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Thunderfist12
2013-08-06, 01:09 PM
RAGNOS
Campaign Setting

So a few years back my brother (Kender777) ran a pretty cool campaign called Ragnos. It would have been professional material, but he didn't pay much attention to the world itself - which, from the adventures he ran, would be amazing in detail. Now, I present to you, the new, improved, Ragnos!
(Revised Thunderfist12 Edition)

Alright, so here's the map.
Still working on it. Won't take too long.

Abandoned Castle: This is the ruined palace of Gregor the Falcon King, Lord of the Old Kingdom.

Ancient Crater: It is said that a star once fell to the earth and came to rest in the Ragnos Plateau. All that remains is a crater and the shattered remains of a crystalline stone - with magical properties not even the people of Starfall know.

Centervale Plains: The Centervale Plains cover a large amount of the Valley-Kingdom of Ragnos, resting in the lowest part of the basin.

City of Stilts: The City of Stilts rests far to the south of Ragnos, along the banks of the Southvale River. The houses themselves have been built upon the ruins of buildings long submerged, and the townsfolk wear great stilts to keep above water when using the roads. Once each year, the town holds a celebration called the Masquerade, a week-long festival where the entire town celebrates their independence from Ragnos by wearing their Festival Masks, gambling, drinking, and doing whatever else they would not do unless under the Mask. The Masquerade is the time where more crime and violence can be found here than anywhere else south of Ragnos.

Dried River: This was once a great river of trade and travel, but when the Mist settled and the river dried, the people of Ragnos began to mine shellrock from its abandoned canyons.

Elvenhome: This city is home to the largest population of city-dwelling elves in the valley. The major exports of the city are woodcarvings, whether it be in furniture or sculptures.

Free City of Lakeport: This city is independent from the kingdom of Ragnos. Even though the Ragnosian king could take the city in a tenday, it would cause the other cities to revolt, as they would no longer get the food or craft they need to survive.

Frostbite: The border-city built along Glacier Pass (not represented), on the border of the Land of the Frost Giants.

Glacier Pass: A glacier once pushed its way through the mountains of Frostbite. Where the glacier stopped and melted, there is now a great mountain pass.

Icecap Mountains: The Icecap Mountains lie to the Northeast, surrounding Mount Ragnos.

Land of the Behemoths: It is said that in the Land of the Behemoths, dragons roam wild and uncontained. The dragons are better contained than they say. Fiercer beasts than dragons rule the Land of Behemoths, and for many that cross there is no return.

Land of the Frost Giants: The frigid wastes of the Northwest, these once peaceful dwarven lands, are ruled with an iron fist by the Frost Giants.

Land of the Living Dead: When the Mist settled, the creatures inside began to change. In time they had left the living, but not entirely joined the dead. Thus came the first undead.

Mount Ragnos: This volcano has been dormant for hundreds of years, and the people of Ragnos have lived peacefully in its shadow. But they do not know the peril that lurks within.

Murder Marshes: The Murder Marshes were the first place outside the Mist that the Undead migrated. Those that were bound by the lizardfolk of the City of Stilts soon found a way to escape their masters, and one by one they drowned them all in the bogs of the swamp. Since then, the land has been haunted by ancient spirits, and the lizardfolk have become much harder to find.

Neversnow Peaks: The peaks to the North of the Undying Grove are too low for snow to touch their caps, and are inhabited by strange beasts from the West.

Neversnow Peaks (South): The Southern Neversnow Peaks were once called the Snowland Heights. Then the Fire Winds came from the South, and settled on the Selhadren Plain. With such heat so close, the snow melted off the mountains, and filled ancient valleys with water. These Neversnow Peaks are filled with lakes, and are sometimes called Waterhome Valleys.

Northvale River: The Northvale River is actually a collection of rivers that flows from the Sea of Falcons and various other sources to the barbaric lands of the North, outside the valley. This river is heavily populated with dragon turtles, which use their power to create steam as a source of heat. Because of this, the tribes often settle by this river for the heat.

Ragnos: The capital city of the Valley-Kingdom of the same name, Ragnos is a very large city that makes most of its profit trading shellrock to other cities. However, they can no longer trade with the Eastern people, so they use overland trade with the rest of the Kingdom's cities.

Ragnos Plateau: The land to the West of the city Ragnos is higher than the rest of the valley's grounds, and it is riddled with caverns and underground streams that have remained undisturbed since the beginning of time. Odd creatures roam the plateau, and most merchants try to avoid it.

Ravenstorm: The city of Ravenstorm is named for the migration that happens each fall. Any visitor to the city would swear it rained blackbirds, they are that common. Most of the townsfolk own at least one pet raven, and the majority of their export is in ravens trained as messangers, hunter-birds, or even familiars.

Rivertown: The village of rivertown is home to the valley's largest urban population of exiled ogres. Not surprisingly, they have survived the wilds of the Valewood much more readily than Elvenhome. Their major exports are weapons and meat.

Ruined City of Falconhome: This was once the capital of the valley, until the minotaurs drove him from his palace and into the bounds of Falconhome, and then sacking it. The northern wall is named Gregor's Wall, or The Falcon's Last Stand. Now the ruins are inhabited by two clans of minotaurs that lust for blood with a burning passion, and forever seek vengeance on the other clan.

Sea of Falcons: The Sea of Falcons rests at the end of the Northvale River. Dragon turtles come here to breed in the early spring, which is why the ice melts early, even when the snow is still on the ground.

Selhadren: The city of Selhadren was there since before it was a desert, and retains the culture of the ancient plainsmen that once lived there. The horsemen that used to rule the plains left their traditions behind, and the people of the city still ride across the Selhadren Desert, as their fathers did, and their fathers before them. The major export of Selhadren is horses, horse gear, and well-crafted bone carvings. They live directly on the edge of the Southvale River's lower branches, so they need not import water.

Selhadren Desert: The desert beyond the city Selhadren is certain death for any inexperienced traveler. Rain never falls in the Selhadren, and even the light of the moon does nothing to calm the heat of the Fire Wind. The sand itself whirls about in some places like a whirlpool, and in others it can fall like water from a mountain's face. Most riders who travel too far into the desert never return.

Southvale River: The Southvale River flows from the lakes and rivers' ends of the valley's southern side, and eventually runs into the sea. Traders from the Southern Islands come upstream to trade with the Selhadren, but no living man in Ragnos knows exactly where that is.

Starfall: The city of starfall is an agrarian city that exports crops and liquors. They have recently developed a rudimentary mining system, however, and now they are exporting more and more star crystals every year.

The Mist: The Mist is an immaterial border that shrouds the Land of the Living Dead from Ragnos. None that do not bear the Mark of Death may enter without facing the wrath of the Gatekeeper.

The Underwoods: The Underwoods is an underground labyrinthe that span the entire Travien forest and beyond. The lower tunnels are rumored to exit at the Inner World, but the rumors are yet to be confirmed.

Travien Woods: The Travien Woods are a small forest by the Sea of Falcons. They are populated beyond thought with ravens in the fall, but are the most underpopulated of all forests in the other seasons.

Trollhome: The mountains of the Southeast are home to the trolls, a race of fierce warriors and fearsome hedge wizards. The mountains here are taller and steeper than any others in Ragnos, and the cliffs sheer and nearly unclimbable. It's a wonder how the trolls got there in the first place.

Undying Grove: This forest gets the name Undying Grove for two reasons. First off, the forest is so close to the Neversnow Peaks (North and South) that it gets no fall or winter weather. Second, it is filled with a unique set of creatures that seem to be a mixture of fey and undead. These Unseelie lurk in the shadows of the Groves, preying on anyone brave or foolish enough to journey into the deep woods.

Valewood: The Valewood is a wild place. Strange animals compete for food in this cold, coniferous wood. Barbarians from the tundras and taigas of the North occasionally settle here, where there is plenty to hunt and room to spare for the tribes. And the elves ready their bows and spears, ready for war at any time. The Valewood is a dangerous place, and only those who are dangerous prosper here.

Western Barrow Hills: These seem like mere foothils at first glance, but when the viewer gets closer, he sees that standing stones seem a bit too common here, and the great statues only get more frequent the deeper in he gets. The dead may be locked beneath the earth, but they do not rest in these hills.

Thunderfist12
2013-08-06, 01:12 PM
PEOPLE OF RAGNOS

Humans
Personality: The humans of Ragnos run the gamut of personalities, from reserved to outgoing, from vengeful to forgiving, humans create quite a tapestry of personalities.

Physical Description: The average Ragnosian human stands from 5'6" to 6'0" and weighs from 180 to 230 lbs. However, humans from the northern parts of the vale are often taller and stockier, while those from the southern vale are shorter and slighter. Most Ragnosians have brown or golden hair and brown or blue eyes, with slightly tan skin. Northerners often have fair skin, and some even have ginger hair, with green eyes being as common as blue. Southerners have darker skin and black hair, with black eyes being a very common trait.
http://29.media.tumblr.com/tumblr_lukbms3jLY1qbph7no1_500.jpg

Relations: Ragnosians have always welcomed travelers into their country, and, as a result, the valley is a haven for foreign merchants. Traders from the Southern Islands often dock here to trade their silks and other wares for necessities made in Ragnos, as well as shellrock. If Ragnos were ever to be threatened, the people of the Southern Islands would back them up without a second thought. They have not had as much luck with the Trolls, who refuse to trade with them, or the Westfolk, who would rather remain isolated and adhere to their own traditions rather than soak in the customs of the Ragnosians. Their relationship has soured more with the Frost Giants, as the great Valley-Kingdom harbors dwarven refugees from the slavers' rule, and refuses to return them against their will.

Lands: Ragnosians live in the Valley-Kingdom of Ragnos. Most of their town have outlasted the ages, remnants of kingdoms long past. Others are relatively new merchant towns, thriving on the needs of neighboring towns. In Ragnos, loyalty to the town often comes before loyalty to the crown, and so Ragnosians refer to their people informally by their town name (such as the Selhadrenese, the Ragnosians, and the Frostbitten.

Religion: Humans of Ragnos can be found worshiping any god or power, and many as well worship none. Most of the Ragnosian people worship the Elemental Lords, but a great many behind them practice animism or the druidic religion, especially in the Western reaches.

Language: Ragnosians speak Ragnon, and many also speak the Trader's Tongue. Ragnon has a sharp accent to it, and they often carry the accent over when they speak other languages. Northerners often speak Giant or Trappertalk, and Southerners often speak Craecian (Islanders' Talk) as well.

Names: The people of Ragnos often bear rather archaic names from the ancient kingdoms, but many are named in the tongues of their allies.

Archaic Male Names: Aryk, Gregor, Malistare, Skythr, Vholkar.

Archaic Female Names: Arynia, Crysianna, Flyria, Moltaira, Volyry.

Archaic Surnames: Dragonblade, Goldbrow, Falconborn, Northblood.

Adventurers: Many humans of the Valley-Kingdom are content with their lives, but many others have the urge to leave their homes for something greater. Most of this wanderlust only ends up leading them to a new town before settling, but occasionally the wanderlust never leaves. This is only one reason why a Ragnosian would become an adventurer.
Racial Traits: Humans have standard traits except as follows.
Automatic Language: Ragnon.

Catfolk
Personality: Catfolk are feral and free, an untameable species of hunters and seekers. They run a line of personalities that is rather relaxed on laws, but strong on tradition. If a catfolk does not agree with a law, he simply ignores it. He would rather live the way his fathers and forefathers did than be restricted by some human law.

Physical Description: If cats could speak and walk on two legs, they would be much like catfolk. Catfolk have fur in virtually every color and pattern found in a housecat's pelt, and more, and their eyes are found in green, yellow, or icy blue. Catfolk with darker pelts often have black skin, and those with lighter pelts often have pink skin. Catfolk with blotchy pelts are often pink-skinned with black blotches. They stand from 2'10" to 3'4" on average, and weigh between 60 and 80 lbs.
http://cdn.obsidianportal.com/assets/200743/khajiits_by_1ndajone5-d5i9xan.jpg

Relations: The catfolk are a proud people. They tend to be reserved from other civilizations, and even other tribes. However, some tribes of catfolk integrated into the kingdoms that share their lands, and live in their cities as allies.

Lands: Catfolk typically live in the West, but those found in Ragnos live in the Neversnow Peaks and the Travien Forest.

Religion: Most catfolk practice animism, the worship of spirits. Tribes often have a healer that prays to the ancestors for the tribe, and the entire tribe makes sacrifices.

Language: Catfolk usually speak the Animal Tongue, but Ragnosian catfolk also speak Ragnon.

Names: Tribal catfolk names are often based on a totem animal and the color of their pelt or eyes. Ancestral names are names from more traditional catfolk tribes, consisting of an action the individual does often and an animal that reminds the chieftan of the individual.

Tribal Names: Black Eagle, Dappled Bear, Golden Tiger, White Fox.

Ancestral Names: Laughing Owl, Perching Wren, Running Hare, Striking Adder.

Adventurers:Most catfolk become adventurers to prove themselves to their tribe or town, or even their ancestors. Many others simply wish to better themselves. On occasion, the adventurous catfolk is simply curious about the world outside the place he's known his whole life.
Racial Traits: Catfolk have the following racial traits.

+2 Dexterity, -2 Intelligence, -2 Charisma: Catfolk are agile and quick, but their limited interaction with other cutures makes them come off as crude, and their isolation stunts their knowledge.
Small: As a Small creature, a catfolk gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use.
Catfolk base land speed is 30 feet.
Low-Light Vision: A catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color under these circumstances.
+2 racial bonus on Balance and Move Silently checks. Catfolk are surefooted and dextrous.
+2 racial bonus on saving throws against spells and spell-like abilities. Catfolk are naturally resistent to magic.
School Immunity: Catfolk are immune to one school of magic at first level. If a catfolk is immune to a school, he can not cast spells from it.
A catfolk's sharp claws and teeth deal 1d4 points of damage on a successful unarmed strike. A catfolk may make only one unarmed strike per round.
Keen Scent: Catfolk have a better sense of smell than humans do, and are often more able to distinguish humans from each other by scent than by sight. As a feat, a catfolk with 11 Wisdom or higher can take Scent. This feat lets a catfolk detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A catfolk with the Scent feat can detect opponents by sense of smell as a free action, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. The catfolk can detect strong scents, such as smoke or rotting garbage, at twice these ranges. The catfolk can detect overpowering scents, such as skunk musk or troglodyte stench, at three times these ranges.
The catfolk detects another creature's presence but not its specific location. Noting the direction of the scent is a move-equivalent action. If he moves within 5 feet of the scent's source, he can pinpoint the scent's source.
A catfolk with the Scent feat can follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules of the Track feat. Catfolk tracking by scent ignore the effects of surface conditions and poor visibility.
Catfolk with the Scent feat can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Automatic Languages: Ragnon and Animal Talk. Bonus Languages: Druidic and Sylvan.
Animal Talk and Druidic: Animal Talk allows catfolk to speak with animals (as the spell) as a language. Catfolk may learn Druidic because it is so similar to Animal Talk that some words are virtually the same.
Favored Class: Ranger. A catfolk's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.


Dwarves
Personality: A fromer slave is stoic, reserved, and hard to trust. Dwarves are even more so. After their enslavement by the Frost Giants, dwarven refugees are suspicious of outsiders, even other dwarves. In the rationality of a dwarf, anyone could work for the Frost Giants - and anyone could be a slaver.

Physical Description: Dwarves are short and stocky humanoids, standing between 4'0" and 4'6" and weighing in at 115 to 180 lbs. Their hair, skin, and eyes are similar in color to a Northerner's. Most male dwarves shave their beards when they leave the Land of the Frost Giants, as a sign of their freedom.
http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1344/56/1344561576310.jpg

Relations: Dwarves hate giants. They can tolerate ogres, but Frost Giants, trolls, and other giants are the dwarf's hated enemy. Dwarves get along rather well with their own kin, but they are well-guarded against all others.

Lands: Ironically, the only dwarven kingdom in recorded history was in the land that now belongs to the Frost Giants. However, most dwarves that are not enslaved live in the towns south of the mountains.

Religion: The dwarves have forsaken the gods. They once revered Stygios, god of ice, but when the Frost Giants came to rule the dwarven kingdom, they severed their religious bonds.

Language: Dwarves are taught from birth to speak Giant, the language of their oppressors. However, most refugee dwarves also speak Ragnon.

Names: Dwarves are given Frost Giant names, which sound close enough to standard dwarven names that the examples do not change.

Adventurers: Most dwarven adventurers travel for the fear of being caught if they remain in one place too long. They would rather face a thousand deaths than see their masters again.
Racial Traits: Dwarves have standard traits except as follows.
+2 Constitution, -2 Charisma, -2 Dexterity. Dwarves may be sturdy and unyielding, but they are reserved and clumsy.
Low-Light Vision: A dwarf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color under these circumstances.
Cold Endurance: Dwarves have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.
Icecunning: Dwarves can apply their stonecunning benefits to structures and natural features made of ice, as well as those made of stone.
+1 racial bonus on attack rolls made against Frost Giants. This stacks with their racial attack bonus against creatures of the giant type.
+2 racial bonus on Appraise and Craft checks related to items made of ice.
Dwarves do not gain Darkvision.
Automatic Languages: Ragnon and Giant. Bonus Languages: Any.
Favored Class: Rogue. A dwarf's rogue levels do not count when determining whether he takes an XP penalty for multiclassing.


Elves
Personality: Elves are a race of proud hunters and warriors from the lands north of the valley. They trust humans and dwarves relatively well, but they despise anyone who would put a price on another creature's freedom. The elves have pledged themselves allies in the kingdom's battles against the Frost Giants in return for freedom to roam their ancestral forests - and it's only a matter of time before they must hold their end of the bargain.

Physical Description: Elves are tall, strong, and graceful. the average elf stands between 6'4" and 7'0", and weighs in from 160 to 200 lbs. Elves are fair of skin, and have hair of golden, black, or copper hue. Elves have green, blue, brown, or golden, almond-shaped eyes.
http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1348/78/1348784757682.png

Relations: Elves despise the Frost Giants. They would gladly give their lives to see their kingdom fall, even if the region's next empire was just as corrupt as the one before it. Thus, they have allied with the Ragnosians against the kingdom, and ready their tribes for battle. They see the dwarves as friends, but not equals, which is why they have not earned the trust of the people they are trying to save.

Lands: Elves live to the North. Most elves live in the Frozen Plains, but those who live further south take up residence in the Valewood, occasionally even in Elvenhome. Elven tribes do not have any true territory, but instead wander on what land they can, using resources as they go.

Religion: Druidism commands the largest following of elves. They believe that all things in nature are sacred, but not necessarily tied to a spirit. They say that, for every twig trampled, you will be punished, and for every bird unshot, you will be rewarded.

Language: Elves are taught Sylvan from birth, as a tradition. However, many elves also learn Ragnon, especially those in the Valewood.

Names: Since they are named in Sylvan, which is close enough to the standard elven language, elven names are as standard.

Adventurers: Most elves leave the tribe to improve their combat prowess, and others adventure to train their druidic gift.
Racial Traits: Elves have standard traits except as follows.

+2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence. Elves are strong and graceful, but they are frailly built, and their isolation limits their intellectual growth.
Elves do not gain Elven Weapon Proficiencies
Elves have no bonus against enchantments
Automatic Languages: Ragnon and Sylvan. Bonus Languages: Giant, Trader's Talk, Trappertalk.
Favored Class: Fighter. An elf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.



Halflings
Personality: Halflings see everything in life the same way they see business. In other words, they are fiercely competitive. The way they see things, if a dwarf can do it, why can't a halfling do it better? Competition aside, halflings can be very compassionate creatures, even to those they compete with, and once a halfling makes a friend, he never forgets it.

Physical Description: Halflings are like short, thin humans. They stand between 3'5" and 3'10" on average, and weigh between 40 and 60 lbs. They normally have black or brown hair, and their eye color is most often brown or blue. However, they are not limited to these hues, and can be found sporting any color of hair and eyes a human would. Halfling skin color is either fair or a light tan, and has never been found at darker tones.
http://images4.wikia.nocookie.net/__cb20111121021210/livingpf/images/thumb/6/67/Halfling_color0.jpg/349px-Halfling_color0.jpg

Relations: Halflings see themselves as either a friend or a rival to everyone else. Their bonds are not tied by race or region, but when they see another person doing their job, they get competitive. A halfling can never be outdone.

Lands: Halflings live in Ragnos, and it is told that they lived there since the old kingdoms and long before. However, they have blended into human culture over the centuries, and are a great boon to Ragnosian society. It is a great surprise that halflings have not been found outside of Ragnos, for their lore tells of a land long ago, where the Little Folk once lived before they were driven out and into the valley...

Religion: If there is any god the halflings pay homage to in numbers, it is Vulpian. The godess of competition and cunning is their patron in heart, soul, and mind. Even if they do not worship her, each halfling is like to her in many ways that it's a wonder her temples aren't cluttered with the Little Folk.

Language: Halflings have no language of their own, but they do speak Ragnon. Most halflings also learn Trader's Tongue.

Names: Halflings name their children Ragnosian names, so no further entry upon the naming of halflings is required.

Adventurers: The most common reason a halfling would take up the cloak of an adventurer is to become more than he is for himself, for the community, and even for his family. Halflings have an inborn drive to better themselves, and adventurers are almost as common as merchants among them.
Racial Traits: Halflings have standard traits except as follows.

2 extra skill points at first level and 1 extra skill point at each odd-numbered level thereafter. Halflings are not as adaptable as humans, but they are competitive and hard-working to the core.
Good Business: A halfling may add one Profession skill and any one other skill to class skills.
Halflings do not gain a racial bonus to Listen checks.
Halflings do not gain racial bonuses to Climb, Jump, or Move Silently.
Halflings do not gain a racial bonus to attack rolls with thrown weapons or slings.
Automatic Languages: Ragnon. Bonus Languages: Any.
Favored Class: Special. A halfling's first class does not count when determining whether he suffers an XP penalty for multiclassing.



Kobolds
Personality: Kobolds want to know everything. They have a burning curiosity within them that drives them forth on the road to aquiring any and every piece of knowledge available. They are hardly able to stay in one place long enough to breathe if they can't find anything out.

Physical Description: The average kobold stands between 2'6" and 2'10" and weighs from 50 to 70 lbs. They look like a mixture of lizard and wild dog, standing on two legs, with a thin, wiry build. Their scales are a shade of blue, red, green, black, or white, and their eyes are the same color. Their horns are usually a dull ivory color, but black-scaled kobolds can occassionally have pitch black horns.
http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1343/79/1343793651819.jpg

Relations: Kobolds try to be friends with everybody. They try to join every guild, talk to every person, and read at every library. They are not involved in the Frost Giant war, and thus earn the shunning of many dwarves, much to their dismay.

Lands: Kobolds have no lands of their own. Ragnos has the largest population of civil kobolds in the known world, but the race originated in the Land of the Behemoths, where their dragon ancestors still dwell. Many kobolds still live there, living in the ruins of their long-forgotten empire, from an ancient time when dragons ruled the world.

Religion: Civilized dragons can be found practicing any religion, but savage kobolds are most often found practising animism.

Language: Savage kobolds speak the language of their ancestors, Draconic, and many civilized kobolds also learn the language. However, all civilized kobolds in Ragnos know Ragnon.

Names: Kobold names are a three-part combination of the individuals given name, his father's given name (or mother's if female), and his chosen name at adulthood. Thus, children have two-part names, and most individuals have separate names. Typically, these sound like a mixture of yips and hisses, and never include surnames.

Names: Ei'ep'ssthen, Ssorith'yip'ssiep, and Yeip'ssien'rhathss.

Adventurers: Kobolds as a race are born adventurers. They leave their homes often enough that they could be considered such simply for being born a kobold.
Racial Traits: Kobold racial traits are as follows.

+2 Dexterity, -2 Strength, -2 Wisdom: Kobolds are deft, but weak, and their curiosity often gets them into trouble.
Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use.
Kobold base land speed is 20 feet.
Improved Low-light Vision: Kobolds can see three times as far as humans in poor lighting conditions, such as torchlight or starlight.
Spell-Like Abilities: A kobold starts the game with a number of spell-like abilities usable at will. He has any three 0-level spells, and any one first level abjuration. If his Intelligence bonus is at least +3, he also gains one second level abjuration usable once per day. These are based on Intelligence with a caster level equal to the kobold's Hit Dice.
Enduring Loyalty: A kobold's loyalty knows no bounds. Kobolds are naturally immune to enchantments of the compulsion descriptor, and get a +2 bonus against all mind-effecting abilities.
Automatic Language: Ragnon. Bonus Languages: Draconic, Goblin, Sylvan.
Favored Class: Sorcerer. A kobold's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.



Ogres
Personality: Ogres are an odd bunch. Though they were once a people of nomadic hunters and shamans of their One God, they have now settled in the Icecap Mountains that run along the Eastern coast, where they live in study and seclusion, watching the stars, waiting for the return of their One God. Most ogres tend toward a peaceful attitude, but those found in Ragnos are usually heretics, defilers, or criminals exiled from their theocracy, and are normally more brutish than other ogres.

Physical Description: The average ogre looks like a tall, slender human with pointed ears and skin of pale blue, light green, or even the rare pale violet. Occasionally an ogre will be born with blood red skin, but this is now taken as an ill omen since the reds were slaughtered in the Great Stone Wars. Ogres have hair of white, silver, or golden-white hue, with black-haired ogres being regarded as cursed in their society (indeed, most exiles are red-skinned or black-haired). Their eyes normally match their skin in color, and those with full black eyes are seen as mockeries from Amphos, who their texts say betrayed the One God. They typically stand from 8'6" to 9'0", and weigh between 260 and 340 lbs.
http://art.ngfiles.com/images/1/chronamut_high-ogre-elessidia.jpg

Relations: The ogres of the Eastern Mountains have been the masters of the goblins since they took the mountains from the elves in the Great Stone Wars. They often regard the goblins passively, but many even direct their hatred toward them, openly displaying their aggression to these "inferior" people. They try to distance themselves from Ragnosians, and definitely reserve themselves from elvenkind.

Lands:The ogres rule the Eastern Mountains, devoting themselves to a life of seclusion and contemplation. Though their lands are built on the ruins of an ancient elven kingdom, most people couldn't tell at first glimpse that it was ever ruins at all. Their cities are dominated by towers and citadels, which are nearly perfect in form. It is widely argued whether these buildings were created by the ogres or their elven enemies.

Religion: Ogres believe in the One God, and they claim that all other gods are his avatars. They use their citadels and towers to watch the skies for a sign in the stars that heralds the return of their Lord and Master - and the rise of the ogres to rule the world.

Language: Ogres speak a dialect of Goblin, which they speak in a fluid, soft manner in such a way that their war songs sound almost like a lullaby. This dialect isn't nearly as simple or vulgar as the one goblins speak. Th

Names: Ogre names are compose of soft vowels and softer consonants. All "a"s are pronounced "ah" (unless used with an "e" directly afterward, where it becomes "ee"), all "u"s are pronounced "huh", and all "o"s are pronounced "ahw". "E"s are used for unstressed vowels only.

Male Names: Amathen, Fothen, Hothalan, Shuth.

Female Names: Amathelan, Fenaea, Mothelae, Selthuthae.

Surnames: Arethalun, Merothun, Phoshelun, Wolthun.

Adventurers: An exiled ogre is forced into the life of an adventurer, and thus they are the most common of ogre adventurers. Other ogres are less likely to take the mantle of an adventurer, but they may for the sake of a spiritual journey or self-examination.
Ogre racial traits are as follows.

+2 Wisdom, +2 Charisma, -2 Constitution: Ogres are beautiful and understanding creatures, but they have an inherited frailty.
Large size: As a Large creature, an ogre gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but she uses smaller weapons than humans use.
Ogre base land speed is 40 feet.
Ogre's Craft: Ogres gain the effect of a dwarf's stonecunning when dealing with anything crafted by ogres, due to their familiarity with their own craft.
Ogre's Influence: Ogres have a natural influence. NPC's start out one step closer to helpful to an ogre than they otherwise would, unless that NPC is an elf or exiled ogre. In the case of exiled ogres, this counts toward all but elves and homeland ogres.
Blessing of the One God: At will, as a Wisdom-based spell-like ability that takes a full round to use, an ogre may heal her Hit Die in hit points to herself or one of her allies.
Automatic Languages: Goblin and either Sylvan (Homeland) or Ragnon (exile). Bonus Languages: Any.
Favored Class: Cleric. An ogre's cleric class does not count when determining whether she suffers an XP penalty for multiclassing.

Thunderfist12
2013-08-06, 01:23 PM
CLASSES

Barbarian

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Guard
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Invoker
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Wizard
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Thunderfist12
2013-08-06, 01:24 PM
CIVILIZATION

City of Stilts
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Elvenhome
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Free City of Lakeport
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Frostbite
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Ragnos
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Ravenstorm
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Rivertown
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Selhadren
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Starfall
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Thunderfist12
2013-08-06, 01:29 PM
ORGANIZATIONS

The Beasthunters
Fluff

The Brotherhood of Neverending Life
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The Dwarven Resistance
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The House of Cutswift
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The Servants of Stygios
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The Stewards of the Falcon King
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The Watchers on the Wall
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Thunderfist12
2013-08-06, 01:31 PM
OUTSIDE THE CITY

Abandoned Castle
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Dried River
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Glacier Pass
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Icecap Mountains
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Mount Ragnos
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Murder Marshes
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Neversnow Peaks (North and South)
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Ragnos Plateau
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Ruined City of Falconhome
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Sea of Falcons
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Selhadren Desert
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The Underwoods
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Travien Forest
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Undying Grove
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Valewood
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Western Barrow Hills
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Thunderfist12
2013-08-07, 01:26 PM
MONSTERS OF RAGNOS

Angel
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Behemoth
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Demon
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Dragon
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Iricodite
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Night Beast
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Selhadrenese Riding Lion
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Troll
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Thunderfist12
2013-08-07, 01:29 PM
BEYOND RAGNOS

Deep Selhadren
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Trollhome
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Thunderfist12
2013-08-07, 01:30 PM
THE PLANES AND THE GODS

PLANES

Planar Arrangement (Coming Soon)

Afterlife
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Iricod
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The Pit
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The Strange World
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The Void
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The Winding Road
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Onycios
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Ragnos
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Stellaros
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Stygios
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Thunderfist12
2013-08-07, 01:37 PM
GAMING IN RAGNOS

For the Player
(Add two-cents here)

For the Dungeon Master
(Add two-cents here)

Thunderfist12
2013-08-13, 09:23 AM
SAMPLE ADVENTURE
THE NATURE OF THE DWARF

Introduction
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Part I: Loyalty Misplaced
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Part II: The Slavers
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Part III: Of Dwarves and Giants
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Part IV: The Nature of the Dwarf
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Part V: The Fate of the Ice King
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Thunderfist12
2013-08-19, 04:19 PM
(reserving this)

So... You guys can post now.

Thunderfist12
2013-08-26, 08:58 AM
Wow, no responses. Seriously?

Tovec
2013-08-26, 11:05 AM
Wow, no responses. Seriously?

Not to be mean or anything. But comment on what? I'm sorry but I don't see anything to comment on. It is a WIP and there isn't much here.

Lots of spoiler tags, and without opening literally every single one to check, they seem mostly empty.

The races are semi-fleshed out and even they aren't significantly different than their default versions. So, okay, the halflings have a specific god that they may or may not worship. They have a sense of one-up-manship but that's about it.

As far as the material in the first post (I just realized I did this in reverse order), there are a bunch of taglines but no clear purpose or point to them.

Example: Elvenhome: This city is home to the largest population of city-dwelling elves in the valley. The major exports of the city are woodcarvings, whether it be in furniture or sculptures.

So, largest population of city-dwelling elves, cool.. what does that mean? Why this city? Where is it in relation to the others? Was it founded by elves, who are their enemies/allies? Who do they trade with (since their major exports are woodcarvings)? In asking these questions I have written more (length) than you about Elvenhome.

As far as the others, again in that first post, which are important? Which are major centers for game-play and which are in the background?

What should we be commenting on?

Again, I'm sorry if any of this comes off as antagonistic, I often feel that criticisms end up that way even when I don't intend them to be. Tone is hard on the internet.

Thunderfist12
2013-08-26, 04:23 PM
Not to be mean or anything. But comment on what? I'm sorry but I don't see anything to comment on. It is a WIP and there isn't much here.

Yeah, sorry if there isn't much material, but the notebook the information was in was destroyed, and I haven't had much time out of school to work on this. What you see so far is pretty much everything I could scavenge from the notebook. The rest is either unreadable or destroyed, so we're working by memory.

So I need ideas. From this point onward, it's more or less going to be community-built with already listed info as canon, unless it should seriously be changed.


The races are semi-fleshed out and even they aren't significantly different than their default versions. So, okay, the halflings have a specific god that they may or may not worship. They have a sense of one-up-manship but that's about it.

Yeah, I haven't had much time to work on the races, and we lost the original campaign notebook, as I've already said.


As far as the material in the first post (I just realized I did this in reverse order), there are a bunch of taglines but no clear purpose or point to them.

This is keyed to the map... which I haven't had a chance to upload yet. Further descriptions for literally everything on the map are going below.


So, largest population of city-dwelling elves, cool.. what does that mean? Why this city? Where is it in relation to the others? Was it founded by elves, who are their enemies/allies? Who do they trade with (since their major exports are woodcarvings)? In asking these questions I have written more (length) than you about Elvenhome.

In typing my tagline I have written more about my brother than Elvenhome. All he put was a name and a dot on the map, because it was all in his head, and therefore lost. See my last response for where the detail goes.


As far as the others, again in that first post, which are important? Which are major centers for game-play and which are in the background?

Yeah, the centers of gameplay will be decided once details are re-established, because most of the material is gone.