PDA

View Full Version : Let's make a setting!



Pages : [1] 2

Algerin
2011-12-28, 06:54 PM
I want to make a setting with the collaboration of the friendly people of the Playground. Now how will we go about doing this?

Simple: When you post, state one thing as a fact.

If you'd rather expand on a previous idea or explain it in some way, feel free.

If there are contradicting facts, then the subject in question is shrouded in myth, hearsay, misinformation, propaganda or just plain exaggeration.

When we feel we have reached a satisfactory conclusion, I will take on the mantle of DM and run a game on these forums for anyone intersted in play-testing the new settings.

The first fact is: The Setting has many ravines, mountains, hills and sinkholes.

What has been decided thus far:
Races

Elves

Elves of the eastern continent live largely in the plains and grasslands or lightly forested areas of the continent. Many of the elves have a natural affinity with animals anymore powerful mystics among them can directly control animals. There warriors are primarily lightly armored horse archers who are particularly skilled riders as they have such empathy with their mounts. Most of the elven system is based upon raising or herding animals. The elven nation is a democratic republic, with a ruling council that is composed of an elected representative of each of twenty four geographic regions that the elves posess. To vote, you must pay a tax to the republic, meaning poorer elves one have no say in electing their representative.

Dwarves

The Dwarves occupy The Southern Half of Gloias and they constantly feud with the elves.
The Dwarves of the Eastern Continent are divided into numerous Houses and Guilds that all swear fealty to A king or Queen. Houses can be a single family or multiple families that have made an alliance that has lasted generations. Guilds tend to swear fealty to a single house for a predetermined amount of time and indeed, there are many dwarves in guild employ who delight in the fine wording and intricacies of deciphering and writing up contracts.
One of the Dwarven houses is led by lord Kholev, the self-proclaimed king of beasts. He is a werelion and fervent supporter of all down-trodden mammalian therianthropes. He secretly has contacts in most major cities that funnel information to his regime. Though there are non-therianthropes in under his command, they are the minority.

Orcs

The Orcs are nomads that travel from oasis to oasis. They revere Owlbears and a certain number of Orcs are both Were-Bears or Were-owls that typically lead the tribe. Orcs do not trust the stars, believing them to bring ruin. Kobolds and Goblins typically trail or are part of Orc Tribes. Orcs will also occasionally ride Large Lizards or

Therianthropes



Kobolds

Most kobolds live in small nomadic tribes that make a living by exploring old ruins, scavenging bodies after a military fight, and selling whatever they find to travelers.
Most kobold magics are a mix of arcane, shamanism, and Druidism And are based primaraly on convincing dragons to give them stuff.

Half-Elves



Half-Orcs



Half-Dragons



Gnomes



Dragon Men



Trolls



Kitsune

Fox

Kumo



People of Eremos



Goblins



Gnolls



Tree Men



Halflings(Icelings)



Lizardfolk



Half-Demon



Flora and Fauna
Dragons are rare, very powerful forces of nature and are very few in number.

The owlbears of the western continent are unlike those in the rest of the world, they are gargantuan in size with ancient nature magic imbued in their fur and feathers. They are as powerful as any dragon, and just as terrifying. The orcs who worship them get their shamanic powers from them.

There are three forms of rocs on the planet.

The Ahs'ran are large desert birds that are found in the western lands, greyish and dumb. They are tamed by those orcs who can find the nests. They hunt anything that they can find.

The largest are the De'shan, which look much like massive overgrown seabirds. They said to be able to dive down into the deeps to eat whales and giant squid, and are nicknamed "Thunderbirds". Though they mostly live in the polar seas, they can be found in any land with large amounts of standing water. They are the rarest roc, and in the eastern lands they are hunted by the local dragons as genuine rivals.

The Craw'nas are overgrown, bald, crow-like rocs of the dead lands. They are immune to necrotic energy, and subsist on ghosts and spirits. They are seen most often as the mounts of strange traders carrying mithral from faraway lands.
The World

Gloias

The eastern continent, Gloias, is covered in verdant plains and forests, and is largely divided between quarreling elves and dwarves. Its fauna and flora are those typical of the Jurassic period.

The dwarves of Gloias are divided into numerous Houses and Guilds that all swear fealty to a king or queen. Houses can be composed a single or multiple families that have made generation-spanning alliances. Guilds, on the other hand, tend to swear fealty to a single House [noble?] for a predetermined amount of time. Indeed, there are many dwarves in Guild employ who feel no real loyalty to the House [noble?] they serve.

The elves live largely in the plains, grasslands, and forests of Gloias. Their soldiers are lightly armored archers who fight from horseback and are particularly skilled riders. Most of the elven system is based upon raising or herding animals. The elven nation is a democratic republic, with a ruling council that is composed of an elected representative from each of the twenty-four geographic regions that the elves possess. To vote, you must pay a tax to the republic, meaning that poorer elves have no say in electing their representative.

The northern reaches of Gloias are dominated by six small kingdoms of half elves who revere wolf and bear therianthropes and bear an ancient hatred of dragons. They seldom get along with their southern neighbors, the main elven nation


Savos

The western continent, Savos, is ruined and desolate. Much of it is covered by a rocky, cursed wasteland which is prowled by demons [where did they come from?] and ruled by sectoid queens. Anyone who is slain in the waste rises in undeath, animated by the necrotic energies that abound in the place.

Centuries ago, Savos was a lush land, home to an empire ruled by a powerful archmage, Athanaric. The archmage was in fact an ancient blue dragon who assumed mortal form. This secret was kept well-guarded from the populace. When his subjects rebelled against him [why?], Athanaric fled –but as he went he called down a powerful curse the land, causing massive earthquakes and tectonic upheaval that turned the continent into a barren wasteland.
The humans of the great empire perished when the wizard king let loose this curse [how? Was there some sort of plague involved?], leaving many ruins behind them. The landscape is dotted by ruins of the great human cities. The remaining communities are based around oases or have mages strong enough to restore water and vitality to the soil. TThere may be another human-like race (eg illumian) in existence.

The dominant force in Savos is a cult that worships Athanaric. They view him as wrathful, messianic figure who will some day return and restore life to the land. The priests of this cult are dragon-men with a variety of magical powers. The entire cult is descended from the few humans who were loyal to Athanaric and were gifted with a tiny part of his blood and essence. They have some respect for kobolds, who mostly stayed loyal to the Athanaric, but still consider then inferior - they tend to keep them as servants and helpers.

Many of the cultists of Athanaric, the wizard king, have a very human appearance, just a few bluish scales or more frequently dragon-like eyes. Others look more dragon-like. The more draconic features that a cultist has, the more respect he is generally given. Those followers with wings are the most treasured.

The ruler of the cult, and resultingly one of the most powerful individuals in Savos, is Azoratha, the daughter of Athanaric and often called the Dragon Queen – an elder dragon and a powerful sorceress in her own right. She rules from a great fortress on a plateau in northern Savos. The plateau, being under her magical influence, was spared much of her father's curse and is still lush and verdant.

Azoratha gives her most powerful and loyal priests or sorcerers small amounts of her blood to drink, which gives them greater power, prolongs their lifespans, and over time makes them more and more dragon-like.

Although Azoratha claims control over the entire continent of Savos, in practice large area of the continent only give her lip service and a few places are in open revolt.

Among the shattered cities of Savos is Keljos, which, as the percieved source of the rebellion, had a special curse laid upon it. Keljos is now inhabited by the Abliving, huge forms resembling impossibly elongated humanoids that float through the empty spires without visible means of support or locomotion.

In the pleasure houses of the largest city, there is a hedonistic cult who worship a powerful succubus who eats the souls of those she drains, taking with it all of the victim's memories. The cultists are convinced that because their souls are becoming one with her, they will live forever in a being of pure pleasure for all eternity.

Tribes of kobolds scavenge in the barrens, looting old ruins and living off what they can find.

Savos is inhabited by nomadic orcs who worship owlbears.The owlbears worshipped by the orcs are powerful servants of Rohesia, the goddess of nature. Now the formerly peaceful owlbears have grown violent and hateful, their personalities reflecting the rage of their goddess Rohesia.

Orcs venerate the moon of Rohesia, which turned has red due to her rage at the vast destruction of natural lands by Athanaric. The orcs and the Azorites, the followers of Athanaric's daughter, are bitter enemies.

Buried beneath the desert sands are giant crab-like mobile fortresses, war golems from a bygone era. They lie under the sand damaged and inactive, usually. Occasionally, one of them activates and wanders aimlessly across the desert, crushing all in its path before grinding again to a halt to be covered in desert sands. Some brave souls seek them out and try to get aboard to scavenge, loot or control the ancient war machines. Few of them are ever seen again.

Off the coast of Savos is the jungle-covered island of Samartis. The current inhabitants, several city-dwelling tribes of gnomes, claim that Athanaric fled to their island and taught them the secrets of the arcane. Whether or not this is true, he isn't there now.

There is a small city on the eastern coast of Savos called Aliados. It was built by elves, largely as a base for exploitation of the deserted cities of the continent. Though nominally part of a larger elvish nation, it has a broad degree of independence, and its culture is steadily drifting farther from that of Gloias

Along the northern crescent of Savos there is a road called the Serpents road. It is a winding, twisting road made of a round, greenish rock.

Along the northern ocean, north of Savos, jagged black spires that look like spider-legs jut from the ocean floor. Sharks, Giant Squid and worse make their home amongst these spires. Interestingly though, some exiled elves have built a series of villages that dangle off these deadly spires.

Along certain beaches of Savos are fields of orcs, humans, elves, dwarves, kobolds and stranger things, all turned to solid stone.

Gnoll Slavers are frequent in Savos


Thaithal

The perpetually benighted southern polar continent of Thaithal, a land where the sun never quite crosses the horizon and is lit by ever present moonlight. Vicious clans of hereditary sorcerer-nobles wield shadow magic in their incessant internecine warfare against each other leading armies of samurai, war monks and peasant bushi backed by great six-legged beetle-like war golems called kabutomushi. The most powerful man in the land is Yorinita Katoh, the Black Shogun, who nominally rules the land on behalf of the Onyx Empress.

On the edges of the continent lie glaciers, fjords and tundra where the land slowly turns to ocean and ice. Great herds of seals and walruses abound and strange tribes of simple halfling (Iceling) fishermen and nomads make their homes. Icelings are extremely proficient with the harpoon and produce excellent spear-fishermen. Wild white lizardfolk tribes reside alongside the icelings, and fight them for resources in the harsh wilderness. The Icelings and White Lizardfolk are mostly confined to the outer reaches of Thaithal, kept there by the Black Shogun's decree. Hunting the Icelings and Lizardfolk has in fact become something of a sport among the darker elements of the Thaithalian society.

Also along the outer perimeter lie the great port cities, that are often blocked with ice for much of the year preventing the use of larger junks but the smaller Thaithalian long ships are usable year round. Deeper in the interior, the land is heated by powerful geothermal sources and there are dense verdant forests, grasslands populated by grazing animals and rich, fertile farmlands.

There are very few lycanthropes in Thaithal and are largely of two types, the kitsune, or werefoxes and the kumo, the werespiders. By ancestral law, it is impossible for a lycanthrope to hold or inherit a noble title and so those sorcerer-nobles who are lycanthropes must keep it a secret upon pain of death. This is usually achieved through the regular imbibing of a special potion to retard forced lycanthropic changes. Those common born lycanthropes must keep their status a secret as well for fear of being the latest prey of a dedicated cadre of monster hunters. Common born lycanthropes, particularly kumo, often find their way into a ninja clan.

Ronin who have become masterless due to their clan or noble house being extinguished typically become monster hunters so as to continue usefully practicing their warrior skills and serve the community. Ronin also often become wako, pirates who prey on the trading ships that travel between Thaithal and the southern cities of the western and eastern continent.

The Thaithalians conduct raids of some of the more outlying towns and villages of the southern portions of the western and eastern continents using elegant junk-like long ships. When the warriors of Thaithal raid the coastal villages of other races, they come in the dead of night and their shadowmancers cloak their fleets in darkness and silence to make them impossible to detect.

While outsiders often believe the Thaithalians to be of goblinoid descent, this is entirely a myth perpetuated by the fierce goblinesque war masks that Thaithalian warriors wear in the field to intimidate their enemies. Thaithalians are actually a pale-skinned race of ancient half-elven stock, most often with long, luxurious white hair pulled into a ponytail or top knot. The ancient ancestors of the Thaithalians were a group of half-elves looking to found their own kingdom where their kind could be accepted.

Ancient legends of the Thaithalians indicate that their earliest ancestors emigrated to Thaithal from Shax-Li. There are said to be obsidian pyramids there that venerate the first Onyx Empress. It is said that many religious artifacts still remain in the pyramids, if one could figure out how to enter when there is no gap in the solid stone.

The Thaithalians worship no gods, but instead revere their dead ancestors, especially great champions of the past. The land is dotted with shrines, temples and monasteries and each and every village has some ancestral hero or protective nature spirit. Festivals and annual historic celebrations abound. While she is not actively worshipped, the Thaithalians have a great reverence for a spirit they call the Lady of the Moon and many myths and stories are told of her as well as songs and operas.

Thaithalian raids are usually conducted by second sons (and daughters) looking to establish a name for themselves back home through warlike action. Gold, silver and jewels are most sought during these savage, swift nocturnal raids and while the occasional attractive and buxom young maiden is absconded, tales of the raids being primarily for slaves are just that, tales, most often told by local lords to keep the peasantry in line and afraid.

Rising like a stone titan from the center of the continent over the magnetic south pole, is Mount Aruhika. High atop a mighty outcropping of rock lies Castle Iennayo, the citadel of the Black Shogun, carved out of the very rock itself. Despite many eruptions from the still active volcano at the center of the mountain, the castle remains untouched. Many legends surround this, the most prevalent of which is that the Black Shogun has entered into a pact with a vestige, a dead god of earth and molten stone who was once worshipped by the humans and that so long as the Black Shogun keeps the pact, no harm will ever befall the castle. This legend is reinforced by the fact that traitors to the Black Shogunate are executed by being tossed from the castle walls into the waiting maw of molten lava below.

The Black Shogun's greatest rival is Lady Shizumi Kyouko, also known, behind her back, as the Queen of Nine Tails. It is widely rumored that Lady Kyouko is kitsune, but due to the wealth and power of her clan, and that a full-scale war between her forces and those of the Black Shogun would likely destroy the empire, this matter is not discussed in polite company. It is likewise not discussed in open conversation the rumors of her perverse appetites. In soft whispers it is said that the Lady is served by over two hundred of the most skilled and supple of concubines of both genders, clad in black leather and chains or in garments of the finest silks, or often, in nothing at all.

Within the strange, cold reaches of Thaithal, there exists a colony of were-snakes that call themselves the Naga. They prefer to act as lords over the other weres in the area, and it is said that within the castle of the Queen of Nine Tails, there is a system of tunnels within the walls for them to slither in, and that their lord dwells deep inside a miles-long chamber underground. They attempt to alert Lady Kyouko of varying plots and supplement her spy network, in exchange for twenty-four plump live criminals to be chained inside a special cavern not far away from the palace. The week after that, the next shipment is placed in the same cave, with no remnants of the former inhabitants.

Besides their long ships, the Thaithalians also possess larger sailing junks which are used to maintain the silk trade with the western and eastern continents. The occasional raid by second sons and daughters of various Thaithalian clans is a constant irritant threatening to end the silk trade but it is so lucrative that foreigners accept the occasional raid as the price of doing business. When raiding occurs too frequently, petitions are made to the Black Shogun who provides pressure on the clans to cease the raids, at least, for a time.

Travelers and traders coming to Thaithal are most often allowed only to remain in specified coastal trading ports. For foreigners to travel anywhere inland requires a special pass which only a member of the sorcerer-nobility can provide. The Thaithalians are extremely wary of foreigners and rarely trust them including their own longstanding trading partners. The savage fury and utter ruthlessness the Thaithalians show on the battlefield belies the serene civility and deep, abiding love of the arts they demonstrate in all trading negotiations and courtly matters. Literacy, while not universal, tends to be higher in Thaithalian commoners than elsewhere and calligraphy itself is considered a high art.

When abroad, Thaithalians travel in full military regalia and almost always keep to their ships except to trade or acquire supplies. Foreign influences are shunned with the notable exception that they are curious about all aspects of warfare and military equipment, weapons, armor and beasts of burden.

The finest weapons and armor in Thaithal are crafted from obsidian. This is because once the true name of the Onyx Empress, entrusted only to the Black Shogun, is notched into them, they become nearly unbreakable, and have come to be known as adamant. Lord Katoh has not been seen without such armor for many years, and few of the commoners even know what he actually looks like any more.

The Onyx Empress is, in theory, the most powerful sorcerer-noble of the land. However, nowadays she is wholly a figurehead and all real political power rests with the Black Shogun. While she holds no real political control, her ability to influence events due to her status is still great as is her personal magical power as her native shadowmancy abilities are some of the most powerful in the empire. The Empress is considered something of a semi-divine figure, not actually a goddess herself but of divine lineage, her family being believed to be the descendants of powerful spirits sired by the gods.

The Empress controls precious few land holdings outside of the Imperial Palace but those holdings she does have, most parks and hunting preserves, are considered absolutely inviolate and under no circumstance would rival Thaithalian clans fight there. Her personal wealth is also considerable but most of her possessions are historic artifacts that are considered less to be her personal property and more of items held by her in trust for the entire nation. Her personal guard is under her direct command, charged upon pain of death with the safety of the Empress but her real protection lies in the soldiers, shadowmancers and spies of the Black Shogun. The current Onyx Empress understands this as did her predecessor and she says and does little to interfere with Thaithalian politics.


Yeretis

Yeretis is located on a plateau dotted with sinkholes on the south-west edges of Savos. In it, massive cities are built in the center of these sinkholes, starting from the bottom and working their way up. The largest cities actually spill over the top of the sinkholes and into the surrounding land. Yeretis is also one of the few areas in Savos where agriculture is viable, thanks to three large rivers and yearly run-offs from the mountains to the north.

Yeretis is known for its brave paladins and cruel assasins.
and unknowingly, the Yeretian capital Dyrqandis is built above a large Colony of revolotionary exile Mind flayers, who wish to defy their father's ways and hang around in the overworld.

The Eenbanis islands

The Eenbanis islands are home to dinosaurs,winged kobolds ,komodo dragon based lizardfolk, and dinosaur based lizardfolk and an amazing ecosystem.
the scaleyfolk live in small villages, where they grow food to send it to the citys and towns.
the biggest city on the island is called Dsowretees, A semi megalopolis port city that boats from all around the 'biggest sea' come to resupply, sell their goods, and drop passengers who come for a vacation.
There are no ruins of original ancient civilazations. they were built later, so tourist will stay more and therfore, pay more.
The island is in the middle of the 'biggest sea' and is the largest tourist attraction in the world.
in the large cities there are amazing hotels, and amazing beach resorts in the villages.
There isnt much of a struggle in the islands, tribesman no longer fight between themselves, and many warriors are recruited to the Cmerison empire's army, who are the current rulers of the place.




Shax-Li

The whole land of the far eastern continent radiates necromantic energy. Ones soul will try to leave when one gets near its black shores, and ones body begines to rot from the inside the longer one is there. The place is inhabited with ghouls and others, with the vampires long gone and Liches a new phenomina. Healing magic itself fouls when in its presance, and it is said that the treasures of a lost age can be found unlooted in untouched human cities. Be warned, however! The ambient power heals undead faster than any spell, and objects can absorb this energy! The reason is belived to be that it is cosmicly close to the lands of the dead, and as such it feasable for a mortal to leave the land. It is known, however, that reviving a person dropes them into this land, with a temparary immunity to the lands energy.

Great ships of obsidion leave the shores of the far easten lands every few months. These are manned by creatures called Ghasts in the western lands and Ghuls in the east. Neverless, they are all human, but capture others to bring back to there dark lands. Strangly, that place has a issue: creatures not of human stock cannot transform into higher forms of undeath, and even then they cannot advance further up. As such, the creatures running the ships are the same ones from twenty years ago, and so on. They simply ship the new undead to coastal citys in there lands.

On some strange high plain said to be near this land, a great Cockatraice "oversees" a vast army of slaves. These slaves mine the worlds only supply of mythril, which is turn strapped to undead Craw'nas-mounted platformes by the strange goblinish elves said to be somewhat related to the Thaithals. The Cockatraice is strange beast, at least as old as the Wizered King. Its hide is as hard as the metel that it oversees and can turn almost anything to stone with a gaze, and it is said to be somewhat intelegent. The strange folk that own the mine owe no ships, and the metel is flown all over to the great citys in the world, and is sold by the ounce at extremely high prices. The elf-goblins buy only strong half-orcs and plump halflings, and sell only there slivery metel. The great plain is said to be located somewhere to the east, be it somewhere in the eastern continent or even somewhere where the necrotic energy cannot reach. Even guests are blindfolded before they are allowed a rare trip there, and they are usualy taken to work in the mines, or else feed the monster that inforces there will.

In Shax-Li there are numerous pyramids made of obsidian, or something closely resembling it. No one knows there purpose, but there are several within sight of the "border" of Shax-Li.

Shax-Li is located along a thick crescent at the far-east edge of Gloias

Locations of Interst
Religion
World Deities
-Athanaric the Wizard King: A powerful blue dragon who once ruled over the continent of Savos. Eventually the people rebelled against him, and he cursed the land before fleeing. He has not been seen since, though the Gnomes of Samartis claim he lived with them for some time. Currently, his cult is continues to rule much of Savos, and believe that he will one day return.

-Azoratha the Dragon Queen: Athanaric's daughter and leader of his cult. She rules from a great fortress on a verdant plateau in Northern Savos. She is known for giving her most trusted and powerful priests and sorcerers her own blood to drink, which enhances their abilities, lifespan, and slowly makes them more draconic. Although Azoratha claims sovereignty over all of Savos, many areas merely pay lip service and a few places are in open revolt.

<insertnamehere>*: A powerful succubus, she rules over a hedonistic cult from the pleasure houses of the largest city* of Savos(?). The cultists believe that by allowing her to consume their souls, they will live forever in a state of pure bliss. However, by eating on the souls of the living, she not only increases in power, but gains access to all the memories of her victims. Using this knowledge, she blackmails the local rulers into giving her more souls.

The Shadow Baby: The Shadow Baby is a small creature that has been causing chaos since the dawn of time. However, most people do not realise that the Shadow Baby is in fact actually Flarg Tosscoble, a bard twisted by the energies of the Plane of Shadow. He now uses this energy to travel between times and realities.

The Great Sea Serpent:It lives near several trade-routes used by the Therianthopes, often attacking the winners of sea battles for its own amusement. It is said to be intelligent, and demands payment for non-weres to pass by. It's name is unpronounceable.

Yashgafadobugu: An ancient sentient hydra, Yashgafadobugu has an intense hatred of dragons. It is said to have granted a large number of other monsters greater intelligence and willingness to work together on a small continent to the southwest.

Sky Deities
Rohesia, Demon Queen of the Blood Moon: Formerly a peaceful nature deity, she was turned to evil by the destruction of Savos's forests. With her heart now twisted by hatred, she has vowed to hunt down Athanaric and destroy him.
The Blood Moon is the moon of Rohesia, which turned red following her shift toward vengeance.

Morta: Morta manifests in the heavens as a wandering star bright enough to be seen even during the day. She is worshipped all over the world as the Guardian Goddess, Night Watcher and Healer of the Sick.
People of Interest
Other

Lord Tyger
2011-12-28, 07:49 PM
How often are we allowed to post? So as to give all participants a reasonably equal opportunity to contribute?

Fact: The setting is largely desert, recieving very little rainfall over the course of the year.

Howler Dagger
2011-12-28, 07:50 PM
The eastern continent, however, if gently rolling plains and forests that gets more than desert-level rain.

This should be in world-building.

Sergeantbrother
2011-12-28, 08:12 PM
Centuries ago, the western continent was a lush land of fields, forests, and streams. The land was ruled by a powerful wizard though his underlings revolted against him. In the face of this revolution, the wizard king fled but as he went he cursed the land, causing massive earth quakes, creating massive mountains and valleys, and causing the land to become dry and barren. The landscape is dotted by ruins of the great cities which once existed, the remaining communities are based around oases or have magic users who are strong enough to restore water and vitality to the soil.

Algerin
2011-12-28, 08:12 PM
You're right Sheep, and I have petitioned to have it moved there. My bad.

You can post as often as you want, as long as you're not flooding the thread. You can also elaborate on others facts as often as you want, though I'd say only once.

Next Fact: Dragons are rare, very powerful forces of nature and are very few in number.

Dire Moose
2011-12-28, 08:15 PM
Fact: The eastern continent is largely divided between quarreling elves and dwarves.

Sergeantbrother
2011-12-28, 08:30 PM
The dominant force in the major continent is a cult to the wizard king. The view him as more of a god thank powerful wizard and as a bit of a messianic figure who will some day return and restore life to the land. The priests of this cult have a variety of magical powers, lending credence to the idea that the wizard king is/was a god.

Deploy
2011-12-28, 08:58 PM
Owlbear-worshipping nomadic orcs travel in caravans throughout the western continent

Algerin
2011-12-28, 09:19 PM
The Dwarves of the Eastern Continent are divided into numerous Houses and Guilds that all swear fealty to A king or Queen. Houses can be a single family or multiple families that have made an alliance that has lasted generations. Guilds tend to swear fealty to a single house for a predetermined amount of time and indeed, there are many dwarves in guild employ who delight in the fine wording and intricacies of deciphering and writing up contracts.

Sergeantbrother
2011-12-28, 09:27 PM
The wizard king who once ruled The primary continent was in fact an ancient blue dragon who often shape changed into mortal form but was commonly known to be a dragon by most influential people. His priesthood now wear blue robes to signify loyalty to him. Eldar priests begin to gain dragon like characteristics, eventually becoming dragon men with enough age and power. It is rumored by some that priests imbibe the preserved blood of the ancient warm which gives them some of their power and eventually transforms their bodies into dragon-like creatures.

Lord Tyger
2011-12-28, 10:19 PM
Among the shattered cities of the Western Continent is Keljos, which, as the percieved source of the revolution, had a special curse laid upon it. Keljos is now inhabited by the Abliving, huge forms resembling impossibly elongated humanoids that float through the empty spires without visible means of support or locomotion.

motoko's ghost
2011-12-28, 10:27 PM
Bands of demons prowl the wasteland, feeding on the unwary

Sergeantbrother
2011-12-28, 10:40 PM
Elves of the eastern continent live largely in the plains and grasslands or lightly forested areas of the continent. Many of the elves have a natural affinity with animals anymore powerful mystics among them can directly control animals. There warriors are primarily lightly armored horse archers who are particularly skilled riders as they have such empathy with their mounts. Most of the elven system is based upon raising or herding animals. The elven nation is a democratic republic, with a ruling council that is composed of an elected representative of each of twenty four geographic regions that the elves posess. To vote, you must pay a tax to the republic, meaning poorer elves one have no say in electing their representative.

Gallus
2011-12-28, 11:25 PM
5 Facts-

1. There are no humans.
2. There are six moons, equidistant from each other. They orbit the planet in a kind of ring.
3. Because of the six moons there are six basic 'families' of therianthropes (http://en.wikipedia.org/wiki/Therianthrope), each influenced by one of the moons- the mammals, reptiles (and some amphibians), birds, fish (and sharks, and some amphibians), insects (and other arthropod-types) and worms (and other fleshy animals, jelly-fish, sponge, etc).
4. Vampires are simply bat-typed therianthropes
5. Being a therianthrope is much like being in a secret ethnic/religious group. In some places they are reviled, in others honored. There exists some loose organization amongst the families, similar to gang or dynasties.

Hopefully none of these are too extreme or restrictive.

The Bandicoot
2011-12-28, 11:32 PM
Most kobolds live in small nomadic tribes that make a living by exploring old ruins, scavenging bodies after a military fight, and selling whatever they find to travelers.

Sergeantbrother
2011-12-28, 11:36 PM
Is the any way we can have the therianthropes without there being no humans? All of my dragon cult people were humans in my mind.

Gallus
2011-12-28, 11:43 PM
Is the any way we can have the therianthropes without there being no humans? All of my dragon cult people were humans in my mind.

Well, I've always liked my fantasy to be devoid of humans, for extra exoticness, is there any way they could be one of the races that are ridiculously human looking- e.g. Elans, Maenads, Xephs (http://www.d20srd.org/srd/psionic/psionicRaces.htm#), Deep Imaraski, Kalashtar, Glimmerfolk, Illumian, Shifter, Synad, or something that I probably forgot?

Deploy
2011-12-28, 11:48 PM
anything that dies in the desert returns as one type of undead or another, demons, dragons, powerful undead, kobold sorcerers, orc shamans, and the insect queens use the mindless ones as soldiers in mighty battles for the barren land. The undead cannot leave the desert.

The Bandicoot
2011-12-28, 11:50 PM
Humans faded into history years ago. Nobody is quite sure why but they just slowly died off, leaving many ruins throughout the world.

Algerin
2011-12-29, 12:23 AM
Half-elves, Half-Orcs and Half-dragon humans carry the blood of humans and in some areas feared or attacked out-right, while in others they are revered and sometimes even worshiped.

Elemental
2011-12-29, 12:32 AM
Off the coast of the Western Continent is the jungle-covered island of Samartis. The current inhabitants, several city-dwelling tribes of Gnomes, claim that the Wizard King fled to their island and taught them the secrets of the Arcane. Whether or not this is true, one thing is certain, the Wizard King isn't there now.

Lord Tyger
2011-12-29, 12:37 AM
There is a small city on the eastern coast of the Western continent called Aliados. It was built by elves, largely as a base for exploitation of the deserted cities of the Western Continent. Though nominally part of a larger elvish nation, it has a broad degree of independence, and its culture is steadily drifting farther from that of the Eastern continent.

Sergeantbrother
2011-12-29, 12:41 AM
OK, no humans then.

The entire cult of the wizard king are dragon men, descended from the humans who were loyal to the wizard king and were gifted with a tiny part of his blood and essence. The humans of the great empire of the past perished when the wizard king cursed the land. They have some respect for kobolds, who mostly stayed loyal to the wizard king, but still consider then inferior - they tend to keep them as servants and helpers.

motoko's ghost
2011-12-29, 12:52 AM
Trolls should be tiny wrinkled men with poofy hair that are collected by old women that toil away in forges under bridges, harassing goats with magical weapons (http://www.giantitp.com/comics/oots0273.html) :smalltongue:

The Witch-King
2011-12-29, 01:22 AM
Buried beneath the desert sands are giant crab-like mobile fortresses, war golems from a bygone era. They lie under the sand damaged and inactive, usually. Occasionally, one of them activates and wanders aimlessly across the desert, crushing all in its path before grinding again to a halt to be covered in desert sands. Some brave souls seek them out and try to get aboard to scavenge, loot or control the ancient war machines. Few of them are ever seen again.

Algerin
2011-12-29, 01:30 AM
Buried beneath the desert sands are giant crab-like mobile fortresses, war golems from a bygone era. They lie under the sand damaged and inactive, usually. Occasionally, one of them activates and wanders aimlessly across the desert, crushing all in its path before grinding again to a halt to be covered in desert sands. Some brave souls seek them out and try to get aboard to scavenge, loot or control the ancient war machines. Few of them are ever seen again.

Reminds me of the House Hlaalu Emperor Crab.

Next Fact: The Continents are roughly two semi-circles(very rough semi-circles). The easiest way to cross from one continent to the other is to the north and south. A large sea lies in between the two continents.

motoko's ghost
2011-12-29, 02:00 AM
If someone is buried in debt and has no way of repaying it, they may be enslaved to whoever they owe the debt too, there are however strict rules about what people can and cannot do to slaves. They might eventually be released at a later date if they manage to work off their debt.

Elemental
2011-12-29, 02:05 AM
Legend has it that a mighty enchantress from the time of myths constructed a silver fortress for herself upon the surface of the ocean. No one is quite sure how she attained her power, but it is said she could trick fish out of the ocean. From her sanctuary, she manipulated the people of past ages according to her own hidden agenda. Despite her power, she was still human, and fell to the ravages of time. Her fortress continued to drift the ocean for many years, before finally being beached on the coast of the Western Continent.
Despite being half buried in sand dunes and heavily tarnished, the fortress is still functional. It stands there, waiting for a new owner to unlock its secrets.

Lord Tyger
2011-12-29, 02:06 AM
In a major city on the Eastern Continent, there is a building known as the House of Dust. No one knows its origin, but investigation shows it to indeed be filled with knee deep dust. Inhabitants of the city occasionally enter the house, to leave days or weeks later babbling strange prophecies, or gifted with bizzare magical abilities, or simply to fall down dead.

Pokonic
2011-12-29, 02:20 AM
The whole land of the far eastern continent radiates necromantic energy. Ones soul will try to leave when one gets near its black shores, and ones body begines to rot from the inside the longer one is there. The place is inhabited with ghouls and others, with the vampires long gone and Liches a new phenomina. Healing magic itself fouls when in its presance, and it is said that the treasures of a lost age can be found unlooted in untouched human cities. Be warned, however! The ambient power heals undead faster than any spell, and objects can absorb this energy!

Lord Tyger
2011-12-29, 02:26 AM
Not a new fact, just making some geographical notes for ease of reference:

Three established continents-

Western, Eastern, Far Eastern (Doesn't really work for positioning on a globe, the sooner we can get names for these the better).

Smaller Land Masses-

Samartis, isle off Western Continent.

Bodies of Water-

Unnamed ocean seperating Western and Eastern continents.

Pokonic
2011-12-29, 02:31 AM
On continents: Savos, Gloias, and Shax-li?

The ocean: The Big One.:smallbiggrin:

The Bandicoot
2011-12-29, 02:34 AM
Most kobold magics are a mix of arcane, shamanism, and Druidism.

Pokonic
2011-12-29, 02:46 AM
And are based primaraly on convincing dragons to give them stuff.

The Witch-King
2011-12-29, 03:35 AM
The perpetually benighted southern polar continent of Thaithal, a land where the sun never quite crosses the horizon and the land is lit by ever present moonlight. Vicious clans of hereditary sorceror-nobles wield shadow magic in their incessant internacine warfare against each other leading armies of samurai, war monks and peasant bushi backed by great six-legged beetle-like war golems. The most powerful man in the land is the Black Shogun, who nominally rules the land on behalf of the Onyx Empress.

Recherché
2011-12-29, 04:48 AM
The northern reaches of the Eastern continent are dominated by six small kingdoms of half elves who revere wolf and bear therianthropes and bear an ancient hatred of dragons. Their southern neighbors, the main elven tribes think these half elves are bizarre and the two groups often don't get along.

motoko's ghost
2011-12-29, 05:28 AM
In the pleasure houses of the largest city, there is a hedonistic cult who worship a powerful succubus, who eats the souls of those she drains, taking with it all of the victim's memories. The cultists are convinced that because their souls and minds(personalities&memories) are becoming one with her, they will live forever in a being of pure pleasure for all eternity and widely regard it to be their version of the afterlife. The succubus has learned many tidbits from the memories of her followers and that may soon allow her to extend her grasp, by blackmailing the local rulers for more souls, which may soon allow her to ascend to a level of power not seen outside the demon lords.

Elemental
2011-12-29, 06:55 AM
Rohesia was formerly a human nature deity. Swearing vengeance upon the Wizard King for defiling the sacred forests she presided over, her heart has become corrupted by hatred.
She is now considered a demon queen, and has vowed to hunt down the Wizard King as an example to all who would cross her.


Also; Could we come up with some other name for the Wizard King? It's a bit annoying having to refer to him as such all the time.
Perhaps Athanaric or something?

Gallus
2011-12-29, 10:47 AM
One of the Dwarven houses is led by lord Kholev, the self-proclaimed king of beasts. He is a werelion and fervent supporter of all down-trodden mammalian therianthropes. He secretly has contacts in most major cities that funnel information to his regime. Though there are non-therianthropes in under his command, they are the minority.

Though there is a long-standing feud between the six families of therianthropes, based on their animal backgrounds, there are some rare cases of cooperation between the groups.

One such case is the highly revered were-owls and were-bears of the nomadic Orcs. The bears serve as their warriors, protectors and hunters; while the owls are their shamans and scouts. Both are honored because of their connection to the tribes’ totem animal, the Owlbear. There are legends, which some dismiss as rumors, that someday a true were-owlbear will arise and lead the Orcs to a glorious golden age.

Another example of inter-familial therianthrope cooperation is the bizarre case of the were-bats, or vampires. Misunderstood and shunned by most of the mammalian family, because of their ability to fly and their taste for blood, they find limited support amongst the birds, and have good relations with their fellow blood-suckers, the were-leeches and were-mosquito female, among
others.

The Bandicoot
2011-12-29, 12:03 PM
There is a small creature that has been causing chaos since the dawn of time. Most call it The Shadow Baby. What most don't know is that The Shadoe Baby is actually Flarg Tosscobble, a bard whom after traveling to The Plane of Shadow was twisted by the plane's energies and now uses it to travel between times and realities.

The Witch-King
2011-12-29, 12:26 PM
There are very few lycanthropes in Thaithal and those there are largely of two types, the kitsune, or werefoxes and the kumo, the werespiders. By ancestral law, it is impossible for a lycanthrope to hold or inherit a noble title and so those sorcerer-nobles who are lycanthropes must keep it a secret upon pain of death. Those common born lycanthropes must keep their status a secret as well for fear of being the latest prey of a dedicated cadre of monster hunters. Ronin who have become masterless due to their clan or noble house being extinguished typically become monster hunters so as to continue usefully practicing their warrior skills and serve the community.

Algerin
2011-12-29, 01:24 PM
Fact: In Gloias, Elven Horses and Dwarven Mules and Goats are common mounts, while amongst the twisting dunes and canyons of Savos, Large lizards and even the occasional Dinosaur are preferred.

Fact: The odder breeds of Lycanthropes are terrifying to behold. Were-leeches have glistening black skin, an eel-like neck, no eyes and a hideous mouth filled with barbed teeth. Were-mosiquito have skin that constantly shifts and boils, hollow eye sockets and beneath the skin are millions of mosquitos that can break forth at any time.

Fact: Lycanthropes can use their power whenever they feel like, but n nights where their moon is dominant, they are forced to change.

Fact: Potions exist to stop this forced transformation. There are also potions that can cure Lycanthropy, though the ingredients vary by type.

Fact: Changing form as a Lycanthrope too many times is addicting, and eventually you can end up forever in your other form.

Fact: The people of Thaithal have elegant long ships and oftentimes launch raids on southern towns.

Fact: Near the Northern parts of the Ocean are a series of constantly mist-shrouded isles called The Eremos. A race of pale goblinoids live on these islands, shunning contact with outsiders. They especially despise Lycanthropes and an abundance of silver means they are well-prepared to fight them.

Sergeantbrother
2011-12-29, 01:44 PM
Ruling class of Thaithal are hobgoblins and they are virulently racist against other humanoid species. They peasant class are goblins, who the hobgoblins rule over with an iron fist. Other races are treated far worse, as mere chattel slaves, when taken captive in naval raids. Both the hobgoblins and their goblin masters have charcoal gray skin and luminescent yellow eyes. They worship no gods, but instead revere their dead ancestors, especially great champions of the past.

When the Hobgoblins of Thaithal raid the costal villages of other races for slaves, the come in the dead of night and their shadowmancers cloak their fleets in darkness and silence to make them impossible to detect.

Gallus
2011-12-29, 02:09 PM
Because of the discrimination against therianthropes in many societies, they often band together to make their living through criminal activity.
This is most apparent in the waters, where many marine animal based therianthropes feel more at home; and there are bountiful opportunities for piracy- whether through attacking merchant ships for goods, passenger ships for ransom or slaves, or just through offering protection agreements, whether legitimate or more mafia-esque.

One of the most well-known of the pirate bands is the Krewetkaal Brotherhood. Many of them are part of a centuries-old extended family, though they will accept any water-based, endoskeletal therianthrope who proves that they are up to the group’s standards. The two most important animal forms found in the Krewetkaal brotherhood are the pistol (http://en.wikipedia.org/wiki/Pistol_shrimp) and mantis (http://en.wikipedia.org/wiki/Mantis_shrimp) shrimp.

The Witch-King
2011-12-29, 02:41 PM
While outsiders believe the Thaithalians to be of goblinoid descent, this is entirely a myth perpetuated by the fierce goblinesque war masks that Thaithalian warriors wear in the field to intimidate their enemies. Thaithalians are actually a pale-skinned race of ancient half-elven stock, most often with long, luxurious white hair pulled into a ponytail or top knot. The ancient ancestors of the Thaithalians were a group of half-elves looking to found their own kingdom where their kind could be accepted.

Thaithalian raids are usually conducted by second sons (and daughters) looking to establish a name for themselves back home through warlike action. Gold, silver and jewels are most sought during these savage, swift nocturnal raids and while the occasional attractive and buxom young maiden is absconded, tales of the raids being primarily for slaves are just that, tales, most often told by local lords to keep the peasantry in line and afraid.

Sergeantbrother
2011-12-29, 02:46 PM
:smallyuk:

Gallus
2011-12-29, 03:01 PM
[/maybesarcasm]It is a peculiarity of the Thaithalians that the second child produced by each couple is an oddity among all therianthropes: a were-hobgoblin.

During the preparations for a raid, excitement overcomes the Thaithalians and their usually pale skin turns a dusky grey. Their eyes become a luminous sulfur yellow and their physiques become much more muscular and brutal, with sharp fangs and talon-like claws at the end of their fingers and toes. When in this state the raiders take on a second identity, separate from their usually selves, with an entirely different culture, religion(ancestor veneration), and even language.

These Hobthalians are extremely xenophobic. Though many attempt to take villagers as slaves, they often end up in the raiders' stomaches instead as their therianthropy overtakes them and they give in to their primal semicannibalistic instincts.[/ms]

Algerin
2011-12-29, 03:16 PM
Remember that if two facts contradict each other, that it doesn't mean that one of the facts is outright wrong, just that there is a lot of mystery and confusion about that subject. When I actually get around to compiling the information, I'll make sure each fact is represented in some way.

Fact: There are 6 primary gods, represented by the six moons.

Fact: Though each race and culture has their own language or languages, most know "The Language of trade and war" or just "Trade". It is a simple language easily spoken by most races.

Fact: Each race has different names for different areas, but in Trade, the Eastern Continent is called Glen or sometimes Gloias, the western Continent is called Lagga or Savos by the natives and the far east crescent is called "The Cursed Land" and more formally Shax-li. Thaithal is called this by it's natives, though most people simply know it as the Icelands in Trade.

Madara
2011-12-29, 03:37 PM
There is a colony of undead that live underwater, slowly building an undersea empire.

Deploy
2011-12-29, 04:01 PM
fact: The owlbears of the western continent are unlike those in the rest of the world, they are gargantuan in size with ancient nature magic imbued in their fur and feathers. They are as powerful as any dragon, and just as terrifying. The orcs who worship them get their shamanic powers from them.

Sergeantbrother
2011-12-29, 04:02 PM
Many of the cultists of Athanaric, the wizard king, have a very human appearance, just a few bluish scales or more frequently dragon-like eyes. Others look more drsgon like. The more dragon features that a cultist has, the more respect he is generally given. Those followers with wings are the most treasured.

The ruler of the cult, and resultingly one of the most powerful individuals in the western continent is Azoratha, the daughter of Athanaric and often called the Dragon Queen, and elder dragon and powerful sorceress in her own right. She rules from a great fortress on a plateau in northern Savos. The plateau, being under her magical influence, was spared much of her fathers curse and is still lush and verdant, if somewhat cold in the winter months.

Azoratha gives her most powerful and loyal priests or sorcerers small amounts of her blood to drink, which gives them greater power, prolongs their lifespans, and over time makes them more and more dragon like in appearance and ability.

Sergeantbrother
2011-12-29, 05:03 PM
The owlbears worshiped by the orcs are powerful servants of Rohesia, the goddess of nature. In the past, orcs lived peacefully with nature while worshiping their nature through the owl bears and their mother Rohesia, now the owlbears are more violent and hateful, their personalities reflecting the rage of their goddess Rohesia.

Orcs venerate the blood red moon, the moon of Rohesia which turned red from her rage at the vast destruction of natural lands by Athanaric. The orcs and the Azorites, the followers of Athanaric's daughter, are bitter enemies.

Pokonic
2011-12-29, 05:23 PM
It is said, apon the highest peak in the world, that a great Cockatraice oversees a vast army of slaves. These slaves mine the worlds only supply of mythril, which is turn strapped to Roc-mounted platformes by the strange goblinish elves (who bought the Cockatraice from some mage eons ago and fed it on ogre flesh and petrified slaves) and traded in the world. The great plain is said to be located somewhere to the east, be it somewhere in the eastern continent or even somewhere where the necrotic energy cannot reach. Even guests are blindfolded before they are allowed a rare trip there.

Deploy
2011-12-29, 05:45 PM
There are no outer planes only the material and its moons. Each moon is inhabited by the spirits of the animals of there respective moons.

Recherché
2011-12-29, 06:27 PM
Although Azoratha claims control over the entire continent of Savos, in practice large area of the continent only give her lip service and a few places are in open revolt.

Dire Moose
2011-12-29, 06:30 PM
The eastern continent is largely inhabited by animals typical of the Jurassic Period.

Sgt. Cookie
2011-12-29, 06:32 PM
Fact: There is a large ruin somewhere in the desert. It is known to be formed from translucent crystal.

Gallus
2011-12-29, 06:44 PM
Can we periodically have semi-summations on certain topics here, especially the various continents, so people can get a better sense of what is where?

Perhaps have people responsible for gathering up all the information regarding their topic (though not having any special powers to decide what is what in the setting)?

I know I'd be more than happy to be the resident therianthrope expert, and I'm sure others have favorites they'd like to re-inform the other setting-makers here about.

Also, if a therianthrope should die and be risen as some kind of undead, they most likely will be an undead of their birth race, as they revert at death. In some rare cases a hybrid-form undead undies, though without the ability to revert back to its base race form (because being undead seriously curtails one's ability to change forms). In even more rare cases a full-animal form therianthrope undies with the ability to switch between its three forms; though this would only happen when an extremely powerful therianthrope has died as full-animal form is the most complex and skill-intensive of all morphing abilities.

Eldest
2011-12-29, 06:54 PM
Thaithal ,the perpetually benighted southern polar continent of, has a large active volcano at the magnetic south pole. This is where the Black(?) Shogun lives, in a palace carved out of the rock itself. The volcano often erupts, but never hurts the Shogun or his palace.

Also, I like the non-hobgoblin version better for the people who like there. Just saying, not a fact.

shawnhcorey
2011-12-29, 07:58 PM
In the exact centre of the ocean between the east and west continents was an island-city, the greatest city of humans that ever was. Long ago it was sunk beneath the waves after its inhabitants gave offence to some god (different stories name different gods). It has since re-arisen leaving shoals and shallows and bottom-reaming rocks. It is covered with a perpetual thunderstorm.

Rumours:

The buildings were made from gold and you can see them glitter in the flashes of lightening.
The humans acquired fish tails and now swim between the rocks and spires.
The humans have beautiful voices and their singing lures sailors to sail into the rocks where they are eaten.
The storm is caused by all the magic in the ruins and the very brave and very luck can gain arcane knowledge by sleeping among them.
They are powerful magic items in the ruins.
Giant birds live among the rocks and eat giant fishes...and ships foolish enough to sail near.
In the centre of the storm is an eye of calm. Through this eye, the sun shines on a small circular island which has a white, circular temple. If a true human of pure heart enters the temple and prays without bitterness or regret, the island will rise from the waves, the humans will be restored, and the city will once again become the most powerful in the world.

Pokonic
2011-12-29, 09:05 PM
Fact: There are three forms of Rocs on the planet.

The Ahs'ran are large desert birds that are found in the western lands, greyish and dumb. They are tamed by those orcs who can find the nests. They hunt anything that they can find.

The largest are the De'shan, looking much like a massive overgrown seabird. It is said to be able to dive down into the deeps to eat whales and giant squid, and can produce lightning at a whim, giving it them name "Thunderbirds". Tho they live in the poler seas, they can be found in any land with large amounts of standing water. They are the rarest, and in the eastern lands they are hunted by the local dragons as genuine rivals. This hunting is extended to the inhabitants of the continent, who smash there eggs when they find them.

The Craw'nas overgrown, bald crow-like Rocs of the dead lands, these beasts are rarly seen by most. They are immune to necrotic energy, and subsist on ghosts and the like. They never turn down a fleshy meal, however, making the eldest bloated. They are seen most often as the mounts of strange traders carrying mythril from there strange lands. When they die, they turn into zombies a few moments later, making flights of these creatures a horrible sight.

Fact: Within the Big One, there is said to be a moderate-sized land inhabited by monsters. Harpys sell there wares alongside bull-headed men, and medusi rule small collections of city-states. Lamias herd Gorgan over fields of granite, and Cyclopi run these farms for there own sake. Creatures that would be normaly called beasts, such as griffons and manticores, are intelegent, and can be found selling there feathers and fur outside the citys. Even the rare Spynx can be found selling wisdom and maps to visitors. In some citys in the western lands, pegusi and hyppogrifs occasionaly land to take the inquiring to this land, for a rather small price. It is said that they seek out powerful people of orcish blood to attempt to slay minons of the Dragon Queen, for whatever reason. Never deal with a Hydra, Azoratha.

Fact: "Vampires' are the remains of the people who managed to leave the far eastern continent before it truly became the land of the dead. More spiritualy inclined people can tell that they are different from the other mammels inherently.

Fact: Great ships of obsidion leave the shores of the far easten lands every few months. These are manned by creatures called Ghasts in the western lands and Ghuls in the east. Neverless, they are all human, but capture others to bring back to there dark lands. Strangly, that place has a issue: creatures not of human stock cannot transform into higher forms of undeath, and even then they cannot advance further up. As such, the creatures running the ships are the same ones from twenty years ago, and so on. They simply ship the new undead to coastal citys in there lands.

Algerin
2011-12-29, 09:17 PM
If someone would like to keep track of the following, I'd be much obliged:

The Western Continent:
The Eastern Continent:
The Sea:
The Far East Land:
Thaithal:

If anyone wants a broader or narrower field, say so. Otherwise, just ask.

Fact: Goblins are scavengers that set up tent cities outside of major towns. They are cunning merchants and often a good way to acquire illegal goods.

Fact: Gnolls are vicious slavers that ride massive hyenas.

Fact: The Skymen are a descendent of humans and Aasmir and live in small villages amongst the cliffs and mountains. They ride Giant Eagles and Owls.

Pokonic
2011-12-29, 09:26 PM
The Western Continent:Savos
The Eastern Continent:Gloias
The Sea: The big one/ needs better names.
The Far East Land:Shax-li/The dead lands/The cursed lands
Thaithal: Thaithal?

Algerin
2011-12-29, 09:27 PM
The Western Continent:Savos
The Eastern Continent:Gloias
The Sea: The big one/ needs better names.
The Far East Land:Shax-li/The dead lands/The cursed lands
Thaithal: Thaithal?

I meant that more as a "If you're interested in keeping close track of an area, volunteer here."

Pokonic
2011-12-29, 09:29 PM
Ahh.:smallredface:

I will keep track or the Far eastern one and the sea, if no one else is interested.

Elemental
2011-12-29, 09:30 PM
In the heavens exist a number of wandering stars (i.e. planets).
The brightest of these, known as Morta, is bright enough to be clearly visible even during the day.
Morta is home to a goddess of the same name. She is worshipped by people all over the world as the Guardian Goddess, Night Watcher and Healer of the Sick.



Also, if you want, I can keep track of all gods, demigods and near godlike beings.

Pokonic
2011-12-29, 09:44 PM
Fact: Within the ocean, the were-mollosks are commonplace. Rather than have a actual type, they choose there apperance in there youth, amongst there kin. Some look like great, colorful worms, hiding horrible toxins, while others are armored and prepared for any attack, wethering attacks with there great shells. Others can even strangle those who come near with plastic-like flesh, forcing there way into varying openings to envelop foes in there deadly imbrace.

The Witch-King
2011-12-29, 10:07 PM
I meant that more as a "If you're interested in keeping close track of an area, volunteer here."

I'd be happy to keep track of Thaithal. Thanks!

Thaithal Semi-summation:


The perpetually benighted southern polar continent of Thaithal, a land where the sun never quite crosses the horizon and is lit by ever present moonlight. Vicious clans of hereditary sorcerer-nobles wield shadow magic in their incessant internecine warfare against each other leading armies of samurai, war monks and peasant bushi backed by great six-legged beetle-like war golems called kabutomushi. The most powerful man in the land is Yorinita Katoh, the Black Shogun, who nominally rules the land on behalf of the Onyx Empress.

On the edges of the continent lie glaciers, fjords and tundra where the land slowly turns to ocean and ice. Great herds of seals and walruses abound and strange tribes of simple halfling (Iceling) fishermen and nomads make their homes. Icelings are extremely proficient with the harpoon and produce excellent spear-fishermen. Wild white lizardfolk tribes reside alongside the icelings, and fight them for resources in the harsh wilderness. The Icelings and White Lizardfolk are mostly confined to the outer reaches of Thaithal, kept there by the Black Shogun's decree. Hunting the Icelings and Lizardfolk has in fact become something of a sport among the darker elements of the Thaithalian society.

Also along the outer perimeter lie the great port cities, that are often blocked with ice for much of the year preventing the use of larger junks but the smaller Thaithalian long ships are usable year round. Deeper in the interior, the land is heated by powerful geothermal sources and there are dense verdant forests, grasslands populated by grazing animals and rich, fertile farmlands.

There are very few lycanthropes in Thaithal and are largely of two types, the kitsune, or werefoxes and the kumo, the werespiders. By ancestral law, it is impossible for a lycanthrope to hold or inherit a noble title and so those sorcerer-nobles who are lycanthropes must keep it a secret upon pain of death. This is usually achieved through the regular imbibing of a special potion to retard forced lycanthropic changes. Those common born lycanthropes must keep their status a secret as well for fear of being the latest prey of a dedicated cadre of monster hunters. Common born lycanthropes, particularly kumo, often find their way into a ninja clan.

Ronin who have become masterless due to their clan or noble house being extinguished typically become monster hunters so as to continue usefully practicing their warrior skills and serve the community. Ronin also often become wako, pirates who prey on the trading ships that travel between Thaithal and the southern cities of the western and eastern continent.

The Thaithalians conduct raids of some of the more outlying towns and villages of the southern portions of the western and eastern continents using elegant junk-like long ships. When the warriors of Thaithal raid the coastal villages of other races, they come in the dead of night and their shadowmancers cloak their fleets in darkness and silence to make them impossible to detect.

While outsiders often believe the Thaithalians to be of goblinoid descent, this is entirely a myth perpetuated by the fierce goblinesque war masks that Thaithalian warriors wear in the field to intimidate their enemies. Thaithalians are actually a pale-skinned race of ancient half-elven stock, most often with long, luxurious white hair pulled into a ponytail or top knot. The ancient ancestors of the Thaithalians were a group of half-elves looking to found their own kingdom where their kind could be accepted.

Ancient legends of the Thaithalians indicate that their earliest ancestors emigrated to Thaithal from Shax-Li. There are said to be obsidian pyramids there that venerate the first Onyx Empress. It is said that many religious artifacts still remain in the pyramids, if one could figure out how to enter when there is no gap in the solid stone.

The Thaithalians worship no gods, but instead revere their dead ancestors, especially great champions of the past. The land is dotted with shrines, temples and monasteries and each and every village has some ancestral hero or protective nature spirit. Festivals and annual historic celebrations abound. While she is not actively worshipped, the Thaithalians have a great reverence for a spirit they call the Lady of the Moon and many myths and stories are told of her as well as songs and operas.

Thaithalian raids are usually conducted by second sons (and daughters) looking to establish a name for themselves back home through warlike action. Gold, silver and jewels are most sought during these savage, swift nocturnal raids and while the occasional attractive and buxom young maiden is absconded, tales of the raids being primarily for slaves are just that, tales, most often told by local lords to keep the peasantry in line and afraid.

Rising like a stone titan from the center of the continent over the magnetic south pole, is Mount Aruhika. High atop a mighty outcropping of rock lies Castle Iennayo, the citadel of the Black Shogun, carved out of the very rock itself. Despite many eruptions from the still active volcano at the center of the mountain, the castle remains untouched. Many legends surround this, the most prevalent of which is that the Black Shogun has entered into a pact with a vestige, a dead god of earth and molten stone who was once worshipped by the humans and that so long as the Black Shogun keeps the pact, no harm will ever befall the castle. This legend is reinforced by the fact that traitors to the Black Shogunate are executed by being tossed from the castle walls into the waiting maw of molten lava below.

The Black Shogun's greatest rival is Lady Shizumi Kyouko, also known, behind her back, as the Queen of Nine Tails. It is widely rumored that Lady Kyouko is kitsune, but due to the wealth and power of her clan, and that a full-scale war between her forces and those of the Black Shogun would likely destroy the empire, this matter is not discussed in polite company. It is likewise not discussed in open conversation the rumors of her perverse appetites. In soft whispers it is said that the Lady is served by over two hundred of the most skilled and supple of concubines of both genders, clad in black leather and chains or in garments of the finest silks, or often, in nothing at all.

Within the strange, cold reaches of Thaithal, there exists a colony of were-snakes that call themselves the Naga. They prefer to act as lords over the other weres in the area, and it is said that within the castle of the Queen of Nine Tails, there is a system of tunnels within the walls for them to slither in, and that their lord dwells deep inside a miles-long chamber underground. They attempt to alert Lady Kyouko of varying plots and supplement her spy network, in exchange for twenty-four plump live criminals to be chained inside a special cavern not far away from the palace. The week after that, the next shipment is placed in the same cave, with no remnants of the former inhabitants.

Besides their long ships, the Thaithalians also possess larger sailing junks which are used to maintain the silk trade with the western and eastern continents. The occasional raid by second sons and daughters of various Thaithalian clans is a constant irritant threatening to end the silk trade but it is so lucrative that foreigners accept the occasional raid as the price of doing business. When raiding occurs too frequently, petitions are made to the Black Shogun who provides pressure on the clans to cease the raids, at least, for a time.

Travelers and traders coming to Thaithal are most often allowed only to remain in specified coastal trading ports. For foreigners to travel anywhere inland requires a special pass which only a member of the sorcerer-nobility can provide. The Thaithalians are extremely wary of foreigners and rarely trust them including their own longstanding trading partners. The savage fury and utter ruthlessness the Thaithalians show on the battlefield belies the serene civility and deep, abiding love of the arts they demonstrate in all trading negotiations and courtly matters. Literacy, while not universal, tends to be higher in Thaithalian commoners than elsewhere and calligraphy itself is considered a high art.

When abroad, Thaithalians travel in full military regalia and almost always keep to their ships except to trade or acquire supplies. Foreign influences are shunned with the notable exception that they are curious about all aspects of warfare and military equipment, weapons, armor and beasts of burden.

The finest weapons and armor in Thaithal are crafted from obsidian. This is because once the true name of the Onyx Empress, entrusted only to the Black Shogun, is notched into them, they become nearly unbreakable, and have come to be known as adamant. Lord Katoh has not been seen without such armor for many years, and few of the commoners even know what he actually looks like any more.

The Onyx Empress is, in theory, the most powerful sorcerer-noble of the land. However, nowadays she is wholly a figurehead and all real political power rests with the Black Shogun. While she holds no real political control, her ability to influence events due to her status is still great as is her personal magical power as her native shadowmancy abilities are some of the most powerful in the empire. The Empress is considered something of a semi-divine figure, not actually a goddess herself but of divine lineage, her family being believed to be the descendants of powerful spirits sired by the gods.

The Empress controls precious few land holdings outside of the Imperial Palace but those holdings she does have, most parks and hunting preserves, are considered absolutely inviolate and under no circumstance would rival Thaithalian clans fight there. Her personal wealth is also considerable but most of her possessions are historic artifacts that are considered less to be her personal property and more of items held by her in trust for the entire nation. Her personal guard is under her direct command, charged upon pain of death with the safety of the Empress but her real protection lies in the soldiers, shadowmancers and spies of the Black Shogun. The current Onyx Empress understands this as did her predecessor and she says and does little to interfere with Thaithalian politics.

Sergeantbrother
2011-12-29, 10:32 PM
While there are no true outer plains, there are the lands of the dead. The lands of the dead is a dark and gloomy world shrouded in darkness and eternal cold. Unless some kind of magic retrieves them, the souls of all of the dead enter into this realm - even plants and animals.

Demons are captures from the lands of the dead, souls of those who have perished thousands of years ago and have accumulated enough power to break through into the lands of the living.

Souls of the dead are immortal unless devoured by another soul. Demons gain their power by devourering other dead souls. As they devour more and more souls, they become more twisted and evil and hey absorb the worst parts of their victims and allow their own darkest desires to consume them. Most people who die find there souls devoured almost immediately by one of the demons the or another more ruthless or powerful shade - unless certain rights are performed on the body of the dead to essentially keep their soul from entering the land of the dead.

Once a spirit has defeated another soul and taken its spirit, it takes on a dark hue and is called a shade or shadow as that is what they resemble.

In the land to the far east, the barrier between the land of the dead and the mortal world is very thin, allowing shadows as well as demons to pass through the barrier and even allowing some brave or foolish mortals to travel into the land of the dead.

Pokonic
2011-12-29, 10:38 PM
Shax-li summery.
The whole land of the far eastern continent radiates necromantic energy. Ones soul will try to leave when one gets near its black shores, and ones body begines to rot from the inside the longer one is there. The place is inhabited with ghouls and others, with the vampires long gone and Liches a new phenomina. Healing magic itself fouls when in its presance, and it is said that the treasures of a lost age can be found unlooted in untouched human cities. Be warned, however! The ambient power heals undead faster than any spell, and objects can absorb this energy! The reason is belived to be that it is cosmicly close to the lands of the dead, and as such it feasable for a mortal to leave the land. It is known, however, that reviving a person dropes them into this land, with a temparary immunity to the lands energy.

Great ships of obsidion leave the shores of the far easten lands every few months. These are manned by creatures called Ghasts in the western lands and Ghuls in the east. Neverless, they are all human, but capture others to bring back to there dark lands. Strangly, that place has a issue: creatures not of human stock cannot transform into higher forms of undeath, and even then they cannot advance further up. As such, the creatures running the ships are the same ones from twenty years ago, and so on. They simply ship the new undead to coastal citys in there lands.

On some strange high plain said to be near this land, a great Cockatraice "oversees" a vast army of slaves. These slaves mine the worlds only supply of mythril, which is turn strapped to undead Craw'nas-mounted platformes by the strange goblinish elves said to be somewhat related to the Thaithals. The Cockatraice is strange beast, at least as old as the Wizered King. Its hide is as hard as the metel that it oversees and can turn almost anything to stone with a gaze, and it is said to be somewhat intelegent. The strange folk that own the mine owe no ships, and the metel is flown all over to the great citys in the world, and is sold by the ounce at extremely high prices. The elf-goblins buy only strong half-orcs and plump halflings, and sell only there slivery metel. The great plain is said to be located somewhere to the east, be it somewhere in the eastern continent or even somewhere where the necrotic energy cannot reach. Even guests are blindfolded before they are allowed a rare trip there, and they are usualy taken to work in the mines, or else feed the monster that inforces there will.

New Rule in this: Reviving a creature sends them to a location in the dead lands. Said location is random.

Eldest
2011-12-29, 10:51 PM
Thaithal: While the raiding is dealt with by the secondborn, the firstborn is kept at home and groomed as an heir. The privileges rapidly dwindle as you get farther from being firstborn, with a fifthborn often being left with cloths, a sword and perhaps a horse. Because of this focus on who is born when, twins are considered sacred and are one of the few times when both would recieve the privileges of their rank. To clarify: If the firstborn children to nobles are twins, they are both held back and treated as the heirs. This often leads to first- and secondborn children scheming against each other, because the power would be divided between the two of them, while the lowerborn twins have sympathy towards the other. This is, of course, a generalization.

motoko's ghost
2011-12-29, 10:57 PM
It is possible to exorcise possessing demons by merely speaking a short phrase called the ninefold refusal, however it must be spoken by the victim(mentally or not) in celestial and includes the victim's truename.

I do have an idea on the exact wording, but dont have it with me at the moment

Pokonic
2011-12-29, 11:02 PM
Once in a blue moon, it is belived that one with elven blood suddenly grows taller and thicker, becoming almost rigid, and gains long limbs and bark-like skin. These "tree men" are killed in most cases, but are valued in the six citys as fine folk. Those who are decended from several well-documanted familys have a far higher rate at changing than normal, and are usualy warned of this condition at a early age.

Eldest
2011-12-29, 11:04 PM
This change into a tree-man usually starts and ends in late puberty, roughly when magical talents would show up. Indeed, none of the "treemen" have any magical ability, and are in fact more adapt at weathering a magical attack than others.

Gallus
2011-12-29, 11:17 PM
A review of facts known and rumors about therianthropes in ____ (I assume we’ll be naming this place at some point, right?)



1. There are six moons, equidistant from each other. They orbit the planet in a kind of ring.
2. Because of the six moons there are six basic 'families' of therianthropes (http://en.wikipedia.org/wiki/Therianthrope), each influenced by one of the moons- the mammals, reptiles (and some amphibians), birds, fish (and sharks, and some amphibians), insects (and other arthropod-types) and worms (and other fleshy animals, jelly-fish, sponge, etc).
3. Vampires are simply bat-typed therianthropes
4. Being a therianthrope is much like being in a secret ethnic/religious group. In some places they are reviled, in others honored. There exists some loose organization amongst the families, similar to gang or dynasties.



5. The northern reaches of the Eastern continent are dominated by six small kingdoms of half elves who revere wolf and bear therianthropes and bear an ancient hatred of dragons. Their southern neighbors, the main elven tribes think these half elves are bizarre and the two groups often don't get along.



6. One of the Dwarven houses is led by lord Kholev, the self-proclaimed king of beasts. He is a werelion and fervent supporter of all down-trodden mammalian therianthropes. He secretly has contacts in most major cities that funnel information to his regime. Though there are non-therianthropes in under his command, they are the minority.

2a. Though there is a long-standing feud between the six families of therianthropes, based on their animal backgrounds; there are some rare cases of cooperation between the groups.

7. One such case is the highly revered were-owls and were-bears of the nomadic Orcs. The bears serve as their warriors, protectors and hunters; while the owls are their shamans and scouts. Both are honored because of their connection to the tribes’ totem animal, the Owlbear. There are legends, which some dismiss as rumors, that someday a true were-owlbear will arise and lead the Orcs to a glorious golden age.

4a. Another example of inter-familial therianthrope cooperation is the bizarre case of the were-bats, or vampires. Misunderstood and shunned by most of the mammalian family, because of their ability to fly and their taste for blood, they find limited support amongst the birds, and have good relations with their fellow blood-suckers, the were-leeches and were-mosquito female, among
others.



8. There are very few lycanthropes in Thaithal and those there are largely of two types, the kitsune, or werefoxes and the kumo, the werespiders.
9. By ancestral law, it is impossible for a lycanthrope to hold or inherit a noble title and so those sorcerer-nobles who are lycanthropes must keep it a secret upon pain of death. Those common born lycanthropes must keep their status a secret as well for fear of being the latest prey of a dedicated cadre of monster hunters. Ronin who have become masterless due to their clan or noble house being extinguished typically become monster hunters so as to continue usefully practicing their warrior skills and serve the community.



10. The odder breeds of Lycanthropes are terrifying to behold. Were-leeches have glistening black skin, an eel-like neck, no eyes and a hideous mouth filled with barbed teeth. Were-mosquito have skin that constantly shifts and boils, hollow eye sockets and beneath the skin are millions of mosquitoes that can break forth at any time.

11. Lycanthropes can use their power whenever they feel like, but n nights where their moon is dominant, they are forced to change.

12. Potions exist to stop this forced transformation. There are also potions that can cure Lycanthropy, though the ingredients vary by type.

13. Changing form as a Lycanthrope too many times is addicting, and eventually you can end up forever in your other form.

14. Near the Northern parts of the Ocean are a series of constantly mist-shrouded isles called The Eremos. A race of pale goblinoids live on these islands, shunning contact with outsiders. They especially despise Lycanthropes and an abundance of silver means they are well-prepared to fight them.



15. Because of the discrimination against therianthropes in many societies, they often band together to make their living through criminal activity.

15a. This is most apparent in the waters, where many marine animal based therianthropes feel more at home; and there are bountiful opportunities for piracy- whether through attacking merchant ships for goods, passenger ships for ransom or slaves, or just through offering protection agreements, whether legitimate or more mafia-esque.

16. One of the most well-known of the pirate bands is the Krewetkaal Brotherhood. Many of them are part of a centuries-old extended family, though they will accept any water-based, endoskeletal therianthrope who proves that they are up to the group’s standards. The two most important animal forms found in the Krewetkaal brotherhood are the pistol (http://en.wikipedia.org/wiki/Pistol_shrimp) and mantis (http://en.wikipedia.org/wiki/Mantis_shrimp) shrimp.



17. Also, if a therianthrope should die and be risen as some kind of undead, they most likely will be an undead of their birth race, as they revert at death.
17a. In some rare cases a hybrid-form undead undies, though without the ability to revert back to its base race form (because being undead seriously curtails one's ability to change forms).
17b. In even more rare cases a full-animal form therianthrope undies with the ability to switch between its three forms; though this would only happen when an extremely powerful therianthrope has died as full-animal form is the most complex and skill-intensive of all morphing abilities.



18. Fact: Within the ocean, the were-mollusks are commonplace. Rather than have an actual type, they choose their appearance in their youth, amongst their kin. (Perhaps just have them be able to switch between the staggering multitude of different species in the phylum Mollusca ( http://en.wikipedia.org/wiki/Mollusca)?)
18a. Some look like great, colorful worms, hiding horrible toxins, while others are armored and prepared for any attack, weathering attacks with their great shells. Others can even strangle those who come near with plastic-like flesh, forcing their way into varying openings to envelop foes in there deadly embrace.
The animals known to have were-forms, and their locations (if any are known).

1. Were-bats, which may or may not be connected to vampires in some way.
2. Were-wolves in the six half-elven kingdoms in the northern reaches of the Eastern continent.
3. Were-bears in the six half-elven kingdoms in the northern reaches of the Eastern continent.
4. A least one were-lion in Lord Kholev's domain, as well as countless other mammalian therianthropes.
5. Were-bears that travel with the nomadic owlbear worshiping Orcs.
6. Were-owls that travel with the nomadic owlbear worshiping Orcs.
7. Were-leeches somewhere, probably being at least a bit creepy
8. Were-mosquitoes somewhere, possibly with the ability to turn into a swarm of mosquitoes.
9. Kitsune, or were-foxes in Thaithal.
10. Kumo, or were-spidersin Thaithal.
11. Were-shrimps practicing piracy beneath the waves.
11.Were-mollusks littering the seabeds, in a wide variety of styles.

Sodalite
2011-12-29, 11:21 PM
The finest weapons and armor in Thaithal are crafted from obsidian. This is because once the truename of the Onyx Queen, entrusted only to the Black Shogun, is notched into them, they become nearly unbreakable, and have come to be known as adamant. Katoh has not been seen without such armor for many years, and few of the commoners even know what he actually looks like anymore.

Pokonic
2011-12-29, 11:26 PM
There exists a strange beast on Shax-li that reminds many of the were-bats.
When exposed to light, they resemble horrible statues depicting a great, terrible beast, huminoid in shape, with a ogreish body, huge wings, and a massive pair of fangs. In the dark, however, they become alive, and can kill most undead with a single swipe of there pawlike hands. There reputation as blood-drinkers is well known, as is the fact that they grow bigger the more they eat. Luckely, the beast can only reproduce by biting a living Gargoyle, and they are isolated to a few dwarven strongholds now. Even then, they cannot fly away from the mainland, as they would turn to stone and sink to the bottom as soon as the day breaks, and they are simply too dence to swim anyway. As such they tend to leave the land only as a carry-on on a flying messanger. These "Malgoyles" are said to be few in number, thankfully, but say that to a man who lived from one of there attack. For there bite carrys a extended syndrome of slowly turning one to unliving stone statues that serve the beasts!

Madara
2011-12-29, 11:35 PM
The Gnome of this world are know for their elite death squads, which are groups of 5 assassins which travel together and take out important targets. These groups also go on other important missions.

Sodalite
2011-12-29, 11:38 PM
Such gnomes often begin their careers as adventurers or explorers, and are only drafted once they return to their homeland with great wealth and having significant experience of the outside world.

Madara
2011-12-29, 11:42 PM
There is an entire tribe on the eastern contanant of Elven Barbarians/Druids who ride Bears Dire Bears

Pokonic
2011-12-29, 11:42 PM
These Gnomes always have at least one were-spider on hand, along with a mage.

Deploy
2011-12-29, 11:46 PM
fact: Before the great island civilization of the humans fell they had great floating cities adrift on the sea, these were the great centers of trade. When the humans fell their were-crocodile and were-alligator slaves took control of these cities. The two groups hate and revile each other and depending on which of the floating cities your on one will be enslaved to the other. These cities continue to be central to trade, stocking ships who voyage at sea, diplomatic meetings (they aren't aligned with any kingdom or state), and most of the world's were-crocodilians immigrate to them. Were-caimans, were-garials, and such also live here, not ruling but not ruled.

Pokonic
2011-12-29, 11:49 PM
A great sea-serpent lives near these waterways, and will usualy attack the winning side in a battle for its own amusment. It is said to be intelegent, and demands payment for non-weres to have there ships pass thru.

Elemental
2011-12-30, 01:28 AM
Okay, I've made a list of all deities, semi-deities and similarly powered beings mentioned so far. For convenience I've separated them into two groups.
Deities from the world, and deities from the sky.

World deities:
-Athanaric the Wizard King: A powerful blue dragon who once ruled over the continent of Savos. Eventually the people rebelled against him, and he cursed the land before fleeing. He has not been seen since, though the Gnomes of Samartis claim he lived with them for some time. Currently, his cult is continues to rule much of Savos, and believe that he will one day return.

-Azoratha the Dragon Queen: Athanaric's daughter and leader of his cult. She rules from a great fortress on a verdant plateau in Northern Savos. She is known for giving her most trusted and powerful priests and sorcerers her own blood to drink, which enhances their abilities, lifespan, and slowly makes them more draconic. Although Azoratha claims sovereignty over all of Savos, many areas merely pay lip service and a few places are in open revolt.

<insertnamehere>*: A powerful succubus, she rules over a hedonistic cult from the pleasure houses of the largest city* of Savos(?). The cultists believe that by allowing her to consume their souls, they will live forever in a state of pure bliss. However, by eating on the souls of the living, she not only increases in power, but gains access to all the memories of her victims. Using this knowledge, she blackmails the local rulers into giving her more souls.

The Shadow Baby: The Shadow Baby is a small creature that has been causing chaos since the dawn of time. However, most people do not realise that the Shadow Baby is in fact actually Flarg Tosscoble, a bard twisted by the energies of the Plane of Shadow. He now uses this energy to travel between times and realities.

The Great Sea Serpent:It lives near several trade-routes used by the Therianthopes, often attacking the winners of sea battles for its own amusement. It is said to be intelligent, and demands payment for non-weres to pass by. It's name is unpronounceable.

Yashgafadobugu: An ancient sentient hydra, Yashgafadobugu has an intense hatred of dragons. It is said to have granted a large number of other monsters greater intelligence and willingness to work together on a small continent to the southwest.

Sky deities:
Rohesia, Demon Queen of the Blood Moon: Formerly a peaceful nature deity, she was turned to evil by the destruction of Savos's forests. With her heart now twisted by hatred, she has vowed to hunt down Athanaric and destroy him.
The Blood Moon is the moon of Rohesia, which turned red following her shift toward vengeance.

Morta: Morta manifests in the heavens as a wandering star bright enough to be seen even during the day. She is worshipped all over the world as the Guardian Goddess, Night Watcher and Healer of the Sick.

The asterisks indicate things that need names.
Also, tell me if I left anything out or got anything wrong.

Strormer
2011-12-30, 01:38 AM
Fact: Due to the six moons and their unusual orientation to the world, the oceans can shift rapidly between dead calm and raging storms and waves of tsunami proportions are common.

Fact: Powerful weather wizards have formed a community of protectors that watch the happenings of the oceans and storms and will often teleport in, protect populated areas or ships, and teleport out. These people are poorly understood and are the subject of much speculation among the common people.

Fact: Weather wizardry is a special talent that spontaneously manifests in certain individuals. These individuals are often taken as children by recruiters for the abovementioned organization. These recruiters are terrifyingly powerful and do not ask permission nor grant quarter.

Fact: They are colloquially known by the names: the Lightning Spirits, the Shining Ones, and The Stormcrows.

Fact: These weather wizards are strange to behold, but after they are seen they quickly fade from memory leaving only a vague impression of their presense, thus they are nigh impossible to describe or recognize.

Pokonic
2011-12-30, 01:43 AM
You can add Yashgafadobugu ( a sentinent Hydra, every two letters is a name for a head.) to that list. Is older than Azoratha, at least, and is somewhat implied to have made a lot of monsters smarter and more willing to band together on a small continent to the southwest.Has a hatred against dragons of all kinds.

The Great Sea Serpent has a name, but its unpronounciable. It involves the use of sounds mammles simply cannot make. Whales can hear it, tho.:smallbiggrin:

Rule: No one with human or elven blood can learn Dragonic, even with magic.

Rule: Demons do not advance to better forms of demons. Rather, there own forms abilitys increase, hence titles like "Queen of Balors" and the like.

Elemental
2011-12-30, 02:01 AM
Okay. Added the hydra.

Also, it is said that one in every ten pebbles lying in the streams and rivers of Samartis is a gemstone. While this is an exaggeration, it's not that far from the truth.

Pokonic
2011-12-30, 02:04 AM
Also, the Thaithals will almost always kill one who states there blood connection between the strange merchents of the eastern continent. What event caused this rift is unknown.

Elfin
2011-12-30, 03:31 AM
Compilation.


The World

The planet has six equidistant moons that circle the planet in a ring. These moons are inhabited by spirits. There are no outer planes. There are six major gods, each represented by a moon.

The continents are very roughly semicircular and face each other. The easiest places to cross from one continent to the other are at the north and south. A large sea lies in between the two continents.

Rohesia was formerly a human nature deity. Swearing vengeance upon Athanaric the mage-king for defiling the sacred forests she presided over, her heart has become corrupted by hatred.
She is now considered a demon queen, and has vowed to hunt down Athanaric as an example to all who would cross her.

Though each race and culture has their own language or languages, most educated beings know the language which is usually just called "Trade". It is a simple language easily spoken by most races.

In the northern reaches of the ocean lie a chain of mist-shrouded isles called the Eremos. A race of pale goblinoids live on these islands, shunning contact with outsiders. They especially despise therianthropes.


Gloias

The eastern continent, Gloias, is covered in verdant plains and forests, and is largely divided between quarreling elves and dwarves. Its fauna and flora are those typical of the Jurassic period.

The dwarves of Gloias are divided into numerous Houses and Guilds that all swear fealty to a king or queen. Houses can be composed a single or multiple families that have made generation-spanning alliances. Guilds, on the other hand, tend to swear fealty to a single House [noble?] for a predetermined amount of time. Indeed, there are many dwarves in Guild employ who feel no real loyalty to the House [noble?] they serve.

The elves live largely in the plains, grasslands, and forests of Gloias. Their soldiers are lightly armored archers who fight from horseback and are particularly skilled riders. Most of the elven system is based upon raising or herding animals. The elven nation is a democratic republic, with a ruling council that is composed of an elected representative from each of the twenty-four geographic regions that the elves possess. To vote, you must pay a tax to the republic, meaning that poorer elves have no say in electing their representative.

The northern reaches of Gloias are dominated by six small kingdoms of half elves who revere wolf and bear therianthropes and bear an ancient hatred of dragons. They seldom get along with their southern neighbors, the main elven nation.


Savos

The western continent, Savos, is ruined and desolate. Much of it is covered by a rocky, cursed wasteland which is prowled by demons [where did they come from?] and ruled by sectoid queens. Anyone who is slain in the waste rises in undeath, animated by the necrotic energies that abound in the place.

Centuries ago, Savos was a lush land, home to an empire ruled by a powerful archmage, Athanaric. The archmage was in fact an ancient blue dragon who assumed mortal form. This secret was kept well-guarded from the populace. When his subjects rebelled against him [why?], Athanaric fled –but as he went he called down a powerful curse the land, causing massive earthquakes and tectonic upheaval that turned the continent into a barren wasteland.
The humans of the great empire perished when the wizard king let loose this curse [how? Was there some sort of plague involved?], leaving many ruins behind them. The landscape is dotted by ruins of the great human cities. The remaining communities are based around oases or have mages strong enough to restore water and vitality to the soil. TThere may be another human-like race (eg illumian) in existence.

The dominant force in Savos is a cult that worships Athanaric. They view him as wrathful, messianic figure who will some day return and restore life to the land. The priests of this cult are dragon-men with a variety of magical powers. The entire cult is descended from the few humans who were loyal to Athanaric and were gifted with a tiny part of his blood and essence. They have some respect for kobolds, who mostly stayed loyal to the Athanaric, but still consider then inferior - they tend to keep them as servants and helpers.

Many of the cultists of Athanaric, the wizard king, have a very human appearance, just a few bluish scales or more frequently dragon-like eyes. Others look more dragon-like. The more draconic features that a cultist has, the more respect he is generally given. Those followers with wings are the most treasured.

The ruler of the cult, and resultingly one of the most powerful individuals in Savos, is Azoratha, the daughter of Athanaric and often called the Dragon Queen – an elder dragon and a powerful sorceress in her own right. She rules from a great fortress on a plateau in northern Savos. The plateau, being under her magical influence, was spared much of her father's curse and is still lush and verdant.

Azoratha gives her most powerful and loyal priests or sorcerers small amounts of her blood to drink, which gives them greater power, prolongs their lifespans, and over time makes them more and more dragon-like.

Although Azoratha claims control over the entire continent of Savos, in practice large area of the continent only give her lip service and a few places are in open revolt.

Among the shattered cities of Savos is Keljos, which, as the percieved source of the rebellion, had a special curse laid upon it. Keljos is now inhabited by the Abliving, huge forms resembling impossibly elongated humanoids that float through the empty spires without visible means of support or locomotion.

In the pleasure houses of the largest city, there is a hedonistic cult who worship a powerful succubus who eats the souls of those she drains, taking with it all of the victim's memories. The cultists are convinced that because their souls are becoming one with her, they will live forever in a being of pure pleasure for all eternity.

Tribes of kobolds scavenge in the barrens, looting old ruins and living off what they can find.

Savos is inhabited by nomadic orcs who worship owlbears.The owlbears worshipped by the orcs are powerful servants of Rohesia, the goddess of nature. Now the formerly peaceful owlbears have grown violent and hateful, their personalities reflecting the rage of their goddess Rohesia.

Orcs venerate the moon of Rohesia, which turned has red due to her rage at the vast destruction of natural lands by Athanaric. The orcs and the Azorites, the followers of Athanaric's daughter, are bitter enemies.

Buried beneath the desert sands are giant crab-like mobile fortresses, war golems from a bygone era. They lie under the sand damaged and inactive, usually. Occasionally, one of them activates and wanders aimlessly across the desert, crushing all in its path before grinding again to a halt to be covered in desert sands. Some brave souls seek them out and try to get aboard to scavenge, loot or control the ancient war machines. Few of them are ever seen again.

Off the coast of Savos is the jungle-covered island of Samartis. The current inhabitants, several city-dwelling tribes of gnomes, claim that Athanaric fled to their island and taught them the secrets of the arcane. Whether or not this is true, he isn't there now.

There is a small city on the eastern coast of Savos called Aliados. It was built by elves, largely as a base for exploitation of the deserted cities of the continent. Though nominally part of a larger elvish nation, it has a broad degree of independence, and its culture is steadily drifting farther from that of Gloias.


Shax-Li

The whole land of the far eastern continent, Shax-Li, radiates necrotic energy. One's soul will try to leave when one gets near its black shores, and one's body begins to rot from the inside the longer one is there. The place is inhabited by ghouls and other horrors. The continent is home to many ancient ruins and treasures.

Great ships of obsidian leave the shores of the far easten lands every few months. These are manned by creatures called ghasts in the western lands and ghuls in the east. They are all human, but capture others to bring back to their dark lands.


Thaithal

The perpetually benighted southern polar continent of Thaithal is a land where the sun never quite crosses the horizon and the land is lit by ever present moonlight. Vicious clans of hereditary sorceror-nobles wield shadow magic in their incessant internacine warfare against each other leading armies of samurai, war monks and peasant bushi backed by great six-legged beetle-like war golems. The most powerful man in the land is the Black Shogun, who nominally rules the land on behalf of the Onyx Empress.

While outsiders believe the Thaithalians to be of goblinoid descent, this is entirely a myth perpetuated by the fierce goblinesque war masks that Thaithalian warriors wear in the field to intimidate their enemies. Thaithalians are actually a pale-skinned, virulently racist race of ancient half-elven stock, most often with long, luxurious white hair pulled into a ponytail or top knot.*They worship no gods, but instead revere their dead ancestors, especially great champions of the past. Some say that Thaithalian warriors can take on a monstrous, goblinoid form in battle.

When the Thaithalians raid the coastal villages of other races, they come in the dead of night and their shadowmancers cloak their fleets in darkness so that they are nearly impossible to detect.
Thaithalian raids are usually conducted by second sons (and daughters) looking to establish a name for themselves back home through warlike action. Gold, silver and jewels are most sought during these savage, swift nocturnal raids and while the occasional attractive and buxom young maiden is absconded, tales of the raids being primarily for slaves are just that, tales, most often told by local lords to keep the peasantry in line and afraid.


Therianthropes

There are six families of therianthropes, one for each moon. In some places therianthropes are reviled, in others honored. There exists some loose organization amongst the families, similar to gangs or dynasties.

One of the dwarf houses is led by lord Kholev, the self-proclaimed king of beasts. He is a werelion and fervent supporter of all down-trodden mammalian therianthropes. He secretly has contacts in most major cities that funnel information to his regime. Though there are non-therianthropes in under his command, they are the minority.

The odder breeds of therianthropes are terrifying to behold. Were-leeches have glistening black skin, an eel-like neck, no eyes and a hideous mouth filled with barbed teeth. Were-mosiquitos have skin that constantly shifts and boils and hollow eye sockets.

Though there is a long-standing feud between the six families of therianthropes, based on their animal backgrounds, there are some rare cases of cooperation between the groups.
One such case is the highly revered were-owls and were-bears of the nomadic orcs. The bears serve as their warriors, protectors and hunters; while the owls are their shamans and scouts. Both are honored because of their connection to the tribes’ totem animal, the owlbear. There are legends, which some dismiss as rumors, that someday a true were-owlbear will arise and lead the orcs to a glorious golden age.

Another example of inter-familial therianthrope cooperation is the bizarre case of the were-bats, or vampires. Misunderstood and shunned by most of the mammalian family because of their ability to fly and their taste for blood, they find limited support amongst the birds. However, they have good relations with their fellow blood-suckers, the were-leeches and were-mosquitos.

There are very few lycanthropes in Thaithal and those there are largely of two types: the kitsune, or werefoxes, and the kumo, the werespiders. By ancestral law, it is impossible for a lycanthrope to hold or inherit a noble title and so those sorcerer-nobles who are lycanthropes must keep it a secret upon pain of death. Those common born lycanthropes must keep their status a secret as well for fear of being the latest prey of a dedicated cadre of monster hunters. Ronin who have become masterless due to their clan or noble house being extinguished typically become monster hunters so as to continue usefully practicing their warrior skills and serve the community.

Because of the discrimination against therianthropes in many societies, they often band together to make their living through criminal activity.
This is most apparent in the waters, where many marine animal based therianthropes feel more at home; and there are bountiful opportunities for piracy- whether through attacking merchant ships for goods, passenger ships for ransom or slaves, or just through offering protection agreements, whether legitimate or more mafia-esque.

One of the most well-known of the pirate bands is the Krewetkaal Brotherhood. Many of them are part of a centuries-old extended family, though they will accept any water-based, endoskeletal therianthrope who proves that they are up to the group’s standards. The two most important animal forms found in the Krewetkaal brotherhood are the pistol and mantis shrimp.


Fauna

Dragons are rare, very powerful forces of nature and are very few in number.

The owlbears of the western continent are unlike those in the rest of the world, they are gargantuan in size with ancient nature magic imbued in their fur and feathers. They are as powerful as any dragon, and just as terrifying. The orcs who worship them get their shamanic powers from them.

There are three forms of rocs on the planet.

The Ahs'ran are large desert birds that are found in the western lands, greyish and dumb. They are tamed by those orcs who can find the nests. They hunt anything that they can find.

The largest are the De'shan, which look much like massive overgrown seabirds. They said to be able to dive down into the deeps to eat whales and giant squid, and are nicknamed "Thunderbirds". Though they mostly live in the polar seas, they can be found in any land with large amounts of standing water. They are the rarest roc, and in the eastern lands they are hunted by the local dragons as genuine rivals.

The Craw'nas are overgrown, bald, crow-like rocs of the dead lands. They are immune to necrotic energy, and subsist on ghosts and spirits. They are seen most often as the mounts of strange traders carrying mithral from faraway lands.

Rumors and Legends

Legend has it that a mighty enchantress from the time of myths constructed a silver fortress for herself upon the surface of the ocean. No one is quite sure how she attained her power, but it is said she could trick fish out of the ocean. From her sanctuary, she manipulated the people of past ages according to her own hidden agenda. Despite her power, she was still human, and fell to the ravages of time. Her fortress continued to drift the ocean for many years, before finally being beached on the coast of Savos. Despite being half buried in sand dunes and heavily tarnished, the fortress is still functional. It stands there, waiting for a new owner to unlock its secrets.

It is said that in the exact centre of the ocean, between the east and west continents, was an island-city, the greatest city of humans that ever was. Long ago it was sunk beneath the waves, after its inhabitants gave offense to some god (different stories name different gods). It has since partially re-arisen, leaving shoals, shallows, and bottom-reaming rocks. It is covered with a perpetual thunderstorm.

Elemental
2011-12-30, 03:41 AM
Located just south of the heart of Savos are the ruins of the Redwind Archives. The Archives were founded two thousand years ago, and its collection of rare and ancient books soon became one of the largest in the world. Soon after Azoratha came to power in Savos, she decided to remove as much knowledge that could be used against her as she could. As such, the Archives were destroyed by fire and its custodians murdered. However, rumours persist of secret chambers and scholars "forgetting" to return books when borrowing them.

Sergeantbrother
2011-12-30, 03:42 AM
Not only can't humans or elves learn draconic, none can who don't carry the blood of a dragon - neither can they speak or understand. This makes the language sacred to the Azorites who use the language of dragons in their special rituals and sometimes as a secret language amongst themselves. Kobolds can learn and speak the language as well, but are less likely to know it.

While many factions in the world have enmity towards the Azorites, they have a general alliance and good relations with the Storm Crows. In fact, some of the magic practiced by both the weather wizards and the Azorites have certain similarities. though the Azorites claim that Athanaric taught the Storm Crows their magic while the Storm Crows claim that Athanaric learned his magic from them.

Azorite templars travel the lands of Savos enforcing justice and trying to keep peace in the somewhat lawless wastes. They harshly punish highwaymen, thieves, looters, bandits, pirates, and other criminals or trouble makers. Their harsh tactics include removal of limbs or other mutilations for minor transgressions and a torturous death for more serious crimes. They also make a point of slaying roaming monsters or the undead. Because of their actions, many commoners trying to survive have respect or even love for the Azorites - though those who run afoul of the templars have different opinions.

The templars themselves have a strong sense of personal honor and bravery, but are also completely ruthless in enforcing their laws and in their obedience to Azoratha.

motoko's ghost
2011-12-30, 04:46 AM
Great rock worms the size of barns traverse the soils of the dead lands, in the maw of each is a giant gem of a strange blood red hue, which is said to confer great arcane abilities upon its possessor, at a terrible cost.

There are sweet smelling flowers that seem to grow while endlessly floating through the sky that are eaten by mystic seers in order to predict the future.

It is said that the city that once exited in the middle of the sea still exists as ruins partially submerged on the ocean floor, several building still filled with air, containing the last of the humans, trapped for eternity.

super dark33
2011-12-30, 05:07 AM
Fluff:There is a large tower, home to a dark wizard and his mercenries, creations and summond creatures.

The dark wizard decided he would like to protect the land of Yeretis, on which his tower resides, and sell his exotic weapons to anyone who wants.
he plans of takeing a city to himself.

Actual game:the tower is atop a large mountain in Yeretis.
exotic weapons doesnt neccesirly mean actual exotic weapons, but also just magical weapons, martial, exotic and simple.
Will you help the millioneer mage or the megalopolis of Wafver?
The dark wizard is a level 20+ wizard who develops spells, weapons, cretures and more.
The tower is on the border between Yeretis and the city-state of Wafver, which is in the Hecolii nation.

motoko's ghost
2011-12-30, 05:11 AM
The mage is secretly added by a cabal of flesh-grafters in the service of a monstrous god.

Algerin
2011-12-30, 05:35 AM
Great herds of Seal and Walruses are found in the far southern reaches of Thaithal, where the land slowly turns to ocean and ice. Here, strange tribes of simple halfling(Iceling) fishermen and nomads make their homes.

In Shax-Li there are numerous pyramids made of obsidian, or something closely resembling it. No one knows there purpose, but there are several within sight of the "border" of Shax-Li.

Yeretis is located on a plateau dotted with sinkholes on the south-west edges of Savos. In it, massive cities are built in the center of these sinkholes, starting from the bottom and working their way up. The largest cities actually spill over the top of the sinkholes and into the surrounding land. Yeretis is also one of the few areas in Savos where agriculture is viable, thanks to three large rivers and yearly run-offs from the mountains to the north.

Along certain beaches of Savos are fields of orcs, humans, elves, dwarves, kobolds and stranger things, all turned to solid stone.

The Dwarven capital is known as Fuloth-Gurahr-Nomur(Never-Ending-Hall) and is truely a marvel. Built at the crux of two mountains, buildings, statues, bridges, walkways, ware-houses, workshops, chasms, homes and more sprawl all up, down and within the length of both mountains. Evey House and Guild has some presence here and a dozen markets sell anything imaginable. Massive fungus farms exist beneath the city to feed it's massive population, held up by marvels of Dwarven Engineering. Solid, paved roads stretch away from it in all directions. At the center of it all is Fuloth-Vargl(King-Hall), a five story palace carved from the sheer rock.

Bands of dwarven Goat-riders often work as mercenaries.

Bands of Elven Horse-archers often work as bounty hunters.

Near the center of the Elven/Dwarven border is the city of Stone-rest. It is a rather compact trade city built at a crux on the river Eid and home to both Dwarves and Elves that work side by side. It is easily one of the wealthiest areas on the continent and the Dwarves and Elves almost constantly fight for control of it. However, the people of Stonerest are adamant in their desire to stay neutral and neither side holds the city for long.

In Savos, once a year there is a massive gathering of orcs amongst an unnamed ruined city. They set up mile upon mile of hide-skin tents and trade their wares, have massive tournaments in which strength and cunning are tested and age-old feuds put side to enjoy the massive festival.

Along the northern crescent of Savos there is a road called the Serpents road. It is a winding, twisting road made of a round, greenish rock.

Along the northern ocean, north of Savos, jagged black spires that look like spider-legs jut from the ocean floor. Sharks, Giant Squid and worse make their home amongst these spires. Interestingly though, some exiled elves have built a series of villages that dangle off these deadly spires.

super dark33
2011-12-30, 06:07 AM
Ill defrost your heart of ice, with a warm tropical song!

In the Eenbanis islands
There are coconut trees
The air is fresh
And Lizardfolk are free
Many wonders can be found in here
so go to vacation
and have some fun
in the happy resort of Sol-kan todan!

The Eenbanis islands are home to dinosaurs,winged kobolds ,komodo dragon based lizardfolk, and dinosaur based lizardfolk and an amazing ecosystem.
the scaleyfolk live in small villages, where they grow food to send it to the citys and towns.
the biggest city on the island is called Dsowretees, A semi megalopolis port city that boats from all around the 'biggest sea' come to resupply, sell their goods, and drop passengers who come for a vacation.
There are no ruins of original ancient civilazations. they were built later, so tourist will stay more and therfore, pay more.
The island is in the middle of the 'biggest sea' and is the largest tourist attraction in the world.
in the large cities there are amazing hotels, and amazing beach resorts in the villages.
There isnt much of a struggle in the islands, tribesman no longer fight between themselves, and many warriors are recruited to the Cmerison empire's army, who are the current rulers of the place.
The current ruler of the city is Spedak, a humen dark wizard.
while his brother gets richer by the inevitable wars, he builds his castles of gold coins by bringing people to a place of peace.

in Thaithal, wild white lizardfolk tribes reside along the iceling, and fight them for recourses in the harsh wilderness.

Yeretis is known for its brave paladins and cruel assasins.
and unknowingly, the Yeretian capital Dyrqandis is built above a large Colony of revolotionary exile Mind flayers, who wish to defy their father's ways and hang around in the overworld.

The Witch-King
2011-12-30, 06:17 AM
Along the outer perimeter of Thaithal lie the great port cities, that are often blocked with ice for much of the year preventing the use of larger junks but the smaller Thaithalian long ships are usable year round. Deeper in the interior, the land is heated by powerful geothermal sources and there are dense verdant forests, grasslands populated by grazing animals and rich, fertile farmlands.

Elemental
2011-12-30, 06:18 AM
Firstly, another wandering star:
Razkor is an ancient god from near to the dawn of time. He is associated with ruin and entropy. The ancient texts state that his purpose is to destroy the universe "when the time is right". Many small cults try to hasten this to no avail, mostly because Razkor arranges for them to have "unfortunate accidents".
Despite all this, he is an oddly humourous being who delights in playing tricks on mortals and immortals alike.
In the sky, he is visible as a faint green star that always stays low on the horizon.



Also, would someone be willing to provide more details on the Onyx Empress?
Plus, just how powerful a wizard is the Dark Wizard?
I'd like to see if they belong on the list of deities, demi-deities and similarly powered beings.

Recherché
2011-12-30, 07:24 AM
Dragons were once far more common and used to rule the planet before the humanoid races became common. However most of them disappeared abruptly over a thousand years ago. Popular legend says that they never died but are instead sleeping in caverns beneath the center of Savos.

Sgt. Cookie
2011-12-30, 10:45 AM
I'll keep an eye on the miscellaneous lore of the setting.

Dragons are rare, very powerful forces of nature and are very few in number.

Most kobolds live in small nomadic tribes that make a living by exploring old ruins, scavenging bodies after a military fight, and selling whatever they find to travelers.

Half-elves, Half-Orcs and Half-dragon humans carry the blood of humans and in some areas feared or attacked out-right, while in others they are revered and sometimes even worshiped.

Buried beneath the desert sands are giant crab-like mobile fortresses, war golems from a bygone era. They lie under the sand damaged and inactive, usually. Occasionally, one of them activates and wanders aimlessly across the desert, crushing all in its path before grinding again to a halt to be covered in desert sands. Some brave souls seek them out and try to get aboard to scavenge, loot or control the ancient war machines. Few of them are ever seen again.

If someone is buried in debt and has no way of repaying it, they may be enslaved to whoever they owe the debt too, there are however strict rules about what people can and cannot do to slaves. They might eventually be released at a later date if they manage to work off their debt.

Legend has it that a mighty enchantress from the time of myths constructed a silver fortress for herself upon the surface of the ocean. No one is quite sure how she attained her power, but it is said she could trick fish out of the ocean. From her sanctuary, she manipulated the people of past ages according to her own hidden agenda. Despite her power, she was still human, and fell to the ravages of time. Her fortress continued to drift the ocean for many years, before finally being beached on the coast of the Western Continent.
Despite being half buried in sand dunes and heavily tarnished, the fortress is still functional. It stands there, waiting for a new owner to unlock its secrets.

In a major city on the Eastern Continent, there is a building known as the House of Dust. No one knows its origin, but investigation shows it to indeed be filled with knee deep dust. Inhabitants of the city occasionally enter the house, to leave days or weeks later babbling strange prophecies, or gifted with bizzare magical abilities, or simply to fall down dead.

Most kobold magics are a mix of arcane, shamanism, and Druidism. And are based primaraly on convincing dragons to give them stuff.

There is a small creature that has been causing chaos since the dawn of time. Most call it The Shadow Baby. What most don't know is that The Shadoe Baby is actually Flarg Tosscobble, a bard whom after traveling to The Plane of Shadow was twisted by the plane's energies and now uses it to travel between times and realities.

Though each race and culture has their own language or languages, most know "The Language of trade and war" or just "Trade". It is a simple language easily spoken by most races.

There is a colony of undead that live underwater, slowly building an undersea empire.

The owlbears of the western continent are unlike those in the rest of the world, they are gargantuan in size with ancient nature magic imbued in their fur and feathers. They are as powerful as any dragon, and just as terrifying. The orcs who worship them get their shamanic powers from them.

It is said, apon the highest peak in the world, that a great Cockatraice oversees a vast army of slaves. These slaves mine the worlds only supply of mythril, which is turn strapped to Roc-mounted platformes by the strange goblinish elves (who bought the Cockatraice from some mage eons ago and fed it on ogre flesh and petrified slaves) and traded in the world. The great plain is said to be located somewhere to the east, be it somewhere in the eastern continent or even somewhere where the necrotic energy cannot reach. Even guests are blindfolded before they are allowed a rare trip there.

There is a large ruin somewhere in the desert. It is known to be formed from translucent crystal.

In the exact centre of the ocean between the east and west continents was an island-city, the greatest city of humans that ever was. Long ago it was sunk beneath the waves after its inhabitants gave offence to some god (different stories name different gods). It has since re-arisen leaving shoals and shallows and bottom-reaming rocks. It is covered with a perpetual thunderstorm.

Rumours:

The buildings were made from gold and you can see them glitter in the flashes of lightening.
The humans acquired fish tails and now swim between the rocks and spires.
The humans have beautiful voices and their singing lures sailors to sail into the rocks where they are eaten.
The storm is caused by all the magic in the ruins and the very brave and very luck can gain arcane knowledge by sleeping among them.
They are powerful magic items in the ruins.
Giant birds live among the rocks and eat giant fishes...and ships foolish enough to sail near.
In the centre of the storm is an eye of calm. Through this eye, the sun shines on a small circular island which has a white, circular temple. If a true human of pure heart enters the temple and prays without bitterness or regret, the island will rise from the waves, the humans will be restored, and the city will once again become the most powerful in the world.

While there are no true outer plains, there are the lands of the dead. The lands of the dead is a dark and gloomy world shrouded in darkness and eternal cold. Unless some kind of magic retrieves them, the souls of all of the dead enter into this realm - even plants and animals.

Demons are captures from the lands of the dead, souls of those who have perished thousands of years ago and have accumulated enough power to break through into the lands of the living.

Souls of the dead are immortal unless devoured by another soul. Demons gain their power by devourering other dead souls. As they devour more and more souls, they become more twisted and evil and hey absorb the worst parts of their victims and allow their own darkest desires to consume them. Most people who die find there souls devoured almost immediately by one of the demons the or another more ruthless or powerful shade - unless certain rights are performed on the body of the dead to essentially keep their soul from entering the land of the dead.

Once a spirit has defeated another soul and taken its spirit, it takes on a dark hue and is called a shade or shadow as that is what they resemble.

In the land to the far east, the barrier between the land of the dead and the mortal world is very thin, allowing shadows as well as demons to pass through the barrier and even allowing some brave or foolish mortals to travel into the land of the dead.

Reviving a creature sends them to a location in the dead lands. Said location is random.

It is possible to exorcise possessing demons by merely speaking a short phrase called the ninefold refusal, however it must be spoken by the victim(mentally or not) in celestial and includes the victim's truename.

Once in a blue moon, it is belived that one with elven blood suddenly grows taller and thicker, becoming almost rigid, and gains long limbs and bark-like skin. These "tree men" are killed in most cases, but are valued in the six citys as fine folk. Those who are decended from several well-documanted familys have a far higher rate at changing than normal, and are usualy warned of this condition at a early age.

This change into a tree-man usually starts and ends in late puberty, roughly when magical talents would show up. Indeed, none of the "treemen" have any magical ability, and are in fact more adapt at weathering a magical attack than others.

The Gnome of this world are know for their elite death squads, which are groups of 5 assassins which travel together and take out important targets. These groups also go on other important missions.

Such gnomes often begin their careers as adventurers or explorers, and are only drafted once they return to their homeland with great wealth and having significant experience of the outside world.

These Gnomes always have at least one were-spider on hand, along with a mage.

There is an entire tribe on the eastern contanant of Elven Barbarians/Druids who ride Dire Bears

Before the great island civilization of the humans fell they had great floating cities adrift on the sea, these were the great centers of trade. When the humans fell their were-crocodile and were-alligator slaves took control of these cities. The two groups hate and revile each other and depending on which of the floating cities your on one will be enslaved to the other. These cities continue to be central to trade, stocking ships who voyage at sea, diplomatic meetings (they aren't aligned with any kingdom or state), and most of the world's were-crocodilians immigrate to them. Were-caimans, were-garials, and such also live here, not ruling but not ruled.

Due to the six moons and their unusual orientation to the world, the oceans can shift rapidly between dead calm and raging storms and waves of tsunami proportions are common.

Powerful weather wizards have formed a community of protectors that watch the happenings of the oceans and storms and will often teleport in, protect populated areas or ships, and teleport out. These people are poorly understood and are the subject of much speculation among the common people.

Weather wizardry is a special talent that spontaneously manifests in certain individuals. These individuals are often taken as children by recruiters for the abovementioned organization. These recruiters are terrifyingly powerful and do not ask permission nor grant quarter.

They are colloquially known by the names: the Lightning Spirits, the Shining Ones, and The Stormcrows.

These weather wizards are strange to behold, but after they are seen they quickly fade from memory leaving only a vague impression of their presense, thus they are nigh impossible to describe or recognize.

No one with human or elven blood can learn Dragonic, even with magic.

Demons do not advance to better forms of demons. Rather, there own forms abilitys increase, hence titles like "Queen of Balors" and the like.

Also, it is said that one in every ten pebbles lying in the streams and rivers of Samartis is a gemstone. While this is an exaggeration, it's not that far from the truth.

Located just south of the heart of Savos are the ruins of the Redwind Archives. The Archives were founded two thousand years ago, and its collection of rare and ancient books soon became one of the largest in the world. Soon after Azoratha came to power in Savos, she decided to remove as much knowledge that could be used against her as she could. As such, the Archives were destroyed by fire and its custodians murdered. However, rumours persist of secret chambers and scholars "forgetting" to return books when borrowing them.

Not only can't humans or elves learn draconic, none can who don't carry the blood of a dragon - neither can they speak or understand. This makes the language sacred to the Azorites who use the language of dragons in their special rituals and sometimes as a secret language amongst themselves. Kobolds can learn and speak the language as well, but are less likely to know it.

While many factions in the world have enmity towards the Azorites, they have a general alliance and good relations with the Storm Crows. In fact, some of the magic practiced by both the weather wizards and the Azorites have certain similarities. though the Azorites claim that Athanaric taught the Storm Crows their magic while the Storm Crows claim that Athanaric learned his magic from them.

Azorite templars travel the lands of Savos enforcing justice and trying to keep peace in the somewhat lawless wastes. They harshly punish highwaymen, thieves, looters, bandits, pirates, and other criminals or trouble makers. Their harsh tactics include removal of limbs or other mutilations for minor transgressions and a torturous death for more serious crimes. They also make a point of slaying roaming monsters or the undead. Because of their actions, many commoners trying to survive have respect or even love for the Azorites - though those who run afoul of the templars have different opinions.

The templars themselves have a strong sense of personal honor and bravery, but are also completely ruthless in enforcing their laws and in their obedience to Azoratha.

Great rock worms the size of barns traverse the soils of the dead lands, in the maw of each is a giant gem of a strange blood red hue, which is said to confer great arcane abilities upon its possessor, at a terrible cost.

There are sweet smelling flowers that seem to grow while endlessly floating through the sky that are eaten by mystic seers in order to predict the future.

It is said that the city that once exited in the middle of the sea still exists as ruins partially submerged on the ocean floor, several building still filled with air, containing the last of the humans, trapped for eternity.

Fluff:There is a large tower, home to a dark wizard and his mercenries, creations and summond creatures.

The dark wizard decided he would like to protect the land of Yeretis, on which his tower resides, and sell his exotic weapons to anyone who wants.
he plans of takeing a city to himself.

Actual game:the tower is atop a large mountain in Yeretis.
exotic weapons doesnt neccesirly mean actual exotic weapons, but also just magical weapons, martial, exotic and simple.
Will you help the millioneer mage or the megalopolis of Wafver?
The dark wizard is a level 20+ wizard who develops spells, weapons, cretures and more.
The tower is on the border between Yeretis and the city-state of Wafver, which is in the Hecolii nation.

The mage is secretly added by a cabal of flesh-grafters in the service of a monstrous god.

Bands of dwarven Goat-riders often work as mercenaries.

Bands of Elven Horse-archers often work as bounty hunters.

Dragons were once far more common and used to rule the planet before the humanoid races became common. However most of them disappeared abruptly over a thousand years ago. Popular legend says that they never died but are instead sleeping in caverns beneath the center of Savos.


(And now, some world building facts of my own)

The crystal ruin is located in the eastern side of Savros, while its original purpose is unknown, people have claimed that demons and other such beings are unable to look upon this ruin, let alone enter it.

Some people have speculated that the crystals contain pure life force, which would account for the beings of the Dead Lands' inability to go near it.

Eldest
2011-12-30, 12:17 PM
The obsidian pyramids in Shax-Li are tied to an ancient worship of the Onyx Empress, long ago. The half-elf descendants in Thaithal are said to have lived there and been persecuted for their beliefs, causing them to flee to the south. It is said that many religious artifacts still remain in the pyramids, if one could figure out how to enter when there is no gap in the solid stone.
The Icelings and White Lizardfolk are mostly confined to the outer reaches of Thaithal, kept there by the Black Shogun's decree. Hunting the Icelings and Lizardfolk has in fact become something of a sport among the darker elements of the Thaithalian society.

Sodalite
2011-12-30, 12:18 PM
A small enclave of demon-blooded half-elves live on miniscule island to the far north of Gloias, and are in possession of an obscure and powerful form of divination. Through use of such divination, they have come to hypothesize that the land of the dead may, in fact, be a physical place that is displaced into the distant past.

The Witch-King
2011-12-30, 12:31 PM
As people have been adding ideas about Thaithal, I've been updating the semi-summation in message #68 (http://www.giantitp.com/forums/showpost.php?p=12447427&postcount=68) of the thread. Maybe it would be helpful to keep people appraised of where we are and for new people to get acquainted with the setting if the semi-summations were copied to the first post every so often. Just a thought.

EDIT: The Onyx Empress is, in theory, the most powerful sorcerer-noble of the land. However, nowadays she is wholly a figurehead and all real political power rests with the Black Shogun. While she holds no real political control, her ability to influence events due to her status is still great as is her personal magical power as her native shadowmancy abilities are some of the most powerful in the empire. The Empress is considered something of a semi-divine figure, not actually a goddess herself but of divine lineage, her family being believed to be the descendants of powerful spirits sired by the gods.

The Empress controls precious few land holdings outside of the Imperial Palace but those holdings she does have, most parks and hunting preserves, are considered absolutely inviolate and under no circumstance would rival Thaithalian clans fight there. Her personal wealth is also considerable but most of her possessions are historic artifacts that are considered less to be her personal property and more of items held by her in trust for the entire nation. Her personal guard is under her direct command, charged upon pain of death with the safety of the Empress but her real protection lies in the soldiers, shadowmancers and spies of the Black Shogun. The current Onyx Empress understands this as did her predecessor and she says and does little to interfere with Thaithalian politics.

Elfin
2011-12-30, 12:55 PM
Arcane magic involves the binding and manipulation of the animal spirits that inhabit the moons.

Demons are corrupted moon and animal spirits who have taken on hideous, terrible forms.

The sectoid queens of the Savosian wastes are unfathomable, alien beings who dwell in hives far below the desert earth. The vast sectoid colonies they control prey on the undead that roam the wasteland and present a constant danger to any that travel through.

Pokonic
2011-12-30, 03:04 PM
Animal spirits are occasionaly born into the bodys of living animales. and often inforce there laws in such living forms. They are "mortal" however, and will do what they can to flee from harm.

Snowfire
2011-12-30, 03:19 PM
Hope you don't mind me slipping in here with some ideas.

The world's name in Trade is Loheis

Elethkeira, often known as the Windborn Soulshaper, is the goddess of creation and change. One of the oldest of the Sky Gods, some ancient texts name her as a sister to Razkor, although neither has ever put credence to such legends. Elethkeira is present, in different guises, in the religions of every culture on Loheis. As the goddess of creation and change, she is never exactly the same twice, she cannot be. But she follows a basic pattern based around the seasons of the world she helped create.

In spring she is the Maiden, a laughing young woman whose beauty can enchant any who look upon her. She is Elethkeria's aspect of rebirth and renewal and turns her moon a soft and gentle green during her season. The Maiden is also the aspect that caters most to the creative arts, gently stimulating the growth of music and art wherever she can.

Summer brings Elethkeira's Mother aspect to the fore. A deep caring and nurturing spirit permeates all that the Mother does, acting to soothe the world into the beauty of summer. The Mother appears as an older sister to the Maiden, sharing her beauty but in a more refined manner. The Summer moon is a comforting gold, alike to that of ripening wheat.

However change is not always brought about through peace or careful growth. Sometimes it is forced upon the world by the sword. In autumn, as the great armies of the continents make their final campaigns before winter seals them in place, the Warrior awakens. Her moon is the hard silver of well-kept steel and she watches over all conflict on Loheis. The Warrior appears as a lithe, dangerous thing clad all in black, and none have ever tested her blades and emerged victorious.

And the cool chill of Winter brings forth perhaps the most misunderstood aspect of Elethkeira. The Crone. She represents all of the knowledge that Elethkeria has gathered, everything she has seen in her life, and it is the Crone who holds the secrets of not just how to create, but of how to create something that will endure. She appears as an aged woman, still strong in her age, and her comings always herald great consternation. Her moon is icy, blue tinged silver.

I've got a few more ideas for Sky Gods, but they're still working themselves out. Hope you like the idea.

Algerin
2011-12-30, 03:46 PM
If you'd like to do gods try and tie them to the six moons first, and then tie them to stars, constellations, etc.

I'm currently working on a massive summary on the first page. It should be up tonight.

Lord Tyger
2011-12-30, 03:56 PM
The Fleshcrafters of Ys

Travelers in groups of two, seven, eleven, or thirteen, the Fleshcrafters are mysterious mystics with the ability to change the anatomy, and, rumor has it, fundamental nature of those they practice their craft upon.

In some decadent courts, Fleshcrafters are called upon to warp the flesh of beasts, slaves and prisoners for entertainment, creating bizzare creatures with two human heads and a serpent like tail, or arms that end in the heads of flowers. In other places, Fleshcrafters are revered as the most gifted of healers, able to make the blind see and even reattach or regrow lost limbs. In still other places, they are outlawed, rumored to create monsters more horrible than anything that arises from nature.

In all places, the Fleshcrafters act as is expected of them, demanding neither worship nor payment for their craft. When questioned as to their identity, place of origin, or the source of their powers- indeed, almost any question more in depth than, "Would you please replace this man's tongue with a snake?" Fleshcrafters inevitably respond the same way- "I was born on the shores of the River Ys."

No geographical or historical record exists of the River Ys, although certain ancient poets allude to it as flowing through both the Garden of Celestial Delights and the Palace of the Thrice Dead King.

Pokonic
2011-12-30, 04:01 PM
Ogres and giantkin all arise from human peoples isolated on varying coastal lands. Ogres and trolls arised in the southern coasts, while giants arised on Thaithal. The two groups often try to wpe eachother out when they get the rare chance to invade a settlement.

Snowfire
2011-12-30, 04:27 PM
If you don't mind then, I'll work on the other Sky Gods - or at least the one's represented by moons.

Teleb, last of the Ancients among Gods - the others being his sister Elethkeria and his brother Razkor - is the God of spirits and magic. Whilst his sister exists to create and his brother to end all things, Teleb is the weave that runs through the world of Loheis. He binds existence together, and his is the terrible duty of the Timekeeper, he who knows the When of everything in creation - including its fated end.

Teleb - the moon - is shrouded in swirling mists of aurora, representing the vibrance and eternal nature of magic and the spirits. Except for the Shadowings at least. Three times a year, when Razkor, Elethkeria and Teleb are in alignment, the mists around Teleb part and all magic stops, to return when the sun rises the next morning. The Shadowings are cloudless nights, devoid of wind, when all the stars grow dim in the sky above compared to the blazing light of Razkor, who shines brighter than Morta on the Shadowings. The ancient texts speak of a day when the light of Razkor will not diminish, and it will reach forth and consume the world, only for Elethkeria and Teleb to lock him away once again and start anew.

Teleb appears as a man of middling years, clad in robes of midnight black with a silver pocketwatch always in his left hand. There are legends of those who caught a glimpse of the face of Teleb's Watch, and none end well.

Sergeantbrother
2011-12-30, 04:45 PM
Within a great mountain in the southern part of the eastern continent sleeps another ancient dragon named Ukyron. It is said that Ukyron has scales of scorched iron, eyes that glow yellow hot, and that his spittle and blood are molten iron and it is often called the iron dragon. This mountain is occupies by the Valshak, a powerful house of dwarves who are known for making excellent arms and armor. The Valshak venerate Ukyron and consider him a demi-god, though not with the same fervor that the Azorites worship their dragon god. Because they each venerate a dragon, the Valshak House and Azorites sometimes ally or at least trade with each other.

The great smiths and metallurgists of the Valshak House say that a sword forged from the spittle of Ukyron makes a blade or armor unlike any other and indeed a number of such weapons and suits of armor exist and they are legendary in their strength, sharpness, and ability to protect those who possess them. Retrieving this molten iron is dangerous though, for the lair in which Ukyron sleeps is unbearably hot and if he stirs in his sleep he could kill any mortal near him.

In addition to being great smiths, the Valshak House are highly militant and every adult male is expected to fight to prove his manhood. The majority of soldiers from the Valshak House fight in highly orderly infantry units with heavy armor and a mix of warriors with sword and shield, pike, or great axe. Those who cannot fight, such a cripples or the very weak, still join in the war effort as crossbowmen, siege engineers, or others who help the warriors - to the Valshak, there is honor in this service as well. Even the Valshak women train to fight, though more typically they stay behind and serve as a garrison rather than fight in the front lines.

Pokonic
2011-12-30, 04:47 PM
The Reaperkin are a moderate-sized collection of powerful demigods on the dread land. They are said to have been servents of a powerful lord of the dead, and still serve there function: they shuffle souls that landed here into varying portals, usualy to there original home. The undead ignore them, and they do the same. They band together to kill living creatures, unless they are here to find a soul. They do not reproduce, and more than one has been killed by a foolish adventuring party. They appear to be fifteen feet tall, with a large scythe twice that hovering near them. They can leave the land, but only to attack powerful demons that has left the land. They have a gaunt face, but closer examination shows that the entire body is made of shadow-stuff. Notably, there scythe can kill spirits as well as it does living things, and more than one person has attempted to take one. some have succeded.

Snowfire
2011-12-30, 05:15 PM
And another, somewhat nastier, moon deity.

Silaya, the goddess of chaos and trickery, is the most feared of all the Moons, her brightening in the heavens seen as a terrifying sign. Silaya was the one who supported the Wizard King's rise to godhood, and when he became powerful enough to refuse her commands she covertly sponsored the growing dissent in his lands, nurturing it into full scale civil war. She was the one who covertly supplied Athanaric with the curse that destroyed much of Savos, and therefore is at least indirectly responsible for the fall of Rohesia - who she now manipulates and uses as a weapon against her enemies.

Although greatly feared and renowned for her ruthlessness, Silaya is not without compassion for those who serve her well, and all the peoples of Loheis know this. The true reason that her worship has never been successfully outlawed is linked to that compassion, as it leads to a fierce protectiveness over her followers that few will dare test.

Her moon glows with a deep indigo light, and she appears as a female figure cloaked and veiled in light grey. Few but her worshippers dare approach her. Due to the avatar she takes, she is also known as The Veiled One.

Pokonic
2011-12-30, 05:20 PM
Some orcish peoples belive the stars are evil. As a whole, this train of thought is true. Those "touched by the stars" have great, chaotic destanies, and they offer up such things as a sort-of-living- Lichdome too giving great personal power. however, the stars always have a price, and this price is always personal and deeply rooted in the feeling of the bargen. Most do not even know they made such a deal until they start growing tenticals and regenerate out of nothing.

super dark33
2011-12-30, 05:41 PM
There is an intellectual Outiugh community in Yeretis. they are weaker and smaller but smarter.

Pokonic
2011-12-30, 06:01 PM
Within the strange, cold reaches of Thaithal, there exists a convoy of were-snakes that call themselves the Naga. They prefer to act as lords over the other weres in the area, and it is said that within the castle of the Queen of Nine-tails there is a system of tunnels within the walls for them to slither in, and that there lord dwells deep inside a miles-long chamber underground. They attempt to alert there "land owner" of varying plots and supplement her spy network, in exchange for twenty-four plump live criminals to be chained inside a special cavern not far away from the palace. The week after than, the next shipment is placed in the same cave, with no reminents of the former inhabitance.

Algerin
2011-12-30, 07:11 PM
First page now contains a partial list of stuff that's been decided so far. There's a lot of information to go through though, and it will take me awhile to go through everything and organize all of it.

Fact: Kobolds are expert mechanics due to their scavenging in Human Ruins. Due to this, they have a lot of old technology.

Fact: There is a town in Savos run by gnolls. Stone walls and pallisades surround it and a constant stream of Gnolls leads in and out of town bringing chained slaves with them. This is the most prominent slave market on the continent.

Fact: Dinosaurs wander the lower elevations of both Savos and Gloias, but the higher elevations are home to more traditional animals, including bears, goats, horses, deer and such.

Fact: A band of Gnoll Pirates known a the Bone-Chewers patrol the northern edges of the Great Ocean, searching for unprotected merchant ships. THeir captain is the vicious Red-Hide, a Gnoll at least seven feet tall and called Red-Hide due to the amount of blood that's been spilled on his fur.

Sergeantbrother
2011-12-30, 07:52 PM
Some additional information on the Azorites:

On of the largest groups of Azorites are called Ashanar, they are the Azorites who bear the gatest resemblance to humans. They look like humans in most regards aside from a few differences. They are hairless and have pale skin with a slight bluish or purplish tone. Their eyes are a bright golden yellowish color and their pupils are slit like those of a reptile/dragon. Their cuspids are larger than that of normal humans and their fingernails tend to be long and sharp. About 20% of Azorites are Ashanar.

A smaller group is Salathar. They are a bit larger than humans, between 6-7 feet tall. Their bodies are covered with bluish colored scales, they have long tails, their hands are like talons with razor sharp claws, and their faces have distended maws full of sharp teeth. About 10% of Azorites are Salathar.

Another group are the Agiar. They resemble Salathar in most regards but are a little smaller and more slightly built, more like humans in height and built. They also have large blue wings like that of a dragon. About 10% of Azorites are Agiar.

Naliar a the smallest group of the draconian Azorites. They usually have a weird mix of human and dragon features that don't clearly mix with other groups. They might look mostly human but have dragon wings, or might have a dragon like head with an othwise human body. 5% of Azorites are Naliar. A small percentage of Naliar have the ability to temporarily change themselves into he form of a small blue dragon - almost like a werecreature does.

40% of Azorites are kolbolds. They are much like other kobolds but tend to have bluish colored scales. They make up many of then non-military roles among the Azorites, including scholars and craftsmen. Its believed that there is a fortress monastery hidden somewhere in the mountains of Savos whe Azorites scholars pour over ancient tomes (some looted from Redwind) to bett understand ancient magical secrets or technologies.

Another 15% of Azorites aren't dragon blooded at all but are made up of the various other races that inhabit the world. The largest groups being gnomes, dwarves, lizard folk, and gnolls respectively. Very few orcs join the Azorites though.

Among all dragon blooded Azorites is the idea that only men should fight and women should primarily give birth and raise children. Because of this, virtually all Azorites warriors are male. The Ashanar type is dominant while others are more recessive, the exception being Naliar who seemingly appear at random regardless of the parents features.

Algerin
2011-12-30, 08:15 PM
Also, I'm working on sifting through the information and adding a few of my own touches(Don't worry, I'm not retconning anyones work). Now for the next batch of questions.

Would you be interested in Playing this?
Where would be a good place to start the campaign?
What would be the best starting level?
What Races should be playable, which ones should be NPC only?

This is all assuming 3.5 of course.
I'm also thinking about allowing Undead Races from Libris Mortis.

Eldest
2011-12-30, 08:18 PM
Hey! We're not done yet!
And I'd love playing. I'd want to be one of the half-elfs from Thaithal, so I'd prefer if that was PC-able.

Sergeantbrother
2011-12-30, 08:22 PM
I guess that it might be a good idea to discuss what kind of game we might be playing and who wants to be from what factions. As it is now, the world is quite large and spans all sorts of power levels, locations, and interests. I suppose that a higher level would allow for more variety and options within a group.

Algerin
2011-12-30, 08:23 PM
Hey! We're not done yet!
And I'd love playing. I'd want to be one of the half-elfs from Thaithal, so I'd prefer if that was PC-able.

I realize we're not done, I'm just putting everything I need to do to run this in order. I'm considering that Half-Elves be divided into Three races(The regular, the Northern and the Thaithal) since they would be different enough culturally to be different races. Either that or allowing "Background Bonuses."

Sergeantbrother
2011-12-30, 08:31 PM
Well, I've kind of been working on the Azorite cult so I think it might be fun to play someone from that, but I guess it wil depend on what everybody else is interested in playing.

Pokonic
2011-12-30, 08:44 PM
The land of the dead and the Greek subcontinent (Which is called Gythos, by the way) are my babies, and would like to add a few things to it before I let them go. Otherwise, yeah, I already am using Shax-Li.:smallbiggrin:

Sodalite
2011-12-30, 08:45 PM
Generally speaking, I believe that any of the races that aren't exceedingly mysterious or bound to a certain purpose or place should be playable.

Elfin
2011-12-30, 09:23 PM
I think that, now that these four pages of brainstorming have left a solid base and plenty to build upon, what should be done is the editing and trimming of the content that's been assembled; that way we can ensure a vibrant, dense setting rather than a weak and dilute one.

I don't think anyone is served by the preservation and inclusion of everthing that's been said. Everyone contributed to the final product, regardless of whether their specific ideas make it into the final product. Brainstorming is just that, and not every idea we've come up with needs to or should be kept.

Perhaps I'm out of my place in saying this, but I have to admit that I'm quite worried about the absence of humans. Humans are the baseline of a fantasy world; they are our foot in the setting. A humanless world needs to be one which is completely alien, and this setting is not. I feel it would be far better for the setting if the genocide aspect of the great curse were removed, or if the annihilated race was made to be a nonhuman one – a race of ancients of some sort. Half-breeds especially seem to me a very weak replacement for humans.

I'm also worried that the undead aspect of the Savosian wastes is redundant with the undead of Shax-Li. I think it would be best to drop the undead from Savos and have their place taken by the sectoid hives and/or the demons.

The giant owlbears, dinosaurs, and Jurassic fauna and flora make me imagine a very primeval setting, and this is an idea I like very much. It's something to set the setting apart, a unique flavor. I wonder if Gloias might not be altered somewhat: perhaps the steppes and mountains inhabited by the elves cover only a part of the continent, with the majority of Gloias being covered by dense, primeval forest and jungle. It would be, at the present, almost wholly uninhabited, thriving with enormous, prehistoric creatures and dotted with the unbelievably old ruins of the first, long-forgotten civilizations.
This would really enforce the idea of an old, alien, predatory world.

As for Savos, the aim seems to be a truly ravaged continent. Remember, Savos would have literally changed its skin overnight – its ecosystems would have been utterly wrecked. It's been only a few short centuries since then; there will be no recovery any time soon. The constant presence of ruined cities and the like are a nice way to push home the visceral nature of the destruction.

Sea trade and travel should probably play a major part in the setting. Because much of the land is unsafe for travel, and because it seems like civilization is mostly restricted to a few far-flung areas, much of it coastal, sea travel is probably the fastest and most safe way to get around.

Algerin
2011-12-30, 09:51 PM
All interesting points. Personally, while I REALLY was not expecting it, the absence of humans sort of appeals to me. They still serve as the base-line race, their achievements are all around, most races(Especially the longer lived ones) still remember them. But they're gone now. I think that opens up a lot of interesting options. For example, the Ancient Greeks and Romans had huge effects on the modern world, modern architecture, political systems and literature/philosophy all have roots in the Ancient Greeks and Romans, not to mention you'd be hard-pressed to find someone who DOESN'T know about them, despite the fact that it's been hundreds of years since they died out or evolved. Ialso believe that the "Dead Race of Ancients" is a bit overdone and that having humans be that race is an interesting twist. By removing humans, we could look to see what ends up taking Humans place and how the power voids are filled.

I do believe that the undead in both Savos and Shax-Li is redundant and Shax-li fits better as an "Undead Homeland."

As for Gloias, I imagine it being very diverse. There are the cold mountain areas where the Dwarves thrive, the pine forests surrounding the mountains, followed by open plains in some areas. Then there are the dense jungles and forests where dinosaurs and other beasts live that are simply too dangerous or difficult to settle. This lends a "Mythical" sort of setting as well as providing good adventure hooks I believe.

I personally think that in Savos at least that the Orcs have taken the humans place, being less "Always Chaotic Evil" and more of nomads that do what they need to do to survive. I think that despite there being a cataclysm just a few short centuries ago that the Dragons magic was simply not powerful enough to have affected the land for that long. In fact, it may even be the daughter that's keeping the landscape the way it is and that in some areas the landscape is starting to return to normal(Yeretis most notably). Savos would also have a few wealthy cities as well, either built on the ruins of old human cities or built up on there own simply because all of the humans "Technology" and marvels would be worth a lot of money from treasure hunters, scavengers and other such people(Adventurers).

While the world seems primal and uncultured, I think that it's still an old world, just on the verge of changing entirely and in fact ha probably done so before.

Pokonic
2011-12-30, 09:57 PM
I kind of see it as after the end....of human kind. Its the natural progression of any fantastic world: the wildlife is, well, wild, the strong survive, the power players wipe themselves out to a few individuals, and of course, the undead take over a landmass.:smallbiggrin:

Elfin
2011-12-30, 10:24 PM
I think that the absence of humans does provide a lot of interesting possibilities, but I also think that, should we proceed with that route, it would do us good to hammer home the setting's alienness and really make it feel different. Things should work very differently; it should be a very garish world. No one should ever confuse this setting for Eberron or Nerath or Forgotten Realms.

Lord Tyger
2011-12-30, 10:34 PM
Hmm. I'd like to play, if there's room yet, ideally as a Savosian Half-Orc (or full Orc if they're playable) Explorer. Systemwise, I have a personal preference for Pathfinder, since those are the books I own, but I can work with anything that has an SRD.

I'd also love a game set in Savos, since "Ravaged land ruled by Insect Queens and Abominations," seems more interesting than, "Elves and dwarves," but there's no reason we can't bounce back and forth between them and the others.


Anyways, back to the setting!

The Thrice Dead King

Rumors abound with regards to the mysterious Thrice Dead King. They say that he instructed the Wizard-King Athanaric in various ancient magics, that his first death was at the hands of Rohesia herself, that his heart is hidden in the depths of the world, that he can transform himself into a swan, a stag or a pike at will, and that his palace is built from the dreams of sleeping cyclopes.

What is known is this- at irregular intervals, poets, musicians and philosophers from across the world find themselves transported to an enormous marble hall, to feast upon the most exquisite of dishes and be waited upon by invisible servants.

Their host is the Thrice Dead King, an enormous figure with a high brow, gray skin, and ram's horns jutting from his forehead. He bears the marks of his three deaths- an enormous noose is twisted around his neck, his shirt is ever stained with blood from a wound in his chest, and he casts no shadow.

Throughout the meal, the titantic figure walks among his guests, addressing each in his or her own language and discussing their most recent works. At the end of the feast, the guests fall into a deep slumber, and awaken to find themselves returned to their homes.

Elemental
2011-12-30, 10:49 PM
An updated summary of the deities, demi-deities and similarly powered beings.

World deities:
-Athanaric the Wizard King: A powerful blue dragon who once ruled over the continent of Savos. Eventually the people rebelled against him, and he cursed the land before fleeing. He has not been seen since, though the Gnomes of Samartis claim he lived with them for some time. Currently, his cult is continues to rule much of Savos, and believe that he will one day return.

-Azoratha the Dragon Queen: Athanaric's daughter and leader of his cult. She rules from a great fortress on a verdant plateau in Northern Savos. She is known for giving her most trusted and powerful priests and sorcerers her own blood to drink, which enhances their abilities, lifespan, and slowly makes them more draconic. Although Azoratha claims sovereignty over all of Savos, many areas merely pay lip service and a few places are in open revolt.

-Nefertari: A powerful succubus, she rules over a hedonistic cult from the pleasure houses of the largest cities of Savos. The cultists believe that by allowing her to consume their souls, they will live forever in a state of pure bliss. However, by eating on the souls of the living, she not only increases in power, but gains access to all the memories of her victims. Using this knowledge, she blackmails the local rulers into giving her more souls.

-The Shadow Baby: The Shadow Baby is a small creature that has been causing chaos since the dawn of time. However, most people do not realise that the Shadow Baby is in fact actually Flarg Tosscoble, a bard twisted by the energies of the Plane of Shadow. He now uses this energy to travel between times and realities.

-The Great Sea Serpent: It lives near several trade-routes used by the Therianthopes, often attacking the winners of sea battles for its own amusement. It is said to be intelligent, and demands payment for non-weres to pass by. It's name is unpronounceable.

-Yashgafadobugu: An ancient sentient hydra, Yashgafadobugu has an intense hatred of dragons. It is said to have granted a large number of other monsters greater intelligence and willingness to work together on a small continent to the southwest.

-The Onyx Empress: Not actually a goddess herself but of divine lineage and worshipped as semi-divine. Her family is believe to be descended from powerful spirits sired by the gods.
The Empress, or posssibly an ancestor, was at one point worshipped in Shax-Li and many great obsidian pyramids were constructed in her honour. It is said that long ago the half-elves of Thaithal lived on Shax-Li but were persecuted because of their beliefs, causing them to flee south.
In theory, the Onyx Empress is the most power sorcerer-noble of Thaithal, but she is in fact a figurehead; all real political power rests with the Black Shogun. Despite this, the respect most people have for the Empress gives her great power over the common people and her personal magical power and innate shadowmancy abilities make her one of the most powerful sorceresses in the world.

-Ukyron, the Iron Dragon: Within a great mountain in the southern part of Gloias sleeps the ancient dragon known Ukyron. It is said that Ukyron has scales of scorched iron, eyes that glow yellow with heat and that his spittle and blood are molten iron. This mountain is occupied by the Valshak, a powerful Dwarven House. The Valshak venerate Ukyron as a demigod, but not with the same fervour as the Azorites venerate Athanaric.
The great smiths and metallurgists of the Valshak House say that weapons or armour forged from the spittle of Ukyron is superior to all others. Indeed, many such items exist, and their strength is legendary. Retrieving this molten metal is dangerous as Ukyron's chamber is unbearably hot, and if he stirs in his sleep, he could easily slay any mortal.

-The Thrice Dead King: Rumors abound with regards to the mysterious Thrice Dead King. They say that he instructed the Wizard-King Athanaric in various ancient magics, that his first death was at the hands of Rohesia herself, that his heart is hidden in the depths of the world, that he can transform himself into a swan, a stag or a pike at will, and that his palace is built from the dreams of sleeping cyclopes.
What is known is this- at irregular intervals, poets, musicians and philosophers from across the world find themselves transported to an enormous marble hall, to feast upon the most exquisite of dishes and be waited upon by invisible servants.
Their host is the Thrice Dead King, an enormous figure with a high brow, gray skin, and ram's horns jutting from his forehead. He bears the marks of his three deaths- an enormous noose is twisted around his neck, his shirt is ever stained with blood from a wound in his chest, and he casts no shadow.
Throughout the meal, the titantic figure walks among his guests, addressing each in his or her own language and discussing their most recent works. At the end of the feast, the guests fall into a deep slumber, and awaken to find themselves returned to their homes.

-Reaperkin: The Reaperkin are a moderate-sized collection of powerful demigods on the dread land. They are said to have been servents of a powerful lord of the dead, and still serve there function: they shuffle souls that landed here into varying portals, usualy to there original home. The undead ignore them, and they do the same. They band together to kill living creatures, unless they are here to find a soul. They do not reproduce, and more than one has been killed by a foolish adventuring party. They appear to be fifteen feet tall, with a large scythe twice that hovering near them. They can leave the land, but only to attack powerful demons that has left the land. They have a gaunt face, but closer examination shows that the entire body is made of shadow-stuff. Notably, there scythe can kill spirits as well as it does living things, and more than one person has attempted to take one. some have succeded.


Sky Deities:
-Rohesia, Demon Queen of the Blood Moon: Formerly a peaceful nature deity, she was turned to evil by the destruction of Savos's forests. With her heart now twisted by hatred, she has vowed to hunt down Athanaric and destroy him.
The Blood Moon is the moon of Rohesia, which turned red following her shift toward vengeance.

-Silaya, the Veiled One: Silaya, the goddess of chaos and trickery, is the most feared of all the Moons, her brightening in the heavens seen as a terrifying sign. Silaya was the one who supported the Wizard King's rise to godhood, and when he became powerful enough to refuse her commands she covertly sponsored the growing dissent in his lands, nurturing it into full scale civil war. She was the one who covertly supplied Athanaric with the curse that destroyed much of Savos, and therefore is at least indirectly responsible for the fall of Rohesia - who she now manipulates and uses as a weapon against her enemies.
Although greatly feared and renowned for her ruthlessness, Silaya is not without compassion for those who serve her well, and all the peoples of Loheis know this. The true reason that her worship has never been successfully outlawed is linked to that compassion, as it leads to a fierce protectiveness over her followers that few will dare test.
Her moon glows with a deep indigo light, and she appears as a female figure cloaked and veiled in light grey. Few but her worshippers dare approach her. Due to the avatar she takes, she is also known as The Veiled One.

-Elethkeira, the Windborn Soulshaper: Elethkeira, often known as the Windborn Soulshaper, is the goddess of creation and change. One of the oldest of the Sky Gods, some ancient texts name her as a sister to Razkor, although neither has ever put credence to such legends. Elethkeira is present, in different guises, in the religions of every culture on Loheis. As the goddess of creation and change, she is never exactly the same twice, she cannot be. But she follows a basic pattern based around the seasons of the world she helped create.
In spring she is the Maiden, a laughing young woman whose beauty can enchant any who look upon her. She is Elethkeria's aspect of rebirth and renewal and turns her moon a soft and gentle green during her season. The Maiden is also the aspect that caters most to the creative arts, gently stimulating the growth of music and art wherever she can.
Summer brings Elethkeira's Mother aspect to the fore. A deep caring and nurturing spirit permeates all that the Mother does, acting to soothe the world into the beauty of summer. The Mother appears as an older sister to the Maiden, sharing her beauty but in a more refined manner. The Summer moon is a comforting gold, alike to that of ripening wheat.
However change is not always brought about through peace or careful growth. Sometimes it is forced upon the world by the sword. In autumn, as the great armies of the continents make their final campaigns before winter seals them in place, the Warrior awakens. Her moon is the hard silver of well-kept steel and she watches over all conflict on Loheis. The Warrior appears as a lithe, dangerous thing clad all in black, and none have ever tested her blades and emerged victorious.
And the cool chill of Winter brings forth perhaps the most misunderstood aspect of Elethkeira. The Crone. She represents all of the knowledge that Elethkeria has gathered, everything she has seen in her life, and it is the Crone who holds the secrets of not just how to create, but of how to create something that will endure. She appears as an aged woman, still strong in her age, and her comings always herald great consternation. Her moon is icy, blue tinged silver.

-Teleb the Timekeeper: Teleb, last of the Ancients among Gods - the others being his sister Elethkeria and his brother Razkor - is the God of spirits and magic. Whilst his sister exists to create and his brother to end all things, Teleb is the weave that runs through the world of Loheis. He binds existence together, and his is the terrible duty of the Timekeeper, he who knows the When of everything in creation - including its fated end.
Teleb - the moon - is shrouded in swirling mists of aurora, representing the vibrance and eternal nature of magic and the spirits. Except for the Shadowings at least. Three times a year, when Razkor, Elethkeria and Teleb are in alignment, the mists around Teleb part and all magic stops, to return when the sun rises the next morning. The Shadowings are cloudless nights, devoid of wind, when all the stars grow dim in the sky above compared to the blazing light of Razkor, who shines brighter than Morta on the Shadowings. The ancient texts speak of a day when the light of Razkor will not diminish, and it will reach forth and consume the world, only for Elethkeria and Teleb to lock him away once again and start anew.
Teleb appears as a man of middling years, clad in robes of midnight black with a silver pocketwatch always in his left hand. There are legends of those who caught a glimpse of the face of Teleb's Watch, and none end well.

-Razkor: An ancient god from near to the dawn of time, he is associated with ruin and entropy. The ancient texts state that his purpose is to destroy the universe "when the time is right". Many small cults try to hasten this to no avail, mostly because Razkor arranges for them to have "unfortunate accidents".
Despite all this, he is an oddly humourous being who delights in playing tricks on mortals and immortals alike.
In the sky, he is visible as a faint green star that always stays low on the horizon.

-Morta: Morta manifests in the heavens as a wandering star bright enough to be seen even during the day. She is worshipped all over the world as the Guardian Goddess, Night Watcher and Healer of the Sick.


I gave the succubus a name so I wouldn't have to write <insertnamehere>. If anyone objects, I'll change it to match your suggestion.
Also, the fleshcrafters were mentioned to serve a monstrous god, but no one said anything else.
Again, if I missed anything, let me know.
Plus, does the Thrice Dead King belong in my list? I'll add him if he does.

Lord Tyger
2011-12-30, 10:55 PM
An updated summary of the deities, demi-deities and similarly powered beings.

World deities:
-Athanaric the Wizard King: A powerful blue dragon who once ruled over the continent of Savos. Eventually the people rebelled against him, and he cursed the land before fleeing. He has not been seen since, though the Gnomes of Samartis claim he lived with them for some time. Currently, his cult is continues to rule much of Savos, and believe that he will one day return.

-Azoratha the Dragon Queen: Athanaric's daughter and leader of his cult. She rules from a great fortress on a verdant plateau in Northern Savos. She is known for giving her most trusted and powerful priests and sorcerers her own blood to drink, which enhances their abilities, lifespan, and slowly makes them more draconic. Although Azoratha claims sovereignty over all of Savos, many areas merely pay lip service and a few places are in open revolt.

-Nefertari: A powerful succubus, she rules over a hedonistic cult from the pleasure houses of the largest cities of Savos. The cultists believe that by allowing her to consume their souls, they will live forever in a state of pure bliss. However, by eating on the souls of the living, she not only increases in power, but gains access to all the memories of her victims. Using this knowledge, she blackmails the local rulers into giving her more souls.

-The Shadow Baby: The Shadow Baby is a small creature that has been causing chaos since the dawn of time. However, most people do not realise that the Shadow Baby is in fact actually Flarg Tosscoble, a bard twisted by the energies of the Plane of Shadow. He now uses this energy to travel between times and realities.

-The Great Sea Serpent: It lives near several trade-routes used by the Therianthopes, often attacking the winners of sea battles for its own amusement. It is said to be intelligent, and demands payment for non-weres to pass by. It's name is unpronounceable.

-Yashgafadobugu: An ancient sentient hydra, Yashgafadobugu has an intense hatred of dragons. It is said to have granted a large number of other monsters greater intelligence and willingness to work together on a small continent to the southwest.

-The Onyx Empress: Not actually a goddess herself but of divine lineage and worshipped as semi-divine. Her family is believe to be descended from powerful spirits sired by the gods.
The Empress, or posssibly an ancestor, was at one point worshipped in Shax-Li and many great obsidian pyramids were constructed in her honour. It is said that long ago the half-elves of Thaithal lived on Shax-Li but were persecuted because of their beliefs, causing them to flee south.
In theory, the Onyx Empress is the most power sorcerer-noble of Thaithal, but she is in fact a figurehead; all real political power rests with the Black Shogun. Despite this, the respect most people have for the Empress gives her great power over the common people and her personal magical power and innate shadowmancy abilities make her one of the most powerful sorceresses in the world.

-Ukyron, the Iron Dragon: Within a great mountain in the southern part of Gloias sleeps the ancient dragon known Ukyron. It is said that Ukyron has scales of scorched iron, eyes that glow yellow with heat and that his spittle and blood are molten iron. This mountain is occupied by the Valshak, a powerful Dwarven House. The Valshak venerate Ukyron as a demigod, but not with the same fervour as the Azorites venerate Athanaric.
The great smiths and metallurgists of the Valshak House say that weapons or armour forged from the spittle of Ukyron is superior to all others. Indeed, many such items exist, and their strength is legendary. Retrieving this molten metal is dangerous as Ukyron's chamber is unbearably hot, and if he stirs in his sleep, he could easily slay any mortal.


Sky Deities:
-Rohesia, Demon Queen of the Blood Moon: Formerly a peaceful nature deity, she was turned to evil by the destruction of Savos's forests. With her heart now twisted by hatred, she has vowed to hunt down Athanaric and destroy him.
The Blood Moon is the moon of Rohesia, which turned red following her shift toward vengeance.

-Silaya, the Veiled One: Silaya, the goddess of chaos and trickery, is the most feared of all the Moons, her brightening in the heavens seen as a terrifying sign. Silaya was the one who supported the Wizard King's rise to godhood, and when he became powerful enough to refuse her commands she covertly sponsored the growing dissent in his lands, nurturing it into full scale civil war. She was the one who covertly supplied Athanaric with the curse that destroyed much of Savos, and therefore is at least indirectly responsible for the fall of Rohesia - who she now manipulates and uses as a weapon against her enemies.
Although greatly feared and renowned for her ruthlessness, Silaya is not without compassion for those who serve her well, and all the peoples of Loheis know this. The true reason that her worship has never been successfully outlawed is linked to that compassion, as it leads to a fierce protectiveness over her followers that few will dare test.
Her moon glows with a deep indigo light, and she appears as a female figure cloaked and veiled in light grey. Few but her worshippers dare approach her. Due to the avatar she takes, she is also known as The Veiled One.

-Elethkeira, the Windborn Soulshaper: Elethkeira, often known as the Windborn Soulshaper, is the goddess of creation and change. One of the oldest of the Sky Gods, some ancient texts name her as a sister to Razkor, although neither has ever put credence to such legends. Elethkeira is present, in different guises, in the religions of every culture on Loheis. As the goddess of creation and change, she is never exactly the same twice, she cannot be. But she follows a basic pattern based around the seasons of the world she helped create.
In spring she is the Maiden, a laughing young woman whose beauty can enchant any who look upon her. She is Elethkeria's aspect of rebirth and renewal and turns her moon a soft and gentle green during her season. The Maiden is also the aspect that caters most to the creative arts, gently stimulating the growth of music and art wherever she can.
Summer brings Elethkeira's Mother aspect to the fore. A deep caring and nurturing spirit permeates all that the Mother does, acting to soothe the world into the beauty of summer. The Mother appears as an older sister to the Maiden, sharing her beauty but in a more refined manner. The Summer moon is a comforting gold, alike to that of ripening wheat.
However change is not always brought about through peace or careful growth. Sometimes it is forced upon the world by the sword. In autumn, as the great armies of the continents make their final campaigns before winter seals them in place, the Warrior awakens. Her moon is the hard silver of well-kept steel and she watches over all conflict on Loheis. The Warrior appears as a lithe, dangerous thing clad all in black, and none have ever tested her blades and emerged victorious.
And the cool chill of Winter brings forth perhaps the most misunderstood aspect of Elethkeira. The Crone. She represents all of the knowledge that Elethkeria has gathered, everything she has seen in her life, and it is the Crone who holds the secrets of not just how to create, but of how to create something that will endure. She appears as an aged woman, still strong in her age, and her comings always herald great consternation. Her moon is icy, blue tinged silver.

-Teleb the Timekeeper: Teleb, last of the Ancients among Gods - the others being his sister Elethkeria and his brother Razkor - is the God of spirits and magic. Whilst his sister exists to create and his brother to end all things, Teleb is the weave that runs through the world of Loheis. He binds existence together, and his is the terrible duty of the Timekeeper, he who knows the When of everything in creation - including its fated end.
Teleb - the moon - is shrouded in swirling mists of aurora, representing the vibrance and eternal nature of magic and the spirits. Except for the Shadowings at least. Three times a year, when Razkor, Elethkeria and Teleb are in alignment, the mists around Teleb part and all magic stops, to return when the sun rises the next morning. The Shadowings are cloudless nights, devoid of wind, when all the stars grow dim in the sky above compared to the blazing light of Razkor, who shines brighter than Morta on the Shadowings. The ancient texts speak of a day when the light of Razkor will not diminish, and it will reach forth and consume the world, only for Elethkeria and Teleb to lock him away once again and start anew.
Teleb appears as a man of middling years, clad in robes of midnight black with a silver pocketwatch always in his left hand. There are legends of those who caught a glimpse of the face of Teleb's Watch, and none end well.

-Razkor: An ancient god from near to the dawn of time, he is associated with ruin and entropy. The ancient texts state that his purpose is to destroy the universe "when the time is right". Many small cults try to hasten this to no avail, mostly because Razkor arranges for them to have "unfortunate accidents".
Despite all this, he is an oddly humourous being who delights in playing tricks on mortals and immortals alike.
In the sky, he is visible as a faint green star that always stays low on the horizon.

-Morta: Morta manifests in the heavens as a wandering star bright enough to be seen even during the day. She is worshipped all over the world as the Guardian Goddess, Night Watcher and Healer of the Sick.


I gave the succubus a name so I wouldn't have to write <insertnamehere>. If anyone objects, I'll change it to match your suggestion.
Also, the fleshcrafters were mentioned to serve a monstrous god, but no one said anything else.
Again, if I missed anything, let me know.
Plus, does the Thrice Dead King belong in my list? I'll add him if he does.

I'd put him as at least similar power to a demi-deity, yeah.

Edit: With regards to the Fleshcrafter, my take was they acted in all regions as they were generally expected to occuring to legend, myth and rumor. So the fleshcrafters in that region are believed to serve a monstrous deity any consequently do, or at least act as though they do. Whether they bear any real loyalty to that deity, or if it even exists, is up for debate.

Pokonic
2011-12-30, 11:01 PM
The Reapers could be added to that list, yo.

Elemental
2011-12-30, 11:04 PM
Okay. I added the Thrice Dead King in.

In regards to the monstrous god of the fleshcrafters, I'll wait for more developments before I add him.

Okay, adding in the reapers.
(I can't believe I missed the word demigod in their description the first time I read it)


Also... The Queen of Nine Tails, does she go on the list as well, or is she just a regular, if powerful, mortal?

Pokonic
2011-12-30, 11:05 PM
We could just have a list of named mortals.

Elfin
2011-12-30, 11:17 PM
I'd also love a game set in Savos, since "Ravaged land ruled by Insect Queens and Abominations," seems more interesting than, "Elves and dwarves," but there's no reason we can't bounce back and forth between them and the others.

This is a very good point. We don't have to use my suggestion of Gloias as alien and primeval, but it should have something to distinguish it – right now it is just elves and dwarves. While I can't deny liking the idea of a dark continent, there are plenty of other ways to accomplish this.

We may even want to get rid of elves and dwarves outright, replacing them with less "vanilla" races. Half-elves could be replaced by a different, similar race, in that case.

How does that proposition sound?

Eldest
2011-12-30, 11:22 PM
Well, the half-elfs from the south can be replaced with Uldras (http://www.wizards.com/default.asp?x=dnd/ex/20040911a&page=1), perhaps. Reskinned to look like what we had decided they looked like earlier, of course. Or some other cold race, I don't actually like the Uldras much. It was just the first race I found on Google.

Pokonic
2011-12-30, 11:26 PM
This is a very good point. We don't have to use my suggestion of Gloias as alien and primeval, but it should have something to distinguish it – right now it is just elves and dwarves. While I can't deny liking the idea of a dark continent, there are plenty of other ways to accomplish this.

We may even want to get rid of elves and dwarves outright, replacing them with less "vanilla" races. Half-elves could be replaced by a different, similar race, in that case.

How does that proposition sound?

Nah, it would ruin the feel that the human races time has come and gone, and without those staples of fantasy it would just feel completly alien to what the setting was built on.

Lord Tyger
2011-12-30, 11:31 PM
Hmm. Call them Thurse, fluff them as descended from a primeval race of Frost Giants. Implications that the lineage of the Onyx Empress is of a different race and that one of her ancestors was responsible for the Frost Giants decrease in stature in order to make them more easily ruleable?

I know that the fluff for them has so far been primarily Japanese-flavor, but they're not ACTUALLY Japanese, so there's no reason we can't mix and match a bit?

Elfin
2011-12-30, 11:41 PM
Anglo-Saxon makes me happy, so I'm fine with calling them þyrs. Though I suppose we can make it thurse/thyrse if the thorn is too much.


Nah, it would ruin the feel that the human races time has come and gone, and without those staples of fantasy it would just feel completly alien to what the setting was built on.

Well, not every setting needs elves and dwarves. That would just be dull.

Elemental
2011-12-30, 11:44 PM
Personally, I see no problems with using Elves and Dwarves provided they aren't completely stereotypical. I also see no problems using other races instead.


Also, just a thought...
Because Elves (if we still decide to use them) are so similar to humans, perhaps they see themselves as the rightful heirs to human civilisation?
Maybe there are even some groups that try to emulate humans as much as they can?

Pokonic
2011-12-30, 11:45 PM
My guess? They try to interbreed with there half-elven kin as much as they can.

Lord Tyger
2011-12-30, 11:46 PM
Also, just a thought...
Because Elves (if we still decide to use them) are so similar to humans, perhaps they see themselves as the rightful heirs to human civilisation?
Maybe there are even some groups that try to emulate humans as much as they can?

That'd be tricky, given that the big difference between Elves and Humans is lifespan...

Ritual suicide at seventy-five?

Elfin
2011-12-30, 11:49 PM
The bhukas detailed in the Sandstorm excerpt here (http://www.wizards.com/default.asp?x=dnd/ex/20050304a&page=3) seem like they could make a nice home in Savos. We're lacking a true "antagonist" race on Savos; could they fit the bill?

Elemental
2011-12-30, 11:49 PM
I don't think very many of the elves would be accepting of the practice of killing yourself before reaching adulthood.



Damn ninjas... They're everywhere!

Pokonic
2011-12-30, 11:49 PM
Ritual suicide at seventy-five?


Nah, they just get more reckless and chaotic.

The Thaithal, however...:smalltongue:

Sergeantbrother
2011-12-30, 11:54 PM
In a way, isn't having entire groups of half elves just a work around the prohibition on humans?

Pokonic
2011-12-30, 11:56 PM
No, just like a world with no dragons that has half-dragons has no dragons.:smalltongue:

Sergeantbrother
2011-12-30, 11:57 PM
The bhukas detailed in the Sandstorm excerpt here (http://www.wizards.com/default.asp?x=dnd/ex/20050304a&page=3) seem like they could make a nice home in Savos. We're lacking a true "antagonist" race on Savos; could they fit the bill?

It seems like there are all sorts of antagonists all over Savos. The undead, golly slavers, insect type creatures in the desert, etc. Orcs or draconians depending on you affiliation. I think there should be a bit more action in the eastern continent with the elves and dwarves, maybe more monsters or factions.

Elfin
2011-12-30, 11:59 PM
In a way, isn't having entire groups of half elves just a work around the prohibition on humans?

That's the same issue I see with it. As we have it now, it seems like they might as well just be humans. If we're going to make a clean break, I feel we should go cold turkey.

Lord Tyger
2011-12-30, 11:59 PM
The bhukas detailed in the Sandstorm excerpt here (http://www.wizards.com/default.asp?x=dnd/ex/20050304a&page=3) seem like they could make a nice home in Savos. We're lacking a true "antagonist" race on Savos; could they fit the bill?

Do we need an "antagonist race?" Why not just have antagonist groups arising from the various extant races, instead of conveniently color coding everything?

Sergeantbrother
2011-12-31, 12:01 AM
No, just like a world with no dragons that has half-dragons has no dragons.:smalltongue:

Though the world has dragons.

Half elves in this case seems to be a work around the nonhuman rule, especially since the entire concept of half elves seems to be contrary to there being races of them. When they are a race of their own, they aren't half anythings anymore.

Not that I object to humans, but if we have no humans and are going for exoticism, why not adhere to it instead of having humans and calling them half elves?



That's the same issue I see with it. As we have it now, it seems like they might as well just be humans. If we're going to make a clean break, I feel we should go cold turkey.

Those are my thoughts as well.

Eldest
2011-12-31, 12:02 AM
I actually like the idea of the Thaithal being decended from half-elfs. No reason why they shouldn't have adapted to fit the cold, though. And I think they might deserve a + to Charisma, since they are meant to be sorcerer-nobles.
This is sounding more and more like if I went though with my idea, it would be homebrew.

Algerin
2011-12-31, 12:12 AM
The bhukas detailed in the Sandstorm excerpt here (http://www.wizards.com/default.asp?x=dnd/ex/20050304a&page=3) seem like they could make a nice home in Savos. We're lacking a true "antagonist" race on Savos; could they fit the bill?
If anything the Gnolls fit the more traditional "Antagonistic" race, but I'm a firm believe that there is no such thing as "Always Chaotic Evil."
I imagine that there would be antagonists of all races, or a particularly hostile tribe or such.


Personally, I see no problems with using Elves and Dwarves provided they aren't completely stereotypical. I also see no problems using other races instead.


Also, just a thought...
Because Elves (if we still decide to use them) are so similar to humans, perhaps they see themselves as the rightful heirs to human civilisation?
Maybe there are even some groups that try to emulate humans as much as they can?


Anglo-Saxon makes me happy, so I'm fine with calling them þyrs. Though I suppose we can make it thurse/thyrse if the thorn is too much.



Well, not every setting needs elves and dwarves. That would just be dull.
Personally, I feel our elves and Dwarves will be different enough to keep them. While statistically they'd be vanilla, culturally the Elves resemble Celts more then the "Hippy" stereotype. The Dwarves also seem to me more like Renaissance-era Italians(something I plan to emphasize more as I write up more of the setting). Also, I believe that having something be too Alien would be very difficult to show and role-play. Elves and Dwarves are familiar enough to not need any long explanation for them while at the same time showing their culture during game play that sets them apart from "traditional" Elves and Dwarves. The Dwarves in particular I have some great ideas for.


In a way, isn't having entire groups of half elves just a work around the prohibition on humans?
It is, and I was thinking that maybe "Half-Elf" might not always mean "50% elf blood, 50% human blood" and that it is a broad term for any elf with human blood, whether it be 50% or 1%.

As for needing human-like races to fit the gap as a base-line, I feel we have plenty of races that are "Human-Like" that could fill the Human-shaped hole really well anyways.

Also, I imagine that Elves wanting to emulate humans will find the Skin Grafters quite handy. :smallamused:

Elfin
2011-12-31, 12:17 AM
As for antagonists, it seems like it would help to have an immediate threat, a faction that truly wants to topple the few threads of civilization that remain. None of the current threats are particularly present: the sectoids are contained to the waste (which we should name), the undead of Shax-Li are not an immediate concern, and the kobolds are not malignant. Something could be done with demons, which were briefly mentioned near the beginning of the thread and never developed.

Off the top of my head, here's a list of a few races that little has been done with-

Bhuka
Darfellan
Killoren
Locathah
Mongrelfolk
Raptorans
Sahuagin
Varags

The varags, locathah and sahuagin could all fit as generally evil races. Actually, I like the idea of the sahuagin in this setting: a mysterious, rarely seen and malignant race dwelling in deep underwater cities. It's almost Lovecraftian.

I also think varags or mongrelfolk could fit well into the steppes of Gloias, as direct competitors with the elves – bestial plains-dwellers, perhaps modeled on the Mongolians or Scythians.

Elemental
2011-12-31, 12:18 AM
Well, for another faction to offset the Elves and the Dwarves, perhaps a couple of neutral kingdoms (and other countries/tribes/malignant entities) that keep getting in the way of their wars?

For example;
The Viridian Tribe consists of a sizeable, but not huge, population of Kobolds under the rule of a relatively young pair of green dragons.
The Viridians dwell within and under the ruins of a formerly abandonned Elven fortress, now known as Viridian Keep.
Despite being located in a valley right along a prime invasion route between the Elves and the Dwarves, the Kobold inhabitants have managed to fend off numerous attacks through sheer stubbornness and ingenuity. They now claim the entire valley surrounding Viridian Keep, much to the collective annoyance of both the Elves and the Dwarves.





And yes, the demons do indeed pose an immediate threat, particularly that soul-eating succubus mentioned near the beginning (I decided to call her Nefertari because it was annoying having to leave her as <insertnamehere>).

Lord Tyger
2011-12-31, 12:19 AM
*pouts a bit*

Well, I'll just have to find somewhere else to put the Thurse then. More later.

Elfin
2011-12-31, 12:23 AM
*pouts a bit*

Well, I'll just have to find somewhere else to put the Thurse then. More later.

I think that, even keeping the elves, the Thaithalians need not be half-elves. The idea of a vestigially monstrous race descended from giant progenitors is a very interesting one, and works as a perfect compromise between the goblinoid and half-elven propositions.

Elemental
2011-12-31, 12:23 AM
Don't worry, just add in an icy peninsula that sticks out of the top of one of the continents.

Pokonic
2011-12-31, 12:27 AM
To be fair, we already have a whole continent of always evil creatures: the dread lands.:smalltongue: Those Ghasts and Malgoyals are mearly the tip of the iceberg.

Deploy
2011-12-31, 12:29 AM
If somebody told me about a setting without humans the first image that comes to mind is a totally alien world where cephalopods have risen out of the waters and ruled for the last few thousand years and everything is radically different (doorways that are only inch wide holes in the wall). We don't have to go this route, but when it was said the humans had died out I was looking forward to watching something totally alien invent a completely different wheel. Most of the races we currently have could be a different race of humans than the ones that died out and the setting would still be the same for all intents and purposes. I think that if we're going to say there are no humans we should show why the orcs of savos aren't just humans with pointy teeth and green skin who survived a cataclysm.

Also I see no need to provide a designated antagonistic race to Savos. The continent itself is antagonistic: owlbears that could wipe out buildings, Sectoid Queens burrowed beneath the sand, an environment forced to rapidly change from fertile to arid, Dinosaurs running around, Demons chasing any spirit they see (which would be interesting for spellcaster s who keep spirits on hand to do their magic), not to mention we already have hyena riding Gnoll slavers. If anything its the others continents that need something to kill, although Ix-Al is good

Algerin
2011-12-31, 12:29 AM
Sahuagin can be a direct antagonistic race I suppose.

I think that the wars between the Elves and Dwarves are rarely outright warfare, but more of a lot of "Cloak and Dagger/Cold War" situation where each side is always suspicious of the other, and both fight a lot of proxy wars.

Also, I don't know about you guys, but I would prefer that Shax-Li be located ON the continent of Gloias, confined somewhat to a crescent of blighted land in the far east. That way Shax-Li is a much more direct threat to the Elves and Dwarves and possibly one of the reasons why the elves and Dwarves aren't waging outright war.

I also like the idea that the people of Thaithal aren't Half-Elves either, but their own distinct race. If they ARE Half-Elves though, I would prefer if they weren't a unified threat. Perhaps there are Hobgoblin tribes there? The Half-Elves and Hobgoblins are both loyal to the same cause, but their generals and nobles rarely get along or agree to a course of action. I also like that the Hobgoblins would add a Mongolian Flavor to Thaithal, which was a major part of Asia that rarely gets talked about.

I agree that some third-parties will be especially important in Gloias. Mongrelfolk, Large Kobold Kingdoms, the Half-Elf tribes to the north can all serve as proxy powers or foils to the Dwarves and Elves as well as allowing more PC backgrounds.

Elfin
2011-12-31, 12:33 AM
I completely agree, Deploy. Do you have any suggestions for metamorphosing the flavor of this world?

As for Savos, I suppose you're all right that we have plenty of antagonists already. On to Gloias, then — I do like the idea of varags.

I wonder, what if the dwarven civilization was modeled on medieval India?

Elemental
2011-12-31, 12:34 AM
Hmmm... A cold war situation would help to explain why a single tribe of kobolds and two youngish dragons have managed to hold out against the armies of two much more powerful nations.


Cool idea about the dwarves being based on medieval India. You don't often see dwarves focussing on Mathematics and Astronomy.

Pokonic
2011-12-31, 12:34 AM
Also, I don't know about you guys, but I would prefer that Shax-Li be located ON the continent of Gloias, confined somewhat to a crescent of blighted land in the far east. That way Shax-Li is a much more direct threat to the Elves and Dwarves and possibly one of the reasons why the elves and Dwarves aren't waging outright war.


The whole point of the place is to be a area where being there inherently kills you. The fact that souls who are revived always end up here is probably worse, and the horrific undead pirates will attack anywhere where there is a water source and a few people.


Also I see no need to provide a designated antagonistic race to Savos. The continent itself is antagonistic: owlbears that could wipe out buildings, Sectoid Queens burrowed beneath the sand, an environment forced to rapidly change from fertile to arid, Dinosaurs running around, Demons chasing any spirit they see (which would be interesting for spellcaster s who keep spirits on hand to do their magic), not to mention we already have hyena riding Gnoll slavers. If anything its the others continents that need something to kill, although Ix-Al is good

Its like Athas, exept there are no citys and there are more ways to die.

Eldest
2011-12-31, 12:36 AM
Well, humans change rapidly, are innovative, are ambitious and aggressive, and grow quickly. So since those elements are absent, what changes?

Elemental
2011-12-31, 12:40 AM
Probably the "Dark Ages".


At least on Savos.

Algerin
2011-12-31, 12:42 AM
If somebody told me about a setting without humans the first image that comes to mind is a totally alien world where cephalopods have risen out of the waters and ruled for the last few thousand years and everything is radically different (doorways that are only inch wide holes in the wall). We don't have to go this route, but when it was said the humans had died out I was looking forward to watching something totally alien invent a completely different wheel. Most of the races we currently have could be a different race of humans than the ones that died out and the setting would still be the same for all intents and purposes. I think that if we're going to say there are no humans we should show why the orcs of savos aren't just humans with pointy teeth and green skin who survived a cataclysm.

Also I see no need to provide a designated antagonistic race to Savos. The continent itself is antagonistic: owlbears that could wipe out buildings, Sectoid Queens burrowed beneath the sand, an environment forced to rapidly change from fertile to arid, Dinosaurs running around, Demons chasing any spirit they see (which would be interesting for spellcaster s who keep spirits on hand to do their magic), not to mention we already have hyena riding Gnoll slavers. If anything its the others continents that need something to kill, although Ix-Al is good

Well in our lore, the humans really haven't been gone all that long a couple of hundred years at most. Before that, humans were the dominant players of Savos(If not the entire world). I do agree that Gloias needs some stuff to fight, but between Thaithal raiders, the undead of Shax-Li and the internal threats, conflict would abound. I do see campaigns set on Gloais being more of a political bent though.


The whole point of the place is to be a area where being there inherently kills you. The fact that souls who are revived always end up here is probably worse, and the horrific undead pirates will attack anywhere where there is a water source and a few people.



Its like Athas, exept there are no citys and there are more ways to die.
I realize that, but having it set in a crescent on the far east of Gloias has it be within easy reach if one WOULD want to go there, as well as keeping the action more focused on the two continents and the ocean between them. It also gives a reason for the Elves and Dwarves not to go all-out on each other, as Undead and Demon attacks wouldneed to be defended against frequently.



I completely agree, Deploy. Do you have any suggestions for metamorphosing the flavor of this world?

As for Savos, I suppose you're all right that we have plenty of antagonists already. On to Gloias, then — I do like the idea of varags.

I wonder, what if the dwarven civilization was modeled on medieval India?
I don't know a whole lot about Medieval India, but I can see the Dwarves having a strict Caste system that could set them apart. I like it.

Elfin
2011-12-31, 12:43 AM
Since we already have the wasteland of Savos, I think it's better that Shax-Li be its own continent. If we add varags (and maybe sahuagin - not so sure about them as I was a few minutes ago), there'll be all the direct threat necessary, and keeping Shax-Li separate adds an air of mystique and danger.

Thaithal – hobgoblins seem rather overused these days, which is why I'm leery of them. Also, we don't yet have a setting-unique race, which I feel is always a nice touch; the thyrse, or whatever we end up calling them, could do nicely. I do like your idea of Thaithalians as being divided rather than united; I think that's a better idea than a single kingdom.

As for the Mongolians, what if we incorporated some elements into elven culture? They live in steppes, after all, and there were mentions of them being skilled riders and having lots of cavalry archers. They could be a fusion of the Mongolian/Scythian and Saxon or Celtic cultures.


not to mention we already have hyena riding Gnoll slavers

Do we? I missed that. While cool, I personally think I prefer varags, and the two are rather redundant. What are your folks' thoughts?

Pokonic
2011-12-31, 12:45 AM
I realize that, but having it set in a crescent on the far east of Gloias has it be within easy reach if one WOULD want to go there, as well as keeping the action more focused on the two continents and the ocean between them. It also gives a reason for the Elves and Dwarves not to go all-out on each other, as Undead and Demon attacks wouldneed to be defended against frequently.



On Demonkind: there would actualy be far fewer there than on other places. Why? The Reapers tend to make sure any or all Demons leave the contianent as soon as they can on the pain of death, for they interfer with the soul-herding.

On the Gnoll/Varag dellema: why beat around the bush and not just make them Bugbears?

Elfin
2011-12-31, 12:49 AM
Well, why are there so many demons in the first place? Earlier, I suggested that demons were corrupted moon/animal spirits; could their prominence be related to the wrath of Rohesia? Perhaps she's become convinced that the civilized races need to be "cleansed" in order to preserve the planet, and is creating these demonic armies for that purpose?

Pokonic
2011-12-31, 12:51 AM
Yeah, but the place, while crawling with tasty spirits, is hostile to demons, hence them mostly in savage areas. The dead lands have no support for the animal or moon spirits, for the Reapers treat them the same.

Lord Tyger
2011-12-31, 12:53 AM
The first thing about the Orcs is, they aren't green. That wouldn't make a lot of sense in the desert. Rather, their skin town runs naturally from a tawny gold to a dark grey. This is before the various ritual tattoos many tribes adopt.

They also aren't mammals, but rather avian in descent, the traces of which can be seen in their rigid fingers ending in talons, their raptorlike eyes, and the ridges of feathers down their spins and the length of their arms, as well as the fact that they are oviparous.

Orcs do not engage in exclusive relationships, but rather mate communally. Indeed, sexual promiscuity is not only permitted, but is a primary method of socialization (although strict social taboos limit this to within three sets of birthings of one's own, and not with one's nestmates). Resultantly, since the paternity of any individual is a matter of guesswork at best, descent and property are reckoned matrilineally.

Since Orcs traditionally place a great deal of importance on ancestry, going so far as to outlaw the hunting and eating of the terrestial avians they are most closely related to, the chieftan of a nomadic Orc tribe is most frequently female, and often the latest of an unbroken line reaching back at least to the founding of that Orcish tribe, if not to the quasi-mythical First Nest.

Though sexually active year round, Orcs are only fertile during certain complex arrangements of the six moons, which occur roughly once every three years. Notably, though the interval remains the same, the exact arrangement varies between Orc tribes. Thus, Orc tribes are divided not only among Nest-mates, or those born of a single female, but by birth year, with those of thirty-one years being distinct, for various religious and ritual purposes, from those of twenty-eight and thirty-four years.

(There. Now Orcs are bonobo-ostrich people).

Algerin
2011-12-31, 12:53 AM
Since we already have the wasteland of Savos, I think it's better that Shax-Li be its own continent. If we add varags (and maybe sahuagin - not so sure about them as I was a few minutes ago), there'll be all the direct threat necessary, and keeping Shax-Li separate adds an air of mystique and danger.

Thaithal – hobgoblins seem rather overused these days, which is why I'm leery of them. Also, we don't yet have a setting-unique race, which I feel is always a nice touch; the thyrse, or whatever we end up calling them, could do nicely. I do like your idea of Thaithalians as being divided rather than united; I think that's a better idea than a single kingdom.

As for the Mongolians, what if we incorporated some elements into elven culture? They live in steppes, after all, and there were mentions of them being skilled riders and having lots of cavalry archers. They could be a fusion of the Mongolian/Scythian and Saxon or Celtic cultures.



Do we? I missed that. While cool, I personally think I prefer varags, and the two are rather redundant. What are your folks' thoughts?

Could you provide a link to some information about Varags?

I pick Hobgoblins just because they remind me most of the Mongolians: Proud, numerous, Excellent tacticians, Brutally effective and they even (Vaguely) resemble them. Any other race could do actually, provided sufficient fluff.

I was under the impression that the Elves already were somewhat Mongolian but playing up the fusion of Mongolian and Celtic/Saxon would be interesting. I also like the idea that the wealthy in Elf society would be the ones with the most horses, rather then the most gold.

I think sahuagin could be a lot more Lovecraftian in some aspects: They could offer deals, gold or jewelry to the surface races in exchange for sacrifices. Of course, mythology would stretch them out to be sea-demons of a type, but they would exist.

Wouldn't the abundance of Therianthropes be somewhat of a unique race(s)? It's obvious a lot of culture, mythology and religion has descended from the six moons, not to mention the fact that Therianthropes could even see themselves as seperate from the races they belong too due to their animal blood.

Pokonic
2011-12-31, 12:55 AM
The first thing about the Orcs is, they aren't green. That wouldn't make a lot of sense in the desert. Rather, their skin town runs naturally from a tawny gold to a dark grey. This is before the various ritual tattoos many tribes adopt.

They also aren't mammals, but rather avian in descent, the traces of which can be seen in their rigid fingers ending in talons, their raptorlike eyes, and the ridges of feathers down their spins and the length of their arms, as well as the fact that they are oviparous.

Orcs do not engage in exclusive relationships, but rather mate communally. Indeed, sexual promiscuity is not only permitted, but is a primary method of socialization (although strict social taboos limit this to within three sets of birthings of one's own, and not with one's nestmates). Resultantly, since the paternity of any individual is a matter of guesswork at best, descent and property are reckoned matrilineally.

Since Orcs traditionally place a great deal of importance on ancestry, going so far as to outlaw the hunting and eating of the terrestial avians they are most closely related to, the chieftan of a nomadic Orc tribe is most frequently female, and often the latest of an unbroken line reaching back at least to the founding of that Orcish tribe, if not to the quasi-mythical First Nest.

Though sexually active year round, Orcs are only fertile during certain complex arrangements of the six moons, which occur roughly once every three years. Notably, though the interval remains the same, the exact arrangement varies between Orc tribes. Thus, Orc tribes are divided not only among Nest-mates, or those born of a single female, but by birth year, with those of thirty-one years being distinct, for various religious and ritual purposes, from those of twenty-eight and thirty-four years.

(There. Now Orcs are bonobo-ostrich people).

Nah, there beakless Kroot.:smalltongue:


I think sahuagin could be a lot more Lovecraftian in some aspects: They could offer deals, gold or jewelry to the surface races in exchange for sacrifices. Of course, mythology would stretch them out to be sea-demons of a type, but they would exist.


They also have some sort of strange partnership with the strange traders from the east, and get mythril in exchange for large amounts of fish, for food is hard to find in the cold wastes.

Elfin
2011-12-31, 12:56 AM
On the Gnoll/Varag dellema: why beat around the bush and not just make them Bugbears?

This is a varag:

http://images.wikia.com/non-aliencreatures/images/a/ae/Varag.jpg

This is a bugbear:

http://minipainting-guild.net/eo/bugbear.jpg


Edit: Also, Tyger, that's brilliant.

Lord Tyger
2011-12-31, 12:58 AM
Nah, there beakless Kroot.:smalltongue:

What's a Kroot when he's at home? Some sort of suprised German?

Pokonic
2011-12-31, 01:00 AM
What's a Kroot when he's at home? Some sort of suprised German?

Huh?:smallconfused: I dont understand.

Lord Tyger
2011-12-31, 01:08 AM
Huh?:smallconfused: I dont understand.

Kraut= slang for Germans circa World War One. Ooh!= an exclamation of surprise or delight. Kraut + Ooh=Kroot.

Or more plainly, I'm not familiar with the Kroot, what are they, and what are they from?

Elfin
2011-12-31, 01:09 AM
Could you provide a link to some information about Varags?

The varags wouldn't be a replacement for the hobgoblins, just to clarify. They're the proposed antagonistic race for Gloias. They're originally found in MM3; here's (http://non-aliencreatures.wikia.com/wiki/Varag) some info I found about them.


Wouldn't the abundance of Therianthropes be somewhat of a unique race(s)? It's obvious a lot of culture, mythology and religion has descended from the six moons, not to mention the fact that Therianthropes could even see themselves as seperate from the races they belong too due to their animal blood.

Oh, right, nearly forgot about therianthropes. Nonetheless, I personally prefer the idea of thyrse to that of hobgoblins.

Elemental
2011-12-31, 01:12 AM
The Kroot are a race from Warhammer 40K. Don't know much about them myself.

Algerin
2011-12-31, 01:13 AM
Huh?:smallconfused: I dont understand.

Kraut-Kroot :smallwink:


The first thing about the Orcs is, they aren't green. That wouldn't make a lot of sense in the desert. Rather, their skin town runs naturally from a tawny gold to a dark grey. This is before the various ritual tattoos many tribes adopt.

They also aren't mammals, but rather avian in descent, the traces of which can be seen in their rigid fingers ending in talons, their raptorlike eyes, and the ridges of feathers down their spins and the length of their arms, as well as the fact that they are oviparous.

Orcs do not engage in exclusive relationships, but rather mate communally. Indeed, sexual promiscuity is not only permitted, but is a primary method of socialization (although strict social taboos limit this to within three sets of birthings of one's own, and not with one's nestmates). Resultantly, since the paternity of any individual is a matter of guesswork at best, descent and property are reckoned matrilineally.

Since Orcs traditionally place a great deal of importance on ancestry, going so far as to outlaw the hunting and eating of the terrestial avians they are most closely related to, the chieftan of a nomadic Orc tribe is most frequently female, and often the latest of an unbroken line reaching back at least to the founding of that Orcish tribe, if not to the quasi-mythical First Nest.

Though sexually active year round, Orcs are only fertile during certain complex arrangements of the six moons, which occur roughly once every three years. Notably, though the interval remains the same, the exact arrangement varies between Orc tribes. Thus, Orc tribes are divided not only among Nest-mates, or those born of a single female, but by birth year, with those of thirty-one years being distinct, for various religious and ritual purposes, from those of twenty-eight and thirty-four years.

(There. Now Orcs are bonobo-ostrich people).

While it's not a horrible idea, I feel like once you start messing with the actual biology and look of a race, then it ceases to be that race. You're going to say Orc, but once you describe it, players will always picture Either A) Tolkiens/Peter Jacksons Orcs B) WH40K Orcs C) The Orcs in the MM.

I like the ideas, but maybe it'd be better to have this race as a parallel to the orcs in the area? Give them a different name and a few more details to flesh them out and you have another "Savage" race that would be interesting for the players to encounter.

Elfin
2011-12-31, 01:17 AM
That's a good point. Nonetheless it seems that our orcs should have something to differentiate them; and also, once you can no longer count the number of civilized races in a setting on your fingers, it starts to get out of hand.

Algerin
2011-12-31, 01:25 AM
That's a good point. Nonetheless it seems that our orcs should have something to differentiate them; and also, once you can no longer count the number of civilized races in a setting on your fingers, it starts to get out of hand.

We differentiate them by modifying their culture. Without human settlements to raid, they took up a more nomadic lifestyle to get by. They would probably travel in small tribes, since they may not have mastered agriculture, following either herd of giant lizards for meant and skin and occsionally making pilgrimages to religious sites or making offerings to the Primal Owlbears. They'd wear lizard-skins and use scavenged weapons traded from the goblins and Kobolds that followed them alongside bone weapons made from the lizards and maybe other, more deadly creatures. Think an entire race of Monster Hunters.


The varags wouldn't be a replacement for the hobgoblins, just to clarify. They're the proposed antagonistic race for Gloias. They're originally found in MM3; here's (http://non-aliencreatures.wikia.com/wiki/Varag) some info I found about them.



Oh, right, nearly forgot about therianthropes. Nonetheless, I personally prefer the idea of thyrse to that of hobgoblins.

Looking at the Varags I can see them being very antagonistic to the Elves. Perhaps the Varags love the taste of horse flesh and frequently raid Horse farms?

Pokonic
2011-12-31, 01:26 AM
The Kroot are a bunch of tribal creatures decended from avians, have sparce feathers, follow a father figure, and breed like rabbits.

Sergeantbrother
2011-12-31, 01:28 AM
I like what Lord Tyger did with the orcs, making them essentially an entirely new fantasy race. Maybe if we're going for exoticness in discarding humans, we should work on making all of the species a bit difference from the standard fantasy setting.

Lord Tyger
2011-12-31, 01:31 AM
Perhaps Karura (the Japanese form of the Garuda, an Indian avian/humanoid deity) for the ostrich-bonobo people, then?

Elfin
2011-12-31, 01:34 AM
I wouldn't mind just calling them the garuda.

Lord Tyger
2011-12-31, 01:36 AM
I wouldn't mind just calling them the garuda.

That works too, although Garuda as a species for me are always the bird-people with the alien ethical system from Perdido Street Station.

Elfin
2011-12-31, 01:40 AM
I wonder, could the garuda/karura just replace the orcs?

And might they actually have wings, either for flight or just for gliding?

Algerin
2011-12-31, 01:49 AM
That works too, although Garuda as a species for me are always the bird-people with the alien ethical system from Perdido Street Station.
Same here.


I wonder, could the garuda/karura just replace the orcs?

And might they actually have wings, either for flight or just for gliding?
I think they can replace the Orcs, though I wouldn't give them wings. I imagine them more as feathery, bipedal raptors(Though looking as Tyger described) with weapons and a quick, clicking speech. Their tactics could also be very "Raptor-ish" with one or two serving as bait while the rest flank around, hit and run attacks, feigning weakness or injury to lure them into traps and other such naturally devious tactics. AKA fun to fight, fun to run..


Perhaps Karura (the Japanese form of the Garuda, an Indian avian/humanoid deity) for the ostrich-bonobo people, then?

I like Karura, it's easy to remember and say.

Lord Tyger
2011-12-31, 01:52 AM
I wonder, could the garuda/karura just replace the orcs?

And might they actually have wings, either for flight or just for gliding?

Hmm. I conceived of them as being closer to various terrestial birds such as the ostrich or emu than to anything flighted, but it's not just my world. My take was no flight, but a hell of an overland movement pace (an Emu can hit something like 30 mph (or in the area of 50 km/h for those of you who are on the metric system). Admittedly, that's in a dead sprint, but they're built to travel distances, as well. (Following this, garuda/karura would be proportionately much leggier than other humanoid species.) While the main nomadic groups would probably have camels or some sort of domesticated lizard as beasts or burden/pack animals, I'd imagine you'd see scouting and raiding parties speeding around entirely on foot, except on the rare occasions where they found something worth besieging.

Pokonic
2011-12-31, 01:55 AM
I'd imagine you'd see scouting and raiding parties speeding around entirely on foot, except on the rare occasions where they found something worth besieging.

Then they break out the war griffons and the owlbear collosi.:smalltongue:

The Witch-King
2011-12-31, 02:11 AM
Okay. Yes, half-elves, half-orcs, etc., that's a dodge around the whole "no humans" thing. I don't think hobgoblins are a solution either. And I think that while the idea of the fallen descendants of giants is a great idea, I also think that "shorter descendants of giants = humans" so that's as much of a dodge as is half-elves.

I don't think the uldras are a solution as is because they are Small and in general, I personally believe that you can't take Small races seriously. I don't mean that they can't be a threat--kobolds working together in their lair with proper intel and traps can annihilate a low-level party. I mean that when the Black Shogun enters the room, he won't have the presence, the majesty and the menace he's meant to have if he's three and a half feet tall. That and replacing humans and half-elves with blue-skinned humans doesn't really do anything either. At least their being albinos makes sense in a land with no sun.

Half-elves, while being a dodge for humans, are a perfect choice for the Thaithal. A colony of albino half-elf descendants is just enough different from elves to avoid the "oh my god, it's yet another subrace of elves" lack of wonder scenario while emphasizing the core dichotomy of the Thaithalians that they are brutal and savage on the battlefield but genteel, sophisticated and artistic away from it. That emphasis is entirely lost with standard hobgoblins.

The problem as I see it is Thaithal, period. The rest of the campaign setting is alien and that's the attribute that should be emphasized, even more so than we've done so far. I highly recommend the "avianized" orcs be given their own name and be made the dominant race of the planet. Lose the half-elves, elves and dwarves from the planet entirely and ramp up the alien feel. The idea of humans having died out I would say several thousand years ago instead of several centuries ago and humanity being the ancients is awesome. Adventurers scouring ancient human ruins for magical artifacts, ancient spells and recoverable ancient war machines is too awesome an opportunity to miss. Putting in a rule that human weapons and armor don't naturally fit the hands and bodies of the successor races so that when you recover something you either have to modify it or use it at a penalty or get an exotic weapon proficiency would be ideal as well.

"What kind of crazy barding is this!?"

"It's magic barding intended for something called a 'horse'--a large, quadripedal herbivore mammal used by the ancients as a beast of burden and war."

"Well that's all well and good, but how the hell am I going to use it on a two-legged axe beak?"

"I don't think you can but I think we can make some modifications to the straps and buckles and fit it on a riding lizard."

"Fine."

Thaithal, however, doesn't fit that alien theme. Thaithal is a clearly recognizably Asian culture and thus by definition a clearly human one. Making the Thaithalians half-elves or hobgoblins or giant descendants wouldn't change that and losing the Japanese flavor of the Thaithalian culture, well, that was the whole point. The whole concept is feudal Japan plus. Feuding clans, a figurehead emperor (or in this case an empress), samurai, bushi, ninjas, kitsune, kumo, wako pirates, etc. but with shadowmancy, rule by hereditary sorcerers, eternal twilight, Viking-style raids, six-legged beetle war golems, a bitchin' volcano fortress for the Black Shogun, etc.

I really think the best thing for the setting is to make it two settings. Ramp up the alienesque atmosphere of the rest of the planet, leave the humans as dead, eliminate any traditional PC races like halflings, dwarves, gnomes or elves and have Thaithal be it's own setting somewhere else.

Other things:


Also... The Queen of Nine Tails, does she go on the list as well, or is she just a regular, if powerful, mortal?

The Queen of Nine Tails is just a regular, if powerful mortal sorceress. She may or may not be kitsune as the DM sees fit, of course.

And a question of my own: Why are people describing the Thaithalians as unified? Do you mean, their empire is a single race? Cause again, that was the whole point, that they were like the Japanese, an insular culture not liking and completely distrusting foreigners.

I guess I have a real problem as seeing them as "unified" when they're constantly warring among themselves and even their supposed supreme leaders are powerless to stop that for fear of the whole empire collapsing.

And yeah--I'm totally gonna run a Thaithal campaign after some more work...

Elfin
2011-12-31, 02:23 AM
You may be right. Thaithal is very cool and I hate to see it go, but maybe it just isn't the best fit for this setting.

Algerin
2011-12-31, 02:25 AM
Okay. Yes, half-elves, half-orcs, etc., that's a dodge around the whole "no humans" thing. I don't think hobgoblins are a solution either. And I think that while the idea of the fallen descendants of giants is a great idea, I also think that "shorter descendants of giants = humans" so that's as much of a dodge as is half-elves.

I don't think the uldras are a solution as is because they are Small and in general, I personally believe that you can't take Small races seriously. I don't mean that they can't be a threat--kobolds working together in their lair with proper intel and traps can annihilate a low-level party. I mean that when the Black Shogun enters the room, he won't have the presence, the majesty and the menace he's meant to have if he's three and a half feet tall. That and replacing humans and half-elves with blue-skinned humans doesn't really do anything either. At least their being albinos makes sense in a land with no sun.

Half-elves, while being a dodge for humans, are a perfect choice for the Thaithal. A colony of albino half-elf descendants is just enough different from elves to avoid the "oh my god, it's yet another subrace of elves" lack of wonder scenario while emphasizing the core dichotomy of the Thaithalians that they are brutal and savage on the battlefield but genteel, sophisticated and artistic away from it. That emphasis is entirely lost with standard hobgoblins.

The problem as I see it is Thaithal, period. The rest of the campaign setting is alien and that's the attribute that should be emphasized, even more so than we've done so far. I highly recommend the "avianized" orcs be given their own name and be made the dominant race of the planet. Lose the half-elves, elves and dwarves from the planet entirely and ramp up the alien feel. The idea of humans having died out I would say several thousand years ago instead of several centuries ago and humanity being the ancients is awesome. Adventurers scouring ancient human ruins for magical artifacts, ancient spells and recoverable ancient war machines is too awesome an opportunity to miss. Putting in a rule that human weapons and armor don't naturally fit the hands and bodies of the successor races so that when you recover something you either have to modify it or use it at a penalty or get an exotic weapon proficiency would be ideal as well.

"What kind of crazy barding is this!?"

"It's magic barding intended for something called a 'horse'--a large, quadripedal herbivore mammal used by the ancients as a beast of burden and war."

"Well that's all well and good, but how the hell am I going to use it on a two-legged axe beak?"

"I don't think you can but I think we can make some modifications to the straps and buckles and fit it on a riding lizard."

"Fine."

Thaithal, however, doesn't fit that alien theme. Thaithal is a clearly recognizably Asian culture and thus by definition a clearly human one. Making the Thaithalians half-elves or hobgoblins or giant descendants wouldn't change that and losing the Japanese flavor of the Thaithalian culture, well, that was the whole point. The whole concept is feudal Japan plus. Feuding clans, a figurehead emperor (or in this case an empress), samurai, bushi, ninjas, kitsune, kumo, wako pirates, etc. but with shadowmancy, rule by hereditary sorcerers, eternal twilight, Viking-style raids, six-legged beetle war golems, a bitchin' volcano fortress for the Black Shogun, etc.

I really think the best thing for the setting is to make it two settings. Ramp up the alienesque atmosphere of the rest of the planet, leave the humans as dead, eliminate any traditional PC races like halflings, dwarves, gnomes or elves and have Thaithal be it's own setting somewhere else.

Other things:



The Queen of Nine Tails is just a regular, if powerful mortal sorceress. She may or may not be kitsune as the DM sees fit, of course.

And a question of my own: Why are people describing the Thaithalians as unified? Do you mean, their empire is a single race? Cause again, that was the whole point, that they were like the Japanese, an insular culture not liking and completely distrusting foreigners.

I guess I have a real problem as seeing them as "unified" when they're constantly warring among themselves and even their supposed supreme leaders are powerless to stop that for fear of the whole empire collapsing.

And yeah--I'm totally gonna run a Thaithal campaign after some more work...

Well, to be fair, we still are in a brainstorming phase. We're hashing out the details of the world.

Very personally, I would prefer to keep Elves, Dwarves and some of the other races and just modify them culturally to be very different from the vanilla versions of them for a few reasons. The first, it lets the players recognize what's what. "Oh, that's an elf, cool." And then you go on to describe how the Elves are Horse-Lords and roam the open plains and live in Native-American style Pit-houses and then they say "Oh, cool these Elves really ARE different without having a million sub-races!."

The second reason is because it provides a contrast. The Players will leave an Elven Village and then come across these weird bird creatures that talk in clicks and hunt in packs and are covered in tattoos. It makes the actual weird stuff that much weirder without alienating the players too much. If you overwhelm them with weirdness, it begins to become mundane. "Oh, Jellyfish plants that communicate via telethapy and speak backwards. What's next?"

I know this isn't true for everyone, but I find a race to be more interesting if you give them a cultural bent that impresses the player more then just "A million weird things at once, sort through it."

A good example of this is Morrowind. The Dunmer had their own culture, religion, mythology and such, but there were also Imperial towns around that were familiar and made the weird parts all the weirder.

Pokonic
2011-12-31, 02:27 AM
To be fair, it is quite isolated from everyone else. Its as alien as a land ruled by former humans, now undead abomintations. Play that up when PC's sneak on one of there boats and try to understand these strange elfin people
and there stranger ways. Making them have some surving trappings of a old human culture should make them even more bizzare.

Lord Tyger
2011-12-31, 02:31 AM
The jötunn can be read as humanity writ large, sure, but only if that's particularly what you're looking to do. Jörmungandr the Midgard Serpent and Fenrir the great Wolf were both entirely giants (born of Loki and a female jötunn ).

Personally, I wouldn't go with anything so extreme except in certain notable cases (Thaithal would certainly be more interesting if there were a small chance that any pregnancy could result in something truly bizzare and dangerous), but build them more along the lines of trolls (broad enough to appear squat, despite being much taller than humans, facial features resembling the more apelike reconstructions of Neanderthals, or go even further and make them Fraggle-esque (http://en.wikipedia.org/wiki/File:John_Bauer_1915.jpg) and then have the modern Thyrs be scaled down versions of them, rather than just of giant humans.

Pokonic
2011-12-31, 02:33 AM
To build on that idea: Instead of having lines of Tree-men, the half-blooded Thaithalans occasionaly have a clan member become a great broad giant, with skin like rock and blood like ice.

The Witch-King
2011-12-31, 02:51 AM
Well, to be fair, we still are in a brainstorming phase. We're hashing out the details of the world.

Very personally, I would prefer to keep Elves, Dwarves and some of the other races and just modify them culturally to be very different from the vanilla versions of them for a few reasons. The first, it lets the players recognize what's what. "Oh, that's an elf, cool." And then you go on to describe how the Elves are Horse-Lords and roam the open plains and live in Native-American style Pit-houses and then they say "Oh, cool these Elves really ARE different without having a million sub-races!."

The second reason is because it provides a contrast. The Players will leave an Elven Village and then come across these weird bird creatures that talk in clicks and hunt in packs and are covered in tattoos. It makes the actual weird stuff that much weirder without alienating the players too much. If you overwhelm them with weirdness, it begins to become mundane. "Oh, Jellyfish plants that communicate via telethapy and speak backwards. What's next?"

I know this isn't true for everyone, but I find a race to be more interesting if you give them a cultural bent that impresses the player more then just "A million weird things at once, sort through it."

A good example of this is Morrowind. The Dunmer had their own culture, religion, mythology and such, but there were also Imperial towns around that were familiar and made the weird parts all the weirder.

You raise many excellent points sir. I look forward to seeing how you suggest treating dwarves.

Because I hate dwarves.

They are just walking cliches.

"I'M SHORT, MEAN AN' LOUD!! I'VE GOT A BEARD AND I'M SCOTTISH AND I LIKE TO HIT THINGS WITH A HAMMER!! AYE LADDIES, ATTACK!! FOR THOR--ALE--AND WHORES!!"

Elfin
2011-12-31, 02:51 AM
Where do the therianthropes fit into this? They seemed once to be a major aspect of the setting, but perhaps they can now be safely discarded.

And perhaps we could replace the dwarves with the thyrse.

Lord Tyger
2011-12-31, 02:57 AM
Where do the therianthropes fit into this? They seemed onde to be a major aspect of the setting, but perhaps they can now be safely discarded.

I figure people are going to elaborate on the bits that interest them. I'm not opposed to the therianthropes, or I would have tried to do something about it back when they first got introduced, but they don't interest me much, so I haven't said much about them.

That said, if someone wants to elaborate on them, since the original conception was that the different classes were linked to the six different moons, so now that we've got names for some of the moons, figuring which moon is linked to the wereinsects, which to the weremammals, and so on.

Sergeantbrother
2011-12-31, 02:59 AM
Where do the therianthropes fit into this? They seemed once to be a major aspect of the setting, but perhaps they can now be safely discarded.

And perhaps we could replace the dwarves with the thyrse.

Personally I'd rather discard them than keep them. Shape changers are interesting when it comes to humans, but I think with the exotic creatures that we have now, that it's piling too much on. Like avian Orc were bears.

Though personally I have always though that a setting with just humans had more potential to be exotic than one with strange humanoids. Because then the exotic feel will come from cultural depth instead of different ear shapes, heights, or skin colors.

Pokonic
2011-12-31, 02:59 AM
Where do the therianthropes fit into this? They seemed once to be a major aspect of the setting, but perhaps they can now be safely discarded.


They are the thing every place has in common. Some are hated, some are revered, and some are tolerated. Traveling with one might save your party from a giant sea-serpent or get you killed by a group of elven thugs. With a wide amount of forms and shapes, they are versitile and can survive in almost any place on the planet. They populate the seas and rule the skys, and all are powerful and potent foes and allys.


That said, if someone wants to elaborate on them, since the original conception was that the different classes were linked to the six different moons, so now that we've got names for some of the moons, figuring which moon is linked to the wereinsects, which to the weremammals, and so on.

I would do this, if it saved them from being axed. Also, would like to keep the fantasy races.

The Witch-King
2011-12-31, 02:59 AM
Where do the therianthropes fit into this? They seemed once to be a major aspect of the setting, but perhaps they can now be safely discarded.

That's a good question. Because I've been wondering what the heavy emphasis on werecreatures was going to do to the Level Adjustments for starting campaigns. Is every campaign going to start at level 6 or 7 so you can play a were-lion or a were-crocodile or whatever?

Lord Tyger
2011-12-31, 03:01 AM
Personally I'd rather discard them than keep them. Shape changers are interesting when it comes to humans, but I think with the exotic creatures that we have now, that it's piling too much on. Like avian Orc were bears.

Though personally I have always though that a setting with just humans had more potential to be exotic than one with strange humanoids. Because then the exotic feel will come from cultural depth instead of different ear shapes, heights, or skin colors.

Only if you're lazy with the other humanoids. Otherwise, you can say, "Look, they've got these odd physiological traits, how will this affect their culture?"

Elfin
2011-12-31, 03:04 AM
That's a good question. Because I've been wondering what the heavy emphasis on werecreatures was going to do to the Level Adjustments for starting campaigns. Is every campaign going to start at level 6 or 7 so you can play a were-lion or a were-crocodile or whatever?

We do have to regard mechanical implications, that's a good point.

Personally I don't particularly like the therianthropes now that our conception of the setting has changed; I vote for their removal.

Pokonic
2011-12-31, 03:04 AM
Indeed. If the orcs can sprint like nothing else, what would a typical orc carry around with them? how would a elven Tree Man deal with not being able to wear metal items, for the constrain there bulk and wear on there skin? What would make one tribe hate the local were-tigers and another revere them?

I vote for keeping them. ( the werebeasts.)

Algerin
2011-12-31, 03:07 AM
Well, I'm thinking that the Dwarves will be part-Renaissance Italian, part-Indian. They follow a strict-caste system and everyone knows there place, but with hard-work they can move up the Caste system. This would give them a reason to work so hard as smiths, Architechs, miners, warriors etc.

I'm also beggining to think that rather then have Dwarven Houses swear fealty to a king, they should all be individual city-states ruled by a local lord. The Cities then ally with each other. A lot of double-crossing and back-stabbing of course, but also the knowledge that if they grow too fractured the Elves will be able to walk all over them.

I think organization will be very important to Dwarves with the Caste system. Guilds will include the craftsmen, inventors, scribes and such. Guilds will pledge their services to houses, adding even more conflict as the House that gains the benefits of the largest forging guild will obviously have an advantage.

The Houses will then swear fealty to provide their services to a Lord or other Noble. The Lords will in turn jockey for control over various hamlets/mines/logging rights with the other lords to advance their own agenda.

Dwarven Houses will include either a single extended family(Fathers, Mothers, Brothers, Sisters, Cousins, Aunts, Uncles, Nieces, Second and Third Cou
sins etc) or an alliance between numerous families for mutual benefits. Family member would constantly be trying to rise up in the Caste system and in their own house as well.

I'm not sure what to do about Dwarven religion just yet. I'm going to go look at some Indian Religion rather then have it be vanilla Dwarven fluff or base it off Italian Catholicism.

Lord Tyger
2011-12-31, 03:08 AM
Of course, that gets into evolutionary psychology, which is always a touchy subject, but I think this is a fairly harmless exercise in it, especially if we stay away from "Always Chaotic Evil," type labeling for the naturally occurring races (undead and the belike are a different matter, although I'm in favor of good undead being possible, personally).

Sergeantbrother
2011-12-31, 03:11 AM
Only if you're lazy with the other humanoids. Otherwise, you can say, "Look, they've got these odd physiological traits, how will this affect their culture?"

That is potentially true though I think that it's difficult to make them as deep in practice. Especially since cultural adaptations to physical quirks are still going to focus on physical activities more than psychological, cultural, religious, or even supernatural depth.

Though, that's just my opinion.

Algerin
2011-12-31, 03:14 AM
As for the Therianthropes, I suggest that we limit them to just six types(Wolves for mammals, Shark or something for fish) and have them be more like the Egyptian versions(Humans Body, Animal Heads). There would be one type for each of the moons and tend towards being very religious, especially if we keep the "Moons=Gods". This way we can keep them, have them be interesting and provide that "Weird" factor when the players walk into a temple to get healed and see a six foot tall Orc with the Head of an Wolf.

Elfin
2011-12-31, 03:14 AM
I'm not sure that I'm crazy about another civilization of dwarven architects and craftsmen; it seems a bit overdone. I like the caste system.

I do think replacing the dwarves with the thyrs might be a good idea, but it's hardly my setting.

Races – that puts us at:

Karura
Varags
Ghul
Thyrs (maybe)
Sahuagin (maybe)
Elves (maybe – they could use some dramatic change, as was done for orcs)
Dwarves (likewise)
Kobolds (not yet discussed)
Goblinoid race from distant isles (not yet discussed)

There was a draconic race touched upon in the cult of Athanaric. Are those dragonborn? Spellscales? Are they out?

Lord Tyger
2011-12-31, 03:14 AM
Regarding the Dwarven Caste system- is there going to be a class of untouchable? Somebody who handles the necessary but really unspeakable jobs (whatever those would be in Dwarven society), and is consequently considered ritually impure and thus ostracized from society to some degree?

Pokonic
2011-12-31, 03:17 AM
Regarding the Dwarven Caste system- is there going to be a class of untouchable? Somebody who handles the necessary but really unspeakable jobs (whatever those would be in Dwarven society), and is consequently considered ritually impure and thus ostracized from society to some degree

Deep Dwellers: You know what happens when one Digs too Deep? Well, these guys handle those "issues."

Elemental
2011-12-31, 03:19 AM
If I can summon the strength to, I might see if I can add in something sufficiently unique about the Dwarves based on what's been said so far. Unless you'd rather do it yourself, in which case I'll just work on something else.

Also, I agree with keeping the Therianthopes. I think they're very interesting.
I'll try and match them up with the four moons we have so far.

Elfin
2011-12-31, 03:21 AM
You can feel free to do the dwarves. Shall I try the elves?

Algerin
2011-12-31, 03:21 AM
I'm not sure that I'm crazy about another civilization of dwarven architects and craftsmen. It seems a bit overdone. I do like the caste system. I do think replacing the dwarves with the thyrs might be a good idea, but it's hardly my setting.

Races – that puts us at:

Karura
Varags
Thyrs (maybe)
Sahuagin (maybe)
Elves (maybe – they could use some dramatic change, as was done for orcs)
Dwarves (maaaybe)
Kobolds (not yet discussed)
Goblinoid race from distant isles (not yet discussed)

There was a draconic race touched upon in the cult of Athanaric. Are those dragonborn? Spellscales? Are they out?

What book are Thyrs in? I think replacing Dwarves wouldn't be a problem, as long as the race isn't "They're like Dwarves BUT..."

I think the draconic race should stay simply because it's such a major part of the history, but not be as prevelant as was previously mentioned.


Regarding the Dwarven Caste system- is there going to be a class of untouchable? Somebody who handles the necessary but really unspeakable jobs (whatever those would be in Dwarven society), and is consequently considered ritually impure and thus ostracized from society to some degree?

I'm not sure yet. On one hand, I'm reluctant to do that because in a way it's like having A dark-Skinned race always be slaves: It's offensive to some. However, this is fantasy and as long as there's no major color/gender bias for an untouchable caste I probably will. I think I'll have to see how the Dwarven religion turns out first.

Pokonic
2011-12-31, 03:25 AM
If we have some accocated with the moons, there are always the chance for "abbereants". Those not accociated with any known moon, and are as such sponcered not by moon spirits but by animal ones. Crocadilion, bears, ect. are all found only in small spots around the world. Hence, we can have fox weres, but the one for mammels is wolf and is always wolf. Bear weres are found amongst the Karura, as are the Owl weres.

Lord Tyger
2011-12-31, 03:25 AM
I'd argue against any given race being "the race of craftsmanship," and suggest rather that all races are quite good at crafting on average, but based on their resources and cultural needs, excel at rather different things, and different aspects of things. So the dwarves might produce complex machinery, but be rather inefficient in their use of materials, being able to readily mine more at the same time as they give themselves more living/working space, whereas Karura weapons and armor would be extremely utilitarian- your fighting dagger would double as a utility tool, and possibly even have a spoonlike depression carved into the handle, your saddle might double as seating within your tent when you stopped to make camp, etc.

Edit: The Thyrs don't have a sourcebook, although given the amount published, I'm sure there's some equivilant out there. They were my suggestion for an alternative race to inhabit Thaital, being roughly human sized but descended from Ice Giants.

Algerin
2011-12-31, 03:33 AM
I'd argue against any given race being "the race of craftsmanship," and suggest rather that all races are quite good at crafting on average, but based on their resources and cultural needs, excel at rather different things, and different aspects of things. So the dwarves might produce complex machinery, but be rather inefficient in their use of materials, being able to readily mine more at the same time as they give themselves more living/working space, whereas Karura weapons and armor would be extremely utilitarian- your fighting dagger would double as a utility tool, and possibly even have a spoonlike depression carved into the handle, your saddle might double as seating within your tent when you stopped to make camp, etc.

I wasn't suggesting that Dwarves being the race of Craftsmen, just that they strive harder at their jobs because if they do, they can move up on the Caste system(Either spirtually, Socially or both). However, I like the idea of them being somewhat wasteful due to the resources at hand. Furthermore, I think the Elves would be divided amongst two lines: The Domestic and the Warrior(Which I think should be called Varag-Hunters due to the rivarly and importance of protecting the Horse herds). The Domestic have more time and materials to produce their goods and are free to experiment with new styles. The Warriors depart with Domestic items, but as weapons break, armor gets worn out, etc they need to replace it or modify it which would allow for Elven Warriors and Elven towns to look much different. Perhaps they even have someone skilled in fire magic to travel with them and serve as a mobile forge to help with replacing their losses without having to resort to using bone or stone?

Elemental
2011-12-31, 03:54 AM
I've had a look at the moons we have so far and the different types of Therianthopes.
As a preliminary match-up:
Teleb to Birds, Elethkeira to Reptiles, Rohesia to Mammals and Silaya to Insects.
I'm not so sure about Elethkeira and Silaya, but it's the best I could come up with.


Also, could someone come up with the last two moons? We need someone to match with fish, and another for worm (and other fleshy creatures).
I'm too tired to think right now.

The Witch-King
2011-12-31, 04:53 AM
If we have some associated with the moons, there are always the chance for "aberrants". Those not associated with any known moon, and are as such sponsored not by moon spirits but by animal ones. Crocodiles, bears, etc. are all found only in small spots around the world. Hence, we can have fox weres, but the one for mammals is wolf and is always wolf. Bear weres are found amongst the Karura, as are the Owl weres.

Okay. So we can have the six main were types associated with moons but the were-foxes and were-spiders can still exist by being associated with animal spirits of the land instead of moon spirits. Cool. I would then suggest that there would be some mechanical difference between moon shifters and animal shifters. Perhaps the animal shifters are a bit more feral and if reduced to half hit points or less, they have a chance of flipping out into a barbarian like rage or some such?

EDIT: Does anyone want to take a stab at statting out these lycanthropes as race packages cause I'm still worried about the LA's.

Sergeantbrother
2011-12-31, 05:11 AM
Witch-King, are you still planning on doing something separate with Thaithal and if so, is that going to be a public project or your own thing?

The Witch-King
2011-12-31, 05:24 AM
Witch-King, are you still planning on doing something separate with Thaithal and if so, is that going to be a public project or your own thing?

Since we're still brainstorming and working on this, I'm content to wait before making any decisions. I know I want to run a Thaithal campaign and that I want to flesh out the continent more and I will certainly post about it.

Snowfire
2011-12-31, 05:36 AM
Also, could someone come up with the last two moons? We need someone to match with fish, and another for worm (and other fleshy creatures).
I'm too tired to think right now.

I'll get that done tonight, already got some ideas.

motoko's ghost
2011-12-31, 05:44 AM
Also, could someone come up with the last two moons? We need someone to match with fish, and another for worm (and other fleshy creatures).
I'm too tired to think right now.

Wait were-worms? Oh god I can just imagine that:smallyuk: would they be one really big worm or some sort of vaguely humanoid mass of writhing worms linked together in a hivemind?

Elemental
2011-12-31, 05:50 AM
Firstly, thanks Snowfire.

Secondly, I think they were mentioned on page one as one of the six kinds of Therianthropes. I think it could in theory include any and all animals that have neither an internal skeleton or an exoskeleton.
Personally, I have no idea how they work, but it includes the were-leeches mentioned earlier.

motoko's ghost
2011-12-31, 06:10 AM
Firstly, thanks Snowfire.

Secondly, I think they were mentioned on page one as one of the six kinds of Therianthropes. I think it could in theory include any and all animals that have neither an internal skeleton or an exoskeleton.
Personally, I have no idea how they work, but it includes the were-leeches mentioned earlier.

off-spring of a vampire and a worm that walks=Were-leeches:smalltongue:

actually thats fairly badass, well done:smallbiggrin:

Elemental
2011-12-31, 06:20 AM
The were-leeches weren't my idea, but if I could get away with it, I'd steal them.
But alas, I cannot. Too many people know the truth.

motoko's ghost
2011-12-31, 07:21 AM
The were-leeches weren't my idea, but if I could get away with it, I'd steal them.
But alas, I cannot. Too many people know the truth.

Yes, too many.

Send in the clean-up crew.:smallamused:

Snowfire
2011-12-31, 07:56 AM
Basic idea for the were-worm moon is a god of pestilence, death and healing - it'll make sense, honest.

Were-fish moon...is slightly more difficult, but the basic plan there is for a goddess of weather and fate.

And then I'll start on the stars and constellations.

motoko's ghost
2011-12-31, 08:12 AM
The only problem with a were-fish is every full moon you have to keep the bathtub filled all night and you cant leave the bathroom.:smalltongue:
Imagine if you lived in a desert:smalleek:

Elemental
2011-12-31, 08:29 AM
Hmmm... Perhaps you get turned into a lungfish? Not perfect, but at least you can still breathe... while you'll slowly succumb to dehydration from being exposed to the dry desert air...

Thanks again Snowfire. I should do some more work on Rohesia, because there's very little written about her in comparison to the three you've done so far.
I have a few ideas for star-gods bouncing around my head, so I should be able to come with a few of them.



Also, because it's almost midnight here in Australia;


Happy New Year!
*FIREWORKS*



Those are the worst fireworks ever... I should have hired a contractor...

motoko's ghost
2011-12-31, 08:46 AM
Also, because it's almost midnight here in Australia;


Happy New Year!
*FIREWORKS*



Cheers and happy new years to you too.

Im not doing fireworks

super dark33
2011-12-31, 10:59 AM
Ancient Yeretians invented the point-edged-sticks, therefore they are supirior in stoned-age campeigns.

Snowfire
2011-12-31, 03:50 PM
And the first of the last two Moon Gods to be done, second one should be up some time later tonight.

Jekeren, the Eternal Circle.

Jekeren is the god of pestilence, death and the healing that comes from the endings of such things. As bodies rot in the soil they are buried within, they give life to plants seeking to grow above them, and supply precious food to the denizens of the earth. He is the patron god of agriculture, and following the fall of Rohesia absorbed a considerable amount of her former worshipers who found her new incarnation not to their liking, gaining a limited portfolio within the sphere of nature.

Jekeren is a dark moon, shaded in deep emerald, growing darker when pestilence rises amongst the world, then brightening when life blossoms from its defeat. Jekeren is a well known friend and ally to Elethkeria, as his very existence brings change. His actions embody the philosophy that from the death of hundreds comes the salvation of millions. And as flowers sprout in earnest from buried horrors of the battlefield, so does knowledge and beauty flow from the pain inflicted by illness and death.

Jekeren appears as a weathered and determined man in the robes of a healer. His robes are unique however, in that they are split top to bottom by a difference in colour. His right side is cloaked in black so dark it seems to absorb light itself, his left covered in eye searing white.

Drowlord
2011-12-31, 04:32 PM
Just an idea for Shax-Li:

After Atharanic fled from the mysterious rebellion among his subjects and blighted the land, he searched for a land where he could rebuild his kingdom. He found Shax-Li full of a primitive culture of humans (other race might work here). He easily convinced them of his power and demanded the priest-shamans sacrifice the common people everyday as tribute to his power. They must bring the blood to him every evening, or else he would destroy them all. They used the mysterious obsidian temples (already existing from a previous race that inhabited the island) as sacrifice places, creating a cult to him. After years of this, Atharanic collected the blood and used it for a ritual to bind a god of evil (please suggest) to him. The ritual... went wrong. Atharanic was transported to a plane of torment and agony, and all the spirits of the sacrificed haunted the land, seeking revenge on their once-priests and non-dead neighbors. In a short time, the people all died, the huge amount of deaths and ghosts leaving the continent permanently tainted.

Lord Tyger
2011-12-31, 04:40 PM
Just an idea for Shax-Li:

After Atharanic fled from the mysterious rebellion among his subjects and blighted the land, he searched for a land where he could rebuild his kingdom. He found Shax-Li full of a primitive culture of humans (other race might work here). He easily convinced them of his power and demanded the priest-shamans sacrifice the common people everyday as tribute to his power. They must bring the blood to him every evening, or else he would destroy them all. They used the mysterious obsidian temples (already existing from a previous race that inhabited the island) as sacrifice places, creating a cult to him. After years of this, Atharanic collected the blood and used it for a ritual to bind a god of evil (please suggest) to him. The ritual... went wrong. Atharanic was transported to a plane of torment and agony, and all the spirits of the sacrificed haunted the land, seeking revenge on their once-priests and non-dead neighbors. In a short time, the people all died, the huge amount of deaths and ghosts leaving the continent permanently tainted.

Certainly could exist as a myth, but I'm reluctant to nail down what happened to Atharanic precisely- he works better as a myth-figure whose ultimate whereabouts remain unconfirmed.

Pokonic
2011-12-31, 04:45 PM
To be fair, I do like this: after all, the Reapers had to come from somewhere. :smalltongue:

But yeah, its a place of doom and gloom where its impossible to stay for more than a few moments in, so there would be plenty of myths behind it. However, the place has always had necromantic power tainting it: the area is basicly the spot that souls go to enter the spirit world, so to speak. As for why this happened? I would ask a Ghast, but they would try to kill you.:smalltongue:

Drowlord
2011-12-31, 04:57 PM
Certainly could exist as a myth, but I'm reluctant to nail down what happened to Atharanic precisely- he works better as a myth-figure whose ultimate whereabouts remain unconfirmed.

True. Thanks, I'm sort of a newcomer here.

Gallus
2011-12-31, 05:17 PM
As a reply to all the people worrying about the high LAs inherent in D&D style therianthropes, I was thinking of it being a more subtle change, at least for those who haven't spent as much time practicing controlling and working with their animal form.

For lower levels something like the shifters or hengeyokai, and then more advanced forms could be unlocked through either feats, rituals, prestige classes, or something else.

Also I really like how the six moon-gods are forming, any chance of some kind of setting-wide astrological/ zodiac system based on in what position the moons were when a person was born?

Elfin
2011-12-31, 05:23 PM
I agree with Tyger – it's better to keep Athanaric and Shax-Li as mysterious and mythic.

Speaking of Shax-Li, I know the ghul were originally conceived as humans, but that can't work very well now – what if they were made to be bodak-like creatures who cover themselves with heavy cloth from head to toe?

Snowfire
2011-12-31, 05:25 PM
Also I really like how the six moon-gods are forming, any chance of some kind of setting-wide astrological/ zodiac system based on in what position the moons were when a person was born?

Way ahead of you :smallwink:

Deploy
2011-12-31, 05:46 PM
The most important thing of any setting is the sort of feeling it brings. What's being written now is coming across to me as this: the humans are dead and gone and with them goes the greatest accomplishments, the remaining races struggle to survive in a dangerous and magical world that's getting more hostile all the time, the gods are uncaring and alien, more concerned with their petty squabble then who worships them. All in all it comes across as a post-post-apocalyptic world reverting back to a primal state.

I think this is awesome and makes it a very interesting and unique setting, but I want to make sure this is how everybody sees our setting.

What feeling do you see in it?

Also, the first thing we decided about this setting was that it was filled with ravines and valleys. I just realized that thishttp://en.wikipedia.org/wiki/Silbo_gomero would be perfect for it.

It's a language of whistles used in south america for an environment specifically like this one. Rather than having our new orcs (karuka are they?) squawking and clacking lets have them whistle like songbirds. They'd still speak common but this would give a delicious bit of flavor to them.

We've stated they're nomads, but what kind of nomads. Are they like Bedouins, Native Americans, Mongols, all of the above, something completely different? Do they lead giant herds of buffalo across the desert? Do they just follow Owlbear tracks and eat the leftovers from its last meal? Finding a reason for why they're nomads is essential to determining how thy think and thus their culture.

The gnolls/varags will be a race of slavers, but lets not make them automatically evil. Perhaps they're like the Tuareg in Africa, they enslave whoever they come across but these people can eventually become accepted members of their society. Because of this though all slavers are called gnolls, they're actually extremely ethnically diverse and see no real qualms with slavery. They're just providing an opportunity for assimilation. Its still far from making them automatically good, but it makes them less "always chaotic evil". It also means that you can't generalize "hyena head equals slaver" it could just as likely be someone of another race who self-identifies as "gnoll"

just my two cents

Sodalite
2011-12-31, 05:55 PM
I am horribly unfamiliar with the many real-world cultures, especially nomadic ones, but I personally imagine the karuka would travel in a few, large moving settlements, each of which has a multitude of small, satellite groups which move more quickly, and in a roughly circular path around the larger settlements.

Pokonic
2011-12-31, 05:57 PM
Speaking of Shax-Li, I know the ghul were originally conceived as humans, but that can't work very well now – what if they were made to be bodak-like creatures who cover themselves with heavy cloth from head to toe?

Why not? They are the remains of humans who never could leave the world: a chilling reminder of the world before this one.


The gnolls/varags will be a race of slavers, but lets not make them automatically evil. Perhaps they're like the Tuareg in Africa, they enslave whoever they come across but these people can eventually become accepted members of their society. Because of this though all slavers are called gnolls, they're actually extremely ethnically diverse and see no real qualms with slavery. They're just providing an opportunity for assimilation. Its still far from making them automatically good, but it makes them less "always chaotic evil". It also means that you can't generalize "hyena head equals slaver" it could just as likely be someone of another race who self-identifies as "gnoll"

I support this greatly. The fact you can strike fear into your pc's hearts when they hear of strange "gnoll death squads" and are later assulted by a savage gnomish group gone rouge.

Deploy
2011-12-31, 06:09 PM
I am horribly unfamiliar with the many real-world cultures, especially nomadic ones, but I personally imagine the karuka would travel in a few, large moving settlements, each of which has a multitude of small, satellite groups which move more quickly, and in a roughly circular path around the larger settlements.

This reminds me of native americans that would follow the herds of buffalo across the planes. I think it would be very interesting to have them follow prey across the desert. Especially if that animal is an actual buffalo, an animal that's never really seen in most settings. Imagine a Karuka warrior with owl feathers and bear claws strewn around his neck sitting atop an armored battle bison leering down at you while whistling across the valley to his fellows. This image screams awesome to me (particularly if you realize just how large a buffalo actually is), but it comes across as a little to native american. To help make a unique culture maybe we should also blend elements of other nomadic cultures along with this one.

Oh and one piece of native american culture we have to give them is religious use of cannabis.:smallamused: That yearly gathering of Karuka to trade and play games becomes a whole lot more interesting when the main thing being traded is drugs.

Pokonic
2011-12-31, 06:16 PM
This reminds me of native americans that would follow the herds of buffalo across the planes. I think it would be very interesting to have them follow prey across the desert. Especially if that animal is an actual buffalo, an animal that's never really seen in most settings. Imagine a Karuka warrior with owl feathers and bear claws strewn around his neck sitting atop an armored battle bison leering down at you while whistling across the valley to his fellows. This image screams awesome to me (particularly if you realize just how large a buffalo actually is), but it comes across as a little to native american. To help make a unique culture maybe we should also blend elements of other nomadic cultures along with this one.

Oh and one piece of native american culture we have to give them is religious use of cannabis.:smallamused: That yearly gathering of Karuka to trade and play games becomes a whole lot more interesting when the main thing being traded is drugs.

The drugs effect: makes you feel powerful and/or like your flying.:smallamused: Also, it only effects creatures of avian decent.

Also, for what they would be using as beasts of burden: Demigryphons. Wingless, vegatarien griffons (with varying breeds with a array of exact head shape), belived to be kin to the Owlbears. The biggest ones would be the size of, well, a normal owlbear.

Deploy
2011-12-31, 06:49 PM
The drugs effect: makes you feel powerful and/or like your flying.:smallamused: Also, it only effects creatures of avian decent.

Also, for what they would be using as beasts of burden: Demigryphons. Wingless, vegatarien griffons (with varying breeds with a array of exact head shape), belived to be kin to the Owlbears. The biggest ones would be the size of, well, a normal owlbear.

I like it, let's give them three totem animals that represent different dualities.
Owlbears are their chief patron representing a unity of ferocity and wisdom. I'm sure we can think of some mythical representation for the two parts of a demigryphon (although I'm not entirely sire what those two would be, buffalo in back/ falcon in front?) and come up with a third cross-animal to be their other totem I'm thinking sparrowwolf. Due to this depending on which moon is prevalent at the time of your birth you are assigned a totem animal (bear, owl, buffalo, falcon, sparrow, wolf) specifically important to you.

I like what we're doing with the Karuka and think we should do something similar with the other races.