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Thaliin: War of Heroes

Started by Tao, September 26, 2006, 01:49:00 AM

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Tao

PLEASE, DO NOT BE AFRAID TO COMMENT, CRITIQUE, OR MOCK MY CAMPAIGN SETTING.

Thaliin. A world of spirits and mortals, intertwined in an eternal struggle to reach their potential. It is said that every mortal being of Thaliin, whether human or goblin, wolf or deer, tree or flower, has an immortal spirit with infinite potential. Those who learn their true station in the universe are said to be granted peace and glory in the Realm of the Ascended, while those who do not learn their true calling must repeat the experiment known as mortality until they have. The Great Wheel is guarded by the Celestial Court, a pantheon of ascended gods who watch over the natural processes of the world without interfering in the affairs and destinies of the mortals of Thaliin.

Thousands of years ago, the mortal realm was threatened by a cabal of powerful spirits determined to claim this world as their own. These spirits came in the form of conquerors, aided by mighty elven warriors and great chromatic dragons who waged war against their brethren for decades until they were finally driven back by a mighty army led by the Platinum Dragon. Though their plans of conquest never came to fruition, the evil magic wielded by these dark spirits left a taint on the land, scarring the earth and leaving behind the unnatural Shadowlands. The dark magics that lingered in the Shadowlands transformed the elves who had allied with the evil spirits into dark and sinister beings and warped even the wild beasts into twisted abominations. As punishment for their misdeeds, these evil spirits lost their place within the Great Wheel and were banished to the Realm of Shadows, doomed to become the first demons.

Several millenia passed, and the land of Thaliin once again prospered. Though territorial battles occurred as the younger races met for the first time, the world remained in a state of relative innocence. The ancient elven empire guarded the Shadowlands and charted the paths of the planes through the night sky, ever wary of their dark elven brethren and their far more insidious masters. This era of peace, they knew, would not last. Thousands of years after the first Demon Wars, the elves were proven correct, as the demons of the Realm of Shadows once again attempted to assert their dominance, taking their war to the Realm of Spirits and the very doors of the Celestial Couty. With the gods of the Celestial Court distracted by a civil war in the Realm of Spirits, the demons were able to once again influence the mortal realm. Though unable to cross into the mortal world directly, the demons sought allies in the goblinoid tribes of the far south. Enticing them with visions of power and glory, the demons were able to create a powerful, united army that marched forth against their enemies to the north. Armed with magical weapons forged in the Realm of Shadows, the goblinoids quickly conquered much of Thaliin.

Unprepared for the sudden onslaught of the goblinoid hordes, the northern races were nearly destroyed in the early days of the war. After years of fighting, the advance of the goblinoid army was finally slowed.  Financed by the gnomish nation of Winterhold, the allied army of humans, dwarves, gnomes, fey, halflings, and orcs pushed back the goblinoid assault. After several centuries, many believe that the worst of the war is over. Though battles still rage in the southern pass between the homelands of the dwarves and that of the goblins, the more ferocious battles are now fought within the halls of government, as the allied nations slowly find that they have very little in common except for a desire for self preservation. Lands lost in the centuries of warring have yet to be recovered, and the tenuous alliances forged in battle are beginning to weaken.  Demons and devils still lay seige to the very gates of heaven and powerful fiends have once again begun to mettle in the affairs of mortals.  

It is a time of war and a time for heroes.

Numinous

Wow, I see a lot has changed since the Wizards bords, eh Tao?  Good to see you here anyway.  Are you still looking to publish?

How wek are your gods in this setting?  It appears they're not the almighty, smite-anything kind, as they're actually distracted by a fight with devils.

Are you still using the Planescape cosmology?  And if you are, did you change around the home planes of certain outsiders?

Seems like you changed some things up, I look forward to seeing more.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Fatum

I think this is a great start, very chaotic setting by first glance.
ââ,¬Å"And when I shall die, take him and cut him out in little stars and he will make the face of heaven so fine. That all the world will be in love with night and pay no worship to the garish sun.ââ,¬Â

- Night Reign: A High Fantasy Dark Gothic Setting

Tao

Yeah... the setting is slowly developing, and I decided to try and make it a bit more dynamic.  The major problem at this point is reigning things in so that it isn't too much too fast.  But, yes.  I am still hoping to publish this eventually, if only so that I can say that I did it.

The gods are not as almighty as most settings, and the lords of the demons and devils are gods in their own right.  So, yes... the members of the Celestial Court and the Ascended Council are a bit worried.  I have developed the pantheon quite a bit at this point, including the methods of ascension, but I still need to fine tune it.  I may post a bit of the pantheon at a later date.

The planar geography has been altered quite a bit.  There are, in essence, only four major planes (though I use the term Realms within the flavor text) as well as the material, astral, and ethereal planes.  The four major realms are the Realm of Shadow, Realm of the Ascended, the Spirit Realm, and the Mortal (or Material) Realm.  The Realms are associated with celestial bodies that can be seen from the world of Thaliin (and the gods are identified with constellations).  The Realm of the Ascended lies within the sun.  The Spirit Realm is a bright silver moon.  The Realm of Shadow is a blood red satelite that is in a very slow and irregular orbit, orbitting the planet once every few millenia.  The appearance of the "Demon Moon" is always the beginning of a time of troubles.  

Again, this is still early in development and may change as I continue to write and develop.  Actually playtesting the setting is going to help quite a bit, and my normal group is switching over as soon as we finish our current story arc (which is in a more generic setting).  I am also considering adding some co-writers to the project, if I manage to find someone interested in publishing it, which will almost certainly change the face of some elements of the setting.

Numinous

I'd like to see your pantheons when they're done, or at least started.  Generally, deities and the approach to godliness are my favorite parts of a setting.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Tao

Well... I just finished rewriting the Creation Myths... so that's a start...

Thaliin is a world with many creation myths, each of which is equally true, yet equally incomplete. The truth lies somewhere between its various incarnations, and is often far less fantastical than the stories that it has inspired.

The Origin of the Universe and of the Watcher
Taken from the holy tomes of the Order of Balance, "Beginning of Times" written by Grand Regent Kevalia XI in 4,270 aR (after Remembrance).

In the time before times, there was matter and spirit floating free in an unorganized mass that was older than time and larger than the sum of its eventual part. As time flowed forward, as it always does, the very chaos of the universe spawned the First, a great being whose thirst for knowledge was without bounds. The First, disgusted at the state of the universe, took it upon himself to forge the worlds from the primordial chaos. From the material of the universe he shaped the planets: the rocks and water and air and earth. He organized the spiritual matter into eternal sparks of divinity, capable of one day becoming as he was. The greatest of these, he called gods and kings. Where the divine met the material there was life, both animal and plant. When his work was finished, the First left the universe of his creation and took his place amongst the stars, becoming the eternal Watcher. There, on his great throne, he sits today, observing the worlds and spirits of his creation, waiting for the time when they grow worthy of his great presence.

The Origin of Thaliin and of the Celestial Court
Taken from the oral traditions of the humans and halflings.

In the beginning of time, when the earth was still hot, there arose a Great Bear, whose wisdom and power were without bounds. Knowing that this world was unpleasant and that he would ever be alone in such a vile place, the Great Bear cooled the land with his tears, creating the dry land and the seas. He sculpted the earth with his great claws, forming mountains and valleys and rivers, and beautiful lands wherever he passed. When his work was finished, the Great Bear let forth a great growl, calling forth beings like himself to view his world. The first to answer was the Lion, a powerful creature with the face of the sun. After the Lion came the Wolf, a beautiful creature with the silver coat of the moon. The Lion and the Wolf created the animals and plants, completing the world created by the Bear. When the world was complete, each gave the inhabitants a single gift. The Lion gave them the power to create, and blessed them that they would use it for good. The Wolf gave them the power to destroy and to eventually leave this world to join her in the Realm of the Spirits. Finally, the Bear gave them the ability to learn and to develop, and left them the promise that should they learn all that was required of them that he would further bless them with the divine power that he himself had.

Tao

eh... bonus... I figure I might as well post some of the actual deities... since you asked so nicely.  I don't have all the details of the Infernal Host yet (actually, I only have the fallen members of the Court and Council... I still need to write up the demon and devil gods), so you're only getting some of the good guys.

THE WATCHER
The Watcher is the supreme god, who existed before all things and is said to have organized all matter into their current recognizable forms. It is said that he also gave life to the first spirit, the Great Bear and that he gave him dominion over all that existed in the Mortal Realm and all that would exist in his Spirit Realm. He also gave the original gods the power to create new life from the raw power of the elements and the knowledge they would need to govern their new realm. It is rumored that he then disappeared and has not been seen since. Some believe that the Watcher exists still, on some distant plane, silently watching his creations. Others do not believe in the Watcher at all, believing him to be simply another incarnation of the Great Bear.


THE CELESTIAL COURT
The deities that make up the Celestial Court are the rightful gods of the Material Plane, having been granted their dominion by the Watcher and the Great Bear. The gods of the Celestial Court form a tight pantheon, responsible for all that is natural and good in the world. Though they care greatly for the inhabitants of Thaliin, they adhere to a strict code that does not permit them to directly interfere with the affairs of mortals. They also are the caretakers of the Great Wheel, a process through which mortals may advance towards divinity. Each god in the Celestial Court has dominion over certain aspects of the Great Wheel, and each has the power to nominate mortals to ascension as part of the Ascended Council, though only the Great Bear may grant a mortal a seat on the Celestial Court. The Celestial Court and Ascended Council strongly oppose the Infernal Host and fight their influence to the best of their ability. The Celestial Court may be worshipped as a pantheon, and clerics of the Celestial Court have access to any domain granted by a god of the pantheon. The favored weapon of the pantheon, as a whole, is the longsword.

The Great Bear
The Great Bear is god of strength, the earth, and war. He is the patron deity of honorable hunters and warriors. His worshippers include good fighter, barbarians, and monks. Oddly enough, the Great Bear is also considered to be one of the most introspective of the human deities, and his clerics are expected to exercise their minds as well as their bodies. He is said to be the first god and the god of the earth. It is said that his claws shaped both mountain and sea and his great roar awakened the goddess of the moon and the god of the sun. He is also credited with the creation of lycanthropes, to unite the creations of the Lion and the Wolf. He is most often pictured as an immensely powerful and deeply tanned human with friendly blue eyes and a shaved head. He is also pictured as an enormous bronze colored bear. His clerics teach of the importance of honor and courage, as well as the value of asceticism. In fact, many of his clerics take a vow against the use of weapons and armor, which is demonstrated by the symbolic shaving of their heads. He is lawful neutral and is associated with the domains of Earth, Strength, and Protection. His favored weapon is the unarmed attack or natural weapon.

The Golden Lion
The Golden Lion is the god of the sun, healing, community, and civilization. He is the deity most associated with the southern tribes of humans and is regarded as the creator of humankind. He is the most commonly worshipped deity amongst the rangers, paladins, and monks of southern Greenplaines. He is depicted most often as a generous old man with strong features and long golden hair and beard. He is sometimes represented as a white lion with a mane of gold. His clerics are known for their devotion, and teach of the importance of mercy, love, faith, and obedience. His followers believe in the concept of progress through work and often look down on those who would rather scheme and plot than work for the good of their community. The Golden Lion is lawful good and is associated with the domains of Good, Healing, Protection, and Sun. His favored weapon is the bastard sword.

The Silver Wolf
The Silver Wolf is the goddess of the moon, the woodlands, and the hunt. She is the deity most often worshipped by the northern human tribes and is the patron goddess of all those who dwell in the forest. The Wolf is the goddess most often worshipped by rangers and druids of the northern woods. She is considered by her human worshippers to be the creator of all the worldâ,¬,,¢s animals and the protector of the Great Wheel. She is seen as the goddess of death, and it is said that she guides the departed spirits to their next destination, whether it be the Realm of the Spirits or rebirth as a mortal. She is often pictured as a beautiful human or elven woman with flowing silver hair and bright blue eyes, dressed in silver chain and carrying a silver longbow. She is occasionally pictured as a large gray wolf with brilliant blue eyes and a moon shaped patch of white fur on her flank. Clerics of the Wolf teach the importance of freedom and of the natural order, as well as the role of death in the natural order. Her clerics are often asked to perform funeral rites for the departed. She is chaotic good and is associated with the domains of Animal, Chaos, Death, and Good. Her favored weapon is the longbow.

The Ivory Horse
The Ivory Horse was granted her divine status by the Lion and given dominion as the goddess of chivalry, law, and the sea. Most commonly worshipped by human sailors and merchants, the Horse is also known as the creator of the halflings who were said to have formed been during a heated debate between the Horse and the Raven. Indeed, the seafaring halflings hold a deep reverence for the pure white horses of their island home. Aside from the Halflings, she is also said to be the mother of all centaurs, and is worshipped by many centaur as the founder of their race. The Ivory Horse is depicted as a female centaur with dark, exotic features and brilliant green eyes. She is also depicted as a large white mare and is often described as a pure white whale by sailors. Clerics of the Ivory Horse teach the importance of hard work and honesty. They believe in gradual change over abrupt and sudden revolution. The Ivory Horse is lawful neutral and is associated with the domains of Law, War, and Water. Her favored weapon is the glaive.

The Obsidian Raven
The Obsidian Raven was the creation of the Silver Wolf and with his carefree manner and quick wit he was able to convince the Wolf to grant him dominion over the skies. The god of merchants and travelers, the Raven is often depicted as the counterpoint to the calm and unemotional Ivory Horse. It was because of the Ravenâ,¬,,¢s prodding that the Horse created the halfling race, which the Raven quickly adopted as his own. He is the god of bards and it is said that he created music before his ascension to godhood. He is commonly depicted as a short dark haired human or halfling with bright blue eyes, wearing the clothes of a traveler and carrying a walking stick. He is also depicted as a pure black raven or as a man with ravenâ,¬,,¢s wings. His clerics are often halflings who travel the world spreading the philosophy of â,¬Å"Eat, Drink, and Be Merryâ,¬Â. The Obsidian Raven is Chaotic Good and is associated with the domains of Air, Luck, and Travel. His favored weapon is the short sword.

The Crimson Fox(es)
Said by some to be a single mysterious entity and by others to be an entire family of fox spirits, the Crimson Fox is the most mysterious god in the Celestial Court. It is said that he alone was able to learn the secrets of divinity from the gods and grant himself his divine status. Since his ascension to godhood, the Fox has traveled the world many times over, testing the wit and worthiness of mortals. These tests are said to form the foundation for oneâ,¬,,¢s place in the next cycle of the Great Wheel. Those that pass their tests are said to pass on to the world of spirits, while those who fail must repeat their mortal journey with the hope that they will progress further in their next life. The Fox is the founder of thievery, espionage, and guile, and was also responsible for granting mortals the gift of fire. His clerics teach the value of wisdom, intelligence, and cunning, as well as the importance of preparedness. The Fox never appears in the same guise more than once, and it is said that he is just as likely to appear as a miserly old man as a beautiful young damsel. He is also said to appear as a fox with more than one tail, though the number of tails ranges from story to story. The Fox is true neutral and is associated with the domains of Fire, Knowledge, and Trickery. His favored weapon is the rapier.

The Stone Elephant
Strong yet gentle, kind, and soft-spoken, the Stone Elephant is the god of honorable competition and warfare. The Stone Elephant was granted his divine status by the Great Bear, but was subsequently murdered by the Black Serpent. After the gods petitioned the Watcher, he was returned to life and godhood. One of the few deities who has experienced firsthand the pains of death, the Stone Elephant stands guard between the Spirit Realm and the Realm of the Gods. Though not worshipped as formally as many other gods, the Elephant has many followers, including many soldiers, athletes, and woodsmen. He is depicted as an enormous human or half-orc, sometimes with the head of an elephant, dressed in armor and carrying an enormous sword. At other times he is depicted as an elephant with iron barding. His clerics, which are almost universally male, teach of the importance of self-improvement and personal achievement, as well as the importance of action rather than thought. They also encourage others to prepare themselves for times of joy and times of sorrow, teaching that even the mightiest warriors must fall someday. The Stone Elephant is neutral good and is associated with the domains of Destruction, Strength, and War. His favored weapon is the greatsword.

The Jade Doe
Given godhood by the Great Bear shortly after the creation of man and animal, the Jade Doe is the goddess of nature and agriculture. Tasked with the difficult task of maintaining the balance between mankind and nature, the Jade Doe is a kind and gentle goddess to those who follow her tenets and a harsh and unforgiving mistress to those who donâ,¬,,¢t. Followed primarily by druids and rangers, the Doe also has a strong following amongst the farmers of Greenplaines and nearly every plot of arable land has a small shrine to the Green Goddess. The Jade Doe is also said to be the creator of the dryads, faeries, nymphs, satyr, and other fey that inhabit and protect the forest. She is most often depicted as a beautiful olive skinned woman with dark brown hair and green eyes. She is also depicted as a green doe with white markings along her flanks, though she has been depicted as many different woodland creatures. The Jade Doe is neutral and is associated with the domains of Animal, Plant, and Protection. Her favored weapon is the trident.

The Brass Ape
Revered by wise men and scholars, the Brass Ape is the god of knowledge and magic. Given his dominion by the Great Bear, the Brass Ape is one of the most soft spoken and unassuming of the Court. He does not typically intervene, even indirectly, with the affairs of mankind, preferring instead to observe and study. His clerics preach of the superiority of intellect over brawn, often putting them at odds with followers of the Stone Elephant. Followers of the Brass Ape often support the study of arcane magic and technology, two advances that are generally distrusted by those that worship the Celestial Court. The Brass Ape is depicted most often as a large red-orange ape wearing long black robes and a golden crown. He is neutral good and is associated with the domains of Knowledge and Magic. His favored weapon is the kukri.

THE ASCENDED COUNCIL
The Ascended Council are divine beings granted dominion over a specific race or nation. They are seen as protectors and guides to their people and speak as advocates of their people when they are called in front of the Celestial Court. Members of the Ascended Council are often great heroes of their people, and recieve their dominion through the respect and reverence of their people. Should a member of the Council be forgotten completely, they would lose their divine power and pass quietly into the Realm of the Spirits.

Avanis du'Lion
Once the head of the largest of the human tribes, Avanis Thane is known by many as the greatest warrior that has ever stood against the forces of evil. Avanis served as a protector and guide to the human people for so long that in death he was granted the power to continue his vigil. He serves in the Court of the Golden Lion as a champion for the cause of justice. His typical followers are paladins or fighters that have sacrificed their lives for the greater good. Avanis duâ,¬,,¢Lion is lawful good and has influence over the domains of Good, Law, and War. His favored weapon is the two-bladed sword.

Tao

Humans

Humans are a relatively young race and are considered to be uncivilized by many of the more influential cultures of Thaliin, especially the gnomes. They are nomads who roam the plains of eastern Thaliin following the herds that provide them with food and animal hides. Humans are also recognized as master leatherworkers and human-made leather armors are as sought after as Dwarven plate or Elven chain.

Human Lands: Humans are the undisputed masters of the wild terrain of eastern Thaliin known as Greenplaines, despite a very noticeable absence of large cities in that region. However, partially due to the open and tolerant nature of the humans, the lands of southern Greenplaines has begun to show the first signs of civilization. Together with the Halfling merchants the humans have established a small trading post town on the shores of Stillwater Lake, called Last Chance, which has become one of the most diverse and wild frontier towns in the allied lands. The Tribu dâ,¬,,¢Lion, or Lion Tribe, led by tribal hero Thane duâ,¬,,¢Lionne, began the construction of a large fortress that is quickly becoming a center of human culture, despite problems in construction that have left Castille dâ,¬,,¢Lion incomplete. The humans also have scattered settlements in Isenvale, the orcish nation to the north and the outlands of the elven empire of Aeriselii, where they are respected for their knowledge of the rugged wilderness.

A small cult of humans lives to the far east of the Dragonâ,¬,,¢s Maw peninsula, where they serve the red dragon Kaidaulis. These â,¬Ëred wizardsâ,¬,,¢ are considered by most to be some of the most evil humans in Thaliin.

Religion: Most humans honor a pantheon of natural deities including the Great Bear, the Golden Lion, and the Silver Wolf. The group of humans who eventually became the Yuan-ti of the Culth Serpentis revere the human god of death, the Black Serpent, as well as the deific demons of the Infernal Host.

Alignment: Humans of all alignments exist, but often groups of like minded individuals will form separate communities. The humans of the Lion Tribe are primarily lawful good, while most of the other tribes are chaotic good or neutral. Disciples of the Black Serpent lean towards evil, as do the humans that follow the red dragon, Kaidaulis.

Language: Humans speak Common, though many also speak Orcish, Dwarvish, or Gnomish to help them to communicate with other races. Some older humans and humans from particularly isolated tribes speak a language known as Old Common, which is the language of the ancient humans and is the language from which most tribal names and locations in Greenplaines were derived. Humans who pledge allegiance to Kaidaulis often learn Draconic to better understand their master and the humans belonging to the serpent cults are often fluent in Abyssal and Yuan-Ti.


Dwarves

Dwarves are one of the oldest races, and they control much of the worldâ,¬,,¢s precious metals and minerals through virtue of their ancestral homes in the southern Whiterock Mountains. Power and prestige within the dwarven society is generally based on the quality of the tools and weaponry produced by their clan. The dwarves also pride themselves on their militaristic heritage. They have a deep military history honed from centuries of wars against kobolds, giants, and, most recently, the goblinoids of the southern continent.

Dwarves have been longtime allies with the gnomes, an alliance that has generally been mutually beneficial. Dwarven steel and iron is among the strongest in all of Thaliin, especially when coupled with the enchantments of the gnomes. The gnomish city of Winterhold also serves as a way station for goods imported into Del Orin from foreign lands. Though they do not have a longstanding history, the dwarves and humans formed a tight bond of mutual respect during the war against the goblinoids. They do not, however, agree with the humanâ,¬,,¢s strong ties to the orc nation of Isenvale. To the stubborn dwarves, the ancient wars against orc raiders have never truly ended, and the dwarves almost expect an eventual betrayal from their brutish allies.

Dwarven Lands: Dwarven culture is based on a tightly knit clan structure, and in many ways the dwarven nation not as a single entity, but a confederation of clans ruled by the strongest of the clans, the Gloriali clan of Silverhelm. Though each clan-city is essentially autonomous, the dwarven nation of Del Orin is able to quickly coalesce and mobilize in the face of opposition.

During the War of Heroes, many dwarves fled to the gnomish city of Winterhold where they adopted many of the gnomish customs and traditions. While they still cling to their dwarven heritage, the dwarves of Winterhold are generally more cultured and refined than the dwarves who have spent the last few decades on the battlefields of southern Del Orin. Winterhold dwarves, however, often are considered to be the lowest caste within the gnomish society, a fact that most dwarves willfully choose not to acknowledge. The gray dwarves of Black Quarry lost their ancestral city in the first battles of the War of Heroes and have since inhabited the deep caverns beneath the Whiterock Mountains.

Religion: Dwarves reverence for clan and family extends even into their sense of religion. Dwarves honor a pair of dwarven deities recognized as the first dwarves, cut from the Whitestone mountains in the days when the world still glowed like a burning coal. Morin and Myazh are revered as the first dwarves and the protectors of dwarven culture.

Alignment: Dwarves of all alignments exist, but dwarven culture leans strongly towards lawful and slightly towards good. Since the loss of their great city gray dwarves have become less concerned with the ideas of good and evil, though they still cling to their structured natures.

Language: Dwarves speak Common and Dwarven. Many dwarves also learn to speak Terran or Gnomish to communicate with the other races that make their homes in Whiterock. Even when speaking in Common, dwarves like to pepper their speech with Dwarven vocabulary.


Elves

The elves of Aeriselii are the most regal and aloof allied race in Thaliin. They were involved only tangentially in the allied war against the goblinoid army, providing support in the form of magical arms and equipment. The elves have endured a war against their corrupted drow brethren that has lasted thousands of years, and have become hardened and distrustful as a result.

High elves rely heavily on magic in their everyday lives. They have become experts in producing magical arms and equipment, and elven warriors are amongst the best equipped in all of Thaliin. Most high-elves live in the large cities in western Aeriselii, where their community formed a defensive border against the drow and devils that inhabit their former homeland. Through the liberal use of magic and some reliance upon their wood elf kin, the elven communities of western Aeriselii grew rapidly and were able to survive a siege lasting hundreds of years.

The wood elves and wild elves inhabit the wilder country on the plains of central and eastern Aeriselii. The land there is more rugged, and inhabited by dangerous predators, though the elves that live there have learned to deal with their sporadic attacks and even manage to prosper despite such a difficult environment. Wood elves commonly live in small villages nestled amongst the trees, while wild elves have adapted a nomadic lifestyle, not dissimilar to that of the humans of Greenplaines.

Elven Lands: The elves originally lived in the Myrum, a green glen on the westernmost part of Thaliin. When the devils stormed the land of Myrum, most of the elves fled into the nearby mountains where they established a stronghold on the western slope of the Aeriselii mountain range.

Several groups of elves continued to migrate eastward forming the wood elf communities in the northeastern woods of Aeriselii and the wild elf tribes of southern Aeriseliiâ,¬,,¢s plains.

Religion: Most elves worship the ancient heroes of the Blackfire Wars, including Aezrith, the King of Celestial Light, and the mighty Platinum Dragon. Most wood elves have adopted the traditions of their human neighbors, incorporating reverance for the Celestial Court into their worship of their ancestral heroes.

Language: The elves speak their own language, Elven, and Common. Elves are generally reluctant to teach their language to outsiders or to learn the language of outsiders, though elven wizards generally speak Draconic. High Elves speak in subdued tones and find the boisterous speech of the younger races to be unnerving.


Half-Elves

Half-elves are rare in Thaliin, except for the wild expanse of land where the far western borders of Aeriselii meet the Greenplaines. Most half-elves are formed through unions of wild and wood elf mothers with male warriors and hunters from human tribes. In wild and wood elf communities, half-elves are regarded as a good omen and are often found in positions of leadership or diplomacy. There are also a very few scattered villages composed primarily of half-elves, creating small communities that breed true. Half-elf â,¬Å"muttsâ,¬Â are generally not welcome in the high elven cities of western Aeriselii, where they are looked upon as impure and an insult to their elven heritage. Despite their mixed reception, Half-elves are kind and gentle race who love the land and often serve as guardians of nature. Half-elves love swordplay and archery just as much as their elven relations, and those that choose a martial career often excel in the finer arts of combat.

Half-Elven Lands:Half-elves live in the wood elf communities of far western Aeriselii, though some have moved into the human lands to the east.

Religion: Most half-elves have no formal religion, and instead adhere to the teachings of the human druids.

Language: Half-elves generally speak Common. Nearly all know the language of the elves, but generally choose not to speak in the tongue of their ancestors. Half-elves are often boisterous in their speech and make excellent orators and merchants.

Optional Variant
Half-elves lose their bonus to Listen, Search, and Spot. In return they gain Martial Weapon Proficiency with the longsword, rapier, longbow, and shortbow and gain the Weapon Focus feat with one of these weapons as a bonus feat.


Gnolls

Fierce tribes of Gnolls inhabit the southern continent of Kwinliuu, living in the wastelands of the Black Sands desert to the west of the goblinoid empire. Though not officially allied with the Gnome-led allied nations, the gnolls regularly fought against the goblinoids in their own land. Most Gnolls are fierce warriors by nature and though their harsh environment has forced them into a life of violence and barbarism, some Gnolls have begun to establish themselves in small communities along the Blood Sea where they have begun trading with the halfling merchants that ply trade routes into western Del Orin and Winterhold.

Gnoll Lands: Gnolls live in the northwestern part of the Black Sands, a wasteland of sand and volcanic rock. The scattered forests and salt-bogs along the coastline provide the gnoll tribes with the large game that they hunt for food, and the various small oases scattered throughout the wasteland provide them with water.

Religion: Gnolls revere the Two Great Hunters, Yienugh and Manuuru. Followers of Yienugh are generally chaotic-evil, while those who follow his brother Manuuru are often chaotic-neutral or good. Most gnolls reject the existance of other gods, despite the fact that both Yienugh and Manuuru are recognized by other cultures as members of the Ascended Council.

Language: Gnolls speak their own tongue, but gnolls who wish to develop trade with foreign nations often learn Common. Some intelligent borderlands gnolls have also learned goblin, the language of their enemies. Gnollish speech sounds abrasive to the unaccustomed ear, as it is often formed of commands rather than questions or requests. Many gnolls feel that to make requests or inquiries is a sign of weakness.

Optional Variant
Gnolls receive the Martial Weapon Proficiency feats for the falchion, scimitar, and shortbow (including composite shortbow) as bonus feats.


Gnomes

Gnomes are an inventive and creative race and have been on the forefront of culture and science in Thaliin for thousands of years. They are shrewd merchants and have positioned their empire at the center of allied commerce. Gnomes have an innate understanding of arcane magic and jealously guard their secrets by systematically outlawing its study. This ensures that only those naturally gifted in the arcane arts, such as gnomish bards and sorcerers, control its power. Though physically weak, many gnomes answered the dwarvesâ,¬,,¢ cries for assistance and served as front-line troops alongside their allies.

The Gnomish Empire has a longstanding friendship with the Dwarves of Del Orin, especially the Gloriali clan of Silverhelm. The recent war against the goblinoids led the gnomes to establish peaceful relations with the humans and halflings, though they are still unwilling to ally themselves with orcs, who they see as bestial and disgusting. They do not get along well with the elves and fear that the elvesâ,¬,,¢ magical abilities threaten gnomish dominance in Thaliin.

Gnomish Lands: The gnomes originally inhabited the plains to the east of Whiterock Mountains, neighboring the land of the dwarves and humans. Thousands of years ago, the gnomes pushed their way north in search of better mines. They established the city of Winterhold through a prolonged war against the kobolds that lived there, and expanded north slowly driving the orcs out of the mountains. As the years passed, the borderlands of the gnomes grew steadily outward until it encompassed most of central Thaliin. While the borders have been defined for hundreds of years, there are many gnomes, including the High Regent, who would like to continue to expand their empire.

Religion: The gnomes have long believed in what they call the Order of Balance, a religious belief based on the collective knowledge of the great gnomish scholars. Gnomish clerics teach that life exists of an infinite number of opposing ideals, each of which is equally powerful and important and that there is both good and evil in any aspect of life. For this reason, most believers in the Order are neutral. The temple at Winterhold holds thousands of texts which examine every facet of life, carefully documenting the way that the world works and its relation to the beliefs of the Order. Worshippers of the Order pay some respect to a being they call "The Watcher", an all-knowing deity said to have existed before all other matter, including the other gods.

Language: Gnomes speak gnomish, and that is the official language of their most important texts. They also speak the Common language to help encourage trade between the various allied nations. Gnomes are expert orators and can often make convincing arguments.

Optional Variant
Gnomes lose their spell-like abilities and the +1 bonus to illusion DC. Gnomes treat firearms as martial, rather than exotic weapons.
Favored class: Sorceror


Halflings

Halflings are a clever seafaring race, native to the Eastern Islands, who are amongst the most influential traders in all of Thaliin. Halfling ships haul cargo between elven and gnomish lands and halfling caravans carry human grown food into the great cities of Winterhold and Del Orin. Halflings are notorious gamblers and scoundrels, though many have done nothing to earn their reputation and are genuine and hardworking individuals. They are, however, opportunistic and have learned to make the most out of even the worst situations.

Halfling Lands: Halflings live on the subtropical islands to the east of Taliin, though halfling-run trading posts can be found in any major city. They share their island nation with the lizardfolk. Though they had periods of alternating peace and violence with their reptilian neighbors, the halflings and lizardfolk now enjoy a mutually beneficial allegiance, which protects them both from foreign powers and sahaguin raiders.

Religion: Many halflings are atheistic, though they are historically tied to the Celestial Court, and even the most unbelieving halfling sailor offers a silent prayer to the Raven before setting sail.

Language: Halflings speak their own language, and, together with the humans of Greenplaines, created the Common language, which they use to trade with other races. Halflings are very excitable and often speak more quickly than other races which can make them difficult to understand at times.


Orcs

The orcs of Thaliin live in small scattered villages along the northeastern coast. They are experts in the art of animal husbandry, and orc-bred mounts are among the swiftest and most capable in all of Thaliin. The orcish people have a longstanding distrust of the gnomes and dwarves, dating back to the time in which the orcish tribes inhabited much of the area now known as Winterhold.

Many years after they were pushed from their lands by the gnomish armies, the various tribes of orcs were united by a great warrior and teacher known as Imesht. Legend has it that Imesht was once approached by a demon who offered him great power if he would lead his tribe against the rest of Thaliin. According to the tale, Imesht declined the offer and banished the demon, who swore revenge on the orcish people. Imesht immediately began preparing his people for war. Hundreds of years later, when the goblins invaded, Imeshtâ,¬,,¢s foresight had prepared his ancestors for the onslaught.

Not all of the orc tribes have joined the nation of Isenvale, however. Many tribes are still barbaric raiders who are in a constant state of civil war against the followers of Imesht. The bloodthirsty tribes often mark their skin with intricate brands and tatoos and have united under the banner of the â,¬Å"Old Orderâ,¬Â.

Orcish Lands: The orcs inhabit a large area in north-eastern Thaliin known as Isenvale. Though only the southern portion of their nation is naturally capable of producing crops, the orcs have learned to harness the natural steam vents of the far north, allowing them to grow crops in otherwise infertile lands.

Religion: The orcish religion is, perhaps, the least formal of any religion in Thaliin. While not truly worshipping their god in a traditional sense, orc clerics teach the religious and moral code set by Imesht and admonish their followers to seek out goodness in all of its forms. Followers of Imesht are instructed to do live a simple life and to serve their fellow kind. Followers are usually clerics or monks, though orcs of many different walks of life are known to be Followers. The subsect known as the Swords of Imesht focuses on defeating evil in all of its forms, and Swords often set out on crusades to overcome dark forces that threaten innocent villages. Swords of Imesht are often monks or paladins, though clerics and rangers are common.

Orcs of the â,¬Å"Old Orderâ,¬Â worship the ancient chieftain of the orcs, Ogrin. The worship of Ogrin has always involved blood sacrifice, though the rites of Ogrin have grown more brutal and bloody throughout the course of the last few decades. Sacrifices now take the form of the brutal murder of sentient, good-aligned beings, and worshippers often drink the blood of the sacrifices before burning them on a funeral pyre.

Language: Orcs speak their own language, though many also learn Common. As a general rule, orcs have little sense of humor and are a generally serious group of people.

Optional Variant
Orcs (except those of the â,¬Å"Old Orderâ,¬Â) do not suffer from light blindness. Additionally, orc and half-orc monks native to the Valley of Blades may treat the scimitar and falchion as special monk weapons.


Half-Orcs

Born of the union of orc and human tribes, half-orcs are becoming fairly common in the border towns of Isenvale where humans and orcs freely mix to exchange goods and services. While not as physically tough as the orcs or as adaptable as the humans, half-orcs combine many of the best traits of both of their progenitors.

Half-Orc Lands: Half-orcs have no lands of their own, and instead live wherever orcs or humans are found. Many live in the border towns of southern Isenvale, though others inherit the wanderlust of their human parents and take to the wilderness of Greenplaines.

Religion: Most half-orcs either follow the Code of Imesht or the traditions of the humans.

Language: Half-orcs speak Common and Orc.

Optional Variant
Half-Orcs gain a +2 bonus to Handle Animal and Survival. Additionally, orc and half-orc monks native to the Valley of Blades may treat the scimitar and falchion as special monk weapons.

Seraph

Hey, this is the same Thaliin that seemed to have so much in common with my setting. It does seem that it has changed though.

Our Gnomes are pretty much the same, I wonder if you'd consider the alchemist class?  It seems like it'd fit really well with your flavor about their wanting to know everything.

Your dwarves are a bit cliche.  I know my setting got pounded for being cliche, so I thought I'd mention it.  

What are the elves doing now?  Are they fighting the drow?  I'd really like to see more on their culture, as right now it basically consists of lots of magic and worhipping the ancient heroes.  

I'll get back to you, but now I have to go to bed.
PS: How's the whole publishing thing going?
Brother Guillotine of Loving Wisdom
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Numinous

Read most of your currently posted gods, and I just figured I'd let you know I think they're awesome.  The material/-/animal concept may have been done before, but you do it very nicely, and it lends a simple but solid feel to the divinity of the world.

One thing I will mention however is that a good portion of your good deities seem to overlap in their portfolios, encompassing hard work and honor many times.  I'd just suggest that you work to add a bit more vairety in there.  As an eample, I do believe the fox and the raven are great examples of thinking differently about good.  One area you seem to have neglected, although I may have missed it, was knowledge as a portfolio for a god.  That would be an area you may want to go with a deity, or just wisdom/practical knowledge.

Enough rambling, I like what I see, and if you ever do publish, I'll most certainly buy myself a copy.  This setting seems like it would be a great world for introducing new players to D&D.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Tao

Seraphine-
Yeah... the setting has evolved quite a bit, as I am still trying to get away from the basics and develop something that is just a step or two off of the norm.  The dwarves and elves are still undergoing this process, however, so they are both still a bit cliche.  At this time dwarves have actually changed quite a bit from what was posted above.  Many of the dwarven clans now live in the plains outside of the mountains and have taken to riding elephants and rhinoceri and building large strongholds.  However, Clan Gloriali are still fairly stereotypical miner-type mountain dwarves, as are the lower class dwarves of Winterhold.  Clan Duergar is the other dwarf civilization, though they aren't very fleshed out at this time, and are nothing more than warriors trying to recapture their homeland.

Most elves (the High Elves) feel that the gods have abandonned them and are devout atheists.  They believe in the strength of self, community, and magic.  They are still at war with the drow and aberrations, and they do not trust any of the other nations, nor do they deal with them unless it is necessary. The wood elves and wild elves still revere their ancestral gods and the heroes of the first war, and are a bit more open to other nations, especially the humans.

Nat 20-
Knowledge is covered by the Brass Ape, who is the scribe of the gods and also something of an outcast amongst many other members of the pantheon for his promotion of arcane magic.  

I definately see what you're getting at with the overlap in portfolios, and I do plan on fleshing them out a bit more.  Right now I was just concerned with covering all the possible good alignments and giving a little bit of background to start off with.  Now that I have the foundation I can start hammering away at the specifics.


Seraph

Those dwarves I like very much.  War elephants are pure awesomeness.  Develop them, post them, and they will be badass.  Very cool.

I think both of our settings have changed quite a bit actually.  Who knows, maybe by the end they'll be different enough that we could both get published! ;)
Not that it really matters.  

I like your animal pantheon.  It has a sort of Native American feel to it, without requiring it to be a Native American setting.  

So the elves are atheist.  That means no clerics I suppose, Or maybe they just have clerics of ideas and concepts.  What about paladins?  
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

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