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View Full Version : My World The World of Molig-Or( my attempt at a low tech setting)



blelliot
2014-03-01, 02:12 PM
The world of Molig-Or was found by a cabal of dragons who agreed to the great game of Xorviintaal (MMV). The 10 dragons agreed to play the game on a new world, as to avoid any of the other creatures that would have gotten in the way of the game. So each dragon gatheres a large group of followers and traveled to this world. Many years passed, and each of the dragons interbred with their followers. The dragons descendents and groups of followers began to think that the dragon took them to this new world was more of a demigod than normal dragon. Each generation that passed, the races of followers and dragons intermingled more, creating new races. The story of the Great Pilgrimage became more of a myth to the peoples of the new world. The campaign starts ten thousand years after this Great Pilgrimage. These are the folloing races:
The Silverbrows (humans), The Glimmerskins (halflings), The Stonehunters (gnomes), The Desertcrossers (half elves), The Wavekeepers (half orcs), The Sunscorchers (hobgoblins), The Frostbones (orcs), The Firebloods (dwarves), The Forestlords (elves), and The Viletooths (lizardfolk).
Each race now breeds true on Urdu. There is one other race that lives on Urdu, but in much more limited numbers: The Giants.
These creatures were the original race of Molig-Or, before the Great Pilgrimage. Millenia of being forced from their homes have left these races quite hostile to the Pilgirims. These races are not all inherently evil, but will attack the Pilgrims usually on sight.
The rest of the world is savage and unintelligent. Animals, vermin, some magical beasts and other horrors roam the wilds of Molig-Or.
As the weeks progress, I will be posting more about Urdu, everything from tech level to the races, to the dragon "gods" hope you will leave any feedback below. Thanks!

Master_Moridin
2014-03-03, 03:23 AM
Interesting concept. Especially love the different names for the different races. For the most part they don't connect to any of the stereotypes of those races for me. Can't wait to see more.

blelliot
2014-03-03, 04:18 AM
The Viletooths
http://cdn.obsidianportal.com/assets/11536/Lizardfolk_Captain.jpg
The Viletooths are a tribe that descends from the coupling of Black Dragons and Lizardfolk. They have inhabited the swamps of Urdu for as long as they have been on the planet. They are ruthless, brutal, and savage in their dealings with those outside the tribe.

Society
Strength is paramount to the Viletooth people. Through strength comes the betterment of the tribe. Strength gains food, clothing, and any other amenities required for living. Only the strong may seek positions of power. While not an unintelligent race, brains are not looked at as better than muscle and fortitude, but more of a package deal. One cannot simply be smarter than your enemy, you must be stronger as well. The hunters of the tribe earn the most praise based on what they bring back to eat. The stronger the prey, the more praise the hunter receives. The Viletooth tribes are led by their shamans. The shamans pray to their Dragon elder for guidance, and through those prayers lead the tribe.

Day to Day Life
Even though the dogma by which they live their lives is rough, day to day life for the Viletooths is surprisingly simple. The hunters gather the food. The soldiers stand watch over the camp. The females guard the eggs. The shaman prays to the Dragon Elder. Life repeats with this cycle ad nauseum until something happens. It doesn't matter what that something is, be it a change in the weather, to a new tribe of people are spotted. This event is usually taken as a sign from the Dragon Elder that it is time to go to war. The target of a Viletooth attack can usually be found innocent of any wrongdoing other than being the first thing the Viletooths set their eyes upon.

Religion
Most Viletooths don't actively worship any deity, but pay respect to several as the need arises. Tiamat, Garyx, Io, Aasterinian, Astilabor, Chronepsis, Lendys, and even Falasure may hear prayers to them form a Viletooth should the right situation call for a prayer.

Dragon Elder
The Dragon Elder Vutha is the patron of the Viletooths. He values strength and domination above all else. The tribe would fall if not for strength and the periodic shows of force. The writings of this Dragon Elder teach that those who do not show strength at every opportunity, do not have strength to show. When a black dragon other than Vultha moves close to the tribe (and is not immediately slain by Vultha for encroaching on his territory), the shaman takes this as a sign from Vutha of favor. The black dragon is happy to let the tribe think that as well. The dragon is usually just wanting a group of bodyguards.

Dealings with Other Tribes and Races
The Viletooths would prefer to live and work alone, but when the time calls for it, they can eke out a workable partnership with the Frostbones, seeing that their two Dragon Elders have a similar dogma about strength. Those partnerships are doomed to fail, however. Part of this is the two different climates in which the two tribes live. The other part is is due to the unwillingness of the Viletooths to share the meat of the kill with the greedy Frostbones. The rest of the ten tribes do not ever choose to work with the Viletooths. The Viletooths like this just fine. The Sunscorchers have been known to raid Viletooth tribes for slaves and supplies. Forestlords kill the Viletooths on sight if the latter get too close to the formers forests. The Silverbrows, Glimmerskins, Stonehunters, Wavekeepers, and Desertcrossers will have nothing to do with them on principal alone. This leaves the Viletooths an island unto themselves. The Viletooths would have it no other way. The Giants of the bogs are the biggest threat to the safety of the tribe. If the numbers are in their favor, the giants will attack and leave no Viletooth, adult or child, left alive. They will kill and eat everything in the tribe. If there are eggs, they are smashed. These attacks are the only thing that Viletooths fear.

PhysiologyThe Vletooths are physically imposing creatures. Each full grown adult stands between six and a half to seven feet in height, although the length of their body is longer because they stand with a bit of a hunch. The chest of these creatures is immense, showing their great fortitude and strength. The males and females are nearly identical to one another, save for the crest that runs down the length of the neck and upper back of the male. This ranges in color from light black to bright red, depending on the male's mood. The eggs of a viletooth couple gestate for three to four months.

Game Statistics- +2 Strength, +4 Constitution, -2 Dexterity, -2 Cha
- Dragonblood Subtype
- Acid Bite (Su): A bite of a Viletooth deals 1d6 points of acid damage in adition to normal bite damage.
- Water Breathing (Ex): A Viletooth can breathe underwater indefinitely.
- Medium Sie
- Base Speed 30 ft.
- Racial Hit Dice: A viletooth begins with 2 levels of humanoid, giving 2d8 hit dice, base attack bonus of +1, Base Saves of Fortitude +0, Reflex +3, Will +0
- Racial Skills: A viletooth gains 5 (2+ Int modifier) skill points. Its class skills are Balance, Hide, Jump and Swim. Its tail grants a +4 racial bonus to Balance, Jump and Swim checks
- +5 natural armor bonus
- Natural Attacks: 2 claws (1d6), and 1 bite (1d4)
- +1 Level Adjustment

blelliot
2014-03-04, 03:50 AM
The Sunscorchers

http://www.theeurth.com/lords54/images/car_battleaxe.gif
The Sunscorchers are the desert-dwelling descendents of the Blue Dragon Elder Ulharoth. He took the hobgoblins under his wing because he shared their views on the world: It was a lawless place that needed to be controlled. All other beings must be put in their proper place for the universe to thrive. The hobgoblins that would become Sunscorchers took with them their goblin servitors and bugbear shock troopers and set up a tent city in the desert of Urdu.


SocietySociety is rigid and controlled in the Sunscorcher tribe. Each member knows his place. To argue your place in the tribe is to know death. From the time they learn to walk, a Sunscorcher is trained in warfare. Whelps are trained in a secondary skill as well, determined by what will be needed more when that child matures. Sunscorchers plan for the long term. Sunscorchers enjoy decorative art, often decorating their own weapons and armor with ornate drawings and designs. The most powerful warrior leads the tribe. The mantle of leader is either handed down from father to son, or by right of combat. Only males may hold postitions of power or fight as soldiers. Females do have an important role in the tribe, however. They make sure that everything other than the training of males goes smoothly. They raise the children to the age of pubescence. Children answer only to females until this time. Children will not even see most males until they mature. The females run the households of the tribe, without question. Even a mature male cannot question a female while inside any domicile.

Day to Day LifeHard work and order is paramount to the lives of the Sunscorchers. To deviate from your designated spot in the tribe is to cause the downfall of the tribe. Follow all your orders, or die on the spot.


ReligionTiamat is the patron of all Sunscorchers, by decree of Ulharoth. All other deities are forbidden to be worshipped by penalty of death.

Dragon ElderUlharoth decrees that the rest of the universe is undisciplined and deadly. It must be controlled, by any means necessary. Follow the path that was chosen for you until your death. That is how the universe should work.

Dealings with Other Tribes and RacesThe Sunscorchers seek to subjugate all other races, not for vicious reasons, but because the tribe is sure the rest of the world will destroy itself without the order that Ulharoth brings.

PhysiologyA sunscorcher stands at least six feet tall, and wighs around 230-260 lbs.
They have a tan skin but very little body hair, since their environment would hav forced them to breed out the fur they have. Females are smaller, being about 5'9" and 180 lbs.

Game Statistics- +2 constitution, +2 dexterity, +2 wisdom, -2 charisma.
- Medium sise
- 30 ft. base speed
- Dragonblood subtype
- Heat Endurance as a bonus feat
- + 4 racial bonus to Move Silently checks.
- + 1 Level Adjustment

FlayerIV
2014-03-09, 12:07 AM
Very nice. I love how you're also putting forward game statistics. Keep it coming.

blelliot
2014-03-09, 05:46 AM
The Desertcrossers
http://i61.photobucket.com/albums/h42/LeoninRalAziraan/elves.jpg
The Desertcrossers are the descendents of the Brass dragon Othokent and his half elf followers that came to Urdu millennia ago. They are desert nomads, never staying in one place too long, mainly for fear of attack from their main nemesis, the Sunscorchers.

Society
The society of the Desertcrossers is on of togetherness. Usually each family is allowed to do as they will, but there is one elder who can in times of great need call upon service from each member of the tribe. The needs of the many outweigh the needs of the few. Males and females share equal standing in the tribe. The elder is literally the oldest member of the tribe, and rules regardless of the profession path he or she held before becoming elder.

Day to Day Life
The survival of the tribe in the harsh desert would seem ill suited to these frail looking people, but they are well adapted to the sun and sand. These people know where the food and water is, and follow it if necessary. They are not a warlike people, but training to defend the tribe is part of every Desertcrossers day. From the children being taught the safest routes of retreat, to the adult being taught the best ways to fight, all take part in this training.

Dragon Elder
The Brass dragon Othokent preaches freedom and knowledge to his charges. These two principles are what bind all together. The idea of controlling another person for no reason is abhorrent, and must be stopped. Only by working together can the people overcome any problems. He is usually not far from an encampment of Desertcrossers at any given time.

Religion
Most Desertcrosser families pay homage to Aasterinian, for her quick witted ways and dogma of trusting in one's self or Tamara, the goddess of the sun and healing. Bahamut doesn't have many Desertcrosser worshippers, as they aren't that into his preaching of standing against evil at every opportunity. They do agree with and respect his preachings, however. Tiamat has no worshippers in the Desertcrossers because of her dominating nature. Garyx is too destructive for the Desertcrossers to worship. Falasure is too vile in his cause of plague and pestillance. Astilabor, Chronepsis, Hlal, and Lendys are looked to for guidance in the four gods' respective areas of influence (Wealth, death, history, and justice), but not normally actively worshipped.

Dealings with Other Tribes
The Desertcrossers are the most willing to have good relations with the other peoples of Urdu. They freely trade with groups of Silverbrows, Glimmerskins or Stonehunters that sare traveling through the desert. the desertcrossers even have been able to reach accords of peace with some giants. The tribe is even willing to let the evil dragon tribes be, save one: The sunscorchers. The desertcrossers are at constant odds with the Sunscorchers because of the latter's need to dominate all they see. The Desertcrossers will only attack the Sunscorchers if they are sure they can win, however. They know the Sunscorcher's militant lifestyle makes them excellent combatants.

Physiology
The average male Desertcrosser is about 5'9" tall, while the average female is a few inches shorter. They are a lithe race of people, because of the heat and constant moving. One does not ever have the chance to get fat. They are more often than not in excellent physical shape. However, they are not as strong as some other races.

Game Statistics
• -2 Str, +2 Dex
• Medium size
• 30’ movement
• Low-Light Vision
• Dragonblood Subtype
• +2 Racial bonus on saves vs. Enchantments
• +1 Racial bonus on Listen, Search and Spot checks.
• Able to use “elf only” items
• +2 Racial bonus on Diplomacy, Gather Information, Sense Motive, and Survival checks. The people retain the half elf ability to get along well with everyone, but have gained the ability to survive almost anywhere in barren lands, and this niche for survival has given them insight into speaking with other peoples
• Heat Endurance – +4 Racial bonus on Fortitude saves
to resist the effects of hot weather / exposure

sktarq
2014-03-10, 01:13 PM
Okay I think you are really onto something. Be careful with the name though. Urdu is also the name of the main language in Pakistan....and being associated with a "primitive" world may strike some as a slight against some portion of South Asian people

blelliot
2014-03-10, 01:32 PM
Okay I think you are really onto something. Be careful with the name though. Urdu is also the name of the main language in Pakistan....and being associated with a "primitive" world may strike some as a slight against some portion of South Asian people

My girlfriend brought that to my attention. I honestly just made a gruop of syllables in my head and wrote it down. Oops.

blelliot
2014-03-12, 12:00 AM
The Wavekeepers
http://paizo.com/image/content/PathfinderTales/LordOfPenance-Orc.jpg
The Wavekeepers are the descendents of half orc followers that came to Urdu following the Bronze Dragon Maekrix. They are the coastal people of Urdu, making a living fishing and trading between the other cultures of Urdu.

Society
The society is fair and just. All business is conducted on fair terms, no one cheats in Wavekeeper society. Males and females are equal. The men are the fishers and hunters, while the women are the crafters and cooks. Wavekeeper clothes are very ornate, often using different inks and dyes found in the ocean. The women also weave fancy beads into the different patterns of the clothes they make. The leaders of the tribe are usually the most wealthy ones, and there is usually a council of Wavekeepers that govern the tribe.

Day to Day Life
The Wavekeepers live for the moment. One does not know if the sea will claim him in the next day, so live and love as it were your last day. The business is secondary to happiness. The men leave each day in small boats and trap fish and other small sea creatures to bring home for food. These boats aren't ment to travel outside the shallows of the coastal waters. The women stay home and educate the children and work on crafts. The crafts and clothing are made from leathers cured from the hides of animals caught by the males (sharks, small marine mammals) and fibers gathered from a type of worm that lives close to the wave keeper lands. Women also keep kelp gardens as a source of vegetation for the tribe. Different seaweed types are grown and sold by different families. Rice is also grown in paddies close to shore.

Religion
Most Wavekeepers revere either Bahamut , Tamara, or Hlal. There is no real competition for worshippers between the three. The other nonevil dieties will recieve prayers from time to time as well.

Dragon Elder
The dragon Maekrix preaches happiness in all that you do. Be it business or battle, find what makes you happy. Everyone deserves happiness, but not at the expense of anyone's sadness. Do your best to bring happiness to those who have none.

Dealings with Other Tribes
The Wavekeepers deal with many of the other dragon tribes, since the Wavekeepers are great traders and craftspeople. They happily trade with any of the goodly aligned tribes, and deal with the others with the explicit understanding that these other tribes will not bring their beliefs to bear on the Wavekeepers. Giants don't concern themselves with the Wavekeepers much, unless a boat is to far into a Giant's territory.

Physiology
A Wavekeeper male is a tall, barrel-chested being. Standing usually between 6'2" to 6'8" tall and between 265-290 lbs of solid muscle. The females are smaller, between 5'6" to 6' and 215-240 lbs. All wavekeepers have long black hair. Females and males both decorate their hair in braids, often times with brightly colored shells made into hair pins.

Game Statistics
+2 Str, –2 Int, –2 Dex
• Medium size
• 30’ movement
• Darkvision 60’
• Able to use “orc only” items
• +2 Racial bonus on Survival checks to fish and hunt near bodies of water & Craft checks
• Have the (dragonblood) subtype.
• • Hold Breath for 4 x Constitution modifier rounds.
• +8 Racial bonus to Swim checks.

sktarq
2014-03-12, 12:51 PM
In terms of wave keepers. Purely hunting and fishing it is possible but DIFFICULT to provide all your food needs that way. Even just adding large vegetable gardens would help. Also source of fiber for their clothing also implies agriculture....If you are trying to get away from large classic farms...things like aquaculture of (seagrass, fish, welks for dye), keeping of arthropods (such as mites for cochineal, or silkworm husbandry)and even alternate animal husbandry (fish guts eaten by mealworms which are eaten by the tribe perhaps?) would get you away from the classic image of agriculture without breaking supply lines or putting the whole culture at as much food risk)

blelliot
2014-03-13, 09:05 AM
In terms of wave keepers. Purely hunting and fishing it is possible but DIFFICULT to provide all your food needs that way. Even just adding large vegetable gardens would help. Also source of fiber for their clothing also implies agriculture....If you are trying to get away from large classic farms...things like aquaculture of (seagrass, fish, welks for dye), keeping of arthropods (such as mites for cochineal, or silkworm husbandry)and even alternate animal husbandry (fish guts eaten by mealworms which are eaten by the tribe perhaps?) would get you away from the classic image of agriculture without breaking supply lines or putting the whole culture at as much food risk)

Ive integrated your cool suggestion. I also added in they grow rice as another source of grain. Thanks for the feedback!

Everyl
2014-03-13, 10:33 PM
Barkcloth is another potential source of clothing fiber for a non-agrarian society. There are many kinds of cloth that can be made from wild plants that way; here's a site (http://www.ainu-museum.or.jp/en/study/eng07.html) that briefly describes some examples.

I'm just tossing this out there because I was unaware of it until fairly recently, and learning about it led to me rethinking some of the decisions I'd made in my own world-builds.

blelliot
2014-03-15, 10:02 AM
Barkcloth is another potential source of clothing fiber for a non-agrarian society. There are many kinds of cloth that can be made from wild plants that way; here's a site (http://www.ainu-museum.or.jp/en/study/eng07.html) that briefly describes some examples.

I'm just tossing this out there because I was unaware of it until fairly recently, and learning about it led to me rethinking some of the decisions I'd made in my own world-builds.

Thanks for the info. It'll come in handy for a forest dwelling tribe I'm working on.

sktarq
2014-03-15, 03:41 PM
also things like candlenut trees. Paper mulberry bark cloth, ...also Jared Diamond's Collapse looks into an island that is only 160 acres but has had a very long term stable population with very interest multilevel agriculture of multiple levels of trees, then shrubs, and then root vegetables (and just plain lots of interesting non-classic imagery to draw from). Worth looking at

Omeganaut
2014-03-20, 09:39 PM
It appears to me that your half-elves should have some sort of ability modifier. Currently they are mostly valuable for skill checks and saves in specific conditions. They need something to give them a boost and make them attractive to players.

However, I do want to say you've done a great job. The world is really neat, and I like how you have taken the races and twisted them a little bit based on the dragon they are associated with. Also, being the geography nut I am I would love to see a map of your setting, as the diversity seems appropriate for a fantasy setting.

blelliot
2014-03-21, 10:47 PM
It appears to me that your half-elves should have some sort of ability modifier. Currently they are mostly valuable for skill checks and saves in specific conditions. They need something to give them a boost and make them attractive to players.

However, I do want to say you've done a great job. The world is really neat, and I like how you have taken the races and twisted them a little bit based on the dragon they are associated with. Also, being the geography nut I am I would love to see a map of your setting, as the diversity seems appropriate for a fantasy setting.
Well thank you for the positive feedback :-). If I may ask, however what do you think would be the best ability to give a boost, and what ability would you decrease to balance it out? I would love some more feedback. Thanks!

ReaderAt2046
2014-03-22, 12:11 AM
Well thank you for the positive feedback :-). If I may ask, however what do you think would be the best ability to give a boost, and what ability would you decrease to balance it out? I would love some more feedback. Thanks!

I would suggest +2 Dex, -2 Str, since the Desertcrossers are noted for their lithe and slender physique.

blelliot
2014-03-22, 02:59 AM
Just made some changes to the three existing entries about religion, let me know what you all think! and also the name of the world.

Omeganaut
2014-04-08, 11:14 PM
The religion aspect looks fine. Did you mean to give the Sunscorchers 3 ability boosts for a +2 level adjustment? They would need extra hitdie or martial feats or something to balance that out. Instead I'd recommend giving them +2 STR -2 CHA for abilities and having no adjustment

blelliot
2014-04-10, 01:22 PM
Did you mean to give the Sunscorchers 3 ability boosts for a +2 level adjustment? They would need extra hitdie or martial feats or something to balance that out. Instead I'd recommend giving them +2 STR -2 CHA for abilities and having no adjustment

Actually, no I did not. I eant to only be a +1 level adjustment with a -2 to the charisma (corrected above). Thanks for the notice.

Also, the reason I havent posted anything new is my laptop that had all the info got fried. So this thread is far from dead, its just in stasis. However, any opinions on the existing material are welcome! I will hopefully have something new posted in the next few weeks.