr][th]Special Attacks[/th][td]-[/td][/tr]
[tr][th]Special Qualities[/th][td]Darkvision 20 m[/td][/tr]
[tr][th]Saves[/th][td]+3 Fort, +0 Refl, +0 Will[/td][/tr]
[tr][th]Abilities (Racial mod)[/th][td]Str 12 (+1), Dex 10 (-1), Con 12 (+2), Int 9 (-1), Wis 11, Cha 9 (-1)[/td][/tr]
[tr][th]Skills[/th][td]Intimidate +2, Listen +2 or Spot +2, Swim +2[/td][/tr]
[tr][th]Feats[/th][td]Often Power Attack[/td][/tr]
[tr][th]Environment[/th][td]Subarctic hills and sea coasts[/td][/tr]
[tr][th]Organization[/th][td]Hunting parties, raiding parties, homesteads, villages[/td][/tr]
[tr][th]Challenge Rating[/th][td]1[/td][/tr]
[/table]
[/spoiler]

Menannic beastmen live on the same island as the K'tanics, but in the more tropical northern area. During the stormy season, this part of the island can be hit by extremely powerful winds that may rage for days. The beastmen of this area have adapted by building extremely strong, durable settlements. Everything they build is made to last, typically being made of stone or strong, heavy wood. Menannic settlements are distinctive clusters of stone or adobe compounds, looking very much like miniature fortresses.

Menannic beastmen sport sparse, spiky hair on their shoulders and upper back. The rest of their body is covered with very short, thin, fine fur. Their coloration ranges through shades of grey, black, and dark brown, with an occasional patch of white. They are slightly taller and leaner than their K'tanic neighbors, but with pronounced musculature. They lack the K'tanic claws, but they have long feet and often adopt a peculiar toe-walking gait. The Menannic hands are not fully developed, being designed for strength rather than fine dexterity. To compensate, they've developed a rather ingenious collection of specific tools designed for their hands.

Their craftsmen are expert in quarrying, cutting, and building with stone, as well as pottery. They also make functional fur, leather, wood, and metal items. However, they do not go in for decorative arts, so their items are plain and unadorned.

Like their K'tanic cousins, the Menannics are accomplished boaters and fishermen. However, during the stormy season they are usually quite limited in their ability to fish, so they've developed methods of drying and preserving their food. As is typical of the Menannic mind set, they tend to be a little obsessive with planning for the worst, so most Menannic homes have a fully-stocked cellar full of dried or pickled fish, meat, and vegetables, along with a supply of hard, dried biscuits.

[spoiler=Stat Block - Menannic]
This stat block is good for treating Menannic warriors as monsters. However, they can take pretty much any PC class instead, with no level adjustment. Wizards in particular are essentially unknown, because Menannic culture has not developed the scholarly pursuits.

[table=Menannic Beastman]
[tr][th]Size/Type[/th][td]Medium Humanoid (Beastman)[/td][/tr]
[tr][th]Hit Dice[/th][td]1d8 (5 hp)[/td][/tr]
[tr][th]Initiative[/th][td]+0[/td][/tr]
[tr][th]Speed[/th][td]10 m (30 ft)[/td][/tr]
[tr][th]Armor Class[/th][td]14 (+1 natural, +2 leather, +1 shield), touch 10, flat-footed 14[/td][/tr]
[tr][th]Base Attack/Grapple[/th][td]+2/+2[/td][/tr]
[tr][th]Attack[/th][td]claws +2 melee (1d3+1/1d3+1), or weapon +2 melee (damage +1 by weapon)[/td][/tr]
[tr][th]Full Attack[/th][td]claws +2 melee (1d3+1/1d3+1), or weapon +2 melee (damage +1 by weapon)[/td][/tr]
[tr][th]Space/Reach[/th][td]2 m (5 ft)[/td][/tr]
[tr][th]Special Attacks[/th][td]-[/td][/tr]
[tr][th]Special Qualities[/th][td]Darkvision 20 m[/td][/tr]
[tr][th]Saves[/th][td]+2 Fort, +0 Refl, +0 Will[/td][/tr]
[tr][th]Abilities (Racial mod)[/th][td]Str 13 (+2), Dex 10 (-1), Con 11 (+1), Int 10, Wis 10 (-1), Cha 9 (-1)[/td][/tr]
[tr][th]Skills[/th][td]Intimidate +2, Listen +2 or Spot +2, Jump +2[/td][/tr]
[tr][th]Feats[/th][td]Often Power Attack[/td][/tr]
[tr][th]Environment[/th][td]Subtropical hills and sea coasts[/td][/tr]
[tr][th]Organization[/th][td]Hunting parties, raiding parties, homesteads, villages, small towns[/td][/tr]
[tr][th]Challenge Rating[/th][td]1[/td][/tr]
[/table]
[/spoiler]

[/spoiler]

Anyone interested in drawing some pictures for me?
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

snakefing

Okay, a change of pace away from races and cultures, and back toward cosmology. Nothing changed, just an expansion on the earlier stuff.

[spoiler=Cosmology Revisited]
The aether is the ground of existence - basically the place in which things can be. There is nothing that is not in and of the aether.

Spirit and essence are the two kinds of things in the either. Spirit is pure will, with no substance, whereas essence is pure substance without will. Essence represents res, concrete existence, and must obey the Laws of Nature, except when coerced by an act of will. Spirit has the freedom to act as it will, but can be affected or constrained by the things of essence.

Originally all essence and spirit was as one, unified in the great oneness that was all existence and all consciousness at once. There came the great cataclysm, which scattered the essence and shattered the spirit. Eventually these coalesced and re-formed, but as many rather than as one.

A plane is a coalescence of essence. Between planes, where there is no essence, no thing can exist, because things are made of essence. Any thing traveling through the aether will tend to dissipate its essence and lose its identity, unless held together by powerful acts of will. But disembodied spirit can travel between planes. Most lesser spirits would be driven mad by such isolation, but more powerful spirits may survive, or even dwell in these regions.

The Laws of Nature that constrain essence are universal on all planes, but the shapes and forms of essence may vary wildly.

Axa is one such plane. It takes the form of a spherical planet, but there's no reason known to the sages that other planes might not have other forms. Axa is mostly inhabited by lesser spirits (such as plants, animals, and sapients) as well as some larger but rather diffuse spirits (the genii loci (sp?)).

The deities of Axa are greater spirits that for one reason or another either dwell in Axa or in the surrounding aether or nearby planes. After the great cataclysm, some sparks of spirit did coalesce into greater consciousness that possesses stronger will - a strong will that can survive without essence and has great power to manipulate essence in a variety of ways. Learned men dispute over the motivations and intentions of such spirits.

In addition to these spirits, there are lesser spirits that may serve the deities or have their own agendas. Among men, they go under a variety of names: djinn, demon, angel, saint, and others.

The races of Axa are all basically humans in a variety of different shapes and configurations. Even the beast men, as strange as they appear, are basically men. How they all came to be, and why they vary as much in appearance and mien, remains a mystery.
[/spoiler]
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.