View Full Version : Age of Heroes (Ideas Wecome) [Homebrew Campaign setting]

2009-07-28, 08:48 PM
"What an age of glory we live in! A true Age of Heroes! For whose deeds could compare to those of Heracles and Siegfried?"
-Taticus, Renaren historian, FA 553

"I'm pretty damn sure ours could."
-Donovan Seether (Dragon's bane), FA 1128, in response to above statement.

Aurelius does not have much land to speak of, only three continents and a massive archipelago.

Geography, as written by Pietro, master scholar
Sarafika:This continent is home to the more "civilized" races (Races from RoD, RotD, RotW, RoS). It's long been seen as the world's greatest power, namely due to the state of Nervar in the South and the Renar Empire in the West. The Eastern region of Reca has long been divided into numerous kingdoms and city-states, with varying forms of government. Some are run by a funny system called "Democracy," where they hold the odd notion all are equal. Nervar holds this notion as well, though it was founded as an "Outcast Nation" by a half-elf and a half-orc bent on social equality. Strange country, but it held its place in its bid for independence. Even our Renaran Empire cannot conquer it, so strong and diverse are its peoples. It's government can be a bit of a mess at times, though. A representative from each race is part of the government, with no one set leader, though the half-elf and half-orc representatives hold the highest positions.

Sarafika can be divided into three regions, each taking up about a third of the continent. The regions of Sarafika are described as follows
Reca is mountainous and divided. Over 60% of it is mountain and uninhabitable, other than by dwarves and gnomes and the like. The areas inhabitable to other races are often controlled by humans, with elven city-states found to the south. The most notable city-states worship the Olympians, each with a different patron. Athens with Athena, Sparta with Ares, Bacchae with Dionysus, Thebes with Hera, Cnossos with Poseidon, Mycenae with Zeus, Delphi with Apollo, Corinth with Hephaestus, Sikyon with Demeter, Argos with Artemis, Rhodes with Aphrodite, and Elis with Hermes.
Renaren Empire:
The empire is sometimes called the Draconic Empire, given it's odd obsession with dragons. How much draconic blood is in your veins still remains a factor in nobility. The emperor is always a descendant of a gold dragon, the generals red or silver, and so on. Any half-dragon or draconic mortal is automatically treated as nobility, regardless of origin. The Renarens use kobolds as slaves, as well, though they are treated well.
This is also called "The Outcast Country," given its large population of outcasts from Renar and Reca. It's capital is known as Larissa. Most of Renar has already been outlined

Caisa: Caisa is also fractured, but much more accepting than any country on Sarafika, though Nervar follows closely. It's fractured similar to the Reca region of Sarafika, but they aren't nearly as divided. Generally each race or creature found on Caisa has its nation, even outsiders from the Lower Planes (many of whom are good and wish to escape the confines of their Evil brethren).

Eurigo. Nasty place, filled to the brim with monsters such as orcs, gnolls, lesser giants, and the like. The entire continent is lawless, with no borderlines or rulers at all, other than simple tribes. I won't (and can't, much to my frustration) go here.

Zel:Nobody really knows anything. Even with countless expeditions, the islands are just too numerous. Any monster, any environment, any level of civilization can supposedly be found here.

History, as written by Pietro, master scholar

This Section under revision.

Nothing in this thread is finalized.

2009-07-30, 03:24 PM
Races, as written by Pietro, master scholar

The cities of Sarafika are filled with many races, but these show up the most, it would seem.

Human: Humans are the most common race on Sarafika and Caisa, though much more so on Sarafika. They make up the bulk of all nations on Sarafika, and the bulk of many on Caisa. Humans are often any class.

Half-elf: Half-elves are common on Sarafika and Caisa as well, and make up the bulk of Nervar along with half-orcs. They are often outcasts in Reca and Renar, but are the norm in Nervar. They are actually more common than humans, with longer lives and a self-sustaining breed. Half-elves are oftne any class as well. Houserule:Half-elves can choose either Bonus feat or full sensory bonuses/door sense

Half-orc: Half-orcs are incredibly rare in Reca and Renar, long seen as abominations and monstrosities. They are most common in Nervar, where they sustain themselves. An occasional half-orc is born between human and orc, who are more civilized in a country that accepts them. Half-orc barbarians, druids, fighters, and rangers are most common (and classes like them).Houserule:Half-orcs don't get the Int penalty. Cha makes sense, but Int not so much

Illumian: Odd folk, the Illumians, and relatively new. They hole themselves up in their cabals, and few become adventurers. They are scattered around Sarafika, not very common. The few that do become adventurers are often monks or wizards.

Aasimar: The aasimar is another rarity, but welcome anywhere on Sarafika. Their celestial blood is a welcome addition to any family tree, as well. An aasimar will likely become a bard, monk, or a paladin.

Half-ogres: Same as half-orcs, only more brutish and less welcome in Reca and Renar.

Mongrelfolk: Strange beings found most often in cities, and viewed with distaste. Most likely to become rouges.

Tiefling: Tieflings are viewed only slightly better than half-orcs, and only because they have more human blood. A good tiefling is a welcome addition to any adventuring party or guild, so long as he has proven himself. Tieflings often become rouges or wizards.

Changelings: Nobody has a set view of changelings; they masquerade themselves so often its hard to tell them from any other race. When they do reveal themselves, they are often viewed with suspicion. They often become rouges, or one of whatever race they're masquerading as.

Races of draconic blood are scattered all across the world, with varying frequency.

Dragonborn: The dragonborn aren't the most common, as few are called by Bahamut, but those that are, often answer. The dragonborn are welcome almost anywhere in Sarafika, but especially in Renar, who has an odd obsession with dragons. They can be any class, namely based on what race they were before.

Spellscales: Spellscales are viewed as oddities, especially ones born to non-spellscale sorcerers with strong draconic heritage. They are welcome in Renar and Nervar, but often ridiculed in Reca. Most become bards or sorcerers.

Kobolds: Kobolds are pests in Reca, slaves in Renar, and the same as any in Nervar. They often line the pockets of any who force them under their control, many of which are dragons. They will often become rouges or sorcerers.

Dragon-descended: Dragon-descended are shunned in Reca but treated like royalty in Renar. It's an odd case of irony that to be accepted, they simply have to travel West. Their class depends on their base race.

Many races inhabit the mountains along the North coast and in the region of Reca. These mountains are what divides Reca so.

Dwarf: Dwarves are the stonemasons, smiths, and all-around stone- and metal-workers of Sarafika. The shorter men are often found in the armies and forges of every country. A dwarf will often become a fighter or a monk.

Gnome: The gnome is the architect, the tinkerer, the inventor. A gnome is often the mind behind any military tactics, any brilliant design, the expedition at the right time. A gnome will often become a bard, a rouge, or a wizard.

Goliath: Not much is known about goliaths. I am told they are often seen as barbarians, druids, or rangers, though.

These races inhabit the Southern parts of Renar and Reca, and some can be often seen, while others are reclusive.

Elf: Elves are the most graceful of the "common" races. They are viewed
as aloof and car-free in both Reca and Renar, and are often just as shunned as their half-elf kin. The Southern cities in both regions are generally more accepting. They often become druids, rangers, or wizards.

Halfling: Halflings control the river trade across the continent. They are welcome anywhere across the continent, but are viewed with a little suspicion. Checking your pockets after with an encounter with a halfling is never considered rude. They often become rangers or rouges.

Raptoran: A raptoran is similar to a goliath in that both are viewed as awkwardly as any race can be viewed on Sarafika. They aren't the most common, though I've heard they often become fighters or rangers, or sorcerers.

2009-07-30, 03:30 PM
Classes, as written by Pietro, master scholar

Barbarian: Barbarians are savages, but not entirely useless. they are good at instilling fear in their enemies, especially when raging. They don't often show in cities, though. They're often on the front line of adventuring parties.

Bard: Bards are the great performers, and always lend a hand with arcane magic and their musical ability. They play a support role in parties. They also have an odd knack for seemingly random knowledge; given their often oratory nature, it's not surprising.

Cleric: A cleric is a mix of back-up and front-liner, their cure spells and other divine magics supporting the others. They can hold their own on the front line, and can hang back with equal ease. They aren't often adventurers, however. The time with the church often overrides all.

Druid: Druids are similar to clerics, with their shape-shifting abilities granting bonuses to their physical abilities and spells to support themselves and others. Like clerics, they are not often adventurers; they spend their time alone, communing with nature.

Fighter: Fighters are on the front lines, like barbarians. They often specialize in certain types of fighting or weapons. Some are adept in a thing called "The Sublime Way," something that gives them more power over normal fighters. DM's Note:If you really want a fighter-type character, go with a warblade. You can stick with fighter, but warblades are recommended

Monk: Monks are adepts similar to fighters, specializing in unarmed and un-armored fighting. They gain spiritual powers through a substance known as ki, which is internal. A monk is always a front-liner, blazing across the area. DM's Note/Houserule:Monks get full BAB, but if you want a monk-type character, use a swordsage. Get rid of the light armor proficiency stuff and I'll give the swordsage "unarmed strike," so it feels better. Getting rid of "Sense Magic" will give you the AC bonus.

Paladins: Paladins are champions; of good or evil, it's their decision. They have a strict code of conduct, whatever they champion, and breaking it causes them to "fall" and lose many of their abilities. They are front-liners with a small amount of support spells, and healing abilities as well. DM's Note: Go crusader, that is all

Ranger: Men of the wild, that's what rangers are. Formidable in combat, whether they walk the path of two weapons or archery. Either way, they are an excellent front-liner, similar to paladins with their support spells.

Rouge: Ah, the rouge. Not all are greedy, but all are sneaky and expert trapfinders. The rouge is a welcome addition to any party, often used as a specialist. They can hold their own in combat, but not as well as many other classes.

Sorcerer: A sorcerer's magical power comes from powerful ancestors. Their power is born with them, unlike wizards, who must study. Whether their power comes from dragons (the most common bloodline), fiends, fey, celestials, or any other powerful creature, a sorcerer is always willing to lend an arcane hand. Houserule: Sorcerers gain Eschew materials as a bonus feat a first level, and the bonus feat progression of a wizard thereafter, but with heritage feats instead.

Wizard: A wizard is like a druid in that they are loners, and like a cleric in that study usually absorbs most of their time, but here the differences end. A wizards magic comes from endless study; their spellbooks are filled with notes about spells, and exactly how to cast them. A wizard is near-helpless without his spellbook, just as a cleric is helpless without his holy symbol. Higher-level wizards (such as myself) are numbered; only one currently has the power to stop time and alter reality.

2009-07-30, 04:28 PM
Religion, as written by Pietro, master scholar

The main gods of the world are numbered twenty; ten good (the most commonly worshipped), five neutral (Fewer devoteÚs, but smaller sacrifices are offered), and five evil (Least worshipped, though their followers can grow to immense power on occasion).

These gods are as follows:


Four elements:
God of air, clouds, lightning, and war
Air, Good, War
Symbol" Longsword with a blade of lightning
FW: Longsword

Goddess of fire, honor, the sun, and paladins
Fire, Good, Law, Sun
Symbol: ?
FW: ?

God of water, storms, the moon, and trickery
Chaos, Good, Trickery, Water
Symbol: Moon over waves
FW: Trident

Goddess of earth, healing, protection, dwarves, and gnomes
Earth, Good, Healing, Protection
Symbol: Earthen shield
FW: Light Axe


God of knowledge, magic, and children
Good, Knowledge, Law, Luck, Magic
Symbol: Open book
FW: Quarterstaff

Goddess of love, beauty, good, and childbirth
Good, Healing, Luck
Symbol: ?
FW: ?

God of nature, animals, plants, and loners
Animal, Good, Plant, Sun
Symbol: Lone tree along a road
FW: Scimitar

God of travel and dreams
Good, Protection, Travel
Symbol: Lone road at night
FW: Quarterstaff

God of women, wine, and partying
Chaos, Good, Luck, Trickery
Symbol: Half-empty glass

Goddess of hearth and home
Good, Protection, Strength
Symbol: Fire in a hearth


Goddess of law, retribution, justice, and unity
Destruction, Law, Protection, Strength
Symbol: ?
FW: Mace

God of chaos, disunity, and creation
Chaos, Luck, Magic
Symbol: Swirling lines
FW: Dagger

Goddess of mental strength
Knowledge, Luck, Magic, Trickery
Symbol: Quill
FW: ?

God of physical strength
Destruction, Protection, Strength, War
Symbol: Halberd
FW: Halberd

God of death
Chaos, Death, Evil, Good, Law
Symbol: Skull (Minus lower jaw)
FW: Scythe


God of evil, destruction, and magic
Destruction, Evil, Magic
Symbol: ?
FW: ?

God of monsters
Animal, Evil, Knowledge, Plant
Symbol: ?
FW: ?

God of tyrants and war
Destruction, Evil, Law, Strength, War
Symbol: Iron fist
FW: Mace

God of anger, rage, and slaughter
Chaos, Destruction, Evil
Symbol: ?
FW: ?

Goddess of "the elements"
Air, Earth, Evil, Fire, Water
Symbol: ?
FW: ?

This section is under revision