View Full Version : campaign world rough

2005-10-18, 04:06 PM
Hello, long time lurker first time post, figured I'd head in with a bang. I am running a game for the first time in 3 years, it will be my first with the 3.5 rules, and for most of my players it will be their first campaign since original AD+D, so I wanted to set up a world that was interesting to me, but still very classic in regards to traditional settings so I would leave my players familar ground to tred upon, but be able to curve ball some of it as they acclimate.

The post is pretty long I'll break it up into sections, I didn't see any rules against this, but if I am mistaken please let me know.

Its still pretty rough but I figured it will help my players find their roots in the world. tell me what you think.

Rendölan Campaign World

Player Guide to the Great Southern Continent

Races of the Great Southern Continent

Human - most common and numerous of all the races, humans can be found almost everywhere on the GSC. Many Human kingdoms exist and are the population centers for the race, but a smattering of small settlements or villages in the kingdoms of other races or out in the wild are not uncommon.

RULES: Humans abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.

Although similar there are 5 major bloodlines of humans on the GSC. It is important to note which you are from, even though some players will be mixes which you may note, one bloodline is always prominent.

Human Bloodlines

Coranthian – Average height and dark haired, the most numerous of the bloodlines, usually hailing from the west. They are usually strong jawed and of solid build.

Coranthians have no special rules.

Kess – Fair in complexion and coloration but slightly shorter in height, hailing from the east. Kess usually look young for their age to other humans and races. Kessin is a land of fey and old magic, its people have been affected by this.

+2 racial saving through bonus against enchantment spells and effects

Kess only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.

Luhsallan – Tanned in complexion with full dark hair (baldness is almost unknown, often thought as an ill omen), generally thinner and shorter in height then other bloodlines. Usually hailing from the north east.

Luhsallans gain martial weapon proficiency with: scimitar, falchion, and the short bow (including composite shortbow).

Luhsallans only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.

Eskiloo – Broad in frame, dark haired with reddened skin. Eskiloo usually hail from the south east, Eskiloo have built of a resistance to harsh condition of their homeland.

Eskiloo start with both common and “Eskiloo” as their starting languages. Eskiloo get a +1 racial bonus to Fortitude.

Eskiloo only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.

Vush – The brown skinned foreigners known as Vush are reportedly from Islands to the west of the GSC, for unknown reasons there was a mass exodus to the GSC particularly to Coranth, about 100 years ago, most Vush alive today are 2nd or 3rd generation, and have assimilated well into society, but many long to discover the fate of their ancestral home.

Vush that get extra languages during creation may select “Vush” as one of their bonus languages; this option is only available at creation.

Vush with the ability to cast arcane spells may add a racial +1 bonus to their caster level for spells of 0-3 level.

Vush only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.

Human racial min/max
3/18 3/18 3/18 3/18 3/18 3/18

High Elf – A common bastardization of their name for themselves “Hiehlondaine” High elves are pale skinned and dark haired often at human height with thinner frames. The most common of the Elven races, they are known for their grace and elegance. Although they seem aloof and arrogant to other races, High Elves have often come to the aid of other races in the past. High Elf society is a proud and intricate affair of courts and Heraldry. Animosity between High Elves and Mountain Dwarves has colored the relationship between these two races for longer then recorded or remembered, although tales speak of select individuals working along each other in dire situations. The magics of the High Elven are unmatched.

RULES: Elves abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.

High Elf racial min/max
3/18 5/20 1/16 3/18 3/18 5/18

Wild Elf – Although as civilized as their High or grey elven cousins, Wild Elves have earned their name (strangely they do not tell outsiders what the call themselves) from where they live: the wilds of the world. Forests and Jungle that seem uninhabitable to others are crafted through Elven magics to become their domains and kingdoms. More attuned to the Natural magics of the world Wild Elves are protective of their home and its surrounding lands. The entire race sports golden to coppery tanned skin with pale and light hair usually on a thin frame coming in slightly shorter then a man. Fiercely independent and private little known of Wild Elven society at large, only that it produces a number of rebellious young elves that strike out from their home seeking adventure.

RULES: Elves abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.

Life among the wilds has breed these elves for quick movement, Wild elves have a basic move of 35 feet when in a natural setting (forest, field, etc).

Sadly life in isolation has left the Wild elves more susceptible to the diseases of the outside world: increase the DC of any save against disease (magical or mundane) by +2.


Wild Elf racial min/max
3/18 5/20 1/16 3/18 3/18 5/18

Grey Elf – “Muesaldaine” to those that remember, Grey Elves although never found in large numbers, are not uncommon, but their lack of rarity does not reveal their mystery. For 8000 years of men (at least) the Grey Elves, of the Southern Continent have had neither kingdom nor king. They have become a wandering race constantly seeking out clues to their own past. Although easily the most personable of the Elven races it is often sought of as a bad sign or ill fortune to stumble across a large group of Grey Elves (even to themselves). Named as “grey” for it is the predominate hair color for the race, with complexions and height falling somewhere between their pale (High) and tan (Wild) cousins, the single most distinct feature of grey elves are their eyes; found in every shade and hue but always brilliant and striking from gold, to purple, azure blue, or orange. Grey Elves have developed a man-like curiosity over the years and therefore can be found almost anywhere on the GSC.

RULES: Elves abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.


Grey Elf racial min/max
1/16 5/20 1/16 3/18 3/18 5/20

Hill Dwarf – The more common of the Dwarven races. Although they commonly live in the mountains like their cousins (see below) Hill Dwarves do have much more interaction and trade with other races then the mountainous variety. Most Hill dwarves sport hair of blacks, browns or reds (coloration and hairstyle is very important to Hill dwarves), with males ALWAYS sporting beards (long but usually shorter then Mountain dwarves’), as often as not with no moustache (common fashion). Beards (male) or hair (females) are almost always braided or knotted, and most often adorned with clasps, brooches, clips, beads and pins. Hill Dwarf society is clan based and a council of elders is created from the more prominent clans which governs all Hill Dwarves near and far, it is believed that once long ago they were ruled by kings like Mountain Dwarves, but they are reluctant and stubborn to talk about it.

RULES: Hill Dwarves follow all rules for “Dwarves” outlined in the PHB-3.5, except where noted below.

Hill Dwarf racial min/max
5/18 3/18 5/20 3/18 3/18 1/16

Mountain Dwarf – The more secretive of the Dwarven races, few Mountain Dwarves ever venture forth from their great mountain halls. Known for a dislike of Arcane magic (at least any not bound in the form of steel or Mithril) sturdy Mountain Dwarves spend there lives in the belly of the world mining and making. There once was 7 great halls and 7 great kings to the Mountain dwarves (with many lesser halls and lesser lords one would suspect), now only 3 are known. Many seem to believe that the Dwarves have simply become so enrapt with their treasures and gems they simply have forgotten to inform anyone else that they are still alive; but some reports of expeditions have noted dwarven structures filled with orcs, goblins and creatures from the dark unknown that leads many to believe that at least some have been overrun. Standing at heads (even height) with their Hill Dwarf cousins, Mountain Dwarves always have long beards and moustaches of blonde, white, or light brown, usually straight and clean (although sometimes with ringlets or a single large clasp). Although as gruff and stubborn as Hill Dwarves, Mountain Dwarves rarity tends to add a more noble presence to them.

RULES: Mountain Dwarves follow all rules for “Dwarves” outlined in the PHB-3.5, except where noted below.

Mountain Dwarf racial min/max
5/18 3/16 5/20 3/18 3/18 3/18
Note: Although Mountain Dwarves may have a Charisma of 18, no Mountain Dwarf character may begin with a Charisma above 16.

Gnome – Industrious but eccentric Gnomes of the GSC are few in number. They have several small cities and kingdoms, but usually they are in the shadow of an allied Dwarven hall. Legends speak of a vast Valley Kingdom in the mountains covered by a great Illusion, but no one has ever come back with concrete proof, and asking a Gnome will only invoke a smile or a laugh. Dwarves although tied to Gnomes by ancient pacts long ago have become ill at ease with how freely Gnomes have begun associating with Arcane magic in this current age (this has not however has not stopped them from asking Gnomes to help with the forging of great weapons of armor and magic, when they are needed).

RULES: Gnomes abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.

PREFERRED CLASS: Illusionist or Bard (Gnome players may choose which is their preferred class at creation, it may not be switched)

Gnome racial min/max
3/16 3/18 5/20 3/18 3/18 3/18

Halfling – The little folk of Rendölan come in two types Longfoot and Stoutfoot (although no non-Halfling has ever yet been able to tell the difference). The youth of the race is ever curious and mischievous while as the years grow long they tend to become for homebodies as well as develop a greater fondness for food and spirit (not to say that there aren’t exceptions (in fact most Halflings are nothing if not exceptions)). As a result of this many older Halflings develop a round belly in later years known as a “ponch”. No Halfling kingdoms exist on GSC, most Halflings have village communities amongst the kingdoms of Humans, Gnomes and Dwarves, but many of their youth seek adventure in the cities of these Kingdoms.

RULES: Halflings abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.

There is no known Halfling language on the GSC the closeness between human and Halfling over the ages has lead to the belief that the language was absorbed in into what is now the standard common tongue. Rules: Halflings start with only common as their basic language.

Half Elf – In past ages Half elves have been looked upon with shame by most Elves and suspicion by humans, but despite this adversity Halfelven have proven to be the greatest of heroes on both sides. Times are changing though as the number of humans in the High Elven kingdom grows, so too do the number of Half- Elven. The most common is the grey half elf as they have long mingled in the human lands. Although the acceptance of Half-Elves is now largely without bias, High Elf Nobles generally will not allow any halfkin or “MUDladaine” (derogatory) to inherit titles or land if a suitable full Elven heir is found (even if younger or a bastard).

Half Orc – Orcs are few on the GSC and Half Orcs fewer still, regarded generally as brutish idiots, half orcs generally only acceptance in the seedier side of human communities, with the exception of Barbarian tribes from the Northern Jungles and the Frozen Peninsula, where they are revered for their strength. Orcs are not known to tolerate half breeds and will kill any such creature they find, usually!

2005-10-18, 04:09 PM
Kingdoms, Cities, and States of the Great Southern Continent

The Kingdom of Coranth – The Largest Kingdom on the GSC, Coranth extends down much of the western coast. Founded over 1300 years ago it is the oldest of the human kingdom of this age. Currently the vast Kingdom is held together solely by the will of the great Haderan the Tall, but this might soon not be the case. The house of the Horned Wolf has seen the light of better days; the noble line of Coranth has few remaining members and the aging King has little defense against the bickering of lesser noble families that threaten secession should a proper heir not rise. This is not the only problem facing the great kingdom, with the growth of the kingdom slowed by a series of plagues 30 years ago, there in not sufficient population to hold Coranth’s territories from foul bands of creatures that inhabit the borders, and so at the edges the Kingdom has begun to fray. In the cities and ports the economy of the Kingdom is still strong and prosperous, but many wonder if that would be the case should the King pass.

Coranth, capital city of Coranth and the castle of the Horned Wolf.
Often referred to as simply “the capital” it is the seat of power for the Coranth and the economic hub of the Western coast. Surrounded on 2 sides by low Mountains and one side by a great bay, The House of the Horned Wolf set out to build what at the time and possibly still is the strongest castle built by man some 1300 years ago. Today the worn white washed walls still fly the banners of the noble houses of Coranth, but gone is the sandy beaches and stone in front of the castle, instead it has been replaced by a thriving multi-tiered metropolitan costal city. No invader has ever breached the walls of the castle but would be conquerors have attempted to raze the city more then once, the result is a mix of architecture style centuries apart as the city replaces old and destroyed with new, and (this has also caused parts of the city to become quite maze-like and labyrinthine).

Bellast, city of Sollon
50 years ago Bellast was simply another port, on the southern fringe of Coranth linking the capital with the city of Wast (below), and the colony on the Cauldron Isle. Then an earthquake hit the city splitting it in two until reaching the steps of the great temple of Sollon (god of Law and Judgment). To those faithful to Sollon it became a sign, and pilgrims began to flock to the city. To protect and restore order to their new holy land the clerics of Sollon gathered all Paladin and templar to the city. The Basic effect has caused a pseudo-theocracy to be formed where the Paladins’ control most aspects of the government and economy, some now call Bellast a paradise, but others call it a prison with walls of righteous zeal.

Wast, the city of tides - Wast was a human city of great beauty and elegance built on and around the mouth of the Wyrm river. It was a city of channels, canals and towers (Even the King of Coranth’s summer palace). All that was lost in terrible flood (110 years ago), which rose the ocean around Wast. The city became a paradise for fish and creatures of the deep, soon thieves and bandits began using the place for hide outs, as its flooded streets and underwater chambers filled with trapped air make it the perfect such place. But a home for rogues was not to be the fate for Wast, some years ago a mysterious conclave of mages, wizards and the like bought the territory from the previous King of Coranth and have declared it an Independent city-state (although it retains close and friendly ties with the neighboring Kingdom). Since then the Mages have commissioned many architectural projects by hand and magic rebuilding the city above the waves with rooftop markets and gardens, stone bridge and walkways connecting buildings together as boats and ferries transverse the flooded streets. These changes have made Wast into a center for art, fashion and of course magic. Even with its unique and beautiful design and growing population Wast is still the faction in size as it originally was, with the low rooftop of building yet reconstructed licked by waves as the tide rolls in.

The Forest Kingdom of Aeslith – The forest the Wild elves call home is not a place you enter uninvited.

Eskiloo - Near the Frozen Peninsula, the people of the Eskiloo seek to find harmony with oneself and the world, surrounded by monsters, barbarian tribes and some of the most inhospitable weather in the world. Famed for its warrior monks and its monotheistic religion, Eskiloo is a place unlike any other on the GSC.

The Old Wood – Outside of Aeslith along the southern bay lays the Old Wood, the most mysterious of the ancient of forests of the world, within its groves orders of Druids hold council and try to divine the will of nature. With the right guide it is said to be one of the most beautiful places in Rendölan, without one the most dangerous.

Kessin, Kingdom of the Valley – The second largest of the Human Kingdoms (in population), Kessin is a large valley kingdom located on the Eastern edge of the GSC. Thought to be one of the most beautiful places in Rendölan, Kessin protects its borders from harm with powerful cavalry and skilled woodsman. Ruins from kingdoms ages past litter the countryside, and though most tales of old are long forgotten, the many faces the valley has had through time can be seen in Kessin’s rich legends and folklore, even several of the old gods are still worshiped in Kessin.

Eropus (capital) – city of flags

Luhsalla - Desert Kingdom of the North – In the North above the Valley of Kessin, the dry winds blow, here lay the people of Sallamai, Goddess of the moon. Luhsalla is a place of old Gods and old magic.

Del East, the caravan city
On the plains of Mealor, on the border of Luhsalla and Kessin, at the crossroads of the 4 great roads of the East the tent city of Del East (literally: Crossroads of the East) stands. A meeting point for caravan and merchant, Del East is a constantly changing bazaar. If it ever existed it has been sold in Del East.

Massillon –capital

Coppertown- (Brew master’s town) – Nary a pub in all of the GSC worth its salt doesn’t carry at least one fine brew from Coppertown at the spigot. Coppertown, is home to two illustrious hill dwarf brewing clans, but over time, the greatest of Halfling, Gnome, and Human brew masters have set up shop here too, making the town synonymous with fine ales, stouts, lagers, beers, and meads.

Aethlodael Kingdom of the Eldest – The Kingdom of the High Elven is a place of rolling hills and great forests. The magic of this place is apparent to anyone, and anyone doesn’t feel it is either a fool or a liar. Aethlodael is old and unspoiled, a throw back to a time when all things where part of magic; “every pebble, every leaf, and every drop of rain in Aethlodael was old before time started to count” the saying goes. The lands of the High Elves are powerful and priceless; they are also protected at any cost. This land is older then the Elves, bridges, roads, and ruins bare marks unlike any known Elven language, but if the secret to the land is known, then the Elves guard it fiercer then any other secret.

Galendael- capital

Capshiels- border city

Thuringrey – Greatest of the Dwarven Mountain Kingdoms. No less then 5 great peaks high up in the Spinelwind Mountains interlocked by wall, tower, and bridge (as well as countless tunnels and halls below) form the exterior of this kingdom. Inside the center peak lays the city-hall of “Odingor” the seat of power for Thuraden, King of the Old Line.

Cittlepeak – The Largest Settlement of Gnomes on the GSC, Cittlepeak is as mysterious a place as you will find. The city is build in a large tiered ring around a low mountain deep in the western mountains but the peak of the mountain has been shorn flat, and the perfectly flat plateau is covered end to end with ancient runes. The purpose of this is unknown (some say even to the Gnomes), it is cryptically called the “calendar” by citizens, but what is known it that the spirals of Cittlepeak have walls on both sides of the city, therefore defending the city from the outside, and the city from the “calendar”.




The Broken Realms – during the 5th age the heart of many races lay within this realm, but alas the events that ended the age destroyed the kingdoms, and now it is a treacherous place, filled with monsters and the unknown. Goblin cities and burrows of Wights are what stands now. But still knowledge and treasure of that age lay amongst the dungeons and dark places so it is not uncommon to find expedition of explorers or adventures seeking such fame and fortune in the broken realms, although the number to return is fewer by far.

2005-10-18, 04:15 PM
Creatures of the Great Southern Continent

Hind – Hind are small deer-like centaurs, they are a young race that is small in numbers, living in sporadic tribes from the old forest up to Kessin. Energetic and curious Hind often accompany adventuring parties especially if they contain gnomes or Halfling whom they generally find a common ground in mischief. Herd community oriented, groups of Hind generally have many more Females then males, and are usually led by an older Buck, generally a fighter or a druid. The Hind have long since mastered the use of the javelin and the bow.

Gigas – Gigas are an ogre like race imbued with the powers of the elements. Whatever method used to create this race has left them chaotic and angry. Thankfully the creatures are usually solitary or take the role as a leader of lesser creatures, although at times Strong Gigas have been able to unite their brethren together, forging a near unstoppable army of strength and elements.

Knolls – Knolls are the most numerous of all the intelligent evil races on the GSC, over 15 breeds of Knoll populate areas from the Frozen Peninsula to the great swamps of the NorthWest. Sporadic communities of knolls now verge on city size in some areas.

Goblins – of all the “Evil” races Goblins have adapted the best to survive, having found protection in larger numbers in their clustering hive cities in the Broken Realms, and eking out livings as merchants, thieves, and spies in the cities of humans, goblins can be seen anyway in the GSC. Although usually looked down up, their status suits goblin just fine it means they are overlooked and underestimated. It is almost as common to see a goblin selling fake jewelry on the streets of Coranth as it is to encounter a sect in the wilder areas of the world.

Wights – These intelligent undead are the greatest threat to the races of the GSC, crafty and cunning, bands of undead lead by Wight leaders have scourged the land since the end of the 6th age and the defeat of the Wight King! There are many great villainies committed that can be drawn back to the burrows of the broken realms.

Well thats the last of it I told you it was long! I hope you enjoy it, or you get inspiration from, I do have details on the deities of the world but because I developed a pantheon for each race and 3 for humans, I think I'll skip it for now unless asked. Thanks alot for reading. Maybe I'll tell everyone how the game goes on Sunday.