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Ari (formerly Sûl)

Started by limetom, July 19, 2006, 03:16:10 PM

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limetom

Please post all questions, comments, and concerns on the disuccsion thread.  Thanks.

limetom

Global Geography
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Ari is, by no small means, an ocean world.  Its two main continents, Ausu and Wesoi are relatively small, covering approximately 10% of its surface.  Sea travel is almost as important as land travel, if not more so, in Ari, because rugged mountains bar easy travel between most regions.

limetom

Northern Ausu
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Geography
Northern Ausu is geographically made up of 3 major areas, the Dzimtene peninsula, the island of Uola, and the island of Supti.  The Dzimtene peninsula holds two major features, the Kalnynai mountain range, located in the southern eastern half of the peninsula, and the Medisian forest. Due to their size, the islands hold no major features aside from the artificial variety.  The coastlines of both the peninsula and the islands is mostly rocky, and turns into sheer cliffs at certain points on the northern side of the peninsula.  


Climate
The Dzimtene peninsula and its islands are an isolated region, in the northernmost portion of the known world. They have a much colder climate than other areas of Ari, but by no means an arctic one. On the Dizmtene peninsula proper, humidity is high and wind comes in from the Northeast.  Dizmtene sees a higher number of storms than other parts of Ausu, and the weather is often miserable.  In the summer, rain and fog is common, while in the winter, large blizzards, which can reach whiteout conditions in the northeast country, are a relatively common sight.

On the island of Uola, temperatures are generally the same as in Dzimtene, but summers are generally warmer due to the shielding effect that the Dizmtene peninsula has on the island.  The storms that so often wrack the Dzimtene peninsula are often weakened by the time they hit Uola, it is often no more than a light drizzle or a flurry of snow.

On the island of Supti, both summer and winter are somewhat warmer than Uola and Dzimtene, due to its position further south than either Dzimtene or Uola.  The storms that usually hit Dzimtene and Uola are often no more than a slight low pressure front by the time they reach Supti, making the weather pleasant year round, and aisde from fog, relatively little in the way of precipitation.


Politics
[note=Dzimtene at a Glance:]Capital: Sostine
Population: ?
Government Type: Federation of Petty Kingdoms
Heads of State: ?
Major Industries: Shipbuilding, fishing, subsistence agriculture
Major Imports: Ores (iron, copper, tin)
Major Exports: Ships, seafood
Allies: Neutral
Enemies: Neutral[/note]Politically, Northern Ausu only contains the nation of Dzimtene, which rules over the Dzimtene peninsula and the islands of Uola and Supti.  The capital, Sostine, is located on the far western end of the Dzimtene peninsula.

Dzimtene's political history started around a century ago, when the various petty kingdoms in what is now Dzimtene joined together in a federation for their mutual benefit.  


More coming soon...

limetom

Central Ausu
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Geography
Central Ausu is geographically 1 contiguous area, called the Central Lowlands.  Central Ausu is an isolated region, cut off from the Dzimtene peninsula by the Kalnynai mountain range in the North, and cut off from Altricis by the Collum mountain range in the South.  When traveling across Central Ausu from West to East, the terrain becomes more and more rugged.  The only major geographic feature of Central Ausu is the Seascann, a large swamp roughly dividing the Central Lowlands in half.  While the coast in the West is easily accessible to shipping, the coastline in the East is almost completely composed sheer cliffs, dared only by the bravest (or most foolish) mariners.


Climate
The Central Lowlands receive an unusually high amount of rainfall compared to surrounding areas.  It is generally believed that this is the reason for the Seascann's existence.  Like its neighbor to the North, the Dzimtene peninsula, the Central Lowlands are somewhat colder than average, with a high amount of humidity.  Fog is quite common.  Winds come in from the East.  Summers see a little less rain than winters.  Snow is somewhat rare in the Western portion of the Central Lowlands, but become more common as one travels to the East.


Politics
[note=Heimat at a Glance]Capital: Ernstlich
Population ? (Heimat proper), ? (Total)
Government Type Theocracy/Hereditary Kingdom
Heads of State King ?, High Priestess ?
Major Industires: Agriculture, mining
Major Imports: Lumber
Major Exports: Ores (iron, copper, tin, sliver)
Allies: None
Enemies: Dhúchaisian rebels, Altricis[/note]Central Ausu, up until quite recently, contained the nations of Heimat in the East and Dhúchais in the West.  However, due to a recent conflict, Heimat has control over the entire region.

Central Ausu has always held various tribal governments, but around three centuries ago, two of the largest tribes became dominant, and created the nations of Heimat and Dhúchais.  Recently, after a series of wars, Heimat conquered the nation of Dhúchais.  Due to widespread resistance after the relatively bloodless takeover, Heimat committed what is considered genocide against the people of Dhúchais, killing almost one quarter of their population.  Resistance to Heimat continues.

More coming soon...

limetom

Southern Ausu
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Geography
Southern Ausu is the largest geographical reigon in Ausu, composing nearly half of the continent.  It is geographically made up of 1 area, the Austerian peninsula.  It holds several geographical features, including the Collum moutain range in the North, the island of Acies off the Southern tip of the peninsula, and the Nemorian forest in the center of the peninsula.  The Northeastern coast is rocky, similar to the Eastern coast of Central Ausu, but otherwise Southern Ausu has some of the best coastline on the continent, as far as mariners are concerned.  Several of its larger harbors even have man-made additions, making them ideal for maritime trade.


Climate
The climate of Southern Ausu is generally mild, especially compared to the rest of Ausu.  It receives enough rainfall, and only in the North does fog ever come up in any large amount.  The winds come in from the East, but end up turning more Southerly as one nears the Southern end of the Austerian peninsula.

Politics
[note=Altricis at a Glance:]Capital: Flos
Population: ?
Government Type: Empire, limited Republic
Head of State: ?
Major Industries: Agriculture, fishing, lumber
Major Imports: Precious metals
Major Exports: Lumber, foodstuffs
Allies: ?
Enemies: Hemiat[/note]Southern Ausu contains only one nation, Altricis.  Six centuries ago, one small kingdom known as Altricis, ruled the Southern tip of the Austerian peninsula.  Over the next centruy, Altricis managed to peacfully annex the rest of the peninsula.  It is counted as one of the most successful governments to date.

limetom

Northeastern Wesoi
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Geography
Northeastern Wesoi contains only one geographical region and, not conincidentally, one geographic feature, the Am'yazarian desert.  It is bordered on the West by the Gori moutain range, and in the South by an ever-shifiting line of desertification.  The desert is mainly rocky, but near the coasts it is much more sandy.


Climate
Northeastern Wesoi is arid and hot.  Rainfall is rare, and when it does occur, it can easily cause flash-floods.  Duststroms are common.  Winds come in from the Northeast, and end up shifting to Southerly as they pass through the area, thanks to the Gori range.


Politics
[note=Am'yazar at a Glance]Capitial: N/A
Population: Exact figure unknown
Government Type: Tribal
Head of State: N/A
Major Industries: Herding
Major Imports: None
Major Exports: None[/note]There is no ruling government in the Am'yazarian desert, as it is inhabited by nomadic tribes.  The government of Quar'ra makes claim to it, however.

[spoiler=Sample Adventure Site: The Temple of Reflection][note=Hooks]
    *The PCs are already traveling across the desert, and come upon what they think is a mirage.
    *The PCs hear oft-repeated tales of people wandering into otherwise harmless areas of the desert, and never returning.
    *Several people who, all who have come from the same direction, are hopelessly insane.
[/note]Nowhere near as pleasant as its name might imply, the Temple of Reflection is actually a place that permanently imprisions four demons, each representing a different aspect of the loss of reason.  The building itself is divided into three parts, an atrium, a central hall, and an altar room, all along a linear path towards the back of the building.

[ic=DM]Your unprotected skin is far past sunbrunt; painful when it even comes into contact with the air itself.  Lack of water aside, the desert itself has
been playing tricks on your eyes for days.  However, the building you first thought to be just another mirage now clearly stands before you.  

Obviously ancient, any markings that once covered it have been erroded away by time and sand.  The inside of the building will, at the very least, protect you from the harsh light of the sun.  Whether it holds anything of value remains to be seen.[/ic]

The first demon, Akhar'sha, who represents acting against one's better judgment, lies in wait in the atrium.  The atrium itself is 15 feet wide, 20 feet deep, and has a valuted celing 10 feet high.

[ic=DM]Although the sunlight subsides as you enter the building, none of the heat does.  The relatively small atrium's walls are lined with partially recessed columns.  Every other column sports a simple, tattered red tapestry.  Though the wind was not blowing outside, the rear-most tapestries rustle, as if moved by a breeze.[/ic]

[Stats for Akhar'sha]

Akhar'sha attacks using surprise and physical force.  Using its climb speed and stealth, Akhar'sha is able to surprise all but the most observant PCs.

The second and thrid demons, Khved'tanfir and Khved'mahur represent self-loathing and narcissim respectively.  Each hates the other to the point where their cooperation with one another is just biding their time before their relationship eventually breaks down.  They enjoy taunting the PCs, engaging in conversation before attacking.  Both are incorporeal, and are quite a difficult to defeat without either:
    *Magical weapons, which are both rare and dangerous in Iron Heroes
    *Or using their defective personalities against each other (Diplomacy or Bluff DC 20).

Both Khved'tanfir and Khved'mahur dwell in the central hall, which is 20 feet wide, 60 feet deep, and has a vaulted ceiling 15 feet high.  The walls are lined with recesed alcoves, with every other one open to the outside.

[ic=DM]This new barren hall is much bigger than the previous, and is lined with both open windows and alcoves.  You hear strange noises, but are unsure whether it is just the wind blowing through the building or something else.[/ic]

[Stats for Khved'tanfir and Khved'mahur]

[note=Havayt's Curse]In D&D, if a character is rendered permanently insane, his or her alignment shifts to Chaotic Evil.[/note]  The fourth demon, Havayt, represents disassociation, and is so removed from the normal world that it does not even attempt to engage the PCs.  Instead, it assumes a form that is a horrible mockery of all the PCs.  

While not a threat in-and-of itself, contact with it can cause temporary (95%) or permanent (5%) insanity.  The insantiy manifests as disassociative identity disorder, otherwise known as multiple personality syndrome.  An affected charater's persona shatters into a near infinite number of parts, each representing a single emotion.  Most that are able to come to the surface are negative.

The altar room is 15 feet wide, 15 feet deep, and 15 feet tall.  The altar itself has long since crumbled into almost nothing.  Its function is only revealed with a successful Knowledge (Arcana or Religion) check (DC 15).

[ic=DM (Unsuccessful Knowledge check)]The final chamber is simple compared to the two previous, with a unrecognizable pile of ruble in the center.  A horrible, yet somehow familiar looking being hovers over the pile.[/ic]

[ic=DM (Successful Knowledge check)]This once simple altar room now lays in ruins.  It is unclear whether time, the demons, or both contributed to its decay.  A horrible, yet somehow familiar being hovers over where the altar once was.[/ic][/spoiler]

More coming soon...

limetom

Southeastern Wesoi
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Geography
Southeastern Wesoi is made up of 2 major geographical area, the Eastern Lowlands and the Western Highlands.  The three main geographical features of Southeastern Wesoi are the southern tip of the Gori mountain range in the Nortwest, the Janub mountain range in the Southwest, and the Ravd'khanh river, which runs from the Gori moutain range to the Southeastern coast.  Aside from the area near the Janub mountains, the coastline is some of the best in all of Ari.

Climate
The climate of both the Eastern Lowlands and the Western Highalands are almost identical, aside from slight temperature differences.  Southeastern Wesoi on a whole is generally warm, with barely enough rainfall every year.  Due to natural processes, however, the Am'yazarian desert is slowly overtaking the Northern part of the country.  It is speculated that in a few decades, all land North of the Ravd'khanh river will be desert.

Politics
[note=Quar'ra at a Glance]Capital: Shiharak
Population:
Government Type: Theocracy, limted Republic
Heads of State: ? (Religious), ? (Secular)
Major Industries: Shipbuilding, quarrying (marble, granite)
Major Imports: Self-sufficient
Major Exports: Self-sufficient
Allies: None, isolationist
Enemies: Am'yazarian tribes[/note]More coming soon...

limetom

Western Wesoi
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Geography
More coming soon...

Climate
More coming soon...

Politics
Straná
[note=Straná at a Glance]Capital: Cyevyerrno
Population: ?
Government Type:
Heads of State: ?
Major Industries: ?
Major Imports: ?
Major Exports: ?
Allies: ?
Enemies: ?[/note]More coming soon...  

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Yer
[note=Yer at a Glance]Capital: Sermaye
Population: ?
Government Type: Empire
Heads of State: ?
Major Industries: ?
Major Imports: ?
Major Exports: ?
Allies: ?
Enemies: ?[/note]More coming soon...

limetom

Religion in Ari
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[note=Changes]This section will have the most significant changes out of anything related to Ari.[/note]More soon...

limetom

Mythology and History
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[note=Changes]Incidentally, the creation story will change little.  Otherwise, the section will change due to the changes in the divine realm and the removal of elves.[/note]More soon...

limetom

Languages
More coming soon...

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